/* 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"}; // 10 - 170 cvar_t scr_conspeed = {"scr_conspeed","300"}; cvar_t scr_centertime = {"scr_centertime","2"}; cvar_t scr_showram = {"showram","1"}; cvar_t scr_showturtle = {"showturtle","0"}; cvar_t scr_showpause = {"showpause","1"}; cvar_t scr_printspeed = {"scr_printspeed","8"}; cvar_t showfps = {"showfps", "0", true}; cvar_t r_render = {"r_render", "1"}; 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; extern int sb_lines; extern viddef_t vid; // global video state qboolean scr_disabled_for_loading; qboolean scr_drawloading; float scr_disabled_time; 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 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; // LordHavoc: speedup if (l > 0) { if (remaining < l) l = remaining; Draw_String(x, y, start, l); remaining -= l; if (remaining <= 0) return; } /* 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; //======================================== // 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; // LordHavoc: always fullyscreen rendering 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 > (int) 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_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; } //============================================================================ void gl_screen_start() { scr_ram = Draw_PicFromWad ("ram"); scr_net = Draw_PicFromWad ("net"); scr_turtle = Draw_PicFromWad ("turtle"); } void gl_screen_shutdown() { } /* ================== SCR_Init ================== */ void GL_Screen_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 (&scr_centertime); Cvar_RegisterVariable (&scr_printspeed); Cvar_RegisterVariable (&showfps); Cvar_RegisterVariable (&r_render); #ifdef NORENDER r_render.value = 0; #endif // // register our commands // Cmd_AddCommand ("screenshot",SCR_ScreenShot_f); Cmd_AddCommand ("sizeup",SCR_SizeUp_f); Cmd_AddCommand ("sizedown",SCR_SizeDown_f); scr_initialized = true; R_RegisterModule("GL_Screen", gl_screen_start, gl_screen_shutdown); } /* ============== SCR_DrawRam ============== */ void SCR_DrawRam (void) { if (!scr_showram.value) return; if (!r_cache_thrash) return; Draw_Pic (32, 0, scr_ram); } /* ============== 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 (0, 0, scr_turtle); } /* ============== SCR_DrawNet ============== */ void SCR_DrawNet (void) { if (realtime - cl.last_received_message < 0.3) return; if (cls.demoplayback) return; Draw_Pic (64, 0, scr_net); } /* ============== 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); } //============================================================================= /* ================== 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 -= scr_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 += scr_conspeed.value*host_frametime; if (scr_conlines < scr_con_current) scr_con_current = scr_conlines; } } /* ================== 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 ================== */ void SCR_ScreenShot_f (void) { byte *buffer; char filename[80]; char checkname[MAX_OSPATH]; int i; // // find a file name to save it to // strcpy(filename,"dp0000.tga"); for (i=0 ; i<=9999 ; i++) { filename[2] = (i/1000)%10 + '0'; filename[3] = (i/ 100)%10 + '0'; filename[4] = (i/ 10)%10 + '0'; filename[5] = (i/ 1)%10 + '0'; sprintf (checkname, "%s/%s", com_gamedir, filename); if (Sys_FileTime(checkname) == -1) break; // file doesn't exist } if (i==10000) { Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n"); return; } buffer = malloc(glwidth*glheight*3); glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, buffer); Image_WriteTGARGB(filename, glwidth, glheight, buffer); free (buffer); Con_Printf ("Wrote %s\n", filename); } //============================================================================= /* =============== 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 (); } //============================================================================= char *scr_notifystring; qboolean scr_drawdialog; void SCR_DrawNotifyString (void) { char *start; int l; int x, y; start = scr_notifystring; y = vid.height*0.35; 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; // LordHavoc: speedup // for (j=0 ; j= 1.01f) { glBlendFunc (GL_DST_COLOR, GL_ONE); glBegin (GL_TRIANGLES); while (f >= 1.01f) { if (f >= 2) glColor3f (1, 1, 1); else glColor3f (f-1, f-1, f-1); glVertex2f (-5000, -5000); glVertex2f (10000, -5000); glVertex2f (-5000, 10000); f *= 0.5; } glEnd (); } glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); contrast.value = bound(0.2, contrast.value, 1.0); if (contrast.value < 0.99f) { glBegin (GL_TRIANGLES); glColor4f (1, 1, 1, 1-contrast.value); glVertex2f (-5000, -5000); glVertex2f (10000, -5000); glVertex2f (-5000, 10000); glEnd (); } glEnable (GL_CULL_FACE); glEnable (GL_DEPTH_TEST); glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); } /* ================== SCR_UpdateScreen This is called every frame, and can also be called explicitly to flush text to the screen. LordHavoc: due to my rewrite of R_WorldNode, it no longer takes 256k of stack space :) ================== */ extern cvar_t gl_vertexarrays; extern qboolean gl_arrays; void GL_Finish(); void SCR_UpdateScreen (void) { double time1 = 0, time2; if (r_speeds.value) time1 = Sys_FloatTime (); if (!gl_arrays) gl_vertexarrays.value = 0; 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 (); if (r_render.value) { glClearColor(0,0,0,0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well) } // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); V_RenderView (); GL_Set2D (); if (scr_drawdialog) { Sbar_Draw (); // Draw_FadeScreen (); SCR_DrawNotifyString (); scr_copyeverything = true; } else if (scr_drawloading) { SCR_DrawLoading (); Sbar_Draw (); } 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) DrawCrosshair(crosshair.value); SCR_DrawRam (); SCR_DrawNet (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_CheckDrawCenterString (); Sbar_Draw (); SHOWLMP_drawall(); SCR_DrawConsole (); M_Draw (); } if (showfps.value) { static double currtime; double newtime; char temp[32]; int calc; newtime = Sys_FloatTime(); calc = (int) (100.0 / (newtime - currtime)); sprintf(temp, "% 4i.%02i fps", calc / 100, calc % 100); currtime = newtime; Draw_String(vid.width - (12*8), 0, temp, 9999); } V_UpdatePalette (); GL_BrightenScreen(); GL_Finish(); if (r_speeds.value) { time2 = Sys_FloatTime (); Con_Printf ("%3i ms %4i wpoly %4i epoly %4i transpoly %4i lightpoly %4i BSPnodes %4i BSPleafs\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys, currenttranspoly, c_light_polys, c_nodes, c_leafs); } GL_EndRendering (); } // for profiling, this is seperated void GL_Finish() { if (!r_render.value) return; glFinish (); }