/* 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 the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // screen.c -- master for refresh, status bar, console, chat, notify, etc #include "quakedef.h" /* background clear rendering turtle/net/ram icons sbar centerprint / slow centerprint notify lines intermission / finale overlay loading plaque console menu required background clears required update regions syncronous draw mode or async One off screen buffer, with updates either copied or xblited Need to double buffer? async draw will require the refresh area to be cleared, because it will be xblited, but sync draw can just ignore it. sync draw CenterPrint () SlowPrint () Screen_Update (); Con_Printf (); net turn off messages option the refresh is allways rendered, unless the console is full screen console is: notify lines half full */ int glx, gly, glwidth, glheight; // only the refresh window will be updated unless these variables are flagged int scr_copytop; int scr_copyeverything; float scr_con_current; float scr_conlines; // lines of console to display float oldscreensize, oldfov; cvar_t scr_viewsize = {"viewsize","100", true}; cvar_t scr_fov = {"cg_fov","90"}; // 10 - 170 cvar_t cg_conspeed = {"cg_conspeed","300"}; cvar_t scr_centertime = {"scr_centertime","2"}; cvar_t scr_showram = {"showram","1"}; cvar_t scr_showturtle = {"cg_showturtle","0"}; cvar_t scr_showpause = {"cg_showpause","1"}; cvar_t scr_printspeed = {"scr_printspeed","8"}; cvar_t gl_triplebuffer = {"gl_triplebuffer", "1", true }; extern cvar_t crosshair; qboolean scr_initialized; // ready to draw shader_t *scr_ram; shader_t *scr_net; shader_t *scr_turtle; extern shader_t *draw_conback; extern shader_t *draw_disc; extern shader_t *draw_backtile; int scr_fullupdate; int clearconsole; int clearnotify; extern int sb_lines; // added "extern". viddef_t vid; // global video state vrect_t scr_vrect; qboolean scr_disabled_for_loading; qboolean scr_drawloading; float scr_disabled_time; qboolean block_drawing; void SCR_ScreenShot_f (void); /* =============================================================================== CENTER PRINTING =============================================================================== */ char scr_centerstring[1024]; float scr_centertime_start; // for slow victory printing float scr_centertime_off; int scr_center_lines; int scr_erase_lines; int scr_erase_center; /* ============== SCR_CenterPrint Called for important messages that should stay in the center of the screen for a few moments ============== */ void SCR_CenterPrint (char *str) { strncpy (scr_centerstring, str, sizeof(scr_centerstring)-1); scr_centertime_off = scr_centertime.value; scr_centertime_start = cl.time; // count the number of lines for centering scr_center_lines = 1; while (*str) { if (*str == '\n') scr_center_lines++; str++; } } void SCR_DrawCenterString (void) { char *start; int l; int j; int x, y; int remaining; // the finale prints the characters one at a time if (cl.intermission) remaining = scr_printspeed.value * (cl.time - scr_centertime_start); else remaining = 9999; scr_erase_center = 0; start = scr_centerstring; if (scr_center_lines <= 4) y = vid.height*0.35; else y = 48; do { // scan the width of the line for (l=0 ; l<40 ; l++) if (start[l] == '\n' || !start[l]) break; x = (vid.width - l*8)/2; for (j=0 ; j scr_erase_lines) scr_erase_lines = scr_center_lines; scr_centertime_off -= host_frametime; if (scr_centertime_off <= 0 && !cl.intermission) return; if (key_dest != key_game) return; SCR_DrawCenterString (); } //============================================================================= /* ==================== CalcFov ==================== */ float CalcFov (float fov_x, float width, float height) { float a; float x; if (fov_x < 1 || fov_x > 179) Sys_Error ("Bad fov: %f", fov_x); x = width/tan(fov_x/360*M_PI); a = atan (height/x); a = a*360/M_PI; return a; } /* ================= SCR_CalcRefdef Must be called whenever vid changes Internal use only ================= */ static void SCR_CalcRefdef (void) { float size; int h; qboolean full = false; scr_fullupdate = 0; // force a background redraw vid.recalc_refdef = 0; // force the status bar to redraw Sbar_Changed (); //======================================== // bound viewsize if (scr_viewsize.value < 30) Cvar_Set ("viewsize","30"); if (scr_viewsize.value > 120) Cvar_Set ("viewsize","120"); // bound field of view if (scr_fov.value < 10) Cvar_Set ("cg_fov","10"); if (scr_fov.value > 170) Cvar_Set ("cg_fov","170"); // intermission is always full screen if (cl.intermission) size = 120; else size = scr_viewsize.value; if (size >= 120) sb_lines = 0; // no status bar at all else if (size >= 110) sb_lines = 24; // no inventory else sb_lines = 24+16+8; if (scr_viewsize.value >= 100.0) { full = true; size = 100.0; } else size = scr_viewsize.value; if (cl.intermission) { full = true; size = 100; sb_lines = 0; } size /= 100.0; h = vid.height - sb_lines; r_refdef.vrect.width = vid.width * size; if (r_refdef.vrect.width < 96) { size = 96.0 / r_refdef.vrect.width; r_refdef.vrect.width = 96; // min for icons } r_refdef.vrect.height = vid.height * size; if (r_refdef.vrect.height > vid.height - sb_lines) r_refdef.vrect.height = vid.height - sb_lines; if (r_refdef.vrect.height > vid.height) r_refdef.vrect.height = vid.height; r_refdef.vrect.x = (vid.width - r_refdef.vrect.width)/2; if (full) r_refdef.vrect.y = 0; else r_refdef.vrect.y = (h - r_refdef.vrect.height)/2; r_refdef.fov_x = scr_fov.value; r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height); scr_vrect = r_refdef.vrect; } /* ================= SCR_SizeUp_f Keybinding command ================= */ void SCR_SizeUp_f (void) { Cvar_SetValue ("viewsize",scr_viewsize.value+10); vid.recalc_refdef = 1; } /* ================= SCR_SizeDown_f Keybinding command ================= */ void SCR_SizeDown_f (void) { Cvar_SetValue ("viewsize",scr_viewsize.value-10); vid.recalc_refdef = 1; } //============================================================================ /* ================== SCR_Init ================== */ void SCR_Init (void) { Cvar_RegisterVariable (&scr_fov); Cvar_RegisterVariable (&scr_viewsize); Cvar_RegisterVariable (&cg_conspeed); Cvar_RegisterVariable (&scr_showram); Cvar_RegisterVariable (&scr_showturtle); Cvar_RegisterVariable (&scr_showpause); Cvar_RegisterVariable (&scr_centertime); Cvar_RegisterVariable (&scr_printspeed); Cvar_RegisterVariable (&gl_triplebuffer); // // register our commands // Cmd_AddCommand ("screenshot",SCR_ScreenShot_f); Cmd_AddCommand ("sizeup",SCR_SizeUp_f); Cmd_AddCommand ("sizedown",SCR_SizeDown_f); scr_initialized = true; } /* ================== SCR_FindShaders PENTA: Find needed shaders, called after the shader system comes up ================== */ void SCR_FindShaders() { scr_ram = GL_ShaderForName ("screen/ram"); scr_net = GL_ShaderForName ("screen/net"); scr_turtle = GL_ShaderForName ("screen/turtle"); draw_conback = GL_ShaderForName ("screen/conback"); draw_disc = GL_ShaderForName ("screen/disc"); draw_backtile = GL_ShaderForName ("screen/backtile"); } /* ============== SCR_DrawRam PENTA: Using a window for this is probably overkill ============== */ void SCR_DrawRam (void) { if (!scr_ram) return; if (!scr_showram.value) return; if (!r_cache_thrash) return; Con_Printf("Thrash cache\n"); Draw_Pic (scr_vrect.x+32, scr_vrect.y, scr_vrect.x+64, scr_vrect.y+32, scr_ram); } /* ============== SCR_DrawTurtle PENTA: Using a window for this is probably overkill ============== */ void SCR_DrawTurtle (void) { static int count; if (!scr_turtle) return; if (!scr_showturtle.value) return; if (host_frametime < 0.1) { count = 0; return; } count++; if (count < 3) return; Draw_Pic (scr_vrect.x, scr_vrect.y, scr_vrect.x+32, scr_vrect.y+32, scr_turtle); } /* ============== SCR_DrawNet PENTA: Using a window for this is probably overkill ============== */ void SCR_DrawNet (void) { if (!scr_net) return; if (realtime - cl.last_received_message < 0.3) return; if (cls.demoplayback) return; Draw_Pic (scr_vrect.x+64, scr_vrect.y, scr_vrect.x+96, scr_vrect.y+32, scr_net); } /* ============== DrawPause ============== */ void SCR_DrawPause (void) { if (!scr_showpause.value) // turn off for screenshots return; if (!cl.paused) return; M_DrawNamedWindow("paused"); } /* ============== SCR_DrawLoading ============== */ void SCR_DrawLoading (void) { if (!scr_drawloading) return; M_DrawNamedWindow("loading"); } /* //muff - hacked out of SourceForge implementation + modified //PENTA: Strange fps calc disadvantage is that is only does //integer fps, well lazy me. ============== SCR_DrawFPS ============== */ void SCR_DrawFPS (void) { static double lastframetime; double t; extern int fps_count; static int lastfps; int x, y; char st[80]; if (!cg_showfps.value & !sh_debuginfo.value) return; t = Sys_FloatTime (); if ((t - lastframetime) >= 1.0) { lastfps = fps_count; fps_count = 0; lastframetime = t; } if (sh_debuginfo.value) { sprintf(st, "FPS: %d NumLights: %d ClearsSaved %d\n", lastfps,numUsedShadowLights,numClearsSaved); x = 16; y = vid.height-80; Draw_String(x, y, st); } else { sprintf(st, "FPS: %d \n", lastfps); x = vid.width - 65; //Draw at the right to avoid clustering view - Eradicator y = 8; Draw_String(x, y, st); } if (!sh_debuginfo.value) //Only display the rest in debug info (willi reques) - Eradicator return; sprintf(st, "Alias Cache: %d Requests, %d Full Hits, %d Partial Hits\n", aliasCacheRequests,aliasFullCacheHits,aliasPartialCacheHits); x = 16; y = vid.height-16; Draw_String(x, y, st); sprintf(st, "Brush Cache: %d Requests, %d Full Hits, %d Partial Hits\n", brushCacheRequests,brushFullCacheHits,brushPartialCacheHits); x = 16; y = vid.height-32; Draw_String(x, y, st); sprintf(st, "Poly counts: %d Alias polys, %d Brush polys\n", c_alias_polys, c_brush_polys); x = 16; y = vid.height-48; Draw_String(x, y, st); sprintf(st, "Occlusion tests: %d lights cut, %d entities cut, %d meshes cut\n", occlusion_cut_lights, occlusion_cut_entities, occlusion_cut_meshes); x = 16; y = vid.height-64; Draw_String(x, y, st); } /* ============== SCR_DrawNumLights PENTA: ============== */ void SCR_DrawNumLights (void) { char st[256]; int modes[2]; int i,width,height; if (!sh_showlightsciss.value) return; sprintf (st, "Lights: %i", numUsedShadowLights); Draw_String (0, 0, st); for (i=0; ishadowchainfilled) continue; width = l->scizz.coords[2]-l->scizz.coords[0]; height = l->scizz.coords[3]-l->scizz.coords[1]; sprintf(st, "+ %f %f %f",l->origin[0],l->origin[1],l->origin[2]); Draw_String(l->scizz.coords[0]+(width/2)-4,vid.height - l->scizz.coords[3]+(height/2)-8,st); } glGetIntegerv(GL_POLYGON_MODE,modes); glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); //Draw scissor rectangles for all the active lights for (i=0; ishadowchainfilled) continue; width = l->scizz.coords[2]-l->scizz.coords[0]; height = l->scizz.coords[3]-l->scizz.coords[1]; Draw_FillRGB(l->scizz.coords[0],vid.height - l->scizz.coords[3], width,height,1.0f,0.0f,0.0f); } glPolygonMode(GL_FRONT,modes[0]); glPolygonMode(GL_BACK,modes[1]); } //============================================================================= /* ================== SCR_SetUpToDrawConsole ================== */ void SCR_SetUpToDrawConsole (void) { Con_CheckResize (); if (scr_drawloading) return; // never a console with loading plaque // decide on the height of the console con_forcedup = !cl.worldmodel || cls.signon != SIGNONS; if (con_forcedup) { scr_conlines = vid.height; // full screen scr_con_current = scr_conlines; } else if (key_dest == key_console) scr_conlines = vid.height/2; // half screen else scr_conlines = 0; // none visible if (scr_conlines < scr_con_current) { scr_con_current -= cg_conspeed.value*host_frametime; if (scr_conlines > scr_con_current) scr_con_current = scr_conlines; } else if (scr_conlines > scr_con_current) { scr_con_current += cg_conspeed.value*host_frametime; if (scr_conlines < scr_con_current) scr_con_current = scr_conlines; } if (clearconsole++ < vid.numpages) { Sbar_Changed (); } else if (clearnotify++ < vid.numpages) { } else con_notifylines = 0; } /* ================== SCR_DrawConsole ================== */ void SCR_DrawConsole (void) { if (scr_con_current) { scr_copyeverything = 1; Con_DrawConsole (scr_con_current, true); clearconsole = 0; } else { if (key_dest == key_game || key_dest == key_message) Con_DrawNotify (); // only draw notify in game } } /* ============================================================================== SCREEN SHOTS ============================================================================== */ /* ================== SCR_ScreenShot_f under MacOS X screenshots are saved in TIFF format. ================== */ void SCR_ScreenShot_f (void) { byte *buffer; char pcxname[80]; char checkname[MAX_OSPATH]; int i; #if defined (__APPLE__) || defined (MACOSX) unsigned int myRow; byte *myBottom = NULL, *myTop = NULL, myStore; extern void TIF_WriteFile (char *, unsigned int, unsigned int, unsigned char *); // // find a file name to save it to // strcpy(pcxname,"screenshots/quake00000.tiff"); #else int c, temp; strcpy(pcxname,"screenshots/quake00000.tga"); #endif /* __APPLE__ || MACOSX */ // // check screenshot dir // sprintf (checkname, "%s/screenshots", com_gamedir); Sys_mkdir(checkname); memset(checkname,0,MAX_OSPATH); for (i=0 ; i<=99999 ; i++) { /* pcxname[5] = i/10 + '0'; pcxname[6] = i%10 + '0'; */ int num = i; int counter = 10000; int k; for (k=0; k<5; k++) { pcxname[17+k] = '0'+(num/counter); num-=((num/counter)*counter); counter/=10; } sprintf (checkname, "%s/%s", com_gamedir, pcxname); if (Sys_FileTime(checkname) == -1) break; // file doesn't exist } if (i==100000) { #if defined (__APPLE__) || defined (MACOSX) Con_Printf ("SCR_ScreenShot_f: Couldn't create a TIFF file\n"); #else Con_Printf ("SCR_ScreenShot_f: Couldn't create a PCX file\n"); #endif /* __APPLE__ || MACOSX */ return; } #if defined (__APPLE__) || defined (MACOSX) myRow = glwidth * 3; buffer = malloc (myRow * glheight); glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, buffer); // mirror the buffer [only vertical]: myTop = buffer; myBottom = buffer + myRow * (glheight - 1); while (myTop < myBottom) { for (i = 0; i < myRow; i++) { myStore = myTop[i]; myTop[i] = myBottom[i]; myBottom[i] = myStore; } myTop += myRow; myBottom -= myRow; } // write the file: TIF_WriteFile (pcxname, glwidth, glheight, buffer); #else buffer = malloc(glwidth*glheight*3 + 18); memset (buffer, 0, 18); buffer[2] = 2; // uncompressed type buffer[12] = glwidth&255; buffer[13] = glwidth>>8; buffer[14] = glheight&255; buffer[15] = glheight>>8; buffer[16] = 24; // pixel size glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 ); // swap rgb to bgr c = 18+glwidth*glheight*3; for (i=18 ; i 0) { // left Draw_TileClear (0, 0, r_refdef.vrect.x, vid.height - sb_lines); // right Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width, 0, vid.width - r_refdef.vrect.x + r_refdef.vrect.width, vid.height - sb_lines); } if (r_refdef.vrect.y > 0) { // top Draw_TileClear (r_refdef.vrect.x, 0, r_refdef.vrect.x + r_refdef.vrect.width, r_refdef.vrect.y); // bottom Draw_TileClear (r_refdef.vrect.x, r_refdef.vrect.y + r_refdef.vrect.height, r_refdef.vrect.width, vid.height - sb_lines - (r_refdef.vrect.height + r_refdef.vrect.y)); } } /* ================== SCR_UpdateScreen This is called every frame, and can also be called explicitly to flush text to the screen. WARNING: be very careful calling this from elsewhere, because the refresh needs almost the entire 256k of stack space! ================== */ void SCR_UpdateScreen (void) { int cross; int i; if (block_drawing) return; vid.numpages = 2 + gl_triplebuffer.value; scr_copytop = 0; scr_copyeverything = 0; if (scr_disabled_for_loading) { if (realtime - scr_disabled_time > 60) { scr_disabled_for_loading = false; Con_Printf ("load failed.\n"); } else return; } if (!scr_initialized || !con_initialized) return; // not initialized yet GL_BeginRendering (&glx, &gly, &glwidth, &glheight); // // determine size of refresh window // if (oldfov != scr_fov.value) { oldfov = scr_fov.value; vid.recalc_refdef = true; } if (oldscreensize != scr_viewsize.value) { oldscreensize = scr_viewsize.value; vid.recalc_refdef = true; } if (vid.recalc_refdef) SCR_CalcRefdef (); // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); V_RenderView (); GL_Set2D (); // // PENTA: Draw glows // if (!con_forcedup) { //con_forcedup = we are still loading some sort of stuff //and not everything is set up yet (as the hulls are and we need //them for this) for (i=0; i 0) { SCR_DrawCinematic(); SCR_DrawConsole (); M_Draw (); }*/ else { if (crosshair.value) Draw_Character (scr_vrect.x + scr_vrect.width/2, scr_vrect.y + scr_vrect.height/2, '+'); SCR_DrawRam (); SCR_DrawNet (); SCR_DrawTurtle (); //muff - to show FPS on screen SCR_DrawFPS (); SCR_DrawPause (); SCR_CheckDrawCenterString (); Sbar_Draw (); SCR_DrawNumLights (); SCR_DrawConsole (); M_Draw (); glDisable(GL_BLEND); } V_UpdateFlashes (); GL_EndRendering (); }