/* 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 #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/cmd.h" #include "QF/cvar.h" #include "QF/draw.h" #include "QF/dstring.h" #include "QF/image.h" #include "QF/png.h" #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 "QF/scene/entity.h" #include "QF/scene/scene.h" #include "QF/scene/transform.h" #include "QF/ui/view.h" #include "compat.h" #include "r_internal.h" #include "sbar.h" // only the refresh window will be updated unless these variables are flagged int scr_copytop; byte *draw_chars; // 8*8 graphic characters FIXME location qboolean r_cache_thrash; // set if surface cache is thrashing int *r_node_visframes; //FIXME per renderer int *r_leaf_visframes; //FIXME per renderer int *r_face_visframes; //FIXME per renderer qboolean scr_skipupdate; static qboolean scr_initialized;// ready to draw static framebuffer_t *fisheye_cube_map; static framebuffer_t *warp_buffer; static float fov_x, fov_y; static float tan_fov_x, tan_fov_y; static scene_t *scr_scene;//FIXME don't want this here static mat4f_t box_rotations[] = { [BOX_FRONT] = { { 1, 0, 0, 0}, { 0, 1, 0, 0}, { 0, 0, 1, 0}, { 0, 0, 0, 1} }, [BOX_RIGHT] = { { 0,-1, 0, 0}, { 1, 0, 0, 0}, { 0, 0, 1, 0}, { 0, 0, 0, 1} }, [BOX_BEHIND] = { {-1, 0, 0, 0}, { 0,-1, 0, 0}, { 0, 0, 1, 0}, { 0, 0, 0, 1} }, [BOX_LEFT] = { { 0, 1, 0, 0}, {-1, 0, 0, 0}, { 0, 0, 1, 0}, { 0, 0, 0, 1} }, [BOX_TOP] = { { 0, 0, 1, 0}, { 0, 1, 0, 0}, {-1, 0, 0, 0}, { 0, 0, 0, 1} }, [BOX_BOTTOM] = { { 0, 0,-1, 0}, { 0, 1, 0, 0}, { 1, 0, 0, 0}, { 0, 0, 0, 1} }, }; static void set_vrect (const vrect_t *vrectin, vrect_t *vrect, int lineadj) { float size; int h; size = min (r_viewsize, 100); if (r_data->force_fullscreen) { // intermission is always full screen size = 100.0; lineadj = 0; } size /= 100.0; h = vrectin->height - lineadj; vrect->width = vrectin->width * size + 0.5; if (vrect->width < 96) { size = 96.0 / vrectin->width; vrect->width = 96; // min for icons } vrect->width &= ~7; vrect->height = vrectin->height * size + 0.5; if (vrect->height > h) vrect->height = h; vrect->height &= ~1; vrect->x = (vrectin->width - vrect->width) / 2; vrect->y = (h - vrect->height) / 2; } void//FIXME remove when sw warp is cleaned up R_SetVrect (const vrect_t *vrectin, vrect_t *vrect, int lineadj) { set_vrect (vrectin, vrect, lineadj); } void SCR_SetFOV (float fov) { refdef_t *refdef = r_data->refdef; double f = fov * M_PI / 360; double c = cos(f); double s = sin(f); double w = refdef->vrect.width; double h = refdef->vrect.height; fov_x = fov; fov_y = 360 * atan2 (s * h, c * w) / M_PI; tan_fov_x = s / c; tan_fov_y = (s * h) / (c * w); r_funcs->set_fov (tan_fov_x, tan_fov_y); } static void SCR_CalcRefdef (void) { view_t *view = r_data->scr_view; const vrect_t *rect = &r_data->refdef->vrect; r_data->vid->recalc_refdef = 0; view_setgeometry (view, rect->x, rect->y, rect->width, rect->height); // force a background redraw r_data->scr_fullupdate = 0; r_funcs->bind_framebuffer (0); } static void render_scene (void) { r_framecount++; EntQueue_Clear (r_ent_queue); r_funcs->render_view (); r_funcs->draw_particles (&r_psystem); r_funcs->draw_transparent (); } static void render_side (int side) { mat4f_t camera; mat4f_t camera_inverse; mat4f_t rotinv; memcpy (camera, r_refdef.camera, sizeof (camera)); memcpy (camera_inverse, r_refdef.camera_inverse, sizeof (camera_inverse)); mmulf (r_refdef.camera, camera, box_rotations[side]); mat4ftranspose (rotinv, box_rotations[side]); mmulf (r_refdef.camera_inverse, rotinv, camera_inverse); //FIXME see fixme in r_screen.c r_refdef.frame.mat[0] = -r_refdef.camera[1]; r_refdef.frame.mat[1] = r_refdef.camera[0]; r_refdef.frame.mat[2] = r_refdef.camera[2]; r_refdef.frame.mat[3] = r_refdef.camera[3]; refdef_t *refdef = r_data->refdef; R_SetFrustum (refdef->frustum, &refdef->frame, 90, 90); r_funcs->bind_framebuffer (&fisheye_cube_map[side]); render_scene (); memcpy (r_refdef.camera, camera, sizeof (camera)); memcpy (r_refdef.camera_inverse, camera_inverse, sizeof (camera_inverse)); } void SCR_UpdateScreen (transform_t camera, double realtime, SCR_Func *scr_funcs) { if (scr_skipupdate || !scr_initialized) { return; } if (r_timegraph || r_speeds || r_dspeeds) { r_time1 = Sys_DoubleTime (); } if (scr_fisheye && !fisheye_cube_map) { fisheye_cube_map = r_funcs->create_cube_map (r_data->vid->height); } refdef_t *refdef = r_data->refdef; if (Transform_Valid (camera)) { Transform_GetWorldMatrix (camera, refdef->camera); Transform_GetWorldInverse (camera, refdef->camera_inverse); } else { mat4fidentity (refdef->camera); mat4fidentity (refdef->camera_inverse); } // FIXME pre-rotate the camera 90 degrees about the z axis such that the // camera forward vector (camera Y) points along the world +X axis and the // camera right vector (camera X) points along the world -Y axis. This // should not be necessary here but is due to AngleVectors (and thus // AngleQuat for compatibility) treating X as forward and Y as left (or -Y // as right). Fixing this would take an audit of the usage of both, but is // probably worthwhile in the long run. refdef->frame.mat[0] = -refdef->camera[1]; refdef->frame.mat[1] = refdef->camera[0]; refdef->frame.mat[2] = refdef->camera[2]; refdef->frame.mat[3] = refdef->camera[3]; R_SetFrustum (refdef->frustum, &refdef->frame, fov_x, fov_y); r_data->realtime = realtime; scr_copytop = r_data->scr_copyeverything = 0; if (r_data->vid->recalc_refdef) { SCR_CalcRefdef (); } R_RunParticles (r_data->frametime); R_AnimateLight (); if (scr_scene && scr_scene->worldmodel) { scr_scene->viewleaf = 0; vec4f_t position = refdef->frame.position; scr_scene->viewleaf = Mod_PointInLeaf (position, scr_scene->worldmodel); r_dowarpold = r_dowarp; if (r_waterwarp) { r_dowarp = scr_scene->viewleaf->contents <= CONTENTS_WATER; } if (r_dowarp && !warp_buffer) { warp_buffer = r_funcs->create_frame_buffer (r_data->vid->width, r_data->vid->height); } R_MarkLeaves (scr_scene->viewleaf, r_node_visframes, r_leaf_visframes, r_face_visframes); } R_PushDlights (vec3_origin); r_funcs->begin_frame (); if (r_dowarp) { r_funcs->bind_framebuffer (warp_buffer); } if (scr_fisheye && fisheye_cube_map) { int side = fisheye_cube_map->width; vrect_t feye = { 0, 0, side, side }; r_funcs->set_viewport (&feye); r_funcs->set_fov (1, 1); //FIXME shouldn't be every frame (2d stuff) switch (scr_fviews) { case 6: render_side (BOX_BEHIND); case 5: render_side (BOX_BOTTOM); case 4: render_side (BOX_TOP); case 3: render_side (BOX_LEFT); case 2: render_side (BOX_RIGHT); default:render_side (BOX_FRONT); } r_funcs->bind_framebuffer (0); r_funcs->set_viewport (&r_refdef.vrect); r_funcs->post_process (fisheye_cube_map); } else { r_funcs->set_viewport (&r_refdef.vrect); render_scene (); if (r_dowarp) { r_funcs->bind_framebuffer (0); r_funcs->post_process (warp_buffer); } } r_funcs->set_2d (0); view_draw (r_data->scr_view); r_funcs->set_2d (1); while (*scr_funcs) { (*scr_funcs) (); scr_funcs++; } r_funcs->end_frame (); } static void update_vrect (void) { r_data->vid->recalc_refdef = 1; vrect_t vrect; refdef_t *refdef = r_data->refdef; vrect.x = 0; vrect.y = 0; vrect.width = r_data->vid->width; vrect.height = r_data->vid->height; set_vrect (&vrect, &refdef->vrect, r_data->lineadj); SCR_SetFOV (scr_fov); } void SCR_SetFullscreen (qboolean fullscreen) { if (r_data->force_fullscreen == fullscreen) { return; } r_data->force_fullscreen = fullscreen; update_vrect (); } void SCR_SetBottomMargin (int lines) { r_data->lineadj = lines; update_vrect (); } typedef struct scr_capture_s { dstring_t *name; QFile *file; } scr_capture_t; static void scr_write_caputre (tex_t *tex, void *data) { scr_capture_t *cap = data; if (tex) { WritePNG (cap->file, tex); free (tex); Sys_Printf ("Wrote %s/%s\n", qfs_userpath, cap->name->str); } else { Sys_Printf ("Capture failed\n"); } Qclose (cap->file); dstring_delete (cap->name); free (cap); } static void ScreenShot_f (void) { dstring_t *name = dstring_new (); QFile *file; // find a file name to save it to if (!(file = QFS_NextFile (name, va (0, "%s/qf", qfs_gamedir->dir.shots), ".png"))) { Sys_Printf ("SCR_ScreenShot_f: Couldn't create a PNG file: %s\n", name->str); dstring_delete (name); } else { scr_capture_t *cap = malloc (sizeof (scr_capture_t)); cap->file = file; cap->name = name; r_funcs->capture_screen (scr_write_caputre, cap); } } /* SCR_SizeUp_f Keybinding command */ static void SCR_SizeUp_f (void) { if (scr_viewsize < 120) { scr_viewsize = scr_viewsize + 10; r_data->vid->recalc_refdef = 1; } } /* SCR_SizeDown_f Keybinding command */ static void SCR_SizeDown_f (void) { scr_viewsize = scr_viewsize - 10; r_data->vid->recalc_refdef = 1; } static void viewsize_listener (void *data, const cvar_t *cvar) { update_vrect (); } static void vidsize_listener (void *data, const viddef_t *vdef) { update_vrect (); if (fisheye_cube_map) { r_funcs->destroy_frame_buffer (fisheye_cube_map); fisheye_cube_map = 0; } if (warp_buffer) { r_funcs->destroy_frame_buffer (warp_buffer); warp_buffer = 0; } r_funcs->set_fov (tan_fov_x, tan_fov_y); } void SCR_Init (void) { r_data->scr_view->xlen = r_data->vid->width; r_data->scr_view->ylen = r_data->vid->height; // register our commands Cmd_AddCommand ("screenshot", ScreenShot_f, "Take a screenshot, " "saves as qfxxxx.png in the QF directory"); Cmd_AddCommand ("sizeup", SCR_SizeUp_f, "Increases the screen size"); Cmd_AddCommand ("sizedown", SCR_SizeDown_f, "Decreases the screen size"); scr_initialized = true; r_ent_queue = EntQueue_New (mod_num_types); cvar_t *var = Cvar_FindVar ("viewsize"); Cvar_AddListener (var, viewsize_listener, 0); VID_OnVidResize_AddListener (vidsize_listener, 0); update_vrect (); } void SCR_NewScene (scene_t *scene) { scr_scene = scene; if (scene) { mod_brush_t *brush = &scr_scene->worldmodel->brush; int count = brush->numnodes + brush->modleafs + brush->numsurfaces; int size = count * sizeof (int); r_node_visframes = Hunk_AllocName (0, size, "visframes"); r_leaf_visframes = r_node_visframes + brush->numnodes; r_face_visframes = r_leaf_visframes + brush->modleafs; r_funcs->set_fov (tan_fov_x, tan_fov_y); r_funcs->R_NewScene (scene); } else { r_funcs->R_ClearState (); } }