mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 21:02:50 +00:00
281 lines
6.2 KiB
C
281 lines
6.2 KiB
C
/*
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gl_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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static __attribute__ ((unused)) const char rcsid[] =
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"$Id$";
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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/console.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/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/tga.h"
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#include "QF/va.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_cvar.h"
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#include "r_dynamic.h"
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#include "r_local.h"
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#include "r_screen.h"
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#include "sbar.h"
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#include "view.h"
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int glx, gly, glwidth, glheight;
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/* SCREEN SHOTS */
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tex_t *
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SCR_ScreenShot (int width, int height)
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{
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unsigned char *src, *dest, *snap;
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float fracw, frach;
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int count, dex, dey, dx, dy, nx, r, g, b, x, y, w, h;
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tex_t *tex;
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snap = Hunk_TempAlloc (vid.width * vid.height * 3);
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qfglReadPixels (0, 0, vid.width, vid.height, GL_RGB, GL_UNSIGNED_BYTE,
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snap);
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w = (vid.width < (unsigned int) width) ? vid.width
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: (unsigned int) width;
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h = (vid.height < (unsigned int) height) ? vid.height
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: (unsigned int) height;
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fracw = (float) vid.width / (float) w;
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frach = (float) vid.height / (float) h;
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tex = malloc (field_offset (tex_t, data[w * h]));
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if (!tex)
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return 0;
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tex->width = w;
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tex->height = h;
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tex->palette = vid.palette;
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for (y = 0; y < h; y++) {
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dest = tex->data + (w * y);
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for (x = 0; x < w; x++) {
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r = g = b = 0;
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dx = x * fracw;
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dex = (x + 1) * fracw;
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if (dex == dx)
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dex++; // at least one
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dy = y * frach;
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dey = (y + 1) * frach;
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if (dey == dy)
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dey++; // at least one
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count = 0;
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for (; dy < dey; dy++) {
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src = snap + (vid.width * 3 * dy) + dx * 3;
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for (nx = dx; nx < dex; nx++) {
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r += *src++;
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g += *src++;
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b += *src++;
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count++;
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}
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}
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r /= count;
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g /= count;
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b /= count;
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*dest++ = MipColor (r, g, b);
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}
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}
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return tex;
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}
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void
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SCR_ScreenShot_f (void)
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{
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byte *buffer;
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dstring_t *pcxname = dstring_new ();
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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.def), ".tga")) {
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Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n");
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} else {
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buffer = malloc (glwidth * glheight * 3);
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SYS_CHECKMEM (buffer);
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qfglReadPixels (glx, gly, glwidth, glheight, GL_BGR_EXT,
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GL_UNSIGNED_BYTE, buffer);
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WriteTGAfile (pcxname->str, buffer, glwidth, glheight);
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free (buffer);
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Con_Printf ("Wrote %s\n", pcxname->str);
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}
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dstring_delete (pcxname);
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}
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static void
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SCR_TileClear (void)
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{
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if (r_refdef.vrect.x > 0) {
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// left
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Draw_TileClear (0, 0, r_refdef.vrect.x, vid.height - r_lineadj);
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// right
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Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width, 0,
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vid.width - r_refdef.vrect.x + r_refdef.vrect.width,
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vid.height - r_lineadj);
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}
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if (r_refdef.vrect.y > 0) {
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// top
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Draw_TileClear (r_refdef.vrect.x, 0,
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r_refdef.vrect.x + r_refdef.vrect.width,
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r_refdef.vrect.y);
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// bottom
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Draw_TileClear (r_refdef.vrect.x,
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r_refdef.vrect.y + r_refdef.vrect.height,
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r_refdef.vrect.width,
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vid.height - r_lineadj -
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(r_refdef.vrect.height + r_refdef.vrect.y));
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}
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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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SCR_UpdateScreen (double realtime, SCR_Func *scr_funcs)
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{
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double time1 = 0, time2;
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static int begun = 0;
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if (scr_skipupdate)
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return;
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if (begun)
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GL_EndRendering ();
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r_realtime = realtime;
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vid.numpages = 2 + gl_triplebuffer->int_val;
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scr_copytop = 0;
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scr_copyeverything = 0;
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if (!scr_initialized)
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return; // not initialized yet
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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begun = 1;
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if (r_speeds->int_val) {
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time1 = Sys_DoubleTime ();
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c_brush_polys = 0;
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c_alias_polys = 0;
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}
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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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V_RenderView ();
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SCR_SetUpToDrawConsole ();
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GL_Set2D ();
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// also makes polyblend apply to whole screen
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if (v_blend[3]) {
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qfglDisable (GL_TEXTURE_2D);
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qfglBegin (GL_QUADS);
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qfglColor4fv (v_blend);
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qfglVertex2f (0, 0);
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qfglVertex2f (vid.width, 0);
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qfglVertex2f (vid.width, vid.height);
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qfglVertex2f (0, vid.height);
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qfglEnd ();
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qfglColor3ubv (color_white);
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qfglEnable (GL_TEXTURE_2D);
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}
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// draw any areas not covered by the refresh
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SCR_TileClear ();
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if (r_force_fullscreen /*FIXME better test*/ == 1 && key_dest ==
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key_game) {
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Sbar_IntermissionOverlay ();
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} else if (r_force_fullscreen /*FIXME better test*/ == 2 &&
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key_dest == key_game) {
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Sbar_FinaleOverlay ();
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SCR_CheckDrawCenterString ();
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} else {
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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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}
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if (r_speeds->int_val) {
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// qfglFinish ();
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time2 = Sys_DoubleTime ();
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Con_Printf ("%3i ms %4i wpoly %4i epoly %4i parts\n",
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(int) ((time2 - time1) * 1000), c_brush_polys,
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c_alias_polys, numparticles);
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}
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GL_FlushText ();
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qfglFlush ();
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}
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