int i, j, lines, y;
cl_locnode_t *loc;
char string[1024+4096];
+ mleaf_t *viewleaf;
string[0] = 0;
if (r_speeds.integer && cls.signon == SIGNONS && cls.state == ca_connected)
// put the location name in the r_speeds display as it greatly helps
// when creating loc files
loc = CL_Locs_FindNearest(cl.movement_origin);
+ viewleaf = (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.PointInLeaf) ? r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, r_refdef.view.origin) : NULL;
dpsnprintf(string, sizeof(string),
"%s%s\n"
"%3i renders org:'%+8.2f %+8.2f %+8.2f' dir:'%+2.3f %+2.3f %+2.3f'\n"
"%7i surfaces%7i triangles %5i entities (%7i surfaces%7i triangles)\n"
"%5i leafs%5i portals%6i/%6i particles%6i/%6i decals %3i%% quality\n"
-"%7i lightmap updates (%7i pixels)\n"
+"%7i lightmap updates (%7i pixels)%s\n"
"%4i lights%4i clears%4i scissored%7i light%7i shadow%7i dynamic\n"
"rendered%6i meshes%8i triangles bloompixels%8i copied%8i drawn\n"
"%s"
, r_refdef.stats.renders, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], r_refdef.view.forward[0], r_refdef.view.forward[1], r_refdef.view.forward[2]
, r_refdef.stats.world_surfaces, r_refdef.stats.world_triangles, r_refdef.stats.entities, r_refdef.stats.entities_surfaces, r_refdef.stats.entities_triangles
, r_refdef.stats.world_leafs, r_refdef.stats.world_portals, r_refdef.stats.particles, cl.num_particles, r_refdef.stats.decals, cl.num_decals, (int)(100 * r_refdef.view.quality)
-, r_refdef.stats.lightmapupdates, r_refdef.stats.lightmapupdatepixels
+, r_refdef.stats.lightmapupdates, r_refdef.stats.lightmapupdatepixels, viewleaf ? va(" clusterindex%6i", viewleaf->clusterindex) : ""
, r_refdef.stats.lights, r_refdef.stats.lights_clears, r_refdef.stats.lights_scissored, r_refdef.stats.lights_lighttriangles, r_refdef.stats.lights_shadowtriangles, r_refdef.stats.lights_dynamicshadowtriangles
, r_refdef.stats.meshes, r_refdef.stats.meshes_elements / 3, r_refdef.stats.bloom_copypixels, r_refdef.stats.bloom_drawpixels
, r_speeds_timestring);
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)
}
loadingscreenstack_t;
static loadingscreenstack_t *loadingscreenstack = NULL;
-static double loadingscreentime;
+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)
{
s->absolute_loading_amount_len = 1;
}
- if(redraw && realtime == loadingscreentime)
- SCR_UpdateLoadingScreen(true);
+ 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 && realtime == loadingscreentime)
- SCR_UpdateLoadingScreen(true);
+ 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 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;
}
- total += SCR_DrawLoadingStack_r(s->prev, y);
}
+#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 height;
float verts[12];
float colors[16];
- height = SCR_DrawLoadingStack_r(loadingscreenstack, vid_conheight.integer);
+ int i;
+
+ loadingscreenheight = SCR_DrawLoadingStack_r(loadingscreenstack, vid_conheight.integer);
if(loadingscreenstack)
{
- // height = 32; // sorry, using the normal one is ugly
- //DrawQ_Fill((vid_conwidth.integer + 2) * loadingscreenstack->absolute_loading_amount_min - 2, vid_conheight.integer - height, 2, height, 1, 0, 0, 1, DRAWFLAG_ADDITIVE);
+ // height = 32; // sorry, using the actual one is ugly
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_Color(1, 1, 1, 1);
+ 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] = (vid_conwidth.integer + 2) * loadingscreenstack->absolute_loading_amount_min - 2;
- verts[1] = verts[4] = vid_conheight.integer - 32;
- verts[3] = verts[6] = (vid_conwidth.integer + 2) * loadingscreenstack->absolute_loading_amount_min;
+ 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;
- colors[0] = colors[1] = colors[2] = colors[4] = colors[5] = colors[6] = colors[8] = colors[9] = colors[10] = colors[11] = colors[12] = colors[13] = colors[14] = colors[15] = 1;
- colors[3] = colors[7] = 0;
+
+ 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;
}
}
-void SCR_UpdateLoadingScreen (qboolean clear)
+static cachepic_t *loadingscreenpic;
+static float loadingscreenpic_vertex3f[12];
+static float loadingscreenpic_texcoord2f[8];
+
+static void SCR_DrawLoadingScreen_SharedSetup (qboolean clear)
{
float x, y;
- cachepic_t *pic;
- float vertex3f[12];
- float texcoord2f[8];
-
- loadingscreentime = realtime;
-
- // don't do anything if not initialized yet
- if (vid_hidden || !scr_refresh.integer)
- return;
// 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_SetupGenericShader(true);
R_Mesh_ColorPointer(NULL, 0, 0);
+ if(loadingscreentexture)
+ {
+ 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(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;
+ 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
+ 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_FRONT_LEFT);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
- SCR_DrawLoadingStack();
- qglDrawBuffer(GL_FRONT_RIGHT);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
- SCR_DrawLoadingStack();
+ qglDrawBuffer(GL_BACK_LEFT);
+ SCR_DrawLoadingScreen(clear);
+ qglDrawBuffer(GL_BACK_RIGHT);
+ SCR_DrawLoadingScreen(clear);
}
else
{
- qglDrawBuffer(GL_FRONT);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
- SCR_DrawLoadingStack();
+ qglDrawBuffer(GL_BACK);
+ SCR_DrawLoadingScreen(clear);
}
- R_Mesh_Finish();
- // refresh
- // not necessary when rendering to GL_FRONT buffers
- //VID_Finish();
- // however this IS necessary on Windows Vista
- qglFinish();
+ 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;