quakeforge/libs/video/renderer/sw/screen.c

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/*
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <time.h>
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#include "QF/cvar.h"
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#include "QF/draw.h"
#include "QF/dstring.h"
#include "QF/image.h"
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#include "QF/pcx.h"
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "compat.h"
#include "r_internal.h"
#include "vid_internal.h"
#include "vid_sw.h"
/* SCREEN SHOTS */
tex_t *
SCR_CaptureBGR (void)
{
int count, x, y;
tex_t *tex;
const byte *src;
byte *dst;
count = vid.width * vid.height;
tex = malloc (sizeof (tex_t) + count * 3);
tex->data = (byte *) (tex + 1);
SYS_CHECKMEM (tex);
tex->width = vid.width;
tex->height = vid.height;
tex->format = tex_rgb;
tex->palette = 0;
D_EnableBackBufferAccess ();
src = vid.buffer;
for (y = 0; y < tex->height; y++) {
dst = tex->data + (tex->height - 1 - y) * tex->width * 3;
for (x = 0; x < tex->width; x++) {
*dst++ = vid.basepal[*src * 3 + 2]; // blue
*dst++ = vid.basepal[*src * 3 + 1]; // green
*dst++ = vid.basepal[*src * 3 + 0]; // red
src++;
}
}
D_DisableBackBufferAccess ();
return tex;
}
tex_t *
SCR_ScreenShot (int width, int height)
{
unsigned char *src, *dest;
float fracw, frach;
int count, dex, dey, dx, dy, nx, r, g, b, x, y, w, h;
tex_t *tex;
// enable direct drawing of console to back buffer
D_EnableBackBufferAccess ();
w = (vid.width < width) ? vid.width : width;
h = (vid.height < height) ? vid.height : height;
fracw = (float) vid.width / (float) w;
frach = (float) vid.height / (float) h;
tex = malloc (sizeof (tex_t) + w * h);
tex->data = (byte *) (tex + 1);
if (!tex)
return 0;
tex->width = w;
tex->height = h;
tex->palette = vid.palette;
for (y = 0; y < h; y++) {
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dest = tex->data + (w * (h - y - 1));
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++) {
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src = ((byte*)vid.buffer) + (vid.rowbytes * dy) + dx;
for (nx = dx; nx < dex; nx++) {
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r += vid.basepal[*src * 3];
g += vid.basepal[*src * 3 + 1];
b += vid.basepal[*src * 3 + 2];
src++;
count++;
}
}
r /= count;
g /= count;
b /= count;
*dest++ = MipColor (r, g, b);
}
}
// for adapters that can't stay mapped in for linear writes all the time
D_DisableBackBufferAccess ();
return tex;
}
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void
SCR_ScreenShot_f (void)
{
dstring_t *pcxname = dstring_new ();
pcx_t *pcx;
int pcx_len;
// find a file name to save it to
if (!QFS_NextFilename (pcxname,
va (0, "%s/qf", qfs_gamedir->dir.shots), ".pcx")) {
Sys_Printf ("SCR_ScreenShot_f: Couldn't create a PCX");
} else {
// enable direct drawing of console to back buffer
D_EnableBackBufferAccess ();
// save the pcx file
pcx = EncodePCX (vid.buffer, vid.width, vid.height, vid.rowbytes,
vid.basepal, false, &pcx_len);
QFS_WriteFile (pcxname->str, pcx, pcx_len);
// for adapters that can't stay mapped in for linear writes all the
// time
D_DisableBackBufferAccess ();
Sys_Printf ("Wrote %s/%s\n", qfs_userpath, pcxname->str);
}
dstring_delete (pcxname);
}
void
R_RenderFrame (SCR_Func scr_3dfunc, SCR_Func *scr_funcs)
{
vrect_t vrect;
// do 3D refresh drawing, and then update the screen
D_EnableBackBufferAccess (); // of all overlay stuff if drawing
// directly
if (vr_data.scr_fullupdate++ < vid.numpages) { // clear the entire screen
vr_data.scr_copyeverything = 1;
Draw_TileClear (0, 0, vid.width, vid.height);
}
pconupdate = NULL;
SCR_SetUpToDrawConsole ();
D_DisableBackBufferAccess (); // for adapters that can't stay mapped
// in for linear writes all the time
VID_LockBuffer ();
scr_3dfunc ();
VID_UnlockBuffer ();
D_EnableBackBufferAccess (); // of all overlay stuff if drawing
// directly
while (*scr_funcs) {
(*scr_funcs)();
scr_funcs++;
}
D_DisableBackBufferAccess (); // for adapters that can't stay mapped
// in for linear writes all the time
if (pconupdate) {
D_UpdateRects (pconupdate);
}
// update one of three areas
if (vr_data.scr_copyeverything) {
vrect.x = 0;
vrect.y = 0;
vrect.width = vid.width;
vrect.height = vid.height;
vrect.next = 0;
} else if (scr_copytop) {
vrect.x = 0;
vrect.y = 0;
vrect.width = vid.width;
vrect.height = vid.height - vr_data.lineadj;
vrect.next = 0;
} else {
vrect.x = scr_vrect.x;
vrect.y = scr_vrect.y;
vrect.width = scr_vrect.width;
vrect.height = scr_vrect.height;
vrect.next = 0;
}
sw_ctx->update (&vrect);
}