fteqw/engine/client/screen.h
Spoike 2361c7d14f Flattened downloads menu.
Added scrollbars to various menus (when they're too tall for the virtual screen height).
Added warnings when qc draws to the screen outside of where it'll actually be displayed (freecs is guilty of this).
r_showshaders will now work in q2.
mod_texturelist will include a small preview, because I can.
plug_list command will now also display some plugins which are not currently loaded.
q1bsp now properly respects hitcontents (note that normally only hull 0 actually has contents other than solid+empty).
q1bsp now correctly reports content values in tracelines (this fixes freecs being unable to detect func_water).
Rewrote netgraph code. Now displays using polygons instead of textures for higher resolution graphs.
Fixed texture bug that appears with nouveau's core contexts (texture unit switches were not happening).
Added some better support for disabling vsync with nouveau, although its still broken fullscreen for some reason.
Changed fteqcc's warning for unrecognised CRCs. Should be more descriptive about the usual cause (but less technical and potentially technically wrong).



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5378 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-01-13 16:51:50 +00:00

326 lines
12 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.h
typedef struct playerview_s playerview_t;
extern float scr_con_current;
extern float scr_con_target; // lines of console to display
extern int sb_lines;
extern int clearnotify; // set to 0 whenever notify text is drawn
extern qboolean scr_disabled_for_loading;
extern cvar_t scr_fov;
extern cvar_t scr_fov_viewmodel;
extern cvar_t scr_viewsize;
qboolean SCR_RSShot (void);
//void SCR_DrawConsole (qboolean noback);
//void SCR_SetUpToDrawConsole (void);
//void SCR_BeginLoadingPlaque (void);
//void SCR_EndLoadingPlaque (void);
//void SCR_Init (void);
//void SCR_UpdateScreen (void);
#if defined(GLQUAKE)
qboolean GLSCR_UpdateScreen (void);
#endif
void SCR_ImageName (const char *mapname);
//this stuff is internal to the screen systems.
void RSpeedShow(void);
void SCR_CrosshairPosition(playerview_t *pview, float *x, float *y);
void SCR_DrawLoading (qboolean opaque);
void SCR_TileClear (int skipbottom);
void SCR_DrawNotifyString (void);
void SCR_CheckDrawCenterString (void);
void SCR_DrawNet (void);
void SCR_DrawTurtle (void);
void SCR_DrawPause (void);
qboolean SCR_HardwareCursorIsActive(void);
void CLSCR_Init(void); //basically so I can register a few friendly cvars.
//TEI_SHOWLMP2 stuff
void SCR_ShowPics_Draw(void);
void SCR_ShowPic_Create(void);
void SCR_ShowPic_Hide(void);
void SCR_ShowPic_Move(void);
void SCR_ShowPic_Update(void);
void SCR_ShowPic_ClearAll(qboolean persistflag);
char *SCR_ShowPics_ClickCommand(int cx, int cy);
void SCR_ShowPic_Script_f(void);
void SCR_ShowPic_Remove_f(void);
//a header is better than none...
void Draw_TextBox (int x, int y, int width, int lines);
enum fs_relative;
typedef enum uploadfmt
{
PTI_INVALID,
//these formats are specified as direct byte access (listed in byte order, aka big-endian 0xrrggbbaa order)
PTI_RGBA8, //rgba byte ordering
PTI_RGBX8, //rgb pad byte ordering
PTI_BGRA8, //alpha channel
PTI_BGRX8, //no alpha channel
PTI_RGBA8_SRGB, //rgba byte ordering
PTI_RGBX8_SRGB, //rgb pad byte ordering
PTI_BGRA8_SRGB, //alpha channel
PTI_BGRX8_SRGB, //no alpha channel
PTI_RGB8, //24bit packed format. generally not supported
PTI_BGR8, //24bit packed format. generally not supported
PTI_L8, //8bit format. luminance gets flooded to all RGB channels. might be supported using swizzles.
PTI_L8A8, //16bit format. L=luminance. might be supported using swizzles.
PTI_L8_SRGB, //8bit format. luminance gets flooded to all RGB channels. might be supported using swizzles.
PTI_L8A8_SRGB, //16bit format. L=luminance. note: this cannot be implemented as a swizzle as there's no way to get srgb on red without it on green.
//small formats.
PTI_R8, //used for paletted data
PTI_RG8, //might be useful for normalmaps
PTI_R8_SNORM,
PTI_RG8_SNORM, //might be useful for normalmaps
//floating point formats
PTI_RGBA16F,
PTI_RGBA32F,
//packed/misaligned formats: these are specified in native endian order (high bits listed first because that's how things are represented in hex), so may need byte swapping...
PTI_A2BGR10, //mostly for rendertargets, might also be useful for overbight lightmaps.
PTI_E5BGR9, //mostly for fancy lightmaps
PTI_RGB565, //16bit alphaless format.
PTI_RGBA4444, //16bit format (gl)
PTI_ARGB4444, //16bit format (d3d)
PTI_RGBA5551, //16bit alpha format (gl).
PTI_ARGB1555, //16bit alpha format (d3d).
//(desktop/tegra) compressed formats
PTI_BC1_RGB,
PTI_BC1_RGB_SRGB,
PTI_BC1_RGBA,
PTI_BC1_RGBA_SRGB,
PTI_BC2_RGBA,
PTI_BC2_RGBA_SRGB,
PTI_BC3_RGBA, //maybe add a bc3 normalmapswizzle type for d3d9?
PTI_BC3_RGBA_SRGB,
PTI_BC4_R8,
PTI_BC4_R8_SNORM,
PTI_BC5_RG8, //useful for normalmaps
PTI_BC5_RG8_SNORM, //useful for normalmaps
PTI_BC6_RGB_UFLOAT, //unsigned (half) floats!
PTI_BC6_RGB_SFLOAT, //signed (half) floats!
PTI_BC7_RGBA, //multimode compression, using as many bits as bc2/bc3
PTI_BC7_RGBA_SRGB,
//(mobile/intel) compressed formats
PTI_ETC1_RGB8, //limited form
PTI_ETC2_RGB8, //extended form
PTI_ETC2_RGB8A1,
PTI_ETC2_RGB8A8,
PTI_ETC2_RGB8_SRGB,
PTI_ETC2_RGB8A1_SRGB,
PTI_ETC2_RGB8A8_SRGB,
PTI_EAC_R11, //no idea what this might be used for, whatever
PTI_EAC_R11_SNORM, //no idea what this might be used for, whatever
PTI_EAC_RG11, //useful for normalmaps (calculate blue)
PTI_EAC_RG11_SNORM, //useful for normalmaps (calculate blue)
//astc... zomg
PTI_ASTC_4X4,
PTI_ASTC_4X4_SRGB,
PTI_ASTC_5X4,
PTI_ASTC_5X4_SRGB,
PTI_ASTC_5X5,
PTI_ASTC_5X5_SRGB,
PTI_ASTC_6X5,
PTI_ASTC_6X5_SRGB,
PTI_ASTC_6X6,
PTI_ASTC_6X6_SRGB,
PTI_ASTC_8X5,
PTI_ASTC_8X5_SRGB,
PTI_ASTC_8X6,
PTI_ASTC_8X6_SRGB,
PTI_ASTC_10X5,
PTI_ASTC_10X5_SRGB,
PTI_ASTC_10X6,
PTI_ASTC_10X6_SRGB,
PTI_ASTC_8X8,
PTI_ASTC_8X8_SRGB,
PTI_ASTC_10X8,
PTI_ASTC_10X8_SRGB,
PTI_ASTC_10X10,
PTI_ASTC_10X10_SRGB,
PTI_ASTC_12X10,
PTI_ASTC_12X10_SRGB,
PTI_ASTC_12X12,
PTI_ASTC_12X12_SRGB,
//depth formats
PTI_DEPTH16,
PTI_DEPTH24,
PTI_DEPTH32,
PTI_DEPTH24_8,
//non-native formats (generally requiring weird palettes that are not supported by hardware)
TF_BGR24_FLIP, /*bgr byte order, no alpha channel nor pad, and bottom up*/
TF_MIP4_R8, /*8bit 4-mip greyscale image*/
TF_MIP4_SOLID8, /*8bit 4-mip image in default palette*/
TF_MIP4_8PAL24, /*8bit 4-mip image with included palette*/
TF_MIP4_8PAL24_T255,/*8bit 4-mip image with included palette where index 255 is alpha 0*/
TF_SOLID8, /*8bit quake-palette image*/
TF_TRANS8, /*8bit quake-palette image, index 255=transparent*/
TF_TRANS8_FULLBRIGHT, /*fullbright 8 - fullbright texels have alpha 255, everything else 0*/
TF_HEIGHT8, /*image data is greyscale, convert to a normalmap and load that, uploaded alpha contains the original heights*/
TF_HEIGHT8PAL, /*source data is palette values rather than actual heights, generate a fallback heightmap*/
TF_H2_T7G1, /*8bit data, odd indexes give greyscale transparence*/
TF_H2_TRANS8_0, /*8bit data, 0 is transparent, not 255*/
TF_H2_T4A4, /*8bit data, weird packing*/
PTI_LLLX8, /*RGB data where the RGB values were all the same. we can convert to L8 to use less memory (common with shirt/pants/reflection)*/
PTI_LLLA8, /*RGBA data where the RGB values were all the same. we can convert to LA8 to use less memory (common with gloss)*/
/*this block requires an explicit (separate) palette*/
TF_8PAL24,
TF_8PAL32,
#ifdef FTE_TARGET_WEB
//weird specialcase mess to take advantage of webgl so we don't need redundant bloat where we're already strugging with potential heap limits
PTI_WHOLEFILE,
#endif
PTI_MAX,
TF_INVALID = PTI_INVALID,
TF_DEPTH16 = PTI_DEPTH16,
TF_DEPTH24 = PTI_DEPTH24,
TF_DEPTH32 = PTI_DEPTH32,
TF_RGBA16F = PTI_RGBA16F,
TF_RGBA32F = PTI_RGBA32F,
TF_RGBA32 = PTI_RGBA8, /*rgba byte order*/
TF_BGRA32 = PTI_BGRA8, /*bgra byte order*/
TF_RGBX32 = PTI_RGBX8, /*rgb byte order, with extra wasted byte after blue*/
TF_BGRX32 = PTI_BGRX8, /*rgb byte order, with extra wasted byte after blue*/
TF_RGB24 = PTI_RGB8, /*rgb byte order, no alpha channel nor pad, and regular top down*/
TF_BGR24 = PTI_BGR8, /*bgr byte order, no alpha channel nor pad, and regular top down*/
TF_LUM8 = PTI_L8,
TF_R8 = PTI_R8
//these are emulated formats. this 'case' value allows drivers to easily ignore them
#define PTI_EMULATED TF_INVALID:case TF_BGR24_FLIP:case TF_MIP4_R8:case TF_MIP4_SOLID8:case TF_MIP4_8PAL24:case TF_MIP4_8PAL24_T255:case TF_SOLID8:case TF_TRANS8:case TF_TRANS8_FULLBRIGHT:case TF_HEIGHT8:case TF_HEIGHT8PAL:case TF_H2_T7G1:case TF_H2_TRANS8_0:case TF_H2_T4A4:case TF_8PAL24:case TF_8PAL32:case PTI_LLLX8:case PTI_LLLA8
} uploadfmt_t;
qboolean SCR_ScreenShot (char *filename, enum fs_relative fsroot, void **buffer, int numbuffers, int bytestride, int width, int height, enum uploadfmt fmt, qboolean writemeta);
void SCR_DrawTwoDimensional(int uimenu, qboolean nohud);
enum
{
LS_NONE,
LS_CONNECTION,
LS_SERVER,
LS_CLIENT,
};
int SCR_GetLoadingStage(void);
void SCR_SetLoadingStage(int stage);
void SCR_SetLoadingFile(char *str);
/*fonts*/
void Font_Init(void);
void Font_Shutdown(void);
int Font_RegisterTrackerImage(const char *image); //returns a unicode char value that can be used to embed the char within a line of text.
qboolean Font_TrackerValid(unsigned int imid);
struct font_s *Font_LoadFont(const char *fontfilename, float height);
void Font_Free(struct font_s *f);
void Font_BeginString(struct font_s *font, float vx, float vy, int *px, int *py);
void Font_BeginScaledString(struct font_s *font, float vx, float vy, float szx, float szy, float *px, float *py); /*avoid using*/
void Font_Transform(float vx, float vy, int *px, int *py);
int Font_CharHeight(void);
float Font_CharVHeight(struct font_s *font);
float Font_CharScaleHeight(void);
int Font_CharWidth(unsigned int charflags, unsigned int codepoint);
float Font_CharScaleWidth(unsigned int charflags, unsigned int codepoint);
int Font_CharEndCoord(struct font_s *font, int x, unsigned int charflags, unsigned int codepoint);
int Font_DrawChar(int px, int py, unsigned int charflags, unsigned int codepoint);
float Font_DrawScaleChar(float px, float py, unsigned int charflags, unsigned int codepoint); /*avoid using*/
void Font_EndString(struct font_s *font);
void Font_InvalidateColour(vec4_t newcolour);
/*these three functions deal with formatted blocks of text (including tabs and new lines)*/
fte_inline conchar_t *Font_Decode(conchar_t *start, unsigned int *codeflags, unsigned int *codepoint)
{
if (*start & CON_LONGCHAR)
if (!(*start & CON_RICHFORECOLOUR))
{
*codeflags = start[1] & CON_FLAGSMASK;
*codepoint = ((start[0] & CON_CHARMASK)<<16) | (start[1] & CON_CHARMASK);
return start+2;
}
*codeflags = start[0] & CON_FLAGSMASK;
*codepoint = start[0] & CON_CHARMASK;
return start+1;
}
conchar_t *Font_DecodeReverse(conchar_t *start, conchar_t *stop, unsigned int *codeflags, unsigned int *codepoint);
int Font_LineBreaks(conchar_t *start, conchar_t *end, int maxpixelwidth, int maxlines, conchar_t **starts, conchar_t **ends);
int Font_LineWidth(conchar_t *start, conchar_t *end);
float Font_LineScaleWidth(conchar_t *start, conchar_t *end);
void Font_LineDraw(int x, int y, conchar_t *start, conchar_t *end);
conchar_t *Font_CharAt(int x, conchar_t *start, conchar_t *end);
extern struct font_s *font_default;
extern struct font_s *font_console;
extern struct font_s *font_tiny;
void PR_ReleaseFonts(unsigned int purgeowner); //for menu/csqc
void PR_ReloadFonts(qboolean reload);
/*end fonts*/
//normally we're not srgb aware, which means that while the intensity may APPEAR linear, it actually isn't.
fte_inline float M_SRGBToLinear(float x, float mag)
{
x /= mag;
if (x <= 0.04045f)
x = x * (1.0f / 12.92f);
else
x = pow(( x + 0.055f) * (1.0f / 1.055f), 2.4f);
x *= mag;
return x;
}
fte_inline float M_LinearToSRGB(float x, float mag)
{
x /= mag;
if (x <= 0.00031308)
x = 12.92 * x;
else
x = 1.055*pow(x,(float)(1.0 / 2.4) ) - 0.055;
x *= mag;
return x;
}
//macros that are used to explicitly state that a value is srgb, and convert to linear as needed.
#define SRGBf(x) ((vid.flags&VID_SRGBAWARE)?M_SRGBToLinear(x,1):x)
#define SRGBb(x) ((vid.flags&VID_SRGBAWARE)?(unsigned char)M_SRGBToLinear(x,255):x)
#define SRGB3(x,y,z) SRGBf(x),SRGBf(y),SRGBf(z)
#define SRGBA(x,y,z,w) SRGBf(x),SRGBf(y),SRGBf(z),w
void R_NetgraphInit(void);
void R_NetGraph (void);
void R_FrameTimeGraph (int frametime);