fteqw/engine/gl/gl_screen.c
Spoike 811bce25f1 Too many changes, sorry.
Change revision displays, use the SVN commit date instead of using __DATE__ (when there's no local changes). This should allow reproducible builds.
Added s_al_disable cvar, to block openal and all the various problems people have had with it, without having to name an explicit fallback (which would vary by system).
Add mastervolume cvar (for ss).
Add r_shadows 2 (aka fake shadows - for ss).
Add scr_loadingscreen_aspect -1 setting, to disable levelshots entirely, also disables the progress bar (for ss).
Better support for some effectinfo hacks (for ss).
Added dpcompat_nocsqcwarnings (because of lazy+buggy mods like ss).
Rework the dpcsqc versions of project+unproject builtins for better compat (for ss).
Added dpcompat_csqcinputeventtypes to block unexpected csqc input events (for ss).
Better compat with DP's loadfont console command (for ss).
Added dpcompat_smallerfonts cvar to replicate a DP bug (for ss).
Detect dp's m_draw extension, to work around it (for ss).
Cvar dpcompat_ignoremodificationtimes added. A value of 0 favour the most recently modified file, 1 will use DP-like alphabetically sorted preferences (for ss).
loadfont builtin can now accept outline=1 in the sizes arg for slightly more readable fonts.
Fix bbox calcs for rotated entities, fix needed for r_ignorenetpvs 0.
Hackily parse emoji.json to provide 💩 etc suggestions.
Skip prediction entirely when there's no local entity info. This fixes stair-smoothing in xonotic.
screenshot_cubemap will now capture half-float images when saving to ktx or dds files.
Fix support for xcf files larger than 4gb, mostly to avoid compiler warnings.
Fixed size of gfx/loading.lmp when replacement textures are used.
Added mipmap support for rg8 and l8a8 textures.
r_hdr_framebuffer cvar updated to support format names instead of random negative numbers. Description updated to name some interesting ones.
Perform autoupdate _checks_ ONLY with explicit user confirmation (actual updating already needed user confirmation, but this extra step should reduce the chances of us getting wrongly accused of exfiltrating user data if we're run in a sandbox - we ONLY ever included the updating engine's version in the checks, though there's nothing we can do to avoid sending the user's router's IP).
Removed the 'summon satan all over your harddrive' quit message, in case paranoid security researchers are idiots and don't bother doing actual research.
Removed the triptohell.info and fte.triptohell.info certificates, they really need to stop being self-signed. The updates domain is still self-signed for autoupdates.
Video drivers are now able to report supported video resolutions, visible to menuqc. Currently only works with SDL2 builds.
Added setmousepos builtin. Should work with glx+win32 build.
VF_SKYROOM_CAMERA can now accept an extra two args, setviewprop(VF_SKYROOM_CAMERA, org, axis, degrees).
Removed v_skyroom_origin+v_skyroom_orientation cvars in favour just v_skyroom, which should make it behave more like the 'fog' command (used when csqc isn't overriding).
Added R_EndPolygonRibbon builtin to make it faster+easier to generate textured ribbon/cable/etc wide lines (for TW).
sdl: Fix up sys_sdl.c's file enumeration to support wildcards in directories.
edit command now displays end1.bin/end2.bin correctly, because we can.
Finally add support for f_modified - though ruleset_allow_larger_models and ruleset_allow_overlong_sounds generally make it redundant.
Fix threading race condition in sha1 lookups.
Updated f_ruleset to include the same extra flags reported by ezquake.
A mod's default.fmf file can now contain an eg 'mainconfig config.cfg' line (to explicitly set the main config saved with cfg_save_auto 1 etc).
fmf: basegame steam:GameName/GameDir can be used to try to load a mod directory from an installed steam game. The resulting gamedir will be read-only.
HOMEDIR CHANGE: use homedirs only if the basedir cannot be written or a homedir already exists, which should further reduce the probability of microsoft randomly uploading our data to their cloud (but mostly because its annoying to never know where your data is written).
Fixed buf_cvarlist, should work in xonotic now, and without segfaults.
Added an extra arg to URI_Get_Callback calls - the response size, also changed the tempstring to contain all bytes of the response, you need to be careful about nulls though.
Try to work around nvidia's forced-panning bug on x11 when changing video modes. This might screw with other programs.
sdl: support custom icons.
sdl: support choosing a specific display.
Added some documentation to menuqc builtins.
menusys: use outlines for slightly more readable fonts.
menusys: switch vid_width and vid_height combos into a single video mode combo to set both according to reported video modes.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5581 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-11-20 03:09:50 +00:00

371 lines
9 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"
extern 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 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)
{
qboolean nohud;
qboolean noworld;
extern cvar_t vid_srgb;
r_refdef.pxrect.maxheight = vid.pixelheight;
vid.numpages = 2 + vid_triplebuffer.value;
if (!scr_initialized || !con_initialized)
{
return false; // not initialized yet
}
R2D_Font_Changed();
if (vid_srgb.modified)
{
vid_srgb.modified = false;
//vid_srgb can be changed between 0 and 1, but other values need texture reloads. do that without too much extra weirdness.
if ((vid.flags & VID_SRGB_CAPABLE) && gl_config.arb_framebuffer_srgb)
{ //srgb-capable
if (vid_srgb.ival > 0 && (vid.flags & VID_SRGBAWARE))
{ //full srgb wanted (and textures are loaded)
qglEnable(GL_FRAMEBUFFER_SRGB);
vid.flags |= VID_SRGB_FB_LINEAR;
}
else if (vid_srgb.ival < 0 || (vid.flags & VID_SRGBAWARE))
{ //srgb wanted only for the framebuffer, for gamma tricks.
qglEnable(GL_FRAMEBUFFER_SRGB);
vid.flags |= VID_SRGB_FB_LINEAR;
}
else
{ //srgb not wanted...
qglDisable(GL_FRAMEBUFFER_SRGB);
vid.flags &= ~VID_SRGB_FB_LINEAR;
}
}
}
if (scr_disabled_for_loading)
{
extern char levelshotname[];
extern float scr_disabled_time;
float now = Sys_DoubleTime();
if (now - 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 (except that this requires a copy of the game beneath or otherwise results in flickering).
scr_disabled_for_loading = false;
}
else if (!*levelshotname && !CSQC_UseGamecodeLoadingScreen() && !MP_UsingGamecodeLoadingScreen()
#ifdef MENU_NATIVECODE
&& !(mn_entry && mn_entry->DrawLoading)
#endif
)
return false; //don't refresh if we can't do so safely.
else
{
SCR_DrawLoading (true);
SCR_SetUpToDrawConsole();
if (Key_Dest_Has(kdm_console))
SCR_DrawConsole(false);
if (R2D_Flush)
R2D_Flush();
VID_SwapBuffers();
return true;
}
}
Shader_DoReload();
qglDisable(GL_SCISSOR_TEST);
#ifdef TEXTEDITOR
if (editormodal)
{
Editor_Draw();
V_UpdatePalette (false);
R2D_BrightenScreen();
Media_RecordFrame();
if (key_dest_mask & kdm_console)
Con_DrawConsole(vid.height/2, false);
else
Con_DrawConsole(0, false);
SCR_DrawCursor();
}
else
#endif
{
//
// 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;
}
if (topmenu && topmenu->isopaque)
nohud = true;
#ifdef VM_CG
else if (CG_Refresh())
nohud = true;
#endif
#ifdef CSQC_DAT
else if (CSQC_DrawView())
nohud = true;
#endif
else
{
if (r_worldentity.model && cls.state == ca_active)
V_RenderView (nohud);
else
noworld = true;
}
GL_Set2D (false);
scr_con_forcedraw = false;
if (noworld)
{
//draw the levelshot or the conback fullscreen
if (R2D_DrawLevelshot())
;
else if (scr_con_current != vid.height)
{
#ifdef HAVE_LEGACY
extern cvar_t dpcompat_console;
if (dpcompat_console.ival)
{
R2D_ImageColours(0,0,0,1);
R2D_FillBlock(0, 0, vid.width, vid.height);
R2D_ImageColours(1,1,1,1);
}
else
#endif
R2D_ConsoleBackground(0, vid.height, true);
}
else
scr_con_forcedraw = true;
nohud = true;
}
SCR_DrawTwoDimensional(nohud);
V_UpdatePalette (false);
R2D_BrightenScreen();
Media_RecordFrame();
}
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 *bytestride, int *truewidth, int *trueheight, enum uploadfmt *fmt)
{ //returns a BZ_Malloced array
extern qboolean gammaworks;
int i, c;
qbyte *ret;
extern qboolean r2d_canhwgamma;
qboolean hdr = false;
*bytestride = 0;
*truewidth = vid.fbpwidth;
*trueheight = vid.fbpheight;
if (*r_refdef.rt_destcolour[0].texname)
{
unsigned int w,h;
texid_t tid = R2D_RT_GetTexture(r_refdef.rt_destcolour[0].texname, &w, &h);
if (tid)
hdr = (tid->format==PTI_RGBA16F)||(tid->format==PTI_RGBA32F)||(tid->format==PTI_B10G11R11F);
}
if (hdr)
{
*fmt = PTI_RGBA16F;
ret = BZ_Malloc((*truewidth)*(*trueheight)*8);
qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_RGBA, GL_HALF_FLOAT, ret);
*bytestride = *truewidth*-8;
}
/*else 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);
*bytestride = *truewidth*-3;
*fmt = PTI_RGB8;
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 = PTI_BGRA8;
ret = BZ_Malloc((*truewidth)*(*trueheight)*4);
qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, ret);
*bytestride = *truewidth*-4;
}
#endif
else
{
*fmt = PTI_RGB8;
ret = BZ_Malloc((*truewidth)*(*trueheight)*3);
qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_RGB, GL_UNSIGNED_BYTE, ret);
*bytestride = *truewidth*-3;
}
if (gammaworks && r2d_canhwgamma)
{
if (*fmt == PTI_BGRA8 || *fmt == PTI_BGRX8 || *fmt == PTI_BGR8)
{
int pxsize = (*fmt == PTI_BGR8)?3:4;
c = (*truewidth)*(*trueheight)*pxsize;
for (i=0 ; i<c ; i+=pxsize)
{
extern qbyte gammatable[256];
ret[i+0] = gammatable[ret[i+2]];
ret[i+1] = gammatable[ret[i+1]];
ret[i+2] = gammatable[ret[i+0]];
}
}
else if (*fmt == PTI_RGBA8 || *fmt == PTI_RGBX8 || *fmt == PTI_RGB8)
{
int pxsize = (*fmt == PTI_RGB8)?3:4;
c = (*truewidth)*(*trueheight)*pxsize;
for (i=0 ; i<c ; i+=pxsize)
{
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