mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
e8aa715763
GL: r_dynamic -1 is now r_temporalscenecache 1, which makes menu options etc a little friendlier. fixed a serious memory leak. GL: Lightmaps are now uploaded using pbos to reduce cpu stalls (especially with temporalscenecache) and the resulting periodic framerate drops. Requires gl4.4. PM: moved manifest-downloads to the package manager. still needs some proper testing. PM: Fixed bug with downloading updates from every known mirror for that update. PM: Fixed bug with duplicate mirrors... PM: menuqc is now able to query available updates. engine's Draw_TextBox centers the text box more appropriately and easily. SV: added sv_autooffload cvar, when set the map command will automatically create a server in a separate process to reduce the effects of stutter in inefficient ssqc mods. Menu: menu_mods now shares data with getgamedirinfo builtin. MenuQC: Added some extra properties to the getgamedirinfo builtin. MenuQC: Added Menu_RendererRestarted entrypoint. MenuQC: _vid_renderer_opts cvar now has a value that actually reflects the windowing systems in the build, rather than just renderers. CQSC: Added getlocationname builtin. ALSA: device names are now more consistent with other audio drivers. SV: added unsavegame console command, to delete unwanted saved games. SV: hashtable entries are now saved into saved games. SV: reworked player remapping strategy when loading games. Player slots are now directly swapped serverside, not reconnected. SV: resend all csqc entity state when a client signals that it started recording a demo. SV: Added SOLID_BSPTRIGGER as a shapely alternative to the aabb SOLID_TRIGGER. modelindex must still be set for this to work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5668 fc73d0e0-1445-4013-8a0c-d673dee63da5
368 lines
8.9 KiB
C
368 lines
8.9 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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extern qboolean gammaworks;
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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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qboolean 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 cvar_t vid_conautoscale;
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extern qboolean scr_con_forcedraw;
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extern qboolean depthcleared;
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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 SCR_DrawCursor(void);
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qboolean GLSCR_UpdateScreen (void)
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{
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qboolean nohud;
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qboolean noworld;
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extern cvar_t vid_srgb;
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r_refdef.pxrect.maxheight = vid.pixelheight;
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vid.numpages = 2 + vid_triplebuffer.value;
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if (!scr_initialized || !con_initialized)
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{
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return false; // not initialized yet
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}
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R2D_Font_Changed();
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if (vid_srgb.modified)
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{
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vid_srgb.modified = false;
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//vid_srgb can be changed between 0 and 1, but other values need texture reloads. do that without too much extra weirdness.
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if ((vid.flags & VID_SRGB_CAPABLE) && gl_config.arb_framebuffer_srgb)
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{ //srgb-capable
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if (vid_srgb.ival > 0 && (vid.flags & VID_SRGBAWARE))
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{ //full srgb wanted (and textures are loaded)
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qglEnable(GL_FRAMEBUFFER_SRGB);
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vid.flags |= VID_SRGB_FB_LINEAR;
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}
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else if (vid_srgb.ival < 0 || (vid.flags & VID_SRGBAWARE))
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{ //srgb wanted only for the framebuffer, for gamma tricks.
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qglEnable(GL_FRAMEBUFFER_SRGB);
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vid.flags |= VID_SRGB_FB_LINEAR;
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}
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else
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{ //srgb not wanted...
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qglDisable(GL_FRAMEBUFFER_SRGB);
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vid.flags &= ~VID_SRGB_FB_LINEAR;
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}
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}
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}
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if (scr_disabled_for_loading)
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{
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extern char levelshotname[];
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extern float scr_disabled_time;
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float now = Sys_DoubleTime();
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if (now - 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 (except that this requires a copy of the game beneath or otherwise results in flickering).
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scr_disabled_for_loading = false;
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}
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else if (!*levelshotname && !CSQC_UseGamecodeLoadingScreen() && !MP_UsingGamecodeLoadingScreen()
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#ifdef MENU_NATIVECODE
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&& !(mn_entry && mn_entry->DrawLoading)
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#endif
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)
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return false; //don't refresh if we can't do so safely.
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else
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{
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SCR_DrawLoading (true);
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SCR_SetUpToDrawConsole();
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if (Key_Dest_Has(kdm_console))
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SCR_DrawConsole(false);
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if (R2D_Flush)
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R2D_Flush();
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VID_SwapBuffers();
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return true;
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}
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}
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Shader_DoReload();
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qglDisable(GL_SCISSOR_TEST);
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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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R2D_BrightenScreen();
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Media_RecordFrame();
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if (key_dest_mask & kdm_console)
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Con_DrawConsole(vid.height/2, false);
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else
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Con_DrawConsole(0, false);
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SCR_DrawCursor();
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}
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else
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#endif
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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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if (r_clear.ival)
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{
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GL_ForceDepthWritable();
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if (r_clearcolour.ival)
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{
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r_clearcolour.vec4[0] = host_basepal[(r_clearcolour.ival & 0xFF)*3+0]/255.0;
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r_clearcolour.vec4[1] = host_basepal[(r_clearcolour.ival & 0xFF)*3+1]/255.0;
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r_clearcolour.vec4[2] = host_basepal[(r_clearcolour.ival & 0xFF)*3+2]/255.0;
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}
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qglClearColor(r_clearcolour.vec4[0], r_clearcolour.vec4[1], r_clearcolour.vec4[2], 1);
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qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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depthcleared = true;
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}
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if (topmenu && topmenu->isopaque)
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nohud = true;
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#ifdef VM_CG
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else if (CG_Refresh())
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nohud = true;
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#endif
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#ifdef CSQC_DAT
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else if (CSQC_DrawView())
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nohud = true;
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#endif
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else
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{
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if (r_worldentity.model && cls.state == ca_active)
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V_RenderView (nohud);
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else
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noworld = true;
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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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//draw the levelshot or the conback fullscreen
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if (R2D_DrawLevelshot())
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;
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else if (scr_con_current != vid.height)
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{
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#ifdef HAVE_LEGACY
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extern cvar_t dpcompat_console;
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if (dpcompat_console.ival)
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{
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R2D_ImageColours(0,0,0,1);
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R2D_FillBlock(0, 0, vid.width, vid.height);
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R2D_ImageColours(1,1,1,1);
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}
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else
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#endif
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R2D_ConsoleBackground(0, vid.height, true);
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}
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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(nohud);
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V_UpdatePalette (false);
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R2D_BrightenScreen();
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Media_RecordFrame();
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}
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RSpeedShow();
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if (R2D_Flush)
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R2D_Flush();
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{
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RSpeedMark();
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VID_SwapBuffers();
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RSpeedEnd(RSPEED_PRESENT);
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}
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//gl 4.5 / GL_ARB_robustness / GL_KHR_robustness
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if (qglGetGraphicsResetStatus)
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{
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GLenum err = qglGetGraphicsResetStatus();
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switch(err)
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{
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case GL_NO_ERROR:
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break;
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case GL_GUILTY_CONTEXT_RESET: //we did it
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case GL_INNOCENT_CONTEXT_RESET: //something else broke the hardware and broke our ram
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case GL_UNKNOWN_CONTEXT_RESET: //whodunit
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default:
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Con_Printf("OpenGL reset detected\n");
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Sys_Sleep(3.0);
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Cmd_ExecuteString("vid_restart", RESTRICT_LOCAL);
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break;
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}
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}
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return true;
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}
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char *GLVID_GetRGBInfo(int *bytestride, int *truewidth, int *trueheight, enum uploadfmt *fmt)
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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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extern qboolean r2d_canhwgamma;
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qboolean hdr = false;
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*bytestride = 0;
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*truewidth = vid.fbpwidth;
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*trueheight = vid.fbpheight;
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if (*r_refdef.rt_destcolour[0].texname)
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{
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unsigned int w,h;
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texid_t tid = R2D_RT_GetTexture(r_refdef.rt_destcolour[0].texname, &w, &h);
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if (tid)
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hdr = (tid->format==PTI_RGBA16F)||(tid->format==PTI_RGBA32F)||(tid->format==PTI_B10G11R11F);
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}
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if (hdr)
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{
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*fmt = PTI_RGBA16F;
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ret = BZ_Malloc((*truewidth)*(*trueheight)*8);
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qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_RGBA, GL_HALF_FLOAT, ret);
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*bytestride = *truewidth*-8;
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}
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/*else 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(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[i*3+0]=p[i]*p[i]*p[i]*255;
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ret[i*3+1]=p[i]*p[i]*p[i]*255;
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ret[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 || (*truewidth&3))
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{
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//gles:
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//Only two format/type parameter pairs are accepted.
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//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.
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//thus its simpler to only use GL_RGBA/GL_UNSIGNED_BYTE
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//desktopgl:
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//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.
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*fmt = PTI_RGBA8;
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ret = BZ_Malloc((*truewidth)*(*trueheight)*4);
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qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_RGBA, GL_UNSIGNED_BYTE, ret);
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*bytestride = *truewidth*-4;
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}
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#if 1//def _DEBUG
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else if (!gl_config.gles && sh_config.texfmt[PTI_BGRA8])
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{
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*fmt = PTI_BGRA8;
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ret = BZ_Malloc((*truewidth)*(*trueheight)*4);
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qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, ret);
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*bytestride = *truewidth*-4;
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}
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#endif
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else
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{
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*fmt = PTI_RGB8;
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ret = BZ_Malloc((*truewidth)*(*trueheight)*3);
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qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_RGB, GL_UNSIGNED_BYTE, ret);
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*bytestride = *truewidth*-3;
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}
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if (gammaworks && r2d_canhwgamma)
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{
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extern qbyte gammatable[256];
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int pxsize = 4;
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c = (*truewidth)*(*trueheight);
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switch(*fmt)
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{
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case PTI_RGB8:
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case PTI_BGR8:
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pxsize = 3;
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//fallthrough
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case PTI_LLLA8:
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case PTI_LLLX8:
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case PTI_RGBA8:
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case PTI_RGBX8:
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case PTI_BGRA8:
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case PTI_BGRX8:
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//pxsize is 4 (or 3 if we fell through above)
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c*=pxsize;
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for (i=0 ; i<c ; i+=pxsize)
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{
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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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break;
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default:
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break; //some kind of bug.
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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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