quakeforge/libs/video/renderer/gl/gl_screen.c
Bill Currie 5f93c115ff [util] Make developer flag names easier to manage
They're now an enum, and the flag part of the name is all lowercase, but
now the flag definitions and names list will never get out of sync.
2021-03-29 22:38:47 +09:00

250 lines
5.4 KiB
C

/*
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 <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/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"
#include "vid_gl.h"
/* SCREEN SHOTS */
tex_t *
gl_SCR_CaptureBGR (void)
{
int count;
tex_t *tex;
count = vid.width * vid.height;
tex = malloc (sizeof (tex_t) + count * 3);
tex->data = (byte *) (tex + 1);
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 (unsigned width, unsigned 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 (sizeof (tex_t) + w * h);
tex->data = (byte *) (tex + 1);
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 (0, "%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));
}
}
void
gl_R_RenderFrame (SCR_Func scr_3dfunc, SCR_Func *scr_funcs)
{
double time1 = 0, time2;
static int begun = 0;
if (begun) {
gl_ctx->end_rendering ();
begun = 0;
}
vid.numpages = 2 + gl_triplebuffer->int_val;
//FIXME forces the status bar to redraw. needed because it does not fully
//update in sw modes but must in gl mode
vr_data.scr_copyeverything = 1;
begun = 1;
if (r_speeds->int_val) {
time1 = Sys_DoubleTime ();
gl_c_brush_polys = 0;
gl_c_alias_polys = 0;
}
// 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) {
gl_ctx->end_rendering ();
begun = 0;
}
}