newtree/source/gl_screen.c
Bill Currie 9554be96f9 clean up screen.c and gl_screen.c includes
remove scr_allowsnap from screen.c
move crosshair related cvars to *screen.c
2000-12-05 05:55:16 +00:00

1179 lines
24 KiB
C

/*
gl_screen.c
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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <string.h>
#include <time.h>
#include "cl_parse.h"
#include "cmd.h"
#include "console.h"
#include "draw.h"
#include "glquake.h"
#include "keys.h"
#include "menu.h"
#include "pcx.h"
#include "qendian.h"
#include "sbar.h"
#include "skin.h"
#include "sys.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
*/
extern byte *host_basepal;
extern double host_frametime;
extern double realtime;
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
float oldscreensize, oldfov;
cvar_t *scr_viewsize;
cvar_t *scr_fov; // 10 - 170
cvar_t *scr_conspeed;
cvar_t *scr_centertime;
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
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->value;
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)
{
Cvar_SetValue (scr_viewsize, scr_viewsize->int_val+10);
}
/*
SCR_SizeDown_f
Keybinding command
*/
void
SCR_SizeDown_f (void)
{
Cvar_SetValue (scr_viewsize, scr_viewsize->int_val-10);
}
//============================================================================
/*
==================
SCR_Init
==================
*/
void SCR_Init_Cvars (void)
{
scr_fov = Cvar_Get("fov", "90", CVAR_NONE, "None");
scr_viewsize = Cvar_Get("viewsize", "100", CVAR_ARCHIVE, "None");
scr_conspeed = Cvar_Get("scr_conspeed", "300", CVAR_NONE, "None");
scr_showturtle = Cvar_Get("showturtle", "0", CVAR_NONE, "None");
scr_showpause = Cvar_Get("showpause", "1", CVAR_NONE, "None");
scr_centertime = Cvar_Get("scr_centertime", "2", CVAR_NONE, "None");
scr_printspeed = Cvar_Get("scr_printspeed", "8", CVAR_NONE, "None");
gl_triplebuffer = Cvar_Get("gl_triplebuffer", "1", CVAR_ARCHIVE, "None");
crosshaircolor = Cvar_Get("crosshaircolor", "79", CVAR_ARCHIVE, "None");
crosshair = Cvar_Get("crosshair", "0", CVAR_ARCHIVE, "None");
cl_crossx = Cvar_Get("cl_crossx", "0", CVAR_ARCHIVE, "None");
cl_crossy = Cvar_Get("cl_crossy", "0", CVAR_ARCHIVE, "None");
}
void
SCR_Init (void)
{
//
// register our commands
//
Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
Cmd_AddCommand ("snap",SCR_RSShot_f);
Cmd_AddCommand ("sizeup",SCR_SizeUp_f);
Cmd_AddCommand ("sizedown",SCR_SizeDown_f);
scr_ram = Draw_PicFromWad ("ram");
scr_net = Draw_PicFromWad ("net");
scr_turtle = Draw_PicFromWad ("turtle");
scr_initialized = true;
}
/*
==============
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);
}
void SCR_DrawFPS (void)
{
extern cvar_t *show_fps;
static double lastframetime;
double t;
extern int fps_count;
static int lastfps;
int 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;
}
/* Misty: I really do need to read about sprintf a bit. This thing keeps chewing on my foot! */
sprintf(st, "%-3d FPS", lastfps);
/* Misty: New trick! (for me) the ? makes this work like a if then else - IE: if
cl_hudswap->int_val is not null, do first case, else (else is a : here) do second case.
Deek taught me this trick */
x = cl_hudswap->int_val ? vid.width - ((strlen (st) * 8) + 8) : 8;
y = vid.height - sb_lines - 8;
Draw_String8 (x, y, st);
}
/* Misty: I like to see the time */
void SCR_DrawTime (void)
{
extern cvar_t *show_time;
int x, y;
char st[80];
char local_time[120];
time_t systime;
if (!show_time->int_val)
return;
/* actually find the time and set systime to it*/
time(&systime);
/* now set local_time to 24 hour time using hours:minutes format */
strftime(local_time, sizeof(local_time), "%k:%M", localtime(&systime));
/* now actually print it to the screen directly below where show_fps is */
sprintf(st, "%s", local_time);
x = cl_hudswap->int_val ? vid.width - ((strlen (st) * 8) + 8) : 8;
y = vid.height - sb_lines - 16;
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
==============================================================================
*/
typedef struct _TargaHeader {
unsigned char id_length, colormap_type, image_type;
unsigned short colormap_index, colormap_length;
unsigned char colormap_size;
unsigned short x_origin, y_origin, width, height;
unsigned char pixel_size, attributes;
} TargaHeader;
/*
==================
SCR_ScreenShot_f
==================
*/
void SCR_ScreenShot_f (void)
{
byte *buffer;
char pcxname[80];
char checkname[MAX_OSPATH];
int i;
//
// find a file name to save it to
//
strcpy(pcxname,"qf000.tga");
for (i=0 ; i<=999 ; i++)
{
pcxname[2] = i / 100 + '0';
pcxname[3] = i / 10 % 10 + '0';
pcxname[4] = i % 10 + '0';
snprintf (checkname, sizeof(checkname), "%s/%s", com_gamedir, pcxname);
if (Sys_FileTime(checkname) == -1)
break; // file doesn't exist
}
if (i==1000)
{
Con_Printf ("SCR_ScreenShot_f: Couldn't create a PCX file\n");
return;
}
buffer = malloc(glwidth*glheight*3 + 18);
memset (buffer, 0, 18);
buffer[2] = 2; // uncompressed type
buffer[12] = glwidth&255;
buffer[13] = glwidth>>8;
buffer[14] = glheight&255;
buffer[15] = glheight>>8;
buffer[16] = 24; // pixel size
glReadPixels (glx, gly, glwidth, glheight, GL_BGR, GL_UNSIGNED_BYTE, buffer+18 );
COM_WriteFile (pcxname, buffer, glwidth*glheight*3 + 18 );
free (buffer);
Con_Printf ("Wrote %s\n", pcxname);
}
/*
==============
WritePCXfile
==============
*/
void WritePCXfile (char *filename, byte *data, int width, int height,
int rowbytes, byte *palette, qboolean upload)
{
int i, j, length;
pcx_t *pcx;
byte *pack;
pcx = Hunk_TempAlloc (width*height*2+1000);
if (pcx == NULL)
{
Con_Printf("SCR_ScreenShot_f: not enough memory\n");
return;
}
pcx->manufacturer = 0x0a; // PCX id
pcx->version = 5; // 256 color
pcx->encoding = 1; // uncompressed
pcx->bits_per_pixel = 8; // 256 color
pcx->xmin = 0;
pcx->ymin = 0;
pcx->xmax = LittleShort((short)(width-1));
pcx->ymax = LittleShort((short)(height-1));
pcx->hres = LittleShort((short)width);
pcx->vres = LittleShort((short)height);
memset (pcx->palette,0,sizeof(pcx->palette));
pcx->color_planes = 1; // chunky image
pcx->bytes_per_line = LittleShort((short)width);
pcx->palette_type = LittleShort(2); // not a grey scale
memset (pcx->filler,0,sizeof(pcx->filler));
// pack the image
pack = &pcx->data;
data += rowbytes * (height - 1);
for (i=0 ; i<height ; i++)
{
for (j=0 ; j<width ; j++)
{
if ( (*data & 0xc0) != 0xc0)
*pack++ = *data++;
else
{
*pack++ = 0xc1;
*pack++ = *data++;
}
}
data += rowbytes - width;
data -= rowbytes * 2;
}
// write the palette
*pack++ = 0x0c; // palette ID byte
for (i=0 ; i<768 ; i++)
*pack++ = *palette++;
// write output file
length = pack - (byte *)pcx;
if (upload)
CL_StartUpload((void *)pcx, length);
else
COM_WriteFile (filename, pcx, length);
}
/*
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;
}
// from gl_draw.c
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");
#if 0
//
// find a file name to save it to
//
strcpy(pcxname,"mquake00.pcx");
for (i=0 ; i<=99 ; i++)
{
pcxname[6] = i/10 + '0';
pcxname[7] = i%10 + '0';
snprintf (checkname, sizeof(checkname), "%s/%s", com_gamedir, pcxname);
if (Sys_FileTime(checkname) == -1)
break; // file doesn't exist
}
if (i==100)
{
Con_Printf ("SCR_ScreenShot_f: Couldn't create a PCX");
return;
}
#endif
//
// 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);
free(newbuf);
Con_Printf ("Wrote %s\n", pcxname);
}
//=============================================================================
//=============================================================================
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));
}
}
int oldsbar = 0;
int oldviewsize = 0;
extern void R_ForceLightUpdate();
qboolean lighthalf;
unsigned char lighthalf_v[3];
extern cvar_t *gl_lightmode, *brightness, *contrast;
/*
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;
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) {
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)
lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 128;
else
lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 255;
R_ForceLightUpdate ();
}
SCR_SetUpToDrawConsole ();
V_RenderView ();
GL_Set2D ();
// draw any areas not covered by the refresh
SCR_TileClear ();
if (r_netgraph->int_val)
R_NetGraph ();
if (cl.intermission == 1 && key_dest == key_game) {
Sbar_IntermissionOverlay ();
} else if (cl.intermission == 2 && key_dest == key_game) {
Sbar_FinaleOverlay ();
SCR_CheckDrawCenterString ();
} else {
if (crosshair->int_val)
Draw_Crosshair();
SCR_DrawNet ();
SCR_DrawFPS ();
SCR_DrawTime ();
SCR_DrawTurtle ();
SCR_DrawPause ();
SCR_CheckDrawCenterString ();
Sbar_Draw ();
SCR_DrawConsole ();
M_Draw ();
}
// LordHavoc: adjustable brightness and contrast,
// also makes polyblend apply to whole screen
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);
glVertex2f (0, 0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
f *= 0.5;
}
glEnd ();
glColor3ubv (lighthalf_v);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
Cvar_SetValue (contrast, bound (0.0, contrast->value, 1.0));
if (v_blend[3] || (contrast->value < 0.999)) { // precision
glBegin (GL_QUADS);
if (contrast->value < 0.999) { // precision
glColor4f (0.5, 0.5, 0.5, (1 - contrast->value));
glVertex2f (0, 0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
}
if (v_blend[3]) {
glColor4fv (v_blend);
glVertex2f (0, 0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
}
glEnd ();
glColor3ubv (lighthalf_v);
}
glEnable (GL_TEXTURE_2D);
V_UpdatePalette ();
if (r_speeds->int_val) {
// glFinish ();
time2 = Sys_DoubleTime ();
Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
}
glFinish ();
GL_EndRendering ();
}