quakeforge/libs/video/renderer/sw/screen.c
Ozkan Sezer 6e04fd5ff6 signed int viddef_t members
The attached patch (against quakeforge git) changes the [con]width,
[con]height, and most importantly the rowbytes members of viddef_t
from unsigned to signed int, like in q2.  This allows for a properly
negative vid.rowbytes which may be needed in, e.g. a DIB sections
windows driver if needed.  Along with it, I changed a few places
where unsigned int is used along with comparisons against the relevant
vid.* members.
One thing I am not 100% sure is the signedness requirements of
d_zrowbytes and d_zwidth: q2 has them as unsigned but I am not sure
whether that is because they are needed as unsigned or it was just an
oversight of the id developers. They do look like they should be OK
as signed int to me, though: comments?

==
Note from Bill Currie: I had to do some extra changes as many
signed/unsigned comparisons were somehow missed.
2012-10-21 09:00:50 +09:00

272 lines
6.1 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
#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"
/* SCREEN SHOTS */
tex_t *
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;
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++;
}
}
D_DisableBackBufferAccess ();
return tex;
}
tex_t *
SCR_ScreenShot (int width, int height)
{
unsigned char *src, *dest;
float fracw, frach;
int count, dex, dey, dx, dy, nx, r, g, b, x, y, w, h;
tex_t *tex;
// enable direct drawing of console to back buffer
D_EnableBackBufferAccess ();
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 * (h - y - 1));
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 = ((byte*)vid.buffer) + (vid.rowbytes * dy) + dx;
for (nx = dx; nx < dex; nx++) {
r += vid.basepal[*src * 3];
g += vid.basepal[*src * 3 + 1];
b += vid.basepal[*src * 3 + 2];
src++;
count++;
}
}
r /= count;
g /= count;
b /= count;
*dest++ = MipColor (r, g, b);
}
}
// for adapters that can't stay mapped in for linear writes all the time
D_DisableBackBufferAccess ();
return tex;
}
void
SCR_ScreenShot_f (void)
{
dstring_t *pcxname = dstring_new ();
pcx_t *pcx;
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
D_EnableBackBufferAccess ();
// save the pcx file
pcx = EncodePCX (vid.buffer, vid.width, vid.height, vid.rowbytes,
vid.basepal, false, &pcx_len);
QFS_WriteFile (pcxname->str, pcx, pcx_len);
// for adapters that can't stay mapped in for linear writes all the
// time
D_DisableBackBufferAccess ();
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
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;
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
D_EnableBackBufferAccess (); // of all overlay stuff if drawing
// directly
if (scr_fullupdate++ < vid.numpages) { // clear the entire screen
scr_copyeverything = 1;
Draw_TileClear (0, 0, vid.width, vid.height);
}
pconupdate = NULL;
SCR_SetUpToDrawConsole ();
D_DisableBackBufferAccess (); // for adapters that can't stay mapped
// in for linear writes all the time
VID_LockBuffer ();
scr_3dfunc ();
VID_UnlockBuffer ();
D_EnableBackBufferAccess (); // of all overlay stuff if drawing
// directly
while (*scr_funcs) {
(*scr_funcs)();
scr_funcs++;
}
D_DisableBackBufferAccess (); // for adapters that can't stay mapped
// in for linear writes all the time
if (pconupdate) {
D_UpdateRects (pconupdate);
}
// update one of three areas
if (scr_copyeverything) {
vrect.x = 0;
vrect.y = 0;
vrect.width = vid.width;
vrect.height = vid.height;
vrect.next = 0;
VID_Update (&vrect);
} else if (scr_copytop) {
vrect.x = 0;
vrect.y = 0;
vrect.width = vid.width;
vrect.height = vid.height - vr_data.lineadj;
vrect.next = 0;
VID_Update (&vrect);
} else {
vrect.x = scr_vrect.x;
vrect.y = scr_vrect.y;
vrect.width = scr_vrect.width;
vrect.height = scr_vrect.height;
vrect.next = 0;
VID_Update (&vrect);
}
}