ew-engine/mq engine src/gl_screen.c
2006-10-08 00:00:00 +00:00

837 lines
16 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"
/*
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", "15"};
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 tex_qual = {"tex_qual", "1", true};
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;
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 (&scr_conspeed);
Cvar_RegisterVariable (&scr_showram);
Cvar_RegisterVariable (&scr_showturtle);
Cvar_RegisterVariable (&scr_showpause);
Cvar_RegisterVariable (&gl_triplebuffer);
Cvar_RegisterVariable (&brightness);
Cvar_RegisterVariable (&tex_qual);
//
// register our commands
//
Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
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 == 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;
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);
}
}
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 ();
}
/*
==============
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)>>1),((vid.height - pic->height)>>1), 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)
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
/*
==================
SCR_ScreenShot_f
==================
*/
void SCR_ScreenShot_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);
}
// 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 SCR_UpdateScreen (void)
{
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 ();
//
// draw any areas not covered by the refresh
//
SCR_TileClear ();
if (con_forcedup && sv.active)
{
SCR_DrawLoading ();
}
else if (scr_drawdialog)
{
Sbar_Draw ();
Draw_FadeScreen ();
SCR_DrawNotifyString ();
scr_copyeverything = true;
}
else if (scr_drawloading)
{
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)
Draw_Crosshair (crosshair.value);
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 ();
SCR_DrawConsole ();
M_Draw ();
}
if (show_fps.value)
SCR_DrawFPS ();
V_UpdatePalette ();
// GL_BrightenScreen ();
GL_EndRendering ();
}