/* 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 static __attribute__ ((unused)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/console.h" #include "QF/cvar.h" #include "QF/draw.h" #include "QF/quakefs.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/sys.h" #include "QF/texture.h" #include "QF/tga.h" #include "QF/GL/defines.h" #include "QF/GL/funcs.h" #include "QF/GL/qf_rmain.h" #include "QF/GL/qf_vid.h" #include "compat.h" #include "r_cvar.h" #include "r_dynamic.h" #include "r_local.h" #include "r_screen.h" #include "sbar.h" #include "view.h" int glx, gly, glwidth, glheight; /* 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 Cvar_SetValue (scr_viewsize, bound (30, scr_viewsize->int_val, 120)); // bound field of view Cvar_SetValue (scr_fov, bound (1, scr_fov->value, 170)); if (scr_viewsize->int_val >= 120) sb_lines = 0; // no status bar at all else if (scr_viewsize->int_val >= 110) sb_lines = 24; // no inventory else sb_lines = 24 + 16 + 8; if (scr_viewsize->int_val >= 100) { full = true; size = 100.0; } else { size = scr_viewsize->int_val; } // intermission is always full screen if (r_force_fullscreen /* FIXME: better test */) { full = true; size = 100.0; sb_lines = 0; } size /= 100.0; h = vid.height - r_lineadj; r_refdef.vrect.width = vid.width * size + 0.5; 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 + 0.5; if (r_refdef.vrect.height > h) r_refdef.vrect.height = h; 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; } /* SCREEN SHOTS */ tex_t * 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 SCR_ScreenShot_f (void) { byte *buffer; char pcxname[MAX_OSPATH]; // find a file name to save it to if (!COM_NextFilename (pcxname, "qf", ".tga")) { Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n"); return; } buffer = malloc (glwidth * glheight * 3); SYS_CHECKMEM (buffer); qfglReadPixels (glx, gly, glwidth, glheight, GL_BGR_EXT, GL_UNSIGNED_BYTE, buffer); WriteTGAfile (pcxname, buffer, glwidth, glheight); free (buffer); Con_Printf ("Wrote %s\n", pcxname); } static void SCR_TileClear (void) { if (r_refdef.vrect.x > 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)); } } int oldviewsize = 0; /* 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) { double time1 = 0, time2; if (block_drawing) return; GL_EndRendering (); r_realtime = realtime; vid.numpages = 2 + gl_triplebuffer->int_val; scr_copytop = 0; scr_copyeverything = 0; if (!scr_initialized) return; // not initialized yet if (oldviewsize != scr_viewsize->int_val) { oldviewsize = scr_viewsize->int_val; vid.recalc_refdef = true; } GL_BeginRendering (&glx, &gly, &glwidth, &glheight); if (r_speeds->int_val) { time1 = Sys_DoubleTime (); c_brush_polys = 0; 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 V_RenderView (); SCR_SetUpToDrawConsole (); GL_Set2D (); // also makes polyblend apply to whole screen if (v_blend[3]) { qfglDisable (GL_TEXTURE_2D); qfglBegin (GL_QUADS); qfglColor4fv (v_blend); qfglVertex2f (0, 0); qfglVertex2f (vid.width, 0); qfglVertex2f (vid.width, vid.height); qfglVertex2f (0, vid.height); qfglEnd (); qfglColor3ubv (color_white); qfglEnable (GL_TEXTURE_2D); } // draw any areas not covered by the refresh SCR_TileClear (); if (r_force_fullscreen /*FIXME better test*/ == 1 && key_dest == key_game) { Sbar_IntermissionOverlay (); } else if (r_force_fullscreen /*FIXME better test*/ == 2 && key_dest == key_game) { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { while (*scr_funcs) { (*scr_funcs)(); scr_funcs++; } } if (r_speeds->int_val) { // qfglFinish (); time2 = Sys_DoubleTime (); Con_Printf ("%3i ms %4i wpoly %4i epoly %4i parts\n", (int) ((time2 - time1) * 1000), c_brush_polys, c_alias_polys, numparticles); } GL_FlushText (); qfglFlush (); }