quakeforge/libs/video/renderer/gl/gl_screen.c
Bill Currie 65bd29353c Make a start on putting the pieces together.
Still many undefined and multiply defined symbols, but there seems to be a
light in this darkness. I just hope it's not an oncoming train :)
2012-04-11 14:58:54 +09:00

273 lines
5.9 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
static __attribute__ ((used)) const char rcsid[] = "$Id$";
#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"
/* SCREEN SHOTS */
tex_t *
gl_SCR_CaptureBGR (void)
{
int count;
tex_t *tex;
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;
qfglReadPixels (0, 0, tex->width, tex->height, GL_BGR_EXT,
GL_UNSIGNED_BYTE, tex->data);
return tex;
}
tex_t *
gl_SCR_ScreenShot (int width, int 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 < (unsigned int) width) ? vid.width
: (unsigned int) width;
h = (vid.height < (unsigned int) height) ? vid.height
: (unsigned int) 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 * 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 ("%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));
}
}
/*
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
gl_SCR_UpdateScreen (double realtime, SCR_Func scr_3dfunc, SCR_Func *scr_funcs)
{
double time1 = 0, time2;
static int begun = 0;
if (scr_skipupdate)
return;
if (begun)
GL_EndRendering ();
vr_data.realtime = realtime;
vid.numpages = 2 + gl_triplebuffer->int_val;
scr_copytop = 0;
scr_copyeverything = 0;
if (!scr_initialized)
return; // not initialized yet
begun = 1;
if (r_speeds->int_val) {
time1 = Sys_DoubleTime ();
gl_c_brush_polys = 0;
gl_c_alias_polys = 0;
}
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
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_EndRendering ();
begun = 0;
}
}