cvar_t cl_capturevideo_height = {CVAR_SAVE, "cl_capturevideo_height", "0", "scales all frames to this resolution before saving the video"};
cvar_t cl_capturevideo_realtime = {0, "cl_capturevideo_realtime", "0", "causes video saving to operate in realtime (mostly useful while playing, not while capturing demos), this can produce a much lower quality video due to poor sound/video sync and will abort saving if your machine stalls for over a minute"};
cvar_t cl_capturevideo_fps = {CVAR_SAVE, "cl_capturevideo_fps", "30", "how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)"};
-cvar_t cl_capturevideo_nameformat = {CVAR_SAVE, "cl_capturevideo_nameformat", "dpvideo", "prefix for saved videos"};
+cvar_t cl_capturevideo_nameformat = {CVAR_SAVE, "cl_capturevideo_nameformat", "dpvideo", "prefix for saved videos (the date is encoded using strftime escapes)"};
cvar_t cl_capturevideo_number = {CVAR_SAVE, "cl_capturevideo_number", "1", "number to append to video filename, incremented each time a capture begins"};
cvar_t cl_capturevideo_ogg = {CVAR_SAVE, "cl_capturevideo_ogg", "1", "save captured video data as Ogg/Vorbis/Theora streams"};
cvar_t r_letterbox = {0, "r_letterbox", "0", "reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)"};
r = 255*cls.capturevideo.vidramp[i]/65535.0;
g = 255*cls.capturevideo.vidramp[i+256]/65535.0;
b = 255*cls.capturevideo.vidramp[i+512]/65535.0;
+ // NOTE: we have to round DOWN here, or integer overflows happen. Sorry for slightly wrong looking colors sometimes...
// Y weights from RGB
- cls.capturevideo.rgbtoyuvscaletable[0][0][i] = (short)(r * 0.299 + 0.5);
- cls.capturevideo.rgbtoyuvscaletable[0][1][i] = (short)(g * 0.587 + 0.5);
- cls.capturevideo.rgbtoyuvscaletable[0][2][i] = (short)(b * 0.114 + 0.5);
+ cls.capturevideo.rgbtoyuvscaletable[0][0][i] = (short)(r * 0.299);
+ cls.capturevideo.rgbtoyuvscaletable[0][1][i] = (short)(g * 0.587);
+ cls.capturevideo.rgbtoyuvscaletable[0][2][i] = (short)(b * 0.114);
// Cb weights from RGB
- cls.capturevideo.rgbtoyuvscaletable[1][0][i] = (short)(r * -0.169 + 0.5);
- cls.capturevideo.rgbtoyuvscaletable[1][1][i] = (short)(g * -0.332 + 0.5);
- cls.capturevideo.rgbtoyuvscaletable[1][2][i] = (short)(b * 0.500 + 0.5);
+ cls.capturevideo.rgbtoyuvscaletable[1][0][i] = (short)(r * -0.169);
+ cls.capturevideo.rgbtoyuvscaletable[1][1][i] = (short)(g * -0.332);
+ cls.capturevideo.rgbtoyuvscaletable[1][2][i] = (short)(b * 0.500);
// Cr weights from RGB
- cls.capturevideo.rgbtoyuvscaletable[2][0][i] = (short)(r * 0.500 + 0.5);
- cls.capturevideo.rgbtoyuvscaletable[2][1][i] = (short)(g * -0.419 + 0.5);
- cls.capturevideo.rgbtoyuvscaletable[2][2][i] = (short)(b * -0.0813 + 0.5);
+ cls.capturevideo.rgbtoyuvscaletable[2][0][i] = (short)(r * 0.500);
+ cls.capturevideo.rgbtoyuvscaletable[2][1][i] = (short)(g * -0.419);
+ cls.capturevideo.rgbtoyuvscaletable[2][2][i] = (short)(b * -0.0813);
// range reduction of YCbCr to valid signal range
- cls.capturevideo.yuvnormalizetable[0][i] = 16 + i * (236-16) / 256 + 0.5;
- cls.capturevideo.yuvnormalizetable[1][i] = 16 + i * (240-16) / 256 + 0.5;
- cls.capturevideo.yuvnormalizetable[2][i] = 16 + i * (240-16) / 256 + 0.5;
+ cls.capturevideo.yuvnormalizetable[0][i] = 16 + i * (236-16) / 256;
+ cls.capturevideo.yuvnormalizetable[1][i] = 16 + i * (240-16) / 256;
+ cls.capturevideo.yuvnormalizetable[2][i] = 16 + i * (240-16) / 256;
}
if (cl_capturevideo_ogg.integer)
R_Mesh_Finish();
}
-void SCR_UpdateLoadingScreen (qboolean clear)
+typedef struct loadingscreenstack_s
{
- float x, y;
- cachepic_t *pic;
- float vertex3f[12];
- float texcoord2f[8];
- // don't do anything if not initialized yet
- if (vid_hidden || !scr_refresh.integer)
+ struct loadingscreenstack_s *prev;
+ char msg[MAX_QPATH];
+ float absolute_loading_amount_min; // this corresponds to relative completion 0 of this item
+ float absolute_loading_amount_len; // this corresponds to relative completion 1 of this item
+ float relative_completion; // 0 .. 1
+}
+loadingscreenstack_t;
+static loadingscreenstack_t *loadingscreenstack = NULL;
+static double loadingscreentime = -1;
+static qboolean loadingscreencleared = false;
+static float loadingscreenheight = 0;
+rtexture_t *loadingscreentexture = NULL;
+static float loadingscreentexture_vertex3f[12];
+static float loadingscreentexture_texcoord2f[8];
+
+static void SCR_ClearLoadingScreenTexture()
+{
+ if(loadingscreentexture)
+ R_FreeTexture(loadingscreentexture);
+ loadingscreentexture = NULL;
+}
+
+extern rtexturepool_t *r_main_texturepool;
+static void SCR_SetLoadingScreenTexture()
+{
+ int w, h;
+ float loadingscreentexture_w;
+ float loadingscreentexture_h;
+
+ SCR_ClearLoadingScreenTexture();
+
+ if (gl_support_arb_texture_non_power_of_two)
+ {
+ w = vid.width; h = vid.height;
+ loadingscreentexture_w = loadingscreentexture_h = 1;
+ }
+ else
+ {
+ w = CeilPowerOf2(vid.width); h = CeilPowerOf2(vid.height);
+ loadingscreentexture_w = vid.width / (float) w;
+ loadingscreentexture_h = vid.height / (float) h;
+ }
+
+ loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ R_Mesh_TexBind(0, R_GetTexture(loadingscreentexture));
+ GL_ActiveTexture(0);
+ CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, vid.width, vid.height);CHECKGLERROR
+
+ loadingscreentexture_vertex3f[2] = loadingscreentexture_vertex3f[5] = loadingscreentexture_vertex3f[8] = loadingscreentexture_vertex3f[11] = 0;
+ loadingscreentexture_vertex3f[0] = loadingscreentexture_vertex3f[9] = 0;
+ loadingscreentexture_vertex3f[1] = loadingscreentexture_vertex3f[4] = 0;
+ loadingscreentexture_vertex3f[3] = loadingscreentexture_vertex3f[6] = vid_conwidth.integer;
+ loadingscreentexture_vertex3f[7] = loadingscreentexture_vertex3f[10] = vid_conheight.integer;
+ loadingscreentexture_texcoord2f[0] = 0;loadingscreentexture_texcoord2f[1] = loadingscreentexture_h;
+ loadingscreentexture_texcoord2f[2] = loadingscreentexture_w;loadingscreentexture_texcoord2f[3] = loadingscreentexture_h;
+ loadingscreentexture_texcoord2f[4] = loadingscreentexture_w;loadingscreentexture_texcoord2f[5] = 0;
+ loadingscreentexture_texcoord2f[6] = 0;loadingscreentexture_texcoord2f[7] = 0;
+}
+
+void SCR_UpdateLoadingScreenIfShown()
+{
+ if(realtime == loadingscreentime)
+ SCR_UpdateLoadingScreen(loadingscreencleared);
+}
+
+void SCR_PushLoadingScreen (qboolean redraw, const char *msg, float len_in_parent)
+{
+ loadingscreenstack_t *s = (loadingscreenstack_t *) Z_Malloc(sizeof(loadingscreenstack_t));
+ s->prev = loadingscreenstack;
+ loadingscreenstack = s;
+
+ strlcpy(s->msg, msg, sizeof(s->msg));
+ s->relative_completion = 0;
+
+ if(s->prev)
+ {
+ s->absolute_loading_amount_min = s->prev->absolute_loading_amount_min + s->prev->absolute_loading_amount_len * s->prev->relative_completion;
+ s->absolute_loading_amount_len = s->prev->absolute_loading_amount_len * len_in_parent;
+ if(s->absolute_loading_amount_len > s->prev->absolute_loading_amount_min + s->prev->absolute_loading_amount_len - s->absolute_loading_amount_min)
+ s->absolute_loading_amount_len = s->prev->absolute_loading_amount_min + s->prev->absolute_loading_amount_len - s->absolute_loading_amount_min;
+ }
+ else
+ {
+ s->absolute_loading_amount_min = 0;
+ s->absolute_loading_amount_len = 1;
+ }
+
+ if(redraw)
+ SCR_UpdateLoadingScreenIfShown();
+}
+
+void SCR_PopLoadingScreen (qboolean redraw)
+{
+ loadingscreenstack_t *s = loadingscreenstack;
+
+ if(!s)
+ {
+ Con_DPrintf("Popping a loading screen item from an empty stack!\n");
return;
+ }
+
+ loadingscreenstack = s->prev;
+ if(s->prev)
+ s->prev->relative_completion = (s->absolute_loading_amount_min + s->absolute_loading_amount_len - s->prev->absolute_loading_amount_min) / s->prev->absolute_loading_amount_len;
+ Z_Free(s);
+
+ if(redraw)
+ SCR_UpdateLoadingScreenIfShown();
+}
+
+void SCR_ClearLoadingScreen (qboolean redraw)
+{
+ while(loadingscreenstack)
+ SCR_PopLoadingScreen(redraw && !loadingscreenstack->prev);
+}
+
+static float SCR_DrawLoadingStack_r(loadingscreenstack_t *s, float y)
+{
+ float size = 8;
+ float x;
+ size_t len;
+ float total;
+
+ total = 0;
+#if 0
+ if(s)
+ {
+ total += SCR_DrawLoadingStack_r(s->prev, y);
+ y -= total;
+ if(!s->prev || strcmp(s->msg, s->prev->msg))
+ {
+ len = strlen(s->msg);
+ x = (vid_conwidth.integer - DrawQ_TextWidth_Font(s->msg, len, true, FONT_INFOBAR) * size) / 2;
+ y -= size;
+ DrawQ_Fill(0, y, vid_conwidth.integer, size, 0, 0, 0, 1, 0);
+ DrawQ_String_Font(x, y, s->msg, len, size, size, 1, 1, 1, 1, 0, NULL, true, FONT_INFOBAR);
+ total += size;
+ }
+ }
+#else
+ if(s)
+ {
+ len = strlen(s->msg);
+ x = (vid_conwidth.integer - DrawQ_TextWidth_Font(s->msg, len, true, FONT_INFOBAR) * size) / 2;
+ y -= size;
+ DrawQ_Fill(0, y, vid_conwidth.integer, size, 0, 0, 0, 1, 0);
+ DrawQ_String_Font(x, y, s->msg, len, size, size, 1, 1, 1, 1, 0, NULL, true, FONT_INFOBAR);
+ total += size;
+ }
+#endif
+ return total;
+}
+
+static void SCR_DrawLoadingStack()
+{
+ float verts[12];
+ float colors[16];
+ int i;
+
+ loadingscreenheight = SCR_DrawLoadingStack_r(loadingscreenstack, vid_conheight.integer);
+ if(loadingscreenstack)
+ {
+ // height = 32; // sorry, using the actual one is ugly
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
+ GL_DepthTest(false);
+ R_Mesh_VertexPointer(verts, 0, 0);
+ R_Mesh_ColorPointer(colors, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupGenericShader(false);
+ verts[2] = verts[5] = verts[8] = verts[11] = 0;
+ verts[0] = verts[9] = 0;
+ verts[1] = verts[4] = vid_conheight.integer - 8;
+ verts[3] = verts[6] = vid_conwidth.integer * loadingscreenstack->absolute_loading_amount_min;
+ verts[7] = verts[10] = vid_conheight.integer;
+
+ for(i = 0; i < 16; ++i)
+ colors[i] = (i % 4 == 3) ? 1 : (i >= 8 && i % 4 == 2) ? 1 : 0;
+ // ^^^^^^^^^^ blue component
+ // ^^^^^^ bottom row
+ // ^^^^^^^^^^^^ alpha is always on
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+
+ // make sure everything is cleared, including the progress indicator
+ if(loadingscreenheight < 8)
+ loadingscreenheight = 8;
+ }
+}
+
+static cachepic_t *loadingscreenpic;
+static float loadingscreenpic_vertex3f[12];
+static float loadingscreenpic_texcoord2f[8];
+
+static void SCR_DrawLoadingScreen_SharedSetup (qboolean clear)
+{
+ float x, y;
// release mouse grab while loading
if (!vid.fullscreen)
VID_SetMouse(false, false, false);
qglClearColor(0,0,0,0);CHECKGLERROR
// when starting up a new video mode, make sure the screen is cleared to black
if (clear)
- {
qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
- }
- //qglDisable(GL_CULL_FACE);CHECKGLERROR
- //R_ClearScreen();
R_Textures_Frame();
GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
R_Mesh_Start();
R_Mesh_Matrix(&identitymatrix);
// draw the loading plaque
- pic = Draw_CachePic ("gfx/loading");
- x = (vid_conwidth.integer - pic->width)/2;
- y = (vid_conheight.integer - pic->height)/2;
+ loadingscreenpic = Draw_CachePic ("gfx/loading");
+ x = (vid_conwidth.integer - loadingscreenpic->width)/2;
+ y = (vid_conheight.integer - loadingscreenpic->height)/2;
+ loadingscreenpic_vertex3f[2] = loadingscreenpic_vertex3f[5] = loadingscreenpic_vertex3f[8] = loadingscreenpic_vertex3f[11] = 0;
+ loadingscreenpic_vertex3f[0] = loadingscreenpic_vertex3f[9] = x;
+ loadingscreenpic_vertex3f[1] = loadingscreenpic_vertex3f[4] = y;
+ loadingscreenpic_vertex3f[3] = loadingscreenpic_vertex3f[6] = x + loadingscreenpic->width;
+ loadingscreenpic_vertex3f[7] = loadingscreenpic_vertex3f[10] = y + loadingscreenpic->height;
+ loadingscreenpic_texcoord2f[0] = 0;loadingscreenpic_texcoord2f[1] = 0;
+ loadingscreenpic_texcoord2f[2] = 1;loadingscreenpic_texcoord2f[3] = 0;
+ loadingscreenpic_texcoord2f[4] = 1;loadingscreenpic_texcoord2f[5] = 1;
+ loadingscreenpic_texcoord2f[6] = 0;loadingscreenpic_texcoord2f[7] = 1;
+}
+
+static void SCR_DrawLoadingScreen (qboolean clear)
+{
+ // we only need to draw the image if it isn't already there
GL_Color(1,1,1,1);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthRange(0, 1);
GL_PolygonOffset(0, 0);
GL_DepthTest(false);
- R_Mesh_VertexPointer(vertex3f, 0, 0);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
- R_Mesh_TexBind(0, R_GetTexture(pic->tex));
- R_Mesh_TexCoordPointer(0, 2, texcoord2f, 0, 0);
R_SetupGenericShader(true);
- vertex3f[2] = vertex3f[5] = vertex3f[8] = vertex3f[11] = 0;
- vertex3f[0] = vertex3f[9] = x;
- vertex3f[1] = vertex3f[4] = y;
- vertex3f[3] = vertex3f[6] = x + pic->width;
- vertex3f[7] = vertex3f[10] = y + pic->height;
- texcoord2f[0] = 0;texcoord2f[1] = 0;
- texcoord2f[2] = 1;texcoord2f[3] = 0;
- texcoord2f[4] = 1;texcoord2f[5] = 1;
- texcoord2f[6] = 0;texcoord2f[7] = 1;
- if (vid.stereobuffer)
- {
- qglDrawBuffer(GL_FRONT_LEFT);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
- qglDrawBuffer(GL_FRONT_RIGHT);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
- }
- else
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ if(loadingscreentexture)
{
- qglDrawBuffer(GL_FRONT);
+ R_Mesh_VertexPointer(loadingscreentexture_vertex3f, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_Mesh_TexBind(0, R_GetTexture(loadingscreentexture));
+ R_Mesh_TexCoordPointer(0, 2, loadingscreentexture_texcoord2f, 0, 0);
R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
}
+ R_Mesh_VertexPointer(loadingscreenpic_vertex3f, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_Mesh_TexBind(0, R_GetTexture(loadingscreenpic->tex));
+ R_Mesh_TexCoordPointer(0, 2, loadingscreenpic_texcoord2f, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+ SCR_DrawLoadingStack();
+}
+
+static void SCR_DrawLoadingScreen_SharedFinish (qboolean clear)
+{
R_Mesh_Finish();
// refresh
- // not necessary when rendering to GL_FRONT buffers
- //VID_Finish();
+ VID_Finish();
// however this IS necessary on Windows Vista
qglFinish();
}
+void SCR_UpdateLoadingScreen (qboolean clear)
+{
+ keydest_t old_key_dest;
+ int old_key_consoleactive;
+
+ // don't do anything if not initialized yet
+ if (vid_hidden || !scr_refresh.integer || cls.state == ca_dedicated)
+ return;
+
+ if(loadingscreentime == realtime)
+ clear |= loadingscreencleared;
+
+ if(clear)
+ SCR_ClearLoadingScreenTexture();
+ else if(loadingscreentime != realtime)
+ SCR_SetLoadingScreenTexture();
+
+ if(loadingscreentime != realtime)
+ {
+ loadingscreentime = realtime;
+ loadingscreenheight = 0;
+ }
+ loadingscreencleared = clear;
+
+ SCR_DrawLoadingScreen_SharedSetup(clear);
+ if (vid.stereobuffer)
+ {
+ qglDrawBuffer(GL_BACK_LEFT);
+ SCR_DrawLoadingScreen(clear);
+ qglDrawBuffer(GL_BACK_RIGHT);
+ SCR_DrawLoadingScreen(clear);
+ }
+ else
+ {
+ qglDrawBuffer(GL_BACK);
+ SCR_DrawLoadingScreen(clear);
+ }
+ SCR_DrawLoadingScreen_SharedFinish(clear);
+
+ // this goes into the event loop, and should prevent unresponsive cursor on vista
+ old_key_dest = key_dest;
+ old_key_consoleactive = key_consoleactive;
+ key_dest = key_void;
+ key_consoleactive = false;
+ Sys_SendKeyEvents();
+ key_dest = old_key_dest;
+ key_consoleactive = old_key_consoleactive;
+}
+
extern cvar_t cl_minfps;
extern cvar_t cl_minfps_fade;
extern cvar_t cl_minfps_qualitymax;