fteqw/engine/gl/gl_screen.c
Spoike fcba94f554 Merging D3D and GL renderers a little.
D3D should be functional now. Maybe not pretty, maybe not complete, maybe not correct, but at least playable, at least with classic particles.
Some download fixes.
Some q3vm 64bit fixes.
Removed some dead cvars.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3614 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-11-02 23:17:25 +00:00

355 lines
7 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// screen.c -- master for refresh, status bar, console, chat, notify, etc
#include "quakedef.h"
#ifdef GLQUAKE
#include "glquake.h"
#include "shader.h"
#include "gl_draw.h"
#include <time.h>
void GLSCR_UpdateScreen (void);
extern qboolean scr_drawdialog;
extern cvar_t gl_triplebuffer;
extern cvar_t scr_fov;
extern qboolean scr_initialized;
extern float oldsbar;
extern qboolean scr_drawloading;
extern int scr_chatmode;
extern cvar_t scr_chatmodecvar;
extern cvar_t vid_conautoscale;
extern qboolean scr_con_forcedraw;
// console size manipulation callbacks
void GLVID_Console_Resize(void)
{
extern cvar_t gl_font;
extern cvar_t vid_conwidth, vid_conheight;
int cwidth, cheight;
float xratio;
float yratio=0;
cwidth = vid_conwidth.value;
cheight = vid_conheight.value;
xratio = vid_conautoscale.value;
if (xratio > 0)
{
char *s = strchr(vid_conautoscale.string, ' ');
if (s)
yratio = atof(s + 1);
if (yratio <= 0)
yratio = xratio;
xratio = 1 / xratio;
yratio = 1 / yratio;
//autoscale overrides conwidth/height (without actually changing them)
cwidth = vid.pixelwidth;
cheight = vid.pixelheight;
}
else
{
xratio = 1;
yratio = 1;
}
if (!cwidth)
cwidth = vid.pixelwidth;
if (!cheight)
cheight = vid.pixelheight;
cwidth*=xratio;
cheight*=yratio;
if (cwidth < 320)
cwidth = 320;
if (cheight < 200)
cheight = 200;
vid.width = cwidth;
vid.height = cheight;
vid.recalc_refdef = true;
if (font_tiny)
Font_Free(font_tiny);
font_tiny = NULL;
if (font_conchar)
Font_Free(font_conchar);
font_conchar = NULL;
Cvar_ForceCallback(&gl_font);
#ifdef PLUGINS
Plug_ResChanged();
#endif
}
void GLVID_Conheight_Callback(struct cvar_s *var, char *oldvalue)
{
if (var->value > 1536) //anything higher is unreadable.
{
Cvar_ForceSet(var, "1536");
return;
}
if (var->value < 200 && var->value) //lower would be wrong
{
Cvar_ForceSet(var, "200");
return;
}
GLVID_Console_Resize();
}
void GLVID_Conwidth_Callback(struct cvar_s *var, char *oldvalue)
{
//let let the user be too crazy
if (var->value > 2048) //anything higher is unreadable.
{
Cvar_ForceSet(var, "2048");
return;
}
if (var->value < 320 && var->value) //lower would be wrong
{
Cvar_ForceSet(var, "320");
return;
}
GLVID_Console_Resize();
}
void GLVID_Conautoscale_Callback(struct cvar_s *var, char *oldvalue)
{
GLVID_Console_Resize();
}
/*
==================
SCR_UpdateScreen
This is called every frame, and can also be called explicitly to flush
text to the screen.
WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
void GLSCR_UpdateScreen (void)
{
extern cvar_t vid_conheight;
int uimenu;
#ifdef TEXTEDITOR
extern qboolean editormodal;
#endif
qboolean nohud;
qboolean noworld;
RSpeedMark();
vid.numpages = 2 + gl_triplebuffer.value;
if (scr_disabled_for_loading)
{
extern float scr_disabled_time;
if (Sys_DoubleTime() - scr_disabled_time > 60 || key_dest != key_game)
{
scr_disabled_for_loading = false;
}
else
{
GL_BeginRendering ();
scr_drawloading = true;
SCR_DrawLoading ();
scr_drawloading = false;
GL_EndRendering ();
GL_DoSwap();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
}
if (!scr_initialized || !con_initialized)
{
RSpeedEnd(RSPEED_TOTALREFRESH);
return; // not initialized yet
}
Shader_DoReload();
GL_BeginRendering ();
#ifdef VM_UI
uimenu = UI_MenuState();
#else
uimenu = 0;
#endif
#ifdef TEXTEDITOR
if (editormodal)
{
Editor_Draw();
GLV_UpdatePalette (false, host_frametime);
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
R2D_BrightenScreen();
if (key_dest == key_console)
Con_DrawConsole(vid_conheight.value/2, false);
GL_EndRendering ();
GL_DoSwap();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
#endif
if (Media_ShowFilm())
{
M_Draw(0);
GLV_UpdatePalette (false, host_frametime);
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
R2D_BrightenScreen();
GL_EndRendering ();
GL_DoSwap();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
//
// determine size of refresh window
//
if (vid.recalc_refdef)
SCR_CalcRefdef ();
//
// do 3D refresh drawing, and then update the screen
//
SCR_SetUpToDrawConsole ();
noworld = false;
nohud = false;
#ifdef VM_CG
if (CG_Refresh())
nohud = true;
else
#endif
#ifdef CSQC_DAT
if (cls.state == ca_active && CSQC_DrawView())
nohud = true;
else
#endif
if (uimenu != 1)
{
if (r_worldentity.model && cls.state == ca_active)
V_RenderView ();
else
{
noworld = true;
}
}
else
GL_DoSwap();
GL_Set2D ();
if (!noworld)
{
R2D_PolyBlend ();
R2D_BrightenScreen();
}
scr_con_forcedraw = false;
if (noworld)
{
extern char levelshotname[];
if ((key_dest == key_console || key_dest == key_game) && SCR_GetLoadingStage() == LS_NONE)
scr_con_current = vid.height;
//draw the levelshot or the conback fullscreen
if (*levelshotname)
{
if(Draw_ScalePic)
Draw_ScalePic(0, 0, vid.width, vid.height, Draw_SafeCachePic (levelshotname));
else if (scr_con_current != vid.height)
Draw_ConsoleBackground(0, vid.height, true);
}
else if (scr_con_current != vid.height)
Draw_ConsoleBackground(0, vid.height, true);
else
scr_con_forcedraw = true;
nohud = true;
}
else if (!nohud)
SCR_TileClear ();
SCR_DrawTwoDimensional(uimenu, nohud);
GLV_UpdatePalette (false, host_frametime);
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
RSpeedEnd(RSPEED_TOTALREFRESH);
RSpeedShow();
GL_EndRendering ();
}
char *GLVID_GetRGBInfo(int prepadbytes, int *truewidth, int *trueheight)
{ //returns a BZ_Malloced array
extern qboolean gammaworks;
int i, c;
qbyte *ret = BZ_Malloc(prepadbytes + vid.pixelwidth*vid.pixelheight*3);
qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_RGB, GL_UNSIGNED_BYTE, ret + prepadbytes);
*truewidth = vid.pixelwidth;
*trueheight = vid.pixelheight;
if (gammaworks)
{
c = prepadbytes+vid.pixelwidth*vid.pixelheight*3;
for (i=prepadbytes ; i<c ; i+=3)
{
extern qbyte gammatable[256];
ret[i+0] = gammatable[ret[i+0]];
ret[i+1] = gammatable[ret[i+1]];
ret[i+2] = gammatable[ret[i+2]];
}
}
return ret;
}
#endif