/* gl_screen.c @description@ 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 #include #include #include #include #include "compat.h" #include "input.h" #include "qendian.h" #include "bspfile.h" // needed by: glquake.h #include "vid.h" #include "sys.h" #include "mathlib.h" // needed by: protocol.h, render.h, client.h, // modelgen.h, glmodel.h #include "wad.h" #include "draw.h" #include "cvar.h" #include "net.h" // needed by: client.h #include "protocol.h" // needed by: client.h #include "keys.h" #include "menu.h" #include "cmd.h" #include "sbar.h" #include "sound.h" #include "screen.h" #include "render.h" // needed by: client.h, gl_model.h, glquake.h #include "client.h" // need cls in this file #include "model.h" // needed by: glquake.h #include "console.h" #include "glquake.h" #include "view.h" #include "client.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_showram; cvar_t *scr_showturtle; cvar_t *scr_showpause; cvar_t *scr_printspeed; cvar_t *scr_allowsnap; cvar_t *gl_triplebuffer; extern cvar_t *crosshair; 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; qboolean scr_drawloading; float scr_disabled_time; qboolean block_drawing; void SCR_ScreenShot_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 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 if (scr_viewsize->value < 30) Cvar_Set (scr_viewsize,"30"); if (scr_viewsize->value > 120) Cvar_Set (scr_viewsize,"120"); // bound field of view if (scr_fov->value < 10) Cvar_Set (scr_fov,"10"); if (scr_fov->value > 170) Cvar_Set (scr_fov,"170"); // intermission is always full screen if (cl.intermission) size = 120; else size = scr_viewsize->value; if (size >= 120) sb_lines = 0; // no status bar at all else if (size >= 110) sb_lines = 24; // no inventory else sb_lines = 24+16+8; if (scr_viewsize->value >= 100.0) { full = true; size = 100.0; } else size = scr_viewsize->value; if (cl.intermission) { full = true; size = 100; sb_lines = 0; } size /= 100.0; h = vid.height - sb_lines; r_refdef.vrect.width = vid.width * size; 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; if (r_refdef.vrect.height > vid.height - sb_lines) r_refdef.vrect.height = vid.height - sb_lines; 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->value+10); vid.recalc_refdef = 1; } /* ================= SCR_SizeDown_f Keybinding command ================= */ void SCR_SizeDown_f (void) { Cvar_SetValue (scr_viewsize,scr_viewsize->value-10); vid.recalc_refdef = 1; } //============================================================================ /* ================== SCR_Init ================== */ void SCR_InitCvars (void) { scr_fov = Cvar_Get("fov", "90", CVAR_NONE, "10 - 170"); scr_viewsize = Cvar_Get("viewsize", "100", CVAR_ARCHIVE, "None"); scr_conspeed = Cvar_Get("scr_conspeed", "300", CVAR_NONE, "None"); scr_showram = Cvar_Get("showram", "1", 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"); scr_allowsnap = Cvar_Get("scr_allowsnap", "1", CVAR_NONE, "None"); gl_triplebuffer = Cvar_Get("gl_triplebuffer", "1", CVAR_ARCHIVE, "None"); } void SCR_Init (void) { // // register our commands // Cmd_AddCommand ("screenshot",SCR_ScreenShot_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_DrawRam ============== */ void SCR_DrawRam (void) { if (!scr_showram->value) 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->value) 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_DrawFPS ============== */ 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->value) return; t = Sys_DoubleTime(); if ((t - lastframetime) >= 1.0) { lastfps = fps_count; fps_count = 0; lastframetime = t; } sprintf(st, "%3d FPS", lastfps); x = vid.width - strlen(st) * 8 - 8; y = vid.height - sb_lines - 8; Draw_String8 (x, y, st); } /* ============== DrawPause ============== */ void SCR_DrawPause (void) { qpic_t *pic; if (!scr_showpause->value) // 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_DrawLoading ============== */ void SCR_DrawLoading (void) { qpic_t *pic; if (!scr_drawloading) return; pic = Draw_CachePic ("gfx/loading.lmp"); Draw_Pic ( (vid.width - pic->width)/2, (vid.height - 48 - pic->height)/2, pic); } //============================================================================= /* ================== SCR_SetUpToDrawConsole ================== */ void SCR_SetUpToDrawConsole (void) { Con_CheckResize (); if (scr_drawloading) return; // never a console with loading plaque // decide on the height of the console con_forcedup = !cl.worldmodel || cls.signon != SIGNONS; if (con_forcedup) { 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, true); 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, c, temp; // // find a file name to save it to // strcpy(pcxname,"nuq000.tga"); for (i=0 ; i<=999 ; i++) { pcxname[3] = i / 100 + '0'; pcxname[4] = i / 10 % 10 + '0'; pcxname[5] = 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 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_RGB, GL_UNSIGNED_BYTE, buffer+18 ); // swap rgb to bgr c = 18+glwidth*glheight*3; for (i=18 ; i 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)); } } float oldsbar = 0; extern void R_ForceLightUpdate(); qboolean lighthalf; 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 + (int) gl_triplebuffer->value; 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) return; // not initialized yet GL_BeginRendering (&glx, &gly, &glwidth, &glheight); if (r_speeds->value) { time1 = Sys_DoubleTime (); c_brush_polys = 0; c_alias_polys = 0; } // // determine size of refresh window // if (oldfov != scr_fov->value) { oldfov = scr_fov->value; vid.recalc_refdef = true; } if (vid.recalc_refdef) SCR_CalcRefdef (); // // do 3D refresh drawing, and then update the screen // // LordHavoc: set lighthalf based on gl_lightmode cvar if (lighthalf != (gl_lightmode->value != 0)) { lighthalf = gl_lightmode->value != 0; R_ForceLightUpdate(); } SCR_SetUpToDrawConsole (); V_RenderView (); GL_Set2D (); // // draw any areas not covered by the refresh // SCR_TileClear (); if (scr_drawdialog) { Sbar_Draw (); Draw_FadeScreen (); SCR_DrawNotifyString (); scr_copyeverything = true; } else if (scr_drawloading) { SCR_DrawLoading (); Sbar_Draw (); } else 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->value) Draw_Crosshair(); SCR_DrawRam (); SCR_DrawFPS (); 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); glEnable(GL_BLEND); brightness->value = 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) { glBlendFunc (GL_DST_COLOR, GL_ONE); glBegin (GL_QUADS); while (f > 1) { 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 (); } glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); contrast->value = bound(0.2, contrast->value, 1.0); if ((gl_polyblend->value && v_blend[3]) || contrast->value < 1) { glBegin (GL_QUADS); if (contrast->value < 1) { glColor4f (1, 1, 1, 1-contrast->value); glVertex2f (0,0); glVertex2f (vid.width, 0); glVertex2f (vid.width, vid.height); glVertex2f (0, vid.height); } if (gl_polyblend->value && v_blend[3]) { glColor4fv (v_blend); glVertex2f (0,0); glVertex2f (vid.width, 0); glVertex2f (vid.width, vid.height); glVertex2f (0, vid.height); } glEnd (); } glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); V_UpdatePalette (); if (r_speeds->value) { // 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 (); }