mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
6e04fd5ff6
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.
269 lines
5.7 KiB
C
269 lines
5.7 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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#define NH_DEFINE
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#include "namehack.h"
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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/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_draw.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_internal.h"
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#include "sbar.h"
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/* SCREEN SHOTS */
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tex_t *
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gl_SCR_CaptureBGR (void)
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{
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int count;
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tex_t *tex;
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count = vid.width * vid.height;
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tex = malloc (field_offset (tex_t, data[count * 3]));
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SYS_CHECKMEM (tex);
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tex->width = vid.width;
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tex->height = vid.height;
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tex->format = tex_rgb;
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tex->palette = 0;
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qfglReadPixels (0, 0, tex->width, tex->height, GL_BGR_EXT,
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GL_UNSIGNED_BYTE, tex->data);
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return tex;
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}
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tex_t *
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gl_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 < width) ? vid.width : width;
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h = (vid.height < height) ? vid.height : 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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gl_SCR_ScreenShot_f (void)
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{
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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.shots), ".tga")) {
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Sys_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n");
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} else {
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tex_t *tex;
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tex = gl_SCR_CaptureBGR ();
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WriteTGAfile (pcxname->str, tex->data, tex->width, tex->height);
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free (tex);
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Sys_Printf ("Wrote %s/%s\n", qfs_userpath, 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 - vr_data.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 - vr_data.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 - vr_data.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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gl_SCR_UpdateScreen (double realtime, SCR_Func scr_3dfunc, 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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vid.end_rendering ();
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vr_data.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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begun = 1;
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if (r_speeds->int_val) {
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time1 = Sys_DoubleTime ();
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gl_c_brush_polys = 0;
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gl_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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scr_3dfunc ();
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SCR_SetUpToDrawConsole ();
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GL_Set2D ();
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GL_DrawReset ();
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// draw any areas not covered by the refresh
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SCR_TileClear ();
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GL_Set2DScaled ();
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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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if (r_speeds->int_val) {
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// qfglFinish ();
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time2 = Sys_DoubleTime ();
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Sys_MaskPrintf (SYS_DEV, "%3i ms %4i wpoly %4i epoly %4i parts\n",
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(int) ((time2 - time1) * 1000), gl_c_brush_polys,
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gl_c_alias_polys, numparticles);
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}
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GL_FlushText ();
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qfglFlush ();
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if (gl_finish->int_val) {
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vid.end_rendering ();
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begun = 0;
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}
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}
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