ew-engine/hq engine src/gl_screen.c

1052 lines
21 KiB
C

/*
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 ; i<c ; i+=3)
{
temp = buffer[i];
buffer[i] = buffer[i+2];
buffer[i+2] = temp;
}
COM_WriteFile (va ("screenies/%s", tganame), buffer, glwidth*glheight*3 + 18 );
free (buffer);
Con_Printf ("Wrote %s\n", tganame);
}
// Tei - redone screenshots for more shots support
//fuh : png screenshots
void SCR_ScreenShotPNG_f() {
char name[MAX_OSPATH];
byte *data;
int i;
FILE *fp;
png_structp png_ptr;
png_infop info_ptr;
png_byte **row_pointers;
char checkname[MAX_OSPATH];
//fuh : open file, creating subdirs if needed
sprintf (checkname, "%s/shots", com_gamedir);
Sys_mkdir (checkname);
sprintf( name,"EW_000.png");
for (i=0 ; i<=999 ; i++)
{
name[11-2] = (i/100)%10 + '0';
name[11-1] = (i/10 )%10 + '0';
name[11-0] = (i )%10 + '0';
sprintf (checkname, "%s/shots/%s", com_gamedir, name);
if (Sys_FileTime(checkname) == -1)
break; // file doesn't exist
}
if (i==999)
{
Con_Printf ("SCR_ScreenShotPNG_f: Couldn't create a PNG file\n");
return;
}
//Q_snprintfz (name, sizeof(name), "%s/%s", com_basedir, filename);
if (!(fp = fopen (checkname, "wb"))) {
//COM_CreatePath (name);
if (!(fp = fopen (checkname, "wb")))
Sys_Error ("Error opening %s", checkname);
}
if (!(png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL))) {
fclose(fp);
return;
}
if (!(info_ptr = png_create_info_struct(png_ptr))) {
png_destroy_write_struct(&png_ptr, (png_infopp) NULL);
fclose(fp);
return;
}
if (setjmp(png_ptr->jmpbuf)) {
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
}