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
static __attribute__ ((unused)) const char rcsid[] =
"$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <time.h>
#include "QF/console.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_cvar.h"
#include "r_local.h"
#include "r_screen.h"
#include "sbar.h"
#include "view.h"
static void
SCR_ApplyBlend (void) // Used to be V_UpdatePalette
{
int r, g, b, i;
byte *basepal, *newpal;
byte pal[768];
basepal = vid.basepal;
newpal = pal;
for (i = 0; i < 256; i++) {
r = basepal[0];
g = basepal[1];
b = basepal[2];
basepal += 3;
r += (int) (v_blend[3] * (v_blend[0] * 256 - r));
g += (int) (v_blend[3] * (v_blend[1] * 256 - g));
b += (int) (v_blend[3] * (v_blend[2] * 256 - b));
newpal[0] = gammatable[r];
newpal[1] = gammatable[g];
newpal[2] = gammatable[b];
newpal += 3;
}
VID_ShiftPalette (pal);
}
/* SCREEN SHOTS */
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 ();
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w = (vid.width < (unsigned int) width) ? vid.width
: (unsigned int) width;
h = (vid.height < (unsigned int) height) ? vid.height
: (unsigned int) height;
fracw = (float) vid.width / (float) w;
frach = (float) vid.height / (float) h;
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tex = malloc (field_offset (tex_t, data[w * h]));
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++) {
src = 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 ("%s/qf", qfs_gamedir->dir.def), ".pcx")) {
Con_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 ();
Con_Printf ("Wrote %s\n", pcxname->str);
}
dstring_delete (pcxname);
}
/*
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 (double realtime, SCR_Func *scr_funcs)
{
vrect_t vrect;
if (scr_skipupdate || block_drawing)
return;
r_realtime = realtime;
scr_copytop = 0;
scr_copyeverything = 0;
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if (!scr_initialized)
return; // not initialized yet
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
D_EnableBackBufferAccess (); // of all overlay stuff if drawing
// directly
if (scr_fullupdate++ < vid.numpages) { // clear the entire screen
scr_copyeverything = 1;
Draw_TileClear (0, 0, vid.width, vid.height);
Sbar_Changed ();
}
pconupdate = NULL;
SCR_SetUpToDrawConsole ();
D_DisableBackBufferAccess (); // for adapters that can't stay mapped
// in for linear writes all the time
VID_LockBuffer ();
V_RenderView ();
VID_UnlockBuffer ();
D_EnableBackBufferAccess (); // of all overlay stuff if drawing
// directly
if (r_force_fullscreen /*FIXME*/ == 1 && key_dest == key_game) {
Sbar_IntermissionOverlay ();
} else if (r_force_fullscreen /*FIXME*/ == 2 && key_dest == key_game) {
Sbar_FinaleOverlay ();
SCR_CheckDrawCenterString ();
} else {
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);
}
SCR_ApplyBlend ();
// update one of three areas
if (scr_copyeverything) {
vrect.x = 0;
vrect.y = 0;
vrect.width = vid.width;
vrect.height = vid.height;
vrect.pnext = 0;
VID_Update (&vrect);
} else if (scr_copytop) {
vrect.x = 0;
vrect.y = 0;
vrect.width = vid.width;
vrect.height = vid.height - r_lineadj;
vrect.pnext = 0;
VID_Update (&vrect);
} else {
vrect.x = scr_vrect.x;
vrect.y = scr_vrect.y;
vrect.width = scr_vrect.width;
vrect.height = scr_vrect.height;
vrect.pnext = 0;
VID_Update (&vrect);
}
}