quakeforge/libs/video/renderer/sw32/screen.c
Bill Currie 84a24dbb34 [renderer] Make R_RenderView private
This is actually a better solution to the renderer directly accessing
client code than provided by 7e078c7f9c.

Essentially, V_RenderView should not have been calling R_RenderView, and
CL_UpdateScreen should have been calling V_RenderView directly. The
issue was that the renderers expected the world entity model to be valid
at all times. Now, R_RenderView checks the world entity model's validity
and immediately bails if it is not, and R_ClearState (which is called
whenever the client disconnects and thus no longer has a world to
render) clears the world entity model. Thus R_RenderView can (and is)
now called unconditionally from within the renderer, simplifying
renderer-specific variants.
2021-12-24 06:45:12 +09:00

201 lines
4.8 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
#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/pcx.h"
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/ui/view.h"
#include "compat.h"
#include "r_internal.h"
#include "vid_internal.h"
#include "vid_sw.h"
/* SCREEN SHOTS */
tex_t *
sw32_SCR_CaptureBGR (void)
{
int count, x, y;
tex_t *tex;
const byte *src;
byte *dst;
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;
sw32_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++;
}
}
sw32_D_DisableBackBufferAccess ();
return tex;
}
__attribute__((const)) tex_t *
sw32_SCR_ScreenShot (unsigned width, unsigned height)
{
return 0;
}
void
sw32_SCR_ScreenShot_f (void)
{
dstring_t *pcxname = dstring_new ();
pcx_t *pcx = 0;
int pcx_len;
// find a file name to save it to
if (!QFS_NextFilename (pcxname, va (0, "%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
sw32_D_EnableBackBufferAccess ();
// save the pcx file
switch(sw32_ctx->pixbytes) {
case 1:
pcx = EncodePCX (vid.buffer, vid.width, vid.height, vid.rowbytes,
vid.basepal, false, &pcx_len);
break;
case 2:
Sys_Printf("SCR_ScreenShot_f: FIXME - add 16bit support\n");
break;
case 4:
Sys_Printf("SCR_ScreenShot_f: FIXME - add 32bit support\n");
break;
default:
Sys_Error("SCR_ScreenShot_f: unsupported r_pixbytes %i", sw32_ctx->pixbytes);
}
// for adapters that can't stay mapped in for linear writes all the time
sw32_D_DisableBackBufferAccess ();
if (pcx) {
QFS_WriteFile (pcxname->str, pcx, pcx_len);
Sys_Printf ("Wrote %s/%s\n", qfs_userpath, pcxname->str);
}
}
dstring_delete (pcxname);
}
void
sw32_R_RenderFrame (SCR_Func *scr_funcs)
{
vrect_t vrect;
// do 3D refresh drawing, and then update the screen
sw32_D_EnableBackBufferAccess (); // of all overlay stuff if drawing
// directly
if (vr_data.scr_fullupdate++ < vid.numpages) { // clear the entire screen
vr_data.scr_copyeverything = 1;
sw32_Draw_TileClear (0, 0, vid.width, vid.height);
}
pconupdate = NULL;
SCR_SetUpToDrawConsole ();
sw32_D_DisableBackBufferAccess (); // for adapters that can't stay mapped
// in for linear writes all the time
VID_LockBuffer ();
sw32_R_RenderView ();
VID_UnlockBuffer ();
sw32_D_EnableBackBufferAccess (); // of all overlay stuff if drawing
// directly
view_draw (vr_data.scr_view);
while (*scr_funcs) {
(*scr_funcs)();
scr_funcs++;
}
sw32_D_DisableBackBufferAccess (); // for adapters that can't stay mapped
// in for linear writes all the time
if (pconupdate) {
sw32_D_UpdateRects (pconupdate);
}
// update one of three areas
if (vr_data.scr_copyeverything) {
vrect.x = 0;
vrect.y = 0;
vrect.width = vid.width;
vrect.height = vid.height;
vrect.next = 0;
} else if (scr_copytop) {
vrect.x = 0;
vrect.y = 0;
vrect.width = vid.width;
vrect.height = vid.height - vr_data.lineadj;
vrect.next = 0;
} else {
vrect.x = vr_data.scr_view->xpos;
vrect.y = vr_data.scr_view->ypos;
vrect.width = vr_data.scr_view->xlen;
vrect.height = vr_data.scr_view->ylen;
vrect.next = 0;
}
sw32_ctx->update (sw32_ctx, &vrect);
}