mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
dbd3d6502a
I never liked it, but with C2x coming out, it's best to handle bools properly. I haven't gone through all the uses of int as bool (I'll leave that for fixing when I encounter them), but this gets QF working with both c2x (really, gnu2x because of raw strings).
505 lines
12 KiB
C
505 lines
12 KiB
C
/*
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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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#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 "QF/cmd.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/png.h"
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#include "QF/pcx.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/va.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/scene.h"
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#include "QF/scene/transform.h"
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#include "QF/ui/view.h"
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#include "compat.h"
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#include "r_internal.h"
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// only the refresh window will be updated unless these variables are flagged
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int scr_copytop;
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byte *draw_chars; // 8*8 graphic characters FIXME location
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bool r_cache_thrash; // set if surface cache is thrashing
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int *r_node_visframes; //FIXME per renderer
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int *r_leaf_visframes; //FIXME per renderer
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int *r_face_visframes; //FIXME per renderer
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bool scr_skipupdate;
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static bool scr_initialized;// ready to draw
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static framebuffer_t *fisheye_cube_map;
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static framebuffer_t *warp_buffer;
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static float fov_x, fov_y;
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static float tan_fov_x, tan_fov_y;
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static scene_t *scr_scene;//FIXME don't want this here
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static mat4f_t box_rotations[] = {
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[BOX_FRONT] = {
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{ 1, 0, 0, 0},
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{ 0, 1, 0, 0},
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{ 0, 0, 1, 0},
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{ 0, 0, 0, 1}
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},
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[BOX_RIGHT] = {
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{ 0,-1, 0, 0},
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{ 1, 0, 0, 0},
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{ 0, 0, 1, 0},
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{ 0, 0, 0, 1}
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},
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[BOX_BEHIND] = {
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{-1, 0, 0, 0},
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{ 0,-1, 0, 0},
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{ 0, 0, 1, 0},
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{ 0, 0, 0, 1}
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},
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[BOX_LEFT] = {
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{ 0, 1, 0, 0},
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{-1, 0, 0, 0},
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{ 0, 0, 1, 0},
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{ 0, 0, 0, 1}
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},
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[BOX_TOP] = {
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{ 0, 0, 1, 0},
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{ 0, 1, 0, 0},
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{-1, 0, 0, 0},
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{ 0, 0, 0, 1}
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},
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[BOX_BOTTOM] = {
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{ 0, 0,-1, 0},
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{ 0, 1, 0, 0},
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{ 1, 0, 0, 0},
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{ 0, 0, 0, 1}
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},
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};
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static void
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set_vrect (const vrect_t *vrectin, vrect_t *vrect, int lineadj)
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{
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float size;
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int h;
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size = min (r_viewsize, 100);
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if (r_data->force_fullscreen) {
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// intermission is always full screen
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size = 100.0;
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lineadj = 0;
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}
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size /= 100.0;
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h = vrectin->height - lineadj;
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vrect->width = vrectin->width * size + 0.5;
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if (vrect->width < 96) {
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size = 96.0 / vrectin->width;
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vrect->width = 96; // min for icons
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}
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vrect->width &= ~7;
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vrect->height = vrectin->height * size + 0.5;
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if (vrect->height > h)
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vrect->height = h;
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vrect->height &= ~1;
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vrect->x = (vrectin->width - vrect->width) / 2;
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vrect->y = (h - vrect->height) / 2;
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}
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void//FIXME remove when sw warp is cleaned up
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R_SetVrect (const vrect_t *vrectin, vrect_t *vrect, int lineadj)
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{
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set_vrect (vrectin, vrect, lineadj);
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}
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void
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SCR_SetFOV (float fov)
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{
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refdef_t *refdef = r_data->refdef;
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double f = fov * M_PI / 360;
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double c = cos(f);
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double s = sin(f);
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double w = refdef->vrect.width;
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double h = refdef->vrect.height;
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fov_x = fov;
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fov_y = 360 * atan2 (s * h, c * w) / M_PI;
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tan_fov_x = s / c;
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tan_fov_y = (s * h) / (c * w);
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r_funcs->set_fov (tan_fov_x, tan_fov_y);
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}
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static void
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SCR_CalcRefdef (void)
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{
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r_data->vid->recalc_refdef = 0;
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// force a background redraw
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r_data->scr_fullupdate = 0;
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if (r_funcs->bind_framebuffer) {
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r_funcs->bind_framebuffer (0);
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}
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}
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static void
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render_scene (void)
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{
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EntQueue_Clear (r_ent_queue);
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r_funcs->render_view ();
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r_funcs->draw_particles (&r_psystem);
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r_funcs->draw_transparent ();
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}
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static void
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render_side (int side)
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{
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mat4f_t camera;
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mat4f_t camera_inverse;
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mat4f_t rotinv;
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memcpy (camera, r_refdef.camera, sizeof (camera));
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memcpy (camera_inverse, r_refdef.camera_inverse, sizeof (camera_inverse));
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mmulf (r_refdef.camera, camera, box_rotations[side]);
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mat4ftranspose (rotinv, box_rotations[side]);
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mmulf (r_refdef.camera_inverse, rotinv, camera_inverse);
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//FIXME see fixme in r_screen.c
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r_refdef.frame.mat[0] = -r_refdef.camera[1];
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r_refdef.frame.mat[1] = r_refdef.camera[0];
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r_refdef.frame.mat[2] = r_refdef.camera[2];
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r_refdef.frame.mat[3] = r_refdef.camera[3];
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refdef_t *refdef = r_data->refdef;
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R_SetFrustum (refdef->frustum, &refdef->frame, 90, 90);
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r_funcs->bind_framebuffer (&fisheye_cube_map[side]);
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render_scene ();
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memcpy (r_refdef.camera, camera, sizeof (camera));
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memcpy (r_refdef.camera_inverse, camera_inverse, sizeof (camera_inverse));
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}
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void
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SCR_UpdateScreen_legacy (transform_t camera, double realtime,
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SCR_Func *scr_funcs)
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{
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if (scr_fisheye && !fisheye_cube_map) {
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fisheye_cube_map = r_funcs->create_cube_map (r_data->vid->height);
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}
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if (r_dowarp && !warp_buffer) {
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warp_buffer = r_funcs->create_frame_buffer (r_data->vid->width,
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r_data->vid->height);
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}
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r_funcs->begin_frame ();
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if (r_dowarp) {
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r_funcs->bind_framebuffer (warp_buffer);
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}
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if (scr_fisheye && fisheye_cube_map) {
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int side = fisheye_cube_map->width;
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vrect_t feye = { 0, 0, side, side };
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r_funcs->set_viewport (&feye);
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r_funcs->set_fov (1, 1); //FIXME shouldn't be every frame (2d stuff)
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switch (scr_fviews) {
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case 6: render_side (BOX_BEHIND);
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case 5: render_side (BOX_BOTTOM);
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case 4: render_side (BOX_TOP);
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case 3: render_side (BOX_LEFT);
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case 2: render_side (BOX_RIGHT);
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default:render_side (BOX_FRONT);
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}
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r_funcs->bind_framebuffer (0);
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r_funcs->set_viewport (&r_refdef.vrect);
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r_funcs->post_process (fisheye_cube_map);
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} else {
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r_funcs->set_viewport (&r_refdef.vrect);
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render_scene ();
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if (r_dowarp) {
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r_funcs->bind_framebuffer (0);
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r_funcs->post_process (warp_buffer);
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}
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}
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r_funcs->set_2d (0);
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//view_draw (r_data->scr_view);
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r_funcs->set_2d (1);
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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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r_funcs->end_frame ();
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}
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void
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SCR_UpdateScreen (transform_t camera, double realtime, SCR_Func *scr_funcs)
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{
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R_RunParticles (r_data->frametime);
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if (scr_skipupdate || !scr_initialized) {
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return;
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}
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if (r_timegraph || r_speeds || r_dspeeds) {
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r_time1 = Sys_DoubleTime ();
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}
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refdef_t *refdef = r_data->refdef;
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if (Transform_Valid (camera)) {
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Transform_GetWorldMatrix (camera, refdef->camera);
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Transform_GetWorldInverse (camera, refdef->camera_inverse);
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} else {
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mat4fidentity (refdef->camera);
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mat4fidentity (refdef->camera_inverse);
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}
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// FIXME pre-rotate the camera 90 degrees about the z axis such that the
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// camera forward vector (camera Y) points along the world +X axis and the
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// camera right vector (camera X) points along the world -Y axis. This
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// should not be necessary here but is due to AngleVectors (and thus
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// AngleQuat for compatibility) treating X as forward and Y as left (or -Y
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// as right). Fixing this would take an audit of the usage of both, but is
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// probably worthwhile in the long run.
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refdef->frame.mat[0] = -refdef->camera[1];
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refdef->frame.mat[1] = refdef->camera[0];
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refdef->frame.mat[2] = refdef->camera[2];
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refdef->frame.mat[3] = refdef->camera[3];
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R_SetFrustum (refdef->frustum, &refdef->frame, fov_x, fov_y);
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r_data->realtime = realtime;
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scr_copytop = r_data->scr_copyeverything = 0;
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if (r_data->vid->recalc_refdef) {
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SCR_CalcRefdef ();
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}
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R_AnimateLight ();
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if (scr_scene && scr_scene->worldmodel) {
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scr_scene->viewleaf = 0;
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vec4f_t position = refdef->frame.position;
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scr_scene->viewleaf = Mod_PointInLeaf (position, scr_scene->worldmodel);
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r_dowarpold = r_dowarp;
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if (r_waterwarp) {
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r_dowarp = scr_scene->viewleaf->contents <= CONTENTS_WATER;
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}
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R_MarkLeaves (scr_scene->viewleaf, r_node_visframes, r_leaf_visframes,
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r_face_visframes);
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}
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r_framecount++;
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R_PushDlights (vec3_origin);
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r_funcs->UpdateScreen (camera, realtime, scr_funcs);
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}
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static void
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update_vrect (void)
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{
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r_data->vid->recalc_refdef = 1;
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vrect_t vrect;
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refdef_t *refdef = r_data->refdef;
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vrect.x = 0;
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vrect.y = 0;
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vrect.width = r_data->vid->width;
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vrect.height = r_data->vid->height;
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set_vrect (&vrect, &refdef->vrect, r_data->lineadj);
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SCR_SetFOV (scr_fov);
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}
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void
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SCR_SetFullscreen (bool fullscreen)
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{
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if (r_data->force_fullscreen == fullscreen) {
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return;
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}
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r_data->force_fullscreen = fullscreen;
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update_vrect ();
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}
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void
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SCR_SetBottomMargin (int lines)
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{
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r_data->lineadj = lines;
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update_vrect ();
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}
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typedef struct scr_capture_s {
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dstring_t *name;
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QFile *file;
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} scr_capture_t;
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static void
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scr_write_caputre (tex_t *tex, void *data)
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{
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scr_capture_t *cap = data;
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if (tex) {
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WritePNG (cap->file, tex);
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free (tex);
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Sys_Printf ("Wrote %s/%s\n", qfs_userpath, cap->name->str);
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} else {
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Sys_Printf ("Capture failed\n");
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}
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Qclose (cap->file);
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dstring_delete (cap->name);
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free (cap);
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}
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static void
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ScreenShot_f (void)
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{
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dstring_t *name = dstring_new ();
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QFile *file;
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// find a file name to save it to
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if (!(file = QFS_NextFile (name, va (0, "%s/qf", qfs_gamedir->dir.shots),
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".png"))) {
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Sys_Printf ("SCR_ScreenShot_f: Couldn't create a PNG file: %s\n",
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name->str);
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dstring_delete (name);
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} else {
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scr_capture_t *cap = malloc (sizeof (scr_capture_t));
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cap->file = file;
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cap->name = name;
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r_funcs->capture_screen (scr_write_caputre, cap);
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}
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}
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/*
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SCR_SizeUp_f
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Keybinding command
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*/
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static void
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SCR_SizeUp_f (void)
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{
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if (scr_viewsize < 120) {
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scr_viewsize = scr_viewsize + 10;
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r_data->vid->recalc_refdef = 1;
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}
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}
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/*
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SCR_SizeDown_f
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Keybinding command
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*/
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static void
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SCR_SizeDown_f (void)
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{
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scr_viewsize = scr_viewsize - 10;
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r_data->vid->recalc_refdef = 1;
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}
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static void
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viewsize_listener (void *data, const cvar_t *cvar)
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{
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update_vrect ();
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}
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static void
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vidsize_listener (void *data, const viddef_t *vdef)
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{
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update_vrect ();
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if (fisheye_cube_map) {
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r_funcs->destroy_frame_buffer (fisheye_cube_map);
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fisheye_cube_map = 0;
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}
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if (warp_buffer) {
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r_funcs->destroy_frame_buffer (warp_buffer);
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warp_buffer = 0;
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}
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r_funcs->set_fov (tan_fov_x, tan_fov_y);
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}
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void
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SCR_Init (void)
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{
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//r_data->scr_view->xlen = r_data->vid->width;
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//r_data->scr_view->ylen = r_data->vid->height;
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// register our commands
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Cmd_AddCommand ("screenshot", ScreenShot_f, "Take a screenshot, "
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"saves as qfxxxx.png in the QF directory");
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Cmd_AddCommand ("sizeup", SCR_SizeUp_f, "Increases the screen size");
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Cmd_AddCommand ("sizedown", SCR_SizeDown_f, "Decreases the screen size");
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scr_initialized = true;
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r_ent_queue = EntQueue_New (mod_num_types);
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cvar_t *var = Cvar_FindVar ("viewsize");
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Cvar_AddListener (var, viewsize_listener, 0);
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VID_OnVidResize_AddListener (vidsize_listener, 0);
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update_vrect ();
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}
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void
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SCR_Shutdown (void)
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{
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EntQueue_Delete (r_ent_queue);
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}
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void
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SCR_NewScene (scene_t *scene)
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{
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if (scr_scene) {
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ECS_RemoveEntities (scr_scene->reg, scene_visibility);
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R_ClearEfrags ();
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}
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scr_scene = scene;
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if (scene) {
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mod_brush_t *brush = &scr_scene->worldmodel->brush;
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int count = brush->numnodes + brush->modleafs
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+ brush->numsurfaces;
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int size = count * sizeof (int);
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r_node_visframes = Hunk_AllocName (0, size, "visframes");
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r_leaf_visframes = r_node_visframes + brush->numnodes;
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r_face_visframes = r_leaf_visframes + brush->modleafs;
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r_funcs->set_fov (tan_fov_x, tan_fov_y);
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r_funcs->R_NewScene (scene);
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} else {
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r_funcs->R_ClearState ();
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}
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}
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