quakeforge/libs/video/renderer/gl/gl_screen.c

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/*
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#define NH_DEFINE
#include "namehack.h"
#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"
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/sys.h"
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#include "QF/tga.h"
#include "QF/va.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_draw.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_vid.h"
#include "QF/ui/view.h"
#include "compat.h"
#include "r_internal.h"
#include "sbar.h"
#include "vid_gl.h"
/* SCREEN SHOTS */
tex_t *
gl_SCR_CaptureBGR (void)
{
int count;
tex_t *tex;
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;
qfglReadPixels (0, 0, tex->width, tex->height, GL_BGR_EXT,
GL_UNSIGNED_BYTE, tex->data);
return tex;
}
static void
SCR_TileClear (void)
{
if (r_refdef.vrect.x > 0) {
// left
Draw_TileClear (0, 0, r_refdef.vrect.x, vid.height - vr_data.lineadj);
// right
Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width, 0,
vid.width - r_refdef.vrect.x + r_refdef.vrect.width,
vid.height - vr_data.lineadj);
}
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 - vr_data.lineadj -
(r_refdef.vrect.height + r_refdef.vrect.y));
}
}
static void
R_Clear (void)
{
if (gl_clear->int_val)
qfglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
qfglClear (GL_DEPTH_BUFFER_BIT);
}
void
gl_R_RenderFrame (SCR_Func *scr_funcs)
{
double time1 = 0, time2;
static int begun = 0;
if (begun) {
gl_ctx->end_rendering ();
begun = 0;
}
//FIXME forces the status bar to redraw. needed because it does not fully
//update in sw modes but must in gl mode
vr_data.scr_copyeverything = 1;
R_Clear ();
begun = 1;
if (r_speeds->int_val) {
time1 = Sys_DoubleTime ();
}
// do 3D refresh drawing, and then update the screen
gl_R_RenderView ();
GL_Set2D ();
GL_DrawReset ();
// draw any areas not covered by the refresh
SCR_TileClear ();
GL_Set2DScaled ();
view_draw (vr_data.scr_view);
while (*scr_funcs) {
(*scr_funcs)();
scr_funcs++;
}
if (r_speeds->int_val) {
// qfglFinish ();
time2 = Sys_DoubleTime ();
Sys_MaskPrintf (SYS_dev, "%3i ms %4i wpoly %4i epoly %4i parts\n",
(int) ((time2 - time1) * 1000), gl_c_brush_polys,
gl_c_alias_polys, r_psystem.numparticles);
}
GL_FlushText ();
qfglFlush ();
if (gl_finish->int_val) {
gl_ctx->end_rendering ();
begun = 0;
}
}