mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-14 22:51:36 +00:00
84a24dbb34
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.
201 lines
4.8 KiB
C
201 lines
4.8 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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#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/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/ui/view.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "vid_internal.h"
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#include "vid_sw.h"
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/* SCREEN SHOTS */
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tex_t *
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sw32_SCR_CaptureBGR (void)
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{
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int count, x, y;
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tex_t *tex;
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const byte *src;
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byte *dst;
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count = vid.width * vid.height;
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tex = malloc (sizeof (tex_t) + count * 3);
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tex->data = (byte *) (tex + 1);
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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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sw32_D_EnableBackBufferAccess ();
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src = vid.buffer;
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for (y = 0; y < tex->height; y++) {
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dst = tex->data + (tex->height - 1 - y) * tex->width * 3;
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for (x = 0; x < tex->width; x++) {
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*dst++ = vid.basepal[*src * 3 + 2]; // blue
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*dst++ = vid.basepal[*src * 3 + 1]; // green
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*dst++ = vid.basepal[*src * 3 + 0]; // red
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src++;
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}
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}
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sw32_D_DisableBackBufferAccess ();
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return tex;
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}
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__attribute__((const)) tex_t *
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sw32_SCR_ScreenShot (unsigned width, unsigned height)
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{
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return 0;
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}
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void
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sw32_SCR_ScreenShot_f (void)
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{
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dstring_t *pcxname = dstring_new ();
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pcx_t *pcx = 0;
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int pcx_len;
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// find a file name to save it to
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if (!QFS_NextFilename (pcxname, va (0, "%s/qf",
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qfs_gamedir->dir.shots), ".pcx")) {
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Sys_Printf ("SCR_ScreenShot_f: Couldn't create a PCX");
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} else {
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// enable direct drawing of console to back buffer
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sw32_D_EnableBackBufferAccess ();
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// save the pcx file
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switch(sw32_ctx->pixbytes) {
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case 1:
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pcx = EncodePCX (vid.buffer, vid.width, vid.height, vid.rowbytes,
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vid.basepal, false, &pcx_len);
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break;
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case 2:
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Sys_Printf("SCR_ScreenShot_f: FIXME - add 16bit support\n");
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break;
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case 4:
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Sys_Printf("SCR_ScreenShot_f: FIXME - add 32bit support\n");
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break;
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default:
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Sys_Error("SCR_ScreenShot_f: unsupported r_pixbytes %i", sw32_ctx->pixbytes);
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}
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// for adapters that can't stay mapped in for linear writes all the time
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sw32_D_DisableBackBufferAccess ();
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if (pcx) {
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QFS_WriteFile (pcxname->str, pcx, pcx_len);
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Sys_Printf ("Wrote %s/%s\n", qfs_userpath, pcxname->str);
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}
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}
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dstring_delete (pcxname);
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}
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void
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sw32_R_RenderFrame (SCR_Func *scr_funcs)
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{
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vrect_t vrect;
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// do 3D refresh drawing, and then update the screen
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sw32_D_EnableBackBufferAccess (); // of all overlay stuff if drawing
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// directly
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if (vr_data.scr_fullupdate++ < vid.numpages) { // clear the entire screen
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vr_data.scr_copyeverything = 1;
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sw32_Draw_TileClear (0, 0, vid.width, vid.height);
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}
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pconupdate = NULL;
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SCR_SetUpToDrawConsole ();
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sw32_D_DisableBackBufferAccess (); // for adapters that can't stay mapped
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// in for linear writes all the time
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VID_LockBuffer ();
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sw32_R_RenderView ();
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VID_UnlockBuffer ();
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sw32_D_EnableBackBufferAccess (); // of all overlay stuff if drawing
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// directly
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view_draw (vr_data.scr_view);
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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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sw32_D_DisableBackBufferAccess (); // for adapters that can't stay mapped
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// in for linear writes all the time
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if (pconupdate) {
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sw32_D_UpdateRects (pconupdate);
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}
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// update one of three areas
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if (vr_data.scr_copyeverything) {
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vrect.x = 0;
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vrect.y = 0;
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vrect.width = vid.width;
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vrect.height = vid.height;
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vrect.next = 0;
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} else if (scr_copytop) {
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vrect.x = 0;
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vrect.y = 0;
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vrect.width = vid.width;
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vrect.height = vid.height - vr_data.lineadj;
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vrect.next = 0;
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} else {
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vrect.x = vr_data.scr_view->xpos;
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vrect.y = vr_data.scr_view->ypos;
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vrect.width = vr_data.scr_view->xlen;
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vrect.height = vr_data.scr_view->ylen;
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vrect.next = 0;
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}
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sw32_ctx->update (sw32_ctx, &vrect);
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}
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