/* 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" #include "png.h" //fuh : pngscreenshots /* 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 = {"fov", "90"}; cvar_t scr_conspeed = {"scr_conspeed", "900"};//Tei 15 to 900 cvar_t scr_showram = {"showram", "1"}; cvar_t scr_showturtle = {"showturtle", "0"}; cvar_t scr_showpause = {"showpause", "1"}; cvar_t gl_triplebuffer = {"gl_triplebuffer", "1", true }; extern cvar_t crosshair; qboolean scr_initialized; // ready to draw qpic_t *scr_ram; qpic_t *scr_net; qpic_t *scr_turtle; int scr_fullupdate; int clearconsole; int clearnotify; int sb_lines; viddef_t vid; // global video state vrect_t scr_vrect; qboolean scr_disabled_for_loading; qboolean scr_drawloading; float scr_disabled_time; extern qboolean console_enabled; // Tomaz - Console Toggle extern int scr_drawdialog; // NOTE: only used in software mode?? cvar_t brightness = {"brightness", "1.0", true}; cvar_t dbrightness = {"dbrightness", "0", false};//Tei dynamic brigthness (managed by engine) //Xsniper - Moved over from EW cvar_t tex_qual = {"tex_qual", "1", true}; //Xsniper - End void SCR_ScreenShot_f (void); void SCR_CheckDrawCenterString (void); void SCR_DrawNotifyString (void); //============================================================================= /* ==================== 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; //======================================== // 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 ("fov","10"); if (scr_fov.value > 170) Cvar_Set ("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; 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 > (signed)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;//XFX r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height) ; //r_refdef.fov_x = scr_fov.value * 0.01;//XFX makes stuff disappear 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_ScreenShotPNG_f(void); void RegisterScreenshots(); void SCR_Init (void) { Cvar_RegisterVariable (&scr_fov); Cvar_RegisterVariable (&scr_viewsize); Cvar_RegisterVariable (&scr_conspeed); Cvar_RegisterVariable (&scr_showram); Cvar_RegisterVariable (&scr_showturtle); Cvar_RegisterVariable (&scr_showpause); Cvar_RegisterVariable (&gl_triplebuffer); Cvar_RegisterVariable (&brightness); Cvar_RegisterVariable (&dbrightness);//Tei managed by engine brighness //Xsniper - Moved over from EW Cvar_RegisterVariable (&tex_qual); //Xsniper - End // // register our commands // //Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);//OLD! Tga #if 1 //PNG! RegisterScreenshots(); #endif Cmd_AddCommand ("sizeup",SCR_SizeUp_f); Cmd_AddCommand ("sizedown",SCR_SizeDown_f); scr_ram = Draw_PicFromWad ("ram"); scr_net = Draw_PicFromWad ("net"); scr_turtle = Draw_PicFromWad ("turtle"); scr_initialized = true; } /* ============== SCR_DrawTurtle ============== */ void SCR_DrawTurtle (void) { static int count; 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_turtle); } /* ============== SCR_DrawNet ============== */ void SCR_DrawNet (void) { if (realtime - cl.last_received_message < 0.3) return; if (cls.demoplayback) return; Draw_Pic (scr_vrect.x+64, scr_vrect.y, scr_net); } // Tomaz - FPS Counter Begin /* ============== SCR_DrawFPS ============== */ float fpscounter; char temp[32]; void SCR_DrawFPS (void) { static double currtime; double newtime; int calc; if ((cl.time + 1) < fpscounter) fpscounter = cl.time + 0.1; newtime = Sys_FloatTime(); calc = (int) ((1.0 / (newtime - currtime)) + 0.5); currtime = newtime; if (cl.time > fpscounter) { sprintf(temp, "%3i FPS", calc); fpscounter = cl.time + 0.1; } Draw_String( vid.width - 64, 0, temp, 0); } /* ============== GL_BrightenScreen By Lordhavoc ============== */ void GL_BrightenScreen (void) { float f; // a lot of people might want to leave brightness at 1, so why slow them down? if (((brightness.value + brightness.value ) == 1.0) ) return; if (brightness.value < 0.0) Cvar_SetValue ("brightness", 0.0); else if (brightness.value > 2.0) Cvar_SetValue ("brightness", 2.0); f = brightness.value + dbrightness.value;//Tei dynamic brightness if (f >= 1.01f) { glDisable (GL_TEXTURE_2D); glBlendFunc (GL_DST_COLOR, GL_ONE); glBegin (GL_TRIANGLES); glColor3f (f-1, f-1, f-1); glVertex2f (-5000, -5000); glVertex2f (10000, -5000); glVertex2f (-5000, 10000); glEnd (); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_2D); } } //Xsniper - Moved Over Story Frames And Fog From EW void SCR_MapShots (int texture) { glClear (GL_COLOR_BUFFER_BIT); glBindTexture (GL_TEXTURE_2D, texture); glBegin (GL_QUADS); glTexCoord2f (0,0); glVertex2f (0, 0); glTexCoord2f (1,0); glVertex2f (vid.width, 0); glTexCoord2f (1,1); glVertex2f (vid.width, vid.height); glTexCoord2f (0,1); glVertex2f (0, vid.height); glEnd (); } //Xsniper - End /* ============== DrawPause ============== */ void SCR_DrawPause (void) { qpic_t *pic; if (!scr_showpause.value) // turn off for screenshots return; if (!cl.paused) return; pic = Draw_CachePic ("gfx/pause.lmp"); Draw_Pic ( (vid.width - pic->width)/2, (vid.height - 48 - pic->height)/2, pic); } /* ============== SCR_DrawLoading ============== */ void SCR_DrawLoading (void) { // qpic_t *pic; // if (!scr_drawloading) // return; // pic = Draw_CachePic ("gfx/loading.lmp"); // Draw_Pic ( (vid.width - pic->width)/2,(vid.height - 48 - pic->height)/2, pic); } //============================================================================= extern qboolean started_loading; /* ================== 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 if (con_forcedup) { if (cl.worldmodel && cls.signon == SIGNONS) { started_loading = false; } } 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 -= scr_conspeed.value; if (scr_conlines > scr_con_current) scr_con_current = scr_conlines; } else if (scr_conlines > scr_con_current) { scr_con_current += scr_conspeed.value; if (scr_conlines < scr_con_current) scr_con_current = scr_conlines; } else con_notifylines = 0; } /* ================== SCR_DrawConsole ================== */ void SCR_DrawConsole (void) { if (scr_con_current) { // Tomaz - Console Toggle Begin if (console_enabled) { scr_copyeverything = 1; Con_DrawConsole (scr_con_current, true); clearconsole = 0; } // Tomaz - Console Toggle End } else { if (key_dest == key_game || key_dest == key_message|| key_dest == key_cmd) Con_DrawNotify (); // only draw notify in game } } /* ============================================================================== SCREEN SHOTS ============================================================================== */ typedef struct _TargaHeader { unsigned char id_length, colormap_type, image_type; unsigned short colormap_index, colormap_length; unsigned char colormap_size; unsigned short x_origin, y_origin, width, height; unsigned char pixel_size, attributes; } TargaHeader; // Tomaz - Redone ScreenShot Begin // Tei - redone screenshots for more shots support /* ================== SCR_ScreenShot_f ================== */ void SCR_ScreenShotTGA_f (void) { byte *buffer; char tganame[80]; char checkname[MAX_OSPATH]; int i, c, temp; // // find a file name to save it to // sprintf (checkname, "%s/screenies", com_gamedir); Sys_mkdir (checkname); strcpy(tganame,"EW00.tga"); for (i=0 ; i<=99 ; i++) { tganame[2] = (i/10)%10 + '0'; tganame[3] = (i )%10 + '0'; sprintf (checkname, "%s/screenies/%s", com_gamedir, tganame); if (Sys_FileTime(checkname) == -1) break; // file doesn't exist } if (i==100) { Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n"); return; } 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 ; ijmpbuf)) { png_destroy_write_struct(&png_ptr, &info_ptr); fclose(fp); return; } png_init_io(png_ptr, fp); png_set_IHDR(png_ptr, info_ptr, glwidth, glheight, 8, PNG_COLOR_TYPE_RGB, PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_DEFAULT, PNG_FILTER_TYPE_DEFAULT); png_write_info(png_ptr, info_ptr); //fuh : glwidth/glheight are screen height/width. glx/gly is top left coordinates of screen, //ually 0,0 unless in windowed mode or something. data = Z_Malloc (glwidth * glheight * 3); row_pointers = Z_Malloc (4 * glheight); glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, data ); //fuh : this is the place to apply gamma/contrast //applyGamma(data, glwidth * glheight * 3); for (i = 0; i < glheight; i++) row_pointers[glheight - i - 1] = data + i * glwidth * 3; png_write_image(png_ptr, row_pointers); png_write_end(png_ptr, info_ptr); Z_Free(data); Z_Free(row_pointers); png_destroy_write_struct(&png_ptr, &info_ptr); fclose(fp); Con_Printf ("Wrote %s\n", name); } float anglemod (float a); void SCR_Rotate90_f (void) { float angle; edict_t *ed; // dfunction_t *func; ed = PROG_TO_EDICT(pr_global_struct->self); angle = ed->v.v_angle[1]; angle += 90; if (angle>360) angle -= 360; ed->v.v_angle[1] = angle; ed->v.angles[1] = angle; ed->v.fixangle = true; } void SCR_Cube_Screenshot_f(void) { Cbuf_AddText ( "r_drawviewmodel 0;screenshot; wait;rotate90;wait;screenshot;wait;rotate90;wait;screenshot;wait;rotate90;wait;screenshot;r_drawviewmodel 1;" ); Cbuf_AddText ("\n"); } void RegisterScreenshots () { Cmd_AddCommand ("screenshot_png",SCR_ScreenShotPNG_f); Cmd_AddCommand ("screenshot_tga",SCR_ScreenShotTGA_f); Cmd_AddCommand ("screenshot",SCR_ScreenShotTGA_f);//Tei, default is tga Cmd_AddCommand ("cube_screenshot",SCR_Cube_Screenshot_f); Cmd_AddCommand ("rotate90",SCR_Rotate90_f); } // Tomaz - Redone ScreenShot End //============================================================================= float scr_centertime_off; /* =============== SCR_BeginLoadingPlaque ================ */ void SCR_BeginLoadingPlaque (void) { S_StopAllSounds (true); if (cls.state != ca_connected) return; if (cls.signon != SIGNONS) return; // redraw with no console and the loading plaque Con_ClearNotify (); scr_centertime_off = 0; scr_con_current = 0; scr_drawloading = true; scr_fullupdate = 0; SCR_UpdateScreen (); scr_drawloading = false; scr_disabled_for_loading = true; scr_disabled_time = realtime; scr_fullupdate = 0; } /* ==================== SCR_EndLoadingPlaque ==================== */ void SCR_EndLoadingPlaque (void) { scr_disabled_for_loading = false; scr_fullupdate = 0; Con_ClearNotify (); } //============================================================================= /* =============== SCR_BringDownConsole Brings the console down and fades the palettes back to normal ================ */ void SCR_BringDownConsole (void) { int i; scr_centertime_off = 0; for (i=0 ; i<20 && scr_conlines != scr_con_current ; i++) SCR_UpdateScreen (); cl.cshifts[0].percent = 0; // no area contents palette on next frame VID_SetPalette (host_basepal); } void SCR_TileClear (void) { if (r_refdef.vrect.x > 0) { // left Draw_TileClear (0, 0, r_refdef.vrect.x, vid.height); // right Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width, 0, vid.width - r_refdef.vrect.x + r_refdef.vrect.width, vid.height); } 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 - (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 SHOWLMP_drawall(); // Tomaz - Show Hide LMP int CallFunctionGame(char *fname, progs_t *game_pr); extern progs_t con_prog; void SCR_UpdateScreen (void) { int cross; // Tomaz - Crosshair vid.numpages = 2 + gl_triplebuffer.value; scr_copytop = 0; scr_copyeverything = 0; //Con_DPrintf("...scr 1\n");//Tei debug if (scr_disabled_for_loading) { if (realtime - scr_disabled_time > 60) { scr_disabled_for_loading = false; Con_Printf ("load failed.\n"); } else return; } //Con_DPrintf("...scr 2\n");//Tei debug if (!scr_initialized || !con_initialized) return; // not initialized yet //Con_DPrintf("...scr 3\n");//Tei debug GL_BeginRendering (&glx, &gly, &glwidth, &glheight); // // determine size of refresh window // //Con_DPrintf("...scr 4\n");//Tei debug 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 (); //Con_DPrintf("...scr 5\n");//Tei debug // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); //Con_DPrintf("...scr 5 - RenderView\n");//Tei debug V_RenderView ();//bug here //Con_DPrintf("...scr 5 - RenderView - Ok\n");//Tei debug GL_Set2D (); //Con_DPrintf("...scr 5 - 2d\n");//Tei debug // // draw any areas not covered by the refresh // SCR_TileClear (); //Con_DPrintf("...scr 6\n");//Tei debug //muff - draw map shot until map is loaded and ready if (con_forcedup && sv.active) { Draw_MapShots (); SCR_DrawLoading (); } else if (scr_drawdialog) { Sbar_Draw (); Draw_FadeScreen (); SCR_DrawNotifyString (); scr_copyeverything = true; } else if (scr_drawloading) { Draw_MapShots (); SCR_DrawLoading (); // Sbar_Draw (); don't draw the sbar on loading } else if (cl.intermission == 1 && key_dest == key_game) { // Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { if (crosshair.value) { cross = crosshair.value; if(cross>10) { crosshair.value = 0; Cvar_SetValue ("crosshair", crosshair.value); return; } cross --; Draw_Crosshair(cross); } SCR_DrawNet (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_CheckDrawCenterString (); Sbar_Draw (); //check for HUD Image Drawing if (hud_image == 1) HUD_Draw (); //check for QC Image Drawing if (qc_image == 1) QC_Draw (); SHOWLMP_drawall(); SCR_DrawConsole (); M_Draw (); } //Con_DPrintf("...scr 7\n");//Tei debug if (show_fps.value) SCR_DrawFPS (); CallFunctionGame("FrameSounds",&con_prog); V_UpdatePalette (); // GL_BrightenScreen (); GL_EndRendering (); //Con_DPrintf("...SCR_UpdateScreen - Ok\n");//Tei debug }