mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-27 06:02:16 +00:00
8c02fb26b3
splitscreen can now properly be configured via build configs, and potentially more than just 4 seats. fix splitscreen and enemycolour forcing. forcing now works, but only when all seats are on/spectating the same team. fix demo playback issue with http urls with webgl that don't allow streaming. srgb fixes for the scoreboard. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5229 fc73d0e0-1445-4013-8a0c-d673dee63da5
364 lines
8.2 KiB
C
364 lines
8.2 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)
|
|
{
|
|
int uimenu;
|
|
qboolean nohud;
|
|
qboolean noworld;
|
|
extern cvar_t vid_srgb;
|
|
|
|
r_refdef.pxrect.maxheight = vid.pixelheight;
|
|
|
|
vid.numpages = 2 + vid_triplebuffer.value;
|
|
|
|
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 > 1 && (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==1 || (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_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_SetUpToDrawConsole();
|
|
if (Key_Dest_Has(kdm_console))
|
|
SCR_DrawConsole(false);
|
|
// 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);
|
|
Media_RecordFrame();
|
|
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();
|
|
Media_RecordFrame();
|
|
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();
|
|
|
|
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;
|
|
|
|
*bytestride = 0;
|
|
*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);
|
|
*bytestride = *truewidth*-3;
|
|
|
|
*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);
|
|
*bytestride = *truewidth*-4;
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
*fmt = TF_RGB24;
|
|
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 == 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
|