cvar_t scr_loadingscreen_barheight = {0, "scr_loadingscreen_barheight", "8", "the height of the loadingscreen progress bar"};
cvar_t scr_loadingscreen_maxfps = {0, "scr_loadingscreen_maxfps", "10", "restrict maximal FPS for loading screen so it will not update very often (this will make lesser loading times on a maps loading large number of models)"};
cvar_t scr_infobar_height = {0, "scr_infobar_height", "8", "the height of the infobar items"};
-cvar_t vid_conwidth = {CVAR_SAVE, "vid_conwidth", "640", "virtual width of 2D graphics system"};
+cvar_t vid_conwidthauto = { CVAR_SAVE, "vid_conwidthauto", "1", "automatically update vid_conwidth to match aspect ratio" };
+cvar_t vid_conwidth = {CVAR_SAVE, "vid_conwidth", "640", "virtual width of 2D graphics system (note: changes may be overwritten, see vid_conwidthauto)"};
cvar_t vid_conheight = {CVAR_SAVE, "vid_conheight", "480", "virtual height of 2D graphics system"};
cvar_t vid_pixelheight = {CVAR_SAVE, "vid_pixelheight", "1", "adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example)"};
cvar_t scr_screenshot_jpeg = {CVAR_SAVE, "scr_screenshot_jpeg","1", "save jpeg instead of targa"};
"bufferdatasize_index16",
"bufferdatasize_index32",
"bufferdatasize_uniform",
- "animcache_vertexmesh_count",
- "animcache_vertexmesh_vertices",
- "animcache_vertexmesh_maxvertices",
"animcache_skeletal_count",
"animcache_skeletal_bones",
"animcache_skeletal_maxbones",
"dynamic_surfaces_because_tcmod_turbulent",
"dynamic_vertices_because_tcmod_turbulent",
"dynamic_triangles_because_tcmod_turbulent",
- "dynamic_batches_because_interleavedarrays",
- "dynamic_surfaces_because_interleavedarrays",
- "dynamic_vertices_because_interleavedarrays",
- "dynamic_triangles_because_interleavedarrays",
"dynamic_batches_because_nogaps",
"dynamic_surfaces_because_nogaps",
"dynamic_vertices_because_nogaps",
Cvar_RegisterVariable (&vid_conwidth);
Cvar_RegisterVariable (&vid_conheight);
Cvar_RegisterVariable (&vid_pixelheight);
+ Cvar_RegisterVariable (&vid_conwidthauto);
Cvar_RegisterVariable (&scr_screenshot_jpeg);
Cvar_RegisterVariable (&scr_screenshot_jpeg_quality);
Cvar_RegisterVariable (&scr_screenshot_png);
r_refdef.view.depth = 1;
r_refdef.view.useperspective = true;
r_refdef.view.isoverlay = false;
+ r_refdef.view.ismain = true;
r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
VectorCopy(r_refdef.fogcolor, clearcolor);
}
// clear depth is 1.0
- // LordHavoc: we use a stencil centered around 128 instead of 0,
- // to avoid clamping interfering with strange shadow volume
- // drawing orders
// clear the screen
- GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (vid.stencil ? GL_STENCIL_BUFFER_BIT : 0), clearcolor, 1.0f, 128);
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (vid.stencil ? GL_STENCIL_BUFFER_BIT : 0), clearcolor, 1.0f, 0);
}
int r_stereo_side;
+extern cvar_t v_isometric;
+extern cvar_t v_isometric_verticalfov;
static void SCR_DrawScreen (void)
{
R_UpdateVariables();
+ // this will be set back to 0 by R_RenderView during CL_VM_UpdateView
+ r_refdef.draw2dstage = 1;
+ R_ResetViewRendering2D_Common(0, NULL, NULL, 0, 0, vid.width, vid.height, vid_conwidth.integer, vid_conheight.integer);
+
// Quake uses clockwise winding, so these are swapped
r_refdef.view.cullface_front = GL_BACK;
r_refdef.view.cullface_back = GL_FRONT;
// for a 4x3 display, if the ratio is not 4x3 this makes the fov
// higher/lower according to the ratio
r_refdef.view.useperspective = true;
- r_refdef.view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom;
+ r_refdef.view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0 / 4.0) * cl.viewzoom;
r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
r_refdef.view.ortho_x = atan(r_refdef.view.frustum_x) * (360.0 / M_PI); // abused as angle by VM_CL_R_SetView
r_refdef.view.ortho_y = atan(r_refdef.view.frustum_y) * (360.0 / M_PI); // abused as angle by VM_CL_R_SetView
+ r_refdef.view.ismain = true;
+
// if CSQC is loaded, it is required to provide the CSQC_UpdateView function,
// and won't render a view if it does not call that.
if (cl.csqc_loaded)
}
}
+ // Don't apply debugging stuff like r_showsurfaces to the UI
+ r_refdef.view.showdebug = false;
+
if (!r_stereo_sidebyside.integer && !r_stereo_horizontal.integer && !r_stereo_vertical.integer)
{
r_refdef.view.width = vid.width;
SCR_ClearLoadingScreenTexture();
- if (vid.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;
- }
+ w = vid.width; h = vid.height;
+ loadingscreentexture_w = loadingscreentexture_h = 1;
loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
R_Mesh_CopyToTexture(loadingscreentexture, 0, 0, 0, 0, vid.width, vid.height);
if(loadingscreentexture)
{
R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreentexture_vertex3f, NULL, loadingscreentexture_texcoord2f);
- R_SetupShader_Generic(loadingscreentexture, NULL, GL_MODULATE, 1, false, true, true);
+ R_SetupShader_Generic(loadingscreentexture, false, true, true);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
R_Mesh_PrepareVertices_Generic_Arrays(4, loadingscreenpic_vertex3f, NULL, loadingscreenpic_texcoord2f);
- R_SetupShader_Generic(Draw_GetPicTexture(loadingscreenpic), NULL, GL_MODULATE, 1, true, true, false);
+ R_SetupShader_Generic(Draw_GetPicTexture(loadingscreenpic), true, true, false);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
SCR_DrawLoadingStack();
}
static double loadingscreen_lastupdate;
+static void SCR_UpdateVars(void);
+
void SCR_UpdateLoadingScreen (qboolean clear, qboolean startup)
{
keydest_t old_key_dest;
loadingscreen_lastupdate = t;
}
+ SCR_UpdateVars();
+
// set up the r_texture_gammaramps texture which we need for rendering the loadingscreenpic
VID_UpdateGamma();
R_UpdateVariables();
SCR_DrawLoadingScreen_SharedSetup(clear);
SCR_DrawLoadingScreen(clear);
#else
- if (qglDrawBuffer)
- qglDrawBuffer(GL_BACK);
+ qglDrawBuffer(GL_BACK);
SCR_DrawLoadingScreen_SharedSetup(clear);
- if (vid.stereobuffer && qglDrawBuffer)
+ if (vid.stereobuffer)
{
qglDrawBuffer(GL_BACK_LEFT);
SCR_DrawLoadingScreen(clear);
}
else
{
- if (qglDrawBuffer)
- qglDrawBuffer(GL_BACK);
+ qglDrawBuffer(GL_BACK);
SCR_DrawLoadingScreen(clear);
}
#endif
return (vid.stereobuffer || r_stereo_sidebyside.integer || r_stereo_horizontal.integer || r_stereo_vertical.integer || R_Stereo_ColorMasking());
}
+void SCR_UpdateVars(void)
+{
+ float conwidth = bound(160, vid_conwidth.value, 32768);
+ float conheight = bound(90, vid_conheight.value, 24576);
+ if (vid_conwidthauto.integer)
+ conwidth = floor(conheight * vid.width / (vid.height * vid_pixelheight.value));
+ if (vid_conwidth.value != conwidth)
+ Cvar_SetValue("vid_conwidth", conwidth);
+ if (vid_conheight.value != conheight)
+ Cvar_SetValue("vid_conheight", conheight);
+
+ // 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 < 1)
+ Cvar_Set("fov", "1");
+ if (scr_fov.value > 170)
+ Cvar_Set("fov", "170");
+
+ // intermission is always full screen
+ if (cl.intermission)
+ sb_lines = 0;
+ else
+ {
+ if (scr_viewsize.value >= 120)
+ sb_lines = 0; // no status bar at all
+ else if (scr_viewsize.value >= 110)
+ sb_lines = 24; // no inventory
+ else
+ sb_lines = 24 + 16 + 8;
+ }
+}
+
extern cvar_t cl_minfps;
extern cvar_t cl_minfps_fade;
extern cvar_t cl_minfps_qualitymax;
vec3_t vieworigin;
static double drawscreenstart = 0.0;
double drawscreendelta;
- float conwidth, conheight;
r_viewport_t viewport;
if(drawscreenstart)
return;
}
- conwidth = bound(160, vid_conwidth.value, 32768);
- conheight = bound(90, vid_conheight.value, 24576);
- if (vid_conwidth.value != conwidth)
- Cvar_SetValue("vid_conwidth", conwidth);
- if (vid_conheight.value != conheight)
- Cvar_SetValue("vid_conheight", conheight);
-
- // 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 < 1)
- Cvar_Set ("fov","1");
- if (scr_fov.value > 170)
- Cvar_Set ("fov","170");
-
- // intermission is always full screen
- if (cl.intermission)
- sb_lines = 0;
- else
- {
- if (scr_viewsize.value >= 120)
- sb_lines = 0; // no status bar at all
- else if (scr_viewsize.value >= 110)
- sb_lines = 24; // no inventory
- else
- sb_lines = 24+16+8;
- }
+ SCR_UpdateVars();
R_FrameData_NewFrame();
R_BufferData_NewFrame();
SCR_SetUpToDrawConsole();
#ifndef USE_GLES2
- if (qglDrawBuffer)
- {
- CHECKGLERROR
- qglDrawBuffer(GL_BACK);CHECKGLERROR
- // set dithering mode
- if (gl_dither.integer)
- {
- qglEnable(GL_DITHER);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_DITHER);CHECKGLERROR
- }
- }
+ CHECKGLERROR
+ qglDrawBuffer(GL_BACK);CHECKGLERROR
#endif
R_Viewport_InitOrtho(&viewport, &identitymatrix, 0, 0, vid.width, vid.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL);
// calculate r_refdef.view.quality
r_refdef.view.quality = cl_updatescreen_quality;
-#ifndef USE_GLES2
- if (qglPolygonStipple)
+ if(scr_stipple.integer)
{
- if(scr_stipple.integer)
- {
- GLubyte stipple[128];
- int i, s, width, parts;
- static int frame = 0;
- ++frame;
-
- s = scr_stipple.integer;
- parts = (s & 007);
- width = (s & 070) >> 3;
-
- qglEnable(GL_POLYGON_STIPPLE);CHECKGLERROR // 0x0B42
- for(i = 0; i < 128; ++i)
- {
- int line = i/4;
- stipple[i] = (((line >> width) + frame) & ((1 << parts) - 1)) ? 0x00 : 0xFF;
- }
- qglPolygonStipple(stipple);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_POLYGON_STIPPLE);CHECKGLERROR
- }
+ Con_Print("FIXME: scr_stipple not implemented\n");
+ Cvar_SetValueQuick(&scr_stipple, 0);
}
-#endif
#ifndef USE_GLES2
if (R_Stereo_Active())
SCR_CaptureVideo();
#endif
- if (qglFlush)
- qglFlush(); // FIXME: should we really be using qglFlush here?
+ qglFlush(); // ensure that the commands are submitted to the GPU before we do other things
if (!vid_activewindow)
VID_SetMouse(false, false, false);