newtree/source/gl_screen.c

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/*
gl_screen.c
2000-05-22 06:58:14 +00:00
master for refresh, status bar, console, chat, notify, etc
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
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#ifdef HAVE_CONFIG_H
# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
# include <string.h>
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#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
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#endif
#include <time.h>
#include "cl_parse.h"
#include "cmd.h"
#include "console.h"
#include "draw.h"
#include "glquake.h"
#include "host.h"
#include "keys.h"
#include "menu.h"
#include "pcx.h"
#include "sbar.h"
#include "skin.h"
#include "sys.h"
#include "tga.h"
#include "view.h"
/*
background clear
rendering
turtle/net/ram icons
sbar
centerprint / slow centerprint
notify lines
intermission / finale overlay
loading plaque
console
menu
required background clears
required update regions
syncronous draw mode or async
One off screen buffer, with updates either copied or xblited
Need to double buffer?
async draw will require the refresh area to be cleared, because it will be
xblited, but sync draw can just ignore it.
sync
draw
CenterPrint ()
SlowPrint ()
Screen_Update ();
Con_Printf ();
net
turn off messages option
the refresh is allways rendered, unless the console is full screen
console is:
notify lines
half
full
*/
int glx, gly, glwidth, glheight;
// only the refresh window will be updated unless these variables are flagged
int scr_copytop;
int scr_copyeverything;
float scr_con_current;
float scr_conlines; // lines of console to display
int oldscreensize, oldfov;
int oldsbar;
cvar_t *scr_viewsize;
cvar_t *scr_fov; // 10 - 170
cvar_t *scr_conspeed;
cvar_t *scr_centertime;
cvar_t *scr_showram;
cvar_t *scr_showturtle;
cvar_t *scr_showpause;
cvar_t *scr_printspeed;
cvar_t *gl_triplebuffer;
cvar_t *crosshair;
cvar_t *crosshaircolor;
cvar_t *cl_crossx;
cvar_t *cl_crossy;
qboolean scr_initialized; // ready to draw
qpic_t *scr_ram;
qpic_t *scr_net;
qpic_t *scr_turtle;
int scr_fullupdate;
int clearconsole;
int clearnotify;
extern int sb_lines;
viddef_t vid; // global video state
vrect_t scr_vrect;
qboolean scr_disabled_for_loading;
float scr_disabled_time;
qboolean block_drawing;
void SCR_ScreenShot_f (void);
void SCR_RSShot_f (void);
/*
===============================================================================
CENTER PRINTING
===============================================================================
*/
char scr_centerstring[1024];
float scr_centertime_start; // for slow victory printing
float scr_centertime_off;
int scr_center_lines;
int scr_erase_lines;
int scr_erase_center;
/*
SCR_CenterPrint
Called for important messages that should stay in the center of the screen
for a few moments
*/
void
SCR_CenterPrint (char *str)
{
strncpy (scr_centerstring, str, sizeof (scr_centerstring) - 1);
scr_centertime_off = scr_centertime->value;
scr_centertime_start = cl.time;
// count the number of lines for centering
scr_center_lines = 1;
while (*str) {
if (*str == '\n')
scr_center_lines++;
str++;
}
}
void
SCR_DrawCenterString (void)
{
char *start;
int l;
int j;
int x, y;
int remaining;
// the finale prints the characters one at a time
if (cl.intermission)
remaining = scr_printspeed->value * (cl.time - scr_centertime_start);
else
remaining = 9999;
scr_erase_center = 0;
start = scr_centerstring;
if (scr_center_lines <= 4)
y = vid.height * 0.35;
else
y = 48;
do {
// scan the width of the line
for (l = 0; l < 40; l++)
if (start[l] == '\n' || !start[l])
break;
x = (vid.width - l * 8) / 2;
for (j = 0; j < l; j++, x += 8) {
Draw_Character8 (x, y, start[j]);
if (!remaining--)
return;
}
y += 8;
while (*start && *start != '\n')
start++;
if (!*start)
break;
start++; // skip the \n
} while (1);
}
void
SCR_CheckDrawCenterString (void)
{
scr_copytop = 1;
if (scr_center_lines > scr_erase_lines)
scr_erase_lines = scr_center_lines;
scr_centertime_off -= host_frametime;
if (scr_centertime_off <= 0 && !cl.intermission)
return;
if (key_dest != key_game)
return;
SCR_DrawCenterString ();
}
//=============================================================================
/*
CalcFov
*/
float
CalcFov (float fov_x, float width, float height)
{
float a;
float x;
if (fov_x < 1 || fov_x > 179)
Sys_Error ("Bad fov: %f", fov_x);
x = width / tan (fov_x / 360 * M_PI);
a = (x == 0) ? 90 : atan (height / x); // 0 shouldn't happen
a = a * 360 / M_PI;
return a;
}
/*
SCR_CalcRefdef
Must be called whenever vid changes
Internal use only
*/
static void
SCR_CalcRefdef (void)
{
float size;
int h;
qboolean full = false;
scr_fullupdate = 0; // force a background redraw
vid.recalc_refdef = 0;
// force the status bar to redraw
Sbar_Changed ();
//========================================
// bound viewsize
Cvar_SetValue (scr_viewsize, bound (30, scr_viewsize->int_val, 120));
// bound field of view
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Cvar_SetValue (scr_fov, bound (10, scr_fov->value, 170));
if (scr_viewsize->int_val >= 120)
sb_lines = 0; // no status bar at all
else if (scr_viewsize->int_val >= 110)
sb_lines = 24; // no inventory
else
sb_lines = 24 + 16 + 8;
if (scr_viewsize->int_val >= 100) {
full = true;
size = 100.0;
} else {
size = scr_viewsize->int_val;
}
// intermission is always full screen
if (cl.intermission) {
full = true;
size = 100.0;
sb_lines = 0;
}
size /= 100.0;
if (!cl_sbar->int_val && full)
h = vid.height;
else
h = vid.height - sb_lines;
r_refdef.vrect.width = vid.width * size + 0.5;
if (r_refdef.vrect.width < 96) {
size = 96.0 / r_refdef.vrect.width;
r_refdef.vrect.width = 96; // min for icons
}
r_refdef.vrect.height = vid.height * size + 0.5;
if (cl_sbar->int_val || !full) {
if (r_refdef.vrect.height > vid.height - sb_lines)
r_refdef.vrect.height = vid.height - sb_lines;
} else if (r_refdef.vrect.height > vid.height)
r_refdef.vrect.height = vid.height;
r_refdef.vrect.x = (vid.width - r_refdef.vrect.width) / 2;
if (full)
r_refdef.vrect.y = 0;
else
r_refdef.vrect.y = (h - r_refdef.vrect.height) / 2;
r_refdef.fov_x = scr_fov->int_val;
r_refdef.fov_y =
CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
scr_vrect = r_refdef.vrect;
}
/*
SCR_SizeUp_f
Keybinding command
*/
void
SCR_SizeUp_f (void)
{
if (scr_viewsize->int_val < 120) {
Cvar_SetValue (scr_viewsize, scr_viewsize->int_val + 10);
vid.recalc_refdef = 1;
}
}
/*
SCR_SizeDown_f
Keybinding command
*/
void
SCR_SizeDown_f (void)
{
Cvar_SetValue (scr_viewsize, scr_viewsize->int_val - 10);
vid.recalc_refdef = 1;
}
//============================================================================
/*
SCR_Init
*/
void
SCR_Init_Cvars (void)
{
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scr_fov = Cvar_Get ("fov", "90", CVAR_NONE, "Your point of view in degrees. Smaller than 90 zooms in.");
scr_viewsize = Cvar_Get ("viewsize", "100", CVAR_ARCHIVE, "Set the screen size 30 minimum, 120 maximum");
scr_conspeed = Cvar_Get ("scr_conspeed", "300", CVAR_NONE, "How quickly console scrolls up or down");
scr_showram = Cvar_Get ("showram", "1", CVAR_NONE, "Show RAM icon if game is running low on memory");
scr_showturtle = Cvar_Get ("showturtle", "0", CVAR_NONE, "Show a turtle icon if your fps is slower than 10");
scr_showpause = Cvar_Get ("showpause", "1", CVAR_NONE, "Toggles display of pause graphic");
scr_centertime = Cvar_Get ("scr_centertime", "2", CVAR_NONE, "How long in seconds screen hints are displayed");
scr_printspeed = Cvar_Get ("scr_printspeed", "8", CVAR_NONE, "How fast the text is displayed at the end of the single player episodes");
gl_triplebuffer = Cvar_Get ("gl_triplebuffer", "1", CVAR_ARCHIVE, "Set to 1 by default. Fixes status bar flicker on some hardware");
crosshaircolor = Cvar_Get ("crosshaircolor", "79", CVAR_ARCHIVE, "Color of the new crosshair");
crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE, "Crosshair type. 0 off, 1 old without color, 2 new with colors");
cl_crossx = Cvar_Get ("cl_crossx", "0", CVAR_ARCHIVE, "Sets the position of the crosshair on the X-axis.");
cl_crossy = Cvar_Get ("cl_crossy", "0", CVAR_ARCHIVE, "Sets the position of the crosshair on the Y-axis.");
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}
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void
SCR_Init (void)
{
//
// register our commands
//
Cmd_AddCommand ("screenshot", SCR_ScreenShot_f, "No Description");
Cmd_AddCommand ("snap", SCR_RSShot_f, "No Description");
Cmd_AddCommand ("sizeup", SCR_SizeUp_f, "No Description");
Cmd_AddCommand ("sizedown", SCR_SizeDown_f, "No Description");
scr_ram = Draw_PicFromWad ("ram");
scr_net = Draw_PicFromWad ("net");
scr_turtle = Draw_PicFromWad ("turtle");
scr_initialized = true;
}
/*
SCR_DrawRam
*/
void
SCR_DrawRam (void)
{
if (!scr_showram->int_val)
return;
if (!r_cache_thrash)
return;
Draw_Pic (scr_vrect.x + 32, scr_vrect.y, scr_ram);
}
/*
SCR_DrawTurtle
*/
void
SCR_DrawTurtle (void)
{
static int count;
if (!scr_showturtle->int_val)
return;
if (host_frametime < 0.1) {
count = 0;
return;
}
count++;
if (count < 3)
return;
Draw_Pic (scr_vrect.x, scr_vrect.y, scr_turtle);
}
/*
SCR_DrawNet
*/
void
SCR_DrawNet (void)
{
if (cls.netchan.outgoing_sequence - cls.netchan.incoming_acknowledged <
UPDATE_BACKUP - 1)
return;
if (cls.demoplayback)
return;
Draw_Pic (scr_vrect.x + 64, scr_vrect.y, scr_net);
}
extern cvar_t *show_time;
extern cvar_t *show_fps;
void
SCR_DrawFPS (void)
{
static double lastframetime;
double t;
extern int fps_count;
static int lastfps;
int i, x, y;
char st[80];
if (!show_fps->int_val)
return;
t = Sys_DoubleTime ();
if ((t - lastframetime) >= 1.0) {
lastfps = fps_count;
fps_count = 0;
lastframetime = t;
}
snprintf (st, sizeof (st), "%3d FPS", lastfps);
// FIXME! This is evil. -- Deek
// calculate the location of the clock
if (show_time->int_val <= 0) {
i = 8;
} else if (show_time->int_val == 1) {
i = 56;
} else {
i = 80;
}
x = cl_hudswap->int_val ? vid.width - ((strlen (st) * 8) + i) : i;
y = vid.height - sb_lines - 8;
Draw_String8 (x, y, st);
}
/*
SCR_DrawTime
Draw a clock on the screen
Written by Misty, rewritten by Deek.
*/
void
SCR_DrawTime (void)
{
int x, y;
char st[80];
time_t utc = 0;
struct tm *local = NULL;
char *timefmt = NULL;
// any cvar that can take multiple settings must be able to handle abuse.
if (show_time->int_val <= 0)
return;
// Get local time
utc = time (NULL);
local = localtime (&utc);
if (show_time->int_val == 1) { // Use international format
timefmt = "%k:%M";
} else if (show_time->int_val >= 2) { // US AM/PM display
timefmt = "%l:%M %P";
}
strftime (st, sizeof (st), timefmt, local);
// Print it at far left/right of screen
x = cl_hudswap->int_val ? (vid.width - ((strlen (st) * 8) + 8)) : 8;
y = vid.height - (sb_lines + 8);
Draw_String8 (x, y, st);
}
/*
DrawPause
*/
void
SCR_DrawPause (void)
{
qpic_t *pic;
if (!scr_showpause->int_val) // turn off for screenshots
return;
if (!cl.paused)
return;
pic = Draw_CachePic ("gfx/pause.lmp");
Draw_Pic ((vid.width - pic->width) / 2,
(vid.height - 48 - pic->height) / 2, pic);
}
//=============================================================================
/*
SCR_SetUpToDrawConsole
*/
void
SCR_SetUpToDrawConsole (void)
{
Con_CheckResize ();
// decide on the height of the console
if (cls.state != ca_active) {
scr_conlines = vid.height; // full screen
scr_con_current = scr_conlines;
} else if (key_dest == key_console)
scr_conlines = vid.height / 2; // half screen
else
scr_conlines = 0; // none visible
if (scr_conlines < scr_con_current) {
scr_con_current -= scr_conspeed->value * host_frametime;
if (scr_conlines > scr_con_current)
scr_con_current = scr_conlines;
} else if (scr_conlines > scr_con_current) {
scr_con_current += scr_conspeed->value * host_frametime;
if (scr_conlines < scr_con_current)
scr_con_current = scr_conlines;
}
if (clearconsole++ < vid.numpages) {
Sbar_Changed ();
} else if (clearnotify++ < vid.numpages) {
} else
con_notifylines = 0;
}
/*
SCR_DrawConsole
*/
void
SCR_DrawConsole (void)
{
if (scr_con_current) {
scr_copyeverything = 1;
Con_DrawConsole (scr_con_current);
clearconsole = 0;
} else {
if (key_dest == key_game || key_dest == key_message)
Con_DrawNotify (); // only draw notify in game
}
}
/*
==============================================================================
SCREEN SHOTS
==============================================================================
*/
/*
SCR_ScreenShot_f
*/
void
SCR_ScreenShot_f (void)
{
byte *buffer;
char pcxname[MAX_OSPATH];
//
// find a file name to save it to
//
if (!COM_NextFilename (pcxname, "qf", ".tga")) {
Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n");
return;
}
buffer = malloc (glwidth * glheight * 3);
glReadPixels (glx, gly, glwidth, glheight, GL_BGR_EXT, GL_UNSIGNED_BYTE,
buffer);
WriteTGAfile (pcxname, buffer, glwidth, glheight);
free (buffer);
Con_Printf ("Wrote %s\n", pcxname);
}
/*
Find closest color in the palette for named color
*/
int
MipColor (int r, int g, int b)
{
int i;
float dist;
int best = 0;
float bestdist;
int r1, g1, b1;
static int lr = -1, lg = -1, lb = -1;
static int lastbest;
if (r == lr && g == lg && b == lb)
return lastbest;
bestdist = 256 * 256 * 3;
for (i = 0; i < 256; i++) {
r1 = host_basepal[i * 3] - r;
g1 = host_basepal[i * 3 + 1] - g;
b1 = host_basepal[i * 3 + 2] - b;
dist = r1 * r1 + g1 * g1 + b1 * b1;
if (dist < bestdist) {
bestdist = dist;
best = i;
}
}
lr = r;
lg = g;
lb = b;
lastbest = best;
return best;
}
// in gl_draw.c
extern byte *draw_chars; // 8*8 graphic characters
void
SCR_DrawCharToSnap (int num, byte * dest, int width)
{
int row, col;
byte *source;
int drawline;
int x;
row = num >> 4;
col = num & 15;
source = draw_chars + (row << 10) + (col << 3);
drawline = 8;
while (drawline--) {
for (x = 0; x < 8; x++)
if (source[x])
dest[x] = source[x];
else
dest[x] = 98;
source += 128;
dest -= width;
}
}
void
SCR_DrawStringToSnap (const char *s, byte * buf, int x, int y, int width)
{
byte *dest;
const unsigned char *p;
dest = buf + ((y * width) + x);
p = (const unsigned char *) s;
while (*p) {
SCR_DrawCharToSnap (*p++, dest, width);
dest += 8;
}
}
/*
SCR_RSShot_f
*/
void
SCR_RSShot_f (void)
{
int x, y;
unsigned char *src, *dest;
char pcxname[80];
unsigned char *newbuf;
int w, h;
int dx, dy, dex, dey, nx;
int r, b, g;
int count;
float fracw, frach;
char st[80];
time_t now;
if (CL_IsUploading ())
return; // already one pending
if (cls.state < ca_onserver)
return; // gotta be connected
Con_Printf ("Remote screen shot requested.\n");
snprintf (pcxname, sizeof (pcxname), "rss.pcx");
//
// save the pcx file
//
newbuf = malloc (glheight * glwidth * 3);
glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE,
newbuf);
w = (vid.width < RSSHOT_WIDTH) ? glwidth : RSSHOT_WIDTH;
h = (vid.height < RSSHOT_HEIGHT) ? glheight : RSSHOT_HEIGHT;
fracw = (float) glwidth / (float) w;
frach = (float) glheight / (float) h;
for (y = 0; y < h; y++) {
dest = newbuf + (w * 3 * y);
for (x = 0; x < w; x++) {
r = g = b = 0;
dx = x * fracw;
dex = (x + 1) * fracw;
if (dex == dx)
dex++; // at least one
dy = y * frach;
dey = (y + 1) * frach;
if (dey == dy)
dey++; // at least one
count = 0;
for ( /* */ ; dy < dey; dy++) {
src = newbuf + (glwidth * 3 * dy) + dx * 3;
for (nx = dx; nx < dex; nx++) {
r += *src++;
g += *src++;
b += *src++;
count++;
}
}
r /= count;
g /= count;
b /= count;
*dest++ = r;
*dest++ = b;
*dest++ = g;
}
}
// convert to eight bit
for (y = 0; y < h; y++) {
src = newbuf + (w * 3 * y);
dest = newbuf + (w * y);
for (x = 0; x < w; x++) {
*dest++ = MipColor (src[0], src[1], src[2]);
src += 3;
}
}
time (&now);
strcpy (st, ctime (&now));
st[strlen (st) - 1] = 0;
SCR_DrawStringToSnap (st, newbuf, w - strlen (st) * 8, h - 1, w);
strncpy (st, cls.servername, sizeof (st));
st[sizeof (st) - 1] = 0;
SCR_DrawStringToSnap (st, newbuf, w - strlen (st) * 8, h - 11, w);
strncpy (st, name->string, sizeof (st));
st[sizeof (st) - 1] = 0;
SCR_DrawStringToSnap (st, newbuf, w - strlen (st) * 8, h - 21, w);
WritePCXfile (pcxname, newbuf, w, h, w, host_basepal, true, true);
free (newbuf);
Con_Printf ("Wrote %s\n", pcxname);
Con_Printf ("Sending shot to server...\n");
}
//=============================================================================
char *scr_notifystring;
void
SCR_DrawNotifyString (void)
{
char *start;
int l;
int j;
int x, y;
start = scr_notifystring;
y = vid.height * 0.35;
do {
// scan the width of the line
for (l = 0; l < 40; l++)
if (start[l] == '\n' || !start[l])
break;
x = (vid.width - l * 8) / 2;
for (j = 0; j < l; j++, x += 8)
Draw_Character8 (x, y, start[j]);
y += 8;
while (*start && *start != '\n')
start++;
if (!*start)
break;
start++; // skip the \n
} while (1);
}
//=============================================================================
void
SCR_TileClear (void)
{
if (r_refdef.vrect.x > 0) {
// left
Draw_TileClear (0, 0, r_refdef.vrect.x, vid.height - sb_lines);
// right
Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width, 0,
vid.width - r_refdef.vrect.x + r_refdef.vrect.width,
vid.height - sb_lines);
}
if (r_refdef.vrect.y > 0) {
// top
Draw_TileClear (r_refdef.vrect.x, 0,
r_refdef.vrect.x + r_refdef.vrect.width,
r_refdef.vrect.y);
// bottom
Draw_TileClear (r_refdef.vrect.x,
r_refdef.vrect.y + r_refdef.vrect.height,
r_refdef.vrect.width,
vid.height - sb_lines -
(r_refdef.vrect.height + r_refdef.vrect.y));
}
}
extern void R_ForceLightUpdate (void);
int oldviewsize = 0;
unsigned char lighthalf_v[3];
qboolean lighthalf;
extern cvar_t *gl_lightmode;
extern cvar_t *brightness;
/*
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_UpdateScreen (void)
{
double time1 = 0, time2;
float f;
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if (block_drawing)
return;
vid.numpages = 2 + gl_triplebuffer->int_val;
scr_copytop = 0;
scr_copyeverything = 0;
if (scr_disabled_for_loading) {
if (realtime - scr_disabled_time > 60) {
scr_disabled_for_loading = false;
Con_Printf ("load failed.\n");
} else {
return;
}
}
if (!scr_initialized || !con_initialized) // not initialized yet
return;
if (oldsbar != cl_sbar->int_val) {
oldsbar = cl_sbar->int_val;
vid.recalc_refdef = true;
}
if (oldviewsize != scr_viewsize->int_val) {
oldviewsize = scr_viewsize->int_val;
vid.recalc_refdef = true;
}
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
if (r_speeds->int_val) {
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time1 = Sys_DoubleTime ();
c_brush_polys = 0;
c_alias_polys = 0;
}
if (oldfov != scr_fov->value) { // determine size of refresh window
oldfov = scr_fov->value;
vid.recalc_refdef = true;
}
if (vid.recalc_refdef)
SCR_CalcRefdef ();
// do 3D refresh drawing, and then update the screen
if (lighthalf != gl_lightmode->int_val) {
lighthalf = gl_lightmode->int_val;
if (lighthalf)
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lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 128;
else
2000-09-28 00:22:24 +00:00
lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 255;
R_ForceLightUpdate ();
}
SCR_SetUpToDrawConsole ();
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
V_RenderView ();
GL_Set2D ();
// draw any areas not covered by the refresh
SCR_TileClear ();
if (r_netgraph->int_val)
R_NetGraph ();
2000-09-30 02:46:48 +00:00
if (cl.intermission == 1 && key_dest == key_game) {
Sbar_IntermissionOverlay ();
2000-09-30 02:46:48 +00:00
} else if (cl.intermission == 2 && key_dest == key_game) {
Sbar_FinaleOverlay ();
SCR_CheckDrawCenterString ();
2000-09-30 02:46:48 +00:00
} else {
if (crosshair->int_val)
Draw_Crosshair ();
SCR_DrawRam ();
SCR_DrawNet ();
SCR_DrawFPS ();
SCR_DrawTime ();
SCR_DrawTurtle ();
SCR_DrawPause ();
SCR_CheckDrawCenterString ();
Sbar_Draw ();
SCR_DrawConsole ();
M_Draw ();
}
2000-10-26 18:13:59 +00:00
// LordHavoc: adjustable brightness and contrast,
// also makes polyblend apply to whole screen
2000-10-26 18:13:59 +00:00
glDisable (GL_TEXTURE_2D);
Cvar_SetValue (brightness, bound (1, brightness->value, 5));
if (lighthalf) // LordHavoc: render was done at half
//
// brightness
f = brightness->value * 2;
else
f = brightness->value;
if (f >= 1.002) { // Make sure we don't get bit by
// roundoff errors
glBlendFunc (GL_DST_COLOR, GL_ONE);
glBegin (GL_QUADS);
while (f >= 1.002) { // precision
if (f >= 2)
glColor3f (1, 1, 1);
else
glColor3f (f - 1, f - 1, f - 1);
2000-10-26 18:13:59 +00:00
glVertex2f (0, 0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
f *= 0.5;
}
glEnd ();
glColor3ubv (lighthalf_v);
2000-09-28 00:22:24 +00:00
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
if (v_blend[3]) {
glBegin (GL_QUADS);
glColor4fv (v_blend);
glVertex2f (0, 0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
glEnd ();
2000-10-26 18:13:59 +00:00
glColor3ubv (lighthalf_v);
}
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
2000-10-26 18:13:59 +00:00
glEnable (GL_TEXTURE_2D);
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
V_UpdatePalette ();
2000-10-26 18:13:59 +00:00
if (r_speeds->int_val) {
// glFinish ();
2000-06-04 10:53:01 +00:00
time2 = Sys_DoubleTime ();
Con_Printf ("%3i ms %4i wpoly %4i epoly\n",
(int) ((time2 - time1) * 1000), c_brush_polys,
c_alias_polys);
2000-06-04 10:53:01 +00:00
}
glFinish ();
GL_EndRendering ();
}