quakeforge/libs/video/renderer/sw32/screen.c
Bill Currie 8ee06d75a9 Separate render and presentation initialization
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.
2019-07-09 01:00:47 +09:00

226 lines
5.2 KiB
C

/*
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>
#include "QF/cvar.h"
#include "QF/draw.h"
#include "QF/dstring.h"
#include "QF/image.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 "compat.h"
#include "r_internal.h"
#include "vid_internal.h"
#include "vid_sw.h"
/* SCREEN SHOTS */
tex_t *
sw32_SCR_CaptureBGR (void)
{
int count, x, y;
tex_t *tex;
const byte *src;
byte *dst;
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;
sw32_D_EnableBackBufferAccess ();
src = vid.buffer;
for (y = 0; y < tex->height; y++) {
dst = tex->data + (tex->height - 1 - y) * tex->width * 3;
for (x = 0; x < tex->width; x++) {
*dst++ = vid.basepal[*src * 3 + 2]; // blue
*dst++ = vid.basepal[*src * 3 + 1]; // green
*dst++ = vid.basepal[*src * 3 + 0]; // red
src++;
}
}
sw32_D_DisableBackBufferAccess ();
return tex;
}
__attribute__((const)) tex_t *
sw32_SCR_ScreenShot (int width, int height)
{
return 0;
}
void
sw32_SCR_ScreenShot_f (void)
{
dstring_t *pcxname = dstring_new ();
pcx_t *pcx = 0;
int pcx_len;
// find a file name to save it to
if (!QFS_NextFilename (pcxname,
va ("%s/qf", qfs_gamedir->dir.shots), ".pcx")) {
Sys_Printf ("SCR_ScreenShot_f: Couldn't create a PCX");
} else {
// enable direct drawing of console to back buffer
sw32_D_EnableBackBufferAccess ();
// save the pcx file
switch(sw32_r_pixbytes) {
case 1:
pcx = EncodePCX (vid.buffer, vid.width, vid.height, vid.rowbytes,
vid.basepal, false, &pcx_len);
break;
case 2:
Sys_Printf("SCR_ScreenShot_f: FIXME - add 16bit support\n");
break;
case 4:
Sys_Printf("SCR_ScreenShot_f: FIXME - add 32bit support\n");
break;
default:
Sys_Error("SCR_ScreenShot_f: unsupported r_pixbytes %i", sw32_r_pixbytes);
}
// for adapters that can't stay mapped in for linear writes all the time
sw32_D_DisableBackBufferAccess ();
if (pcx) {
QFS_WriteFile (pcxname->str, pcx, pcx_len);
Sys_Printf ("Wrote %s/%s\n", qfs_userpath, pcxname->str);
}
}
dstring_delete (pcxname);
}
/*
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
sw32_SCR_UpdateScreen (double realtime, SCR_Func scr_3dfunc, SCR_Func *scr_funcs)
{
vrect_t vrect;
if (scr_skipupdate)
return;
vr_data.realtime = realtime;
scr_copytop = 0;
vr_data.scr_copyeverything = 0;
if (!scr_initialized)
return; // not initialized yet
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
sw32_D_EnableBackBufferAccess (); // of all overlay stuff if drawing
// directly
if (vr_data.scr_fullupdate++ < vid.numpages) { // clear the entire screen
vr_data.scr_copyeverything = 1;
sw32_Draw_TileClear (0, 0, vid.width, vid.height);
}
pconupdate = NULL;
SCR_SetUpToDrawConsole ();
sw32_D_DisableBackBufferAccess (); // for adapters that can't stay mapped
// in for linear writes all the time
VID_LockBuffer ();
scr_3dfunc ();
VID_UnlockBuffer ();
sw32_D_EnableBackBufferAccess (); // of all overlay stuff if drawing
// directly
while (*scr_funcs) {
(*scr_funcs)();
scr_funcs++;
}
sw32_D_DisableBackBufferAccess (); // for adapters that can't stay mapped
// in for linear writes all the time
if (pconupdate) {
sw32_D_UpdateRects (pconupdate);
}
// update one of three areas
if (vr_data.scr_copyeverything) {
vrect.x = 0;
vrect.y = 0;
vrect.width = vid.width;
vrect.height = vid.height;
vrect.next = 0;
} else if (scr_copytop) {
vrect.x = 0;
vrect.y = 0;
vrect.width = vid.width;
vrect.height = vid.height - vr_data.lineadj;
vrect.next = 0;
} else {
vrect.x = scr_vrect.x;
vrect.y = scr_vrect.y;
vrect.width = scr_vrect.width;
vrect.height = scr_vrect.height;
vrect.next = 0;
}
sw32_ctx->update (&vrect);
}