fteqw/engine/gl/gl_screen.c
Spoike 27a59a0cbc LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
vulkan, wasapi, quake injector features added.
irc, avplug, cef plugins/drivers reworked/updated/added
openal reverb, doppler effects added.
'dir' console command now attempts to view clicked files.
lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...).
SendEntity finally reworked to use flags properly.
effectinfo improved, other smc-targetted fixes.
mapcluster stuff now has support for linux.
.basebone+.baseframe now exist in ssqc.
qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though.
qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc.
qccgui: can cope a little better with non-unicode files. can now represent most quake chars.
qcc: suppressed warnings from *extensions.qc

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-07-12 00:40:13 +00:00

339 lines
7.4 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"
qboolean gammaworks;
#ifdef GLQUAKE
#include "glquake.h"
#include "shader.h"
#include "gl_draw.h"
#include <time.h>
qboolean GLSCR_UpdateScreen (void);
extern qboolean scr_drawdialog;
extern cvar_t vid_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;
extern qboolean depthcleared;
/*
==================
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 SCR_DrawCursor(void);
qboolean GLSCR_UpdateScreen (void)
{
int uimenu;
qboolean nohud;
qboolean noworld;
r_refdef.pxrect.maxheight = vid.pixelheight;
vid.numpages = 2 + vid_triplebuffer.value;
R2D_Font_Changed();
if (!scr_initialized || !con_initialized)
{
return false; // not initialized yet
}
if (scr_disabled_for_loading)
{
extern float scr_disabled_time;
if (Sys_DoubleTime() - scr_disabled_time > 60 || !Key_Dest_Has(~kdm_game))
{
//FIXME: instead of reenabling the screen, we should just draw the relevent things skipping only the game.
scr_disabled_for_loading = false;
}
else
{
scr_drawloading = true;
SCR_DrawLoading (true);
scr_drawloading = false;
if (R2D_Flush)
R2D_Flush();
VID_SwapBuffers();
return true;
}
}
Shader_DoReload();
qglDisable(GL_SCISSOR_TEST);
#ifdef VM_UI
uimenu = UI_MenuState();
#else
uimenu = 0;
#endif
#ifdef TEXTEDITOR
if (editormodal)
{
Editor_Draw();
V_UpdatePalette (false);
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
R2D_BrightenScreen();
if (key_dest_mask & kdm_console)
Con_DrawConsole(vid.height/2, false);
else
Con_DrawConsole(0, false);
SCR_DrawCursor();
if (R2D_Flush)
R2D_Flush();
VID_SwapBuffers();
return true;
}
#endif
if (Media_ShowFilm())
{
M_Draw(0);
V_UpdatePalette (false);
R2D_BrightenScreen();
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
if (R2D_Flush)
R2D_Flush();
GL_Set2D (false);
VID_SwapBuffers();
return true;
}
//
// do 3D refresh drawing, and then update the screen
//
SCR_SetUpToDrawConsole ();
noworld = false;
nohud = false;
if (r_clear.ival)
{
GL_ForceDepthWritable();
qglClearColor((r_clear.ival&1)?1:0, (r_clear.ival&2)?1:0, (r_clear.ival&4)?1:0, 1);
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
depthcleared = true;
}
#ifdef VM_CG
if (CG_Refresh())
nohud = true;
else
#endif
#ifdef CSQC_DAT
if (CSQC_DrawView())
nohud = true;
else
#endif
{
if (uimenu != 1)
{
if (r_worldentity.model && cls.state == ca_active)
V_RenderView ();
else
{
noworld = true;
}
}
}
GL_Set2D (false);
scr_con_forcedraw = false;
if (noworld)
{
extern char levelshotname[];
//draw the levelshot or the conback fullscreen
if (*levelshotname)
R2D_ScalePic(0, 0, vid.width, vid.height, R2D_SafeCachePic (levelshotname));
else if (scr_con_current != vid.height)
R2D_ConsoleBackground(0, vid.height, true);
else
scr_con_forcedraw = true;
nohud = true;
}
SCR_DrawTwoDimensional(uimenu, nohud);
V_UpdatePalette (false);
R2D_BrightenScreen();
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
RSpeedShow();
if (R2D_Flush)
R2D_Flush();
{
RSpeedMark();
VID_SwapBuffers();
RSpeedEnd(RSPEED_PRESENT);
}
//gl 4.5 / GL_ARB_robustness / GL_KHR_robustness
if (qglGetGraphicsResetStatus)
{
GLenum err = qglGetGraphicsResetStatus();
switch(err)
{
case GL_NO_ERROR:
break;
case GL_GUILTY_CONTEXT_RESET: //we did it
case GL_INNOCENT_CONTEXT_RESET: //something else broke the hardware and broke our ram
case GL_UNKNOWN_CONTEXT_RESET: //whodunit
default:
Con_Printf("OpenGL reset detected\n");
Sys_Sleep(3.0);
Cmd_ExecuteString("vid_restart", RESTRICT_LOCAL);
break;
}
}
return true;
}
char *GLVID_GetRGBInfo(int *truewidth, int *trueheight, enum uploadfmt *fmt)
{ //returns a BZ_Malloced array
extern qboolean gammaworks;
int i, c;
qbyte *ret;
extern qboolean r2d_canhwgamma;
*truewidth = vid.fbpwidth;
*trueheight = vid.fbpheight;
/*if (1)
{
float *p;
p = BZ_Malloc(vid.pixelwidth*vid.pixelheight*sizeof(float));
qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_DEPTH_COMPONENT, GL_FLOAT, p);
ret = BZ_Malloc(vid.pixelwidth*vid.pixelheight*3);
c = vid.pixelwidth*vid.pixelheight;
for (i = 1; i < c; i++)
{
ret[i*3+0]=p[i]*p[i]*p[i]*255;
ret[i*3+1]=p[i]*p[i]*p[i]*255;
ret[i*3+2]=p[i]*p[i]*p[i]*255;
}
BZ_Free(p);
}
else*/ if (gl_config.gles || (*truewidth&3))
{
qbyte *p;
//gles:
//Only two format/type parameter pairs are accepted.
//GL_RGBA/GL_UNSIGNED_BYTE is always accepted, and the other acceptable pair can be discovered by querying GL_IMPLEMENTATION_COLOR_READ_FORMAT and GL_IMPLEMENTATION_COLOR_READ_TYPE.
//thus its simpler to only use GL_RGBA/GL_UNSIGNED_BYTE
//desktopgl:
//total line byte length must be aligned to GL_PACK_ALIGNMENT. by reading rgba instead of rgb, we can ensure the line is a multiple of 4 bytes.
ret = BZ_Malloc((*truewidth)*(*trueheight)*4);
qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_RGBA, GL_UNSIGNED_BYTE, ret);
*fmt = TF_RGB24;
c = (*truewidth)*(*trueheight);
p = ret;
for (i = 1; i < c; i++)
{
p[i*3+0]=p[i*4+0];
p[i*3+1]=p[i*4+1];
p[i*3+2]=p[i*4+2];
}
ret = BZ_Realloc(ret, (*truewidth)*(*trueheight)*3);
}
#if 1//def _DEBUG
else if (!gl_config.gles && sh_config.texfmt[PTI_BGRA8])
{
*fmt = TF_BGRA32;
ret = BZ_Malloc((*truewidth)*(*trueheight)*4);
qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, ret);
}
#endif
else
{
*fmt = TF_RGB24;
ret = BZ_Malloc((*truewidth)*(*trueheight)*3);
qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_RGB, GL_UNSIGNED_BYTE, ret);
}
if (gammaworks && r2d_canhwgamma)
{
if (*fmt == TF_BGRA32 || *fmt == TF_RGBA32)
{
c = (*truewidth)*(*trueheight)*4;
for (i=0 ; i<c ; i+=4)
{
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]];
}
}
else
{
c = (*truewidth)*(*trueheight)*3;
for (i=0 ; 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