/* 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 #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/cvar.h" #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" #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 "compat.h" #include "r_internal.h" #include "sbar.h" /* SCREEN SHOTS */ tex_t * gl_SCR_CaptureBGR (void) { int count; tex_t *tex; count = vid.width * vid.height; tex = malloc (field_offset (tex_t, data[count * 3])); 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; } tex_t * gl_SCR_ScreenShot (int width, int height) { unsigned char *src, *dest, *snap; float fracw, frach; int count, dex, dey, dx, dy, nx, r, g, b, x, y, w, h; tex_t *tex; snap = Hunk_TempAlloc (vid.width * vid.height * 3); qfglReadPixels (0, 0, vid.width, vid.height, GL_RGB, GL_UNSIGNED_BYTE, snap); 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 (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++) { dest = tex->data + (w * 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 = snap + (vid.width * 3 * dy) + dx * 3; for (nx = dx; nx < dex; nx++) { r += *src++; g += *src++; b += *src++; count++; } } r /= count; g /= count; b /= count; *dest++ = MipColor (r, g, b); } } return tex; } void gl_SCR_ScreenShot_f (void) { dstring_t *pcxname = dstring_new (); // find a file name to save it to if (!QFS_NextFilename (pcxname, va ("%s/qf", qfs_gamedir->dir.shots), ".tga")) { Sys_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n"); } else { tex_t *tex; tex = gl_SCR_CaptureBGR (); WriteTGAfile (pcxname->str, tex->data, tex->width, tex->height); free (tex); Sys_Printf ("Wrote %s/%s\n", qfs_userpath, pcxname->str); } dstring_delete (pcxname); } 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)); } } /* 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 gl_SCR_UpdateScreen (double realtime, SCR_Func scr_3dfunc, SCR_Func *scr_funcs) { double time1 = 0, time2; static int begun = 0; if (scr_skipupdate) return; if (begun) vid.end_rendering (); vr_data.realtime = realtime; vid.numpages = 2 + gl_triplebuffer->int_val; scr_copytop = 0; vr_data.scr_copyeverything = 1; if (!scr_initialized) return; // not initialized yet begun = 1; if (r_speeds->int_val) { time1 = Sys_DoubleTime (); gl_c_brush_polys = 0; gl_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 scr_3dfunc (); SCR_SetUpToDrawConsole (); GL_Set2D (); GL_DrawReset (); // draw any areas not covered by the refresh SCR_TileClear (); GL_Set2DScaled (); 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, numparticles); } GL_FlushText (); qfglFlush (); if (gl_finish->int_val) { vid.end_rendering (); begun = 0; } }