mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-11 15:51:36 +00:00
8ee06d75a9
This paves the way for clean initialization of the Vulkan renderer, and very much cleans up the older renderer initialization code as gl and sw are no longer intertwined.
226 lines
5.2 KiB
C
226 lines
5.2 KiB
C
/*
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screen.c
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master for refresh, status bar, console, chat, notify, etc
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#define NH_DEFINE
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#include "namehack.h"
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <time.h>
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#include "QF/cvar.h"
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#include "QF/draw.h"
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#include "QF/dstring.h"
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#include "QF/image.h"
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#include "QF/pcx.h"
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#include "QF/quakefs.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "vid_internal.h"
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#include "vid_sw.h"
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/* SCREEN SHOTS */
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tex_t *
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sw32_SCR_CaptureBGR (void)
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{
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int count, x, y;
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tex_t *tex;
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const byte *src;
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byte *dst;
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count = vid.width * vid.height;
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tex = malloc (field_offset (tex_t, data[count * 3]));
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SYS_CHECKMEM (tex);
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tex->width = vid.width;
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tex->height = vid.height;
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tex->format = tex_rgb;
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tex->palette = 0;
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sw32_D_EnableBackBufferAccess ();
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src = vid.buffer;
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for (y = 0; y < tex->height; y++) {
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dst = tex->data + (tex->height - 1 - y) * tex->width * 3;
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for (x = 0; x < tex->width; x++) {
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*dst++ = vid.basepal[*src * 3 + 2]; // blue
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*dst++ = vid.basepal[*src * 3 + 1]; // green
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*dst++ = vid.basepal[*src * 3 + 0]; // red
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src++;
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}
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}
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sw32_D_DisableBackBufferAccess ();
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return tex;
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}
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__attribute__((const)) tex_t *
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sw32_SCR_ScreenShot (int width, int height)
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{
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return 0;
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}
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void
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sw32_SCR_ScreenShot_f (void)
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{
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dstring_t *pcxname = dstring_new ();
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pcx_t *pcx = 0;
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int pcx_len;
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// find a file name to save it to
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if (!QFS_NextFilename (pcxname,
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va ("%s/qf", qfs_gamedir->dir.shots), ".pcx")) {
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Sys_Printf ("SCR_ScreenShot_f: Couldn't create a PCX");
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} else {
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// enable direct drawing of console to back buffer
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sw32_D_EnableBackBufferAccess ();
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// save the pcx file
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switch(sw32_r_pixbytes) {
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case 1:
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pcx = EncodePCX (vid.buffer, vid.width, vid.height, vid.rowbytes,
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vid.basepal, false, &pcx_len);
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break;
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case 2:
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Sys_Printf("SCR_ScreenShot_f: FIXME - add 16bit support\n");
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break;
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case 4:
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Sys_Printf("SCR_ScreenShot_f: FIXME - add 32bit support\n");
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break;
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default:
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Sys_Error("SCR_ScreenShot_f: unsupported r_pixbytes %i", sw32_r_pixbytes);
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}
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// for adapters that can't stay mapped in for linear writes all the time
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sw32_D_DisableBackBufferAccess ();
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if (pcx) {
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QFS_WriteFile (pcxname->str, pcx, pcx_len);
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Sys_Printf ("Wrote %s/%s\n", qfs_userpath, pcxname->str);
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}
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}
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dstring_delete (pcxname);
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}
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/*
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SCR_UpdateScreen
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This is called every frame, and can also be called explicitly to flush
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text to the screen.
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WARNING: be very careful calling this from elsewhere, because the refresh
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needs almost the entire 256k of stack space!
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*/
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void
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sw32_SCR_UpdateScreen (double realtime, SCR_Func scr_3dfunc, SCR_Func *scr_funcs)
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{
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vrect_t vrect;
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if (scr_skipupdate)
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return;
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vr_data.realtime = realtime;
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scr_copytop = 0;
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vr_data.scr_copyeverything = 0;
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if (!scr_initialized)
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return; // not initialized yet
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if (oldfov != scr_fov->value) { // determine size of refresh window
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oldfov = scr_fov->value;
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vid.recalc_refdef = true;
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}
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if (vid.recalc_refdef)
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SCR_CalcRefdef ();
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// do 3D refresh drawing, and then update the screen
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sw32_D_EnableBackBufferAccess (); // of all overlay stuff if drawing
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// directly
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if (vr_data.scr_fullupdate++ < vid.numpages) { // clear the entire screen
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vr_data.scr_copyeverything = 1;
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sw32_Draw_TileClear (0, 0, vid.width, vid.height);
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}
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pconupdate = NULL;
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SCR_SetUpToDrawConsole ();
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sw32_D_DisableBackBufferAccess (); // for adapters that can't stay mapped
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// in for linear writes all the time
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VID_LockBuffer ();
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scr_3dfunc ();
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VID_UnlockBuffer ();
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sw32_D_EnableBackBufferAccess (); // of all overlay stuff if drawing
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// directly
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while (*scr_funcs) {
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(*scr_funcs)();
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scr_funcs++;
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}
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sw32_D_DisableBackBufferAccess (); // for adapters that can't stay mapped
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// in for linear writes all the time
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if (pconupdate) {
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sw32_D_UpdateRects (pconupdate);
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}
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// update one of three areas
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if (vr_data.scr_copyeverything) {
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vrect.x = 0;
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vrect.y = 0;
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vrect.width = vid.width;
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vrect.height = vid.height;
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vrect.next = 0;
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} else if (scr_copytop) {
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vrect.x = 0;
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vrect.y = 0;
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vrect.width = vid.width;
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vrect.height = vid.height - vr_data.lineadj;
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vrect.next = 0;
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} else {
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vrect.x = scr_vrect.x;
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vrect.y = scr_vrect.y;
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vrect.width = scr_vrect.width;
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vrect.height = scr_vrect.height;
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vrect.next = 0;
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}
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sw32_ctx->update (&vrect);
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}
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