mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
2e1a70e319
maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
279 lines
5.9 KiB
C
279 lines
5.9 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// screen.c -- master for refresh, status bar, console, chat, notify, etc
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#include "quakedef.h"
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#ifdef GLQUAKE
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#include "glquake.h"
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#include "shader.h"
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#include "gl_draw.h"
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#include <time.h>
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void GLSCR_UpdateScreen (void);
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extern qboolean scr_drawdialog;
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extern cvar_t vid_triplebuffer;
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extern cvar_t scr_fov;
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extern qboolean scr_initialized;
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extern float oldsbar;
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extern qboolean scr_drawloading;
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extern int scr_chatmode;
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extern cvar_t scr_chatmodecvar;
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extern cvar_t vid_conautoscale;
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extern qboolean scr_con_forcedraw;
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/*
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==================
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SCR_UpdateScreen
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This is called every frame, and can also be called explicitly to flush
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text to the screen.
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WARNING: be very careful calling this from elsewhere, because the refresh
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needs almost the entire 256k of stack space!
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==================
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*/
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void GLSCR_UpdateScreen (void)
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{
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int uimenu;
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#ifdef TEXTEDITOR
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extern qboolean editormodal;
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#endif
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qboolean nohud;
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qboolean noworld;
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RSpeedMark();
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r_refdef.pxrect.maxheight = vid.pixelheight;
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vid.numpages = 2 + vid_triplebuffer.value;
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R2D_Font_Changed();
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if (scr_disabled_for_loading)
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{
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extern float scr_disabled_time;
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if (Sys_DoubleTime() - scr_disabled_time > 60 || !Key_Dest_Has(~kdm_game))
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{
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//FIXME: instead of reenabling the screen, we should just draw the relevent things skipping only the game.
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scr_disabled_for_loading = false;
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}
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else
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{
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GL_BeginRendering ();
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scr_drawloading = true;
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SCR_DrawLoading (true);
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scr_drawloading = false;
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GL_EndRendering ();
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VID_SwapBuffers();
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RSpeedEnd(RSPEED_TOTALREFRESH);
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return;
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}
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}
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if (!scr_initialized || !con_initialized)
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{
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RSpeedEnd(RSPEED_TOTALREFRESH);
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return; // not initialized yet
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}
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Shader_DoReload();
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GL_BeginRendering ();
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qglDisable(GL_SCISSOR_TEST);
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#ifdef VM_UI
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uimenu = UI_MenuState();
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#else
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uimenu = 0;
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#endif
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#ifdef TEXTEDITOR
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if (editormodal)
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{
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Editor_Draw();
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V_UpdatePalette (false);
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#if defined(_WIN32) && defined(GLQUAKE)
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Media_RecordFrame();
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#endif
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R2D_BrightenScreen();
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if (key_dest_mask & kdm_console)
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Con_DrawConsole(vid.height/2, false);
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GL_EndRendering ();
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VID_SwapBuffers();
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RSpeedEnd(RSPEED_TOTALREFRESH);
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return;
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}
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#endif
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if (Media_ShowFilm())
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{
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M_Draw(0);
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V_UpdatePalette (false);
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#if defined(_WIN32) && defined(GLQUAKE)
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Media_RecordFrame();
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#endif
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R2D_BrightenScreen();
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GL_EndRendering ();
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GL_Set2D (false);
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VID_SwapBuffers();
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RSpeedEnd(RSPEED_TOTALREFRESH);
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return;
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}
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//
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// do 3D refresh drawing, and then update the screen
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//
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SCR_SetUpToDrawConsole ();
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noworld = false;
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nohud = false;
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#ifdef VM_CG
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if (CG_Refresh())
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nohud = true;
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else
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#endif
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#ifdef CSQC_DAT
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if (CSQC_DrawView())
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nohud = true;
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else
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#endif
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{
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if (uimenu != 1)
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{
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if (r_worldentity.model && cls.state == ca_active)
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V_RenderView ();
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else
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{
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noworld = true;
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}
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}
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}
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GL_Set2D (false);
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scr_con_forcedraw = false;
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if (noworld)
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{
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extern char levelshotname[];
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//draw the levelshot or the conback fullscreen
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if (*levelshotname)
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R2D_ScalePic(0, 0, vid.width, vid.height, R2D_SafeCachePic (levelshotname));
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else if (scr_con_current != vid.height)
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R2D_ConsoleBackground(0, vid.height, true);
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else
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scr_con_forcedraw = true;
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nohud = true;
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}
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SCR_DrawTwoDimensional(uimenu, nohud);
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V_UpdatePalette (false);
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R2D_BrightenScreen();
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#if defined(_WIN32) && defined(GLQUAKE)
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Media_RecordFrame();
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#endif
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RSpeedEnd(RSPEED_TOTALREFRESH);
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RSpeedShow();
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RSpeedRemark();
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GL_EndRendering ();
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VID_SwapBuffers();
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RSpeedEnd(RSPEED_FINISH);
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}
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char *GLVID_GetRGBInfo(int prepadbytes, int *truewidth, int *trueheight)
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{ //returns a BZ_Malloced array
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extern qboolean gammaworks;
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int i, c;
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qbyte *ret;
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/*if (1)
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{
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float *p;
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p = BZ_Malloc(vid.pixelwidth*vid.pixelheight*sizeof(float));
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qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_DEPTH_COMPONENT, GL_FLOAT, p);
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ret = BZ_Malloc(prepadbytes + vid.pixelwidth*vid.pixelheight*3);
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c = vid.pixelwidth*vid.pixelheight;
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for (i = 1; i < c; i++)
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{
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ret[prepadbytes+i*3+0]=p[i]*p[i]*p[i]*255;
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ret[prepadbytes+i*3+1]=p[i]*p[i]*p[i]*255;
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ret[prepadbytes+i*3+2]=p[i]*p[i]*p[i]*255;
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}
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BZ_Free(p);
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}
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else*/ if (gl_config.gles || (vid.pixelwidth&3))
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{
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qbyte *p;
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// gles only guarantees GL_RGBA/GL_UNSIGNED_BYTE so downconvert and resize
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ret = BZ_Malloc(prepadbytes + vid.pixelwidth*vid.pixelheight*4);
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qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_RGBA, GL_UNSIGNED_BYTE, ret + prepadbytes);
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c = vid.pixelwidth*vid.pixelheight;
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p = ret + prepadbytes;
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for (i = 1; i < c; i++)
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{
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p[i*3+0]=p[i*4+0];
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p[i*3+1]=p[i*4+1];
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p[i*3+2]=p[i*4+2];
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}
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ret = BZ_Realloc(ret, prepadbytes + vid.pixelwidth*vid.pixelheight*3);
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}
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else
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{
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ret = BZ_Malloc(prepadbytes + vid.pixelwidth*vid.pixelheight*3);
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qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_RGB, GL_UNSIGNED_BYTE, ret + prepadbytes);
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}
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*truewidth = vid.pixelwidth;
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*trueheight = vid.pixelheight;
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if (gammaworks)
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{
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c = prepadbytes+vid.pixelwidth*vid.pixelheight*3;
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for (i=prepadbytes ; i<c ; i+=3)
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{
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extern qbyte gammatable[256];
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ret[i+0] = gammatable[ret[i+0]];
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ret[i+1] = gammatable[ret[i+1]];
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ret[i+2] = gammatable[ret[i+2]];
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}
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}
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return ret;
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}
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#endif
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