#include "quakedef.h"
+cvar_t r_render = {0, "r_render", "1"};
+cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
+
+int lightscalebit;
+float lightscale;
+float overbrightscale;
+
+void SCR_ScreenShot_f (void);
+static void R_Envmap_f (void);
+
static int max_meshs;
static int max_batch;
static int max_verts; // always max_meshs * 3
#define TRANSDEPTHRES 4096
-//#define FLOATCOLORS
-
//static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
static cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
static cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
static cvar_t gl_mesh_merge = {0, "gl_mesh_merge", "1"};
-#if FLOATCOLORS
-static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"};
-#endif
+static cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
static cvar_t gl_mesh_dupetransverts = {0, "gl_mesh_dupetransverts", "0"};
static cvar_t gl_mesh_sorttransbymesh = {0, "gl_mesh_sorttransbymesh", "1"};
}
buf_vertex_t;
-#if FLOATCOLORS
typedef struct
{
float c[4];
}
buf_fcolor_t;
-#endif
typedef struct
{
static float meshfarclip;
static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive, meshmerge, transranout;
-#if FLOATCOLORS
-static int floatcolors;
-#endif
static buf_mesh_t *buf_mesh;
static buf_tri_t *buf_tri;
static buf_vertex_t *buf_vertex;
-#if FLOATCOLORS
static buf_fcolor_t *buf_fcolor;
-#endif
static buf_bcolor_t *buf_bcolor;
static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS];
static buf_transtri_t *buf_transtri;
static buf_transtri_t **buf_transtri_list;
static buf_vertex_t *buf_transvertex;
-#if FLOATCOLORS
static buf_fcolor_t *buf_transfcolor;
-#endif
-static buf_bcolor_t *buf_transbcolor;
static buf_texcoord_t *buf_transtexcoord[MAX_TEXTUREUNITS];
static mempool_t *gl_backend_mempool;
BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t)
BACKENDALLOC(buf_tri, max_meshs, buf_tri_t)
BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t)
-#if FLOATCOLORS
BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t)
-#endif
BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t)
BACKENDALLOC(buf_transmesh, max_meshs, buf_mesh_t)
BACKENDALLOC(buf_transtri, max_meshs, buf_transtri_t)
BACKENDALLOC(buf_transtri_list, TRANSDEPTHRES, buf_transtri_t *)
BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t)
-#if FLOATCOLORS
BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t)
-#endif
- BACKENDALLOC(buf_transbcolor, max_verts, buf_bcolor_t)
for (i = 0;i < MAX_TEXTUREUNITS;i++)
{
BACKENDFREE(buf_mesh)
BACKENDFREE(buf_tri)
BACKENDFREE(buf_vertex)
-#if FLOATCOLORS
BACKENDFREE(buf_fcolor)
-#endif
BACKENDFREE(buf_bcolor)
BACKENDFREE(buf_transmesh)
BACKENDFREE(buf_transtri)
BACKENDFREE(buf_transtri_list)
BACKENDFREE(buf_transvertex)
-#if FLOATCOLORS
BACKENDFREE(buf_transfcolor)
-#endif
- BACKENDFREE(buf_transbcolor)
for (i = 0;i < MAX_TEXTUREUNITS;i++)
{
void gl_backend_init(void)
{
int i;
+
+ Cvar_RegisterVariable (&r_render);
+ Cvar_RegisterVariable (&gl_dither);
+#ifdef NORENDER
+ Cvar_SetValue("r_render", 0);
+#endif
+
+ Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
+ Cmd_AddCommand ("envmap", R_Envmap_f);
+
Cvar_RegisterVariable(&gl_mesh_maxtriangles);
Cvar_RegisterVariable(&gl_mesh_batchtriangles);
Cvar_RegisterVariable(&gl_mesh_merge);
-#if FLOATCOLORS
Cvar_RegisterVariable(&gl_mesh_floatcolors);
-#endif
Cvar_RegisterVariable(&gl_mesh_dupetransverts);
Cvar_RegisterVariable(&gl_mesh_sorttransbymesh);
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
}
}
+static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
+{
+ GLdouble xmax, ymax;
+
+ xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
+ ymax = zNear * tan( fovy * M_PI / 360.0 );
+
+ glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
+}
+
+
+/*
+=============
+GL_SetupFrame
+=============
+*/
+static void GL_SetupFrame (void)
+{
+ if (!r_render.integer)
+ return;
+
+// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
+ gldepthmin = 0;
+ gldepthmax = 1;
+ glDepthFunc (GL_LEQUAL);
+
+ glDepthRange (gldepthmin, gldepthmax);
+
+ // update farclip based on previous frame
+ r_farclip = r_newfarclip;
+
+ // set up viewpoint
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity ();
+
+ // y is weird beause OpenGL is bottom to top, we use top to bottom
+ glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
+// yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
+ MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip);
+
+ glCullFace(GL_FRONT);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity ();
+
+ glRotatef (-90, 1, 0, 0); // put Z going up
+ glRotatef (90, 0, 0, 1); // put Z going up
+ glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
+ glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
+ glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
+ glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
+
+// glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
+
+ //
+ // set drawing parms
+ //
+// if (gl_cull.integer)
+ glEnable(GL_CULL_FACE);
+// else
+// glDisable(GL_CULL_FACE);
+
+ glEnable(GL_BLEND); // was Disable
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(1);
+}
+
static float viewdist;
int c_meshs, c_meshtris, c_transmeshs, c_transtris;
currenttransvertex = 0;
meshfarclip = 0;
meshmerge = gl_mesh_merge.integer;
-#if FLOATCOLORS
- floatcolors = gl_mesh_floatcolors.integer;
-#endif
transranout = false;
viewdist = DotProduct(r_origin, vpn);
c_meshtris = 0;
c_transmeshs = 0;
c_transtris = 0;
+
+ GL_SetupFrame();
}
#ifdef DEBUGGL
int i, k, blendfunc1, blendfunc2, blend, depthmask, depthtest, unit = 0, clientunit = 0, firsttriangle, triangles, firstvert, lastvert, texture[MAX_TEXTUREUNITS];
float farclip, texturergbscale[MAX_TEXTUREUNITS];
buf_mesh_t *mesh;
+ // float to byte color conversion
+ int *icolor;
+ float *fcolor;
+ byte *bcolor;
if (!backendactive)
Sys_Error("R_Mesh_Render: called when backend is not active\n");
if (!currentmesh)
CHECKGLERROR
glEnableClientState(GL_VERTEX_ARRAY);
CHECKGLERROR
-#if FLOATCOLORS
- if (floatcolors)
+ if (gl_mesh_floatcolors.integer)
{
glColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), buf_fcolor);
CHECKGLERROR
}
else
{
-#endif
+ // shift float to have 8bit fraction at base of number
+ for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
+ {
+ *fcolor++ += 32768.0f;
+ *fcolor++ += 32768.0f;
+ *fcolor++ += 32768.0f;
+ *fcolor++ += 32768.0f;
+ }
+ // then read as integer and kill float bits...
+ for (i = 0, icolor = (int *)&buf_fcolor->c[0], bcolor = &buf_bcolor->c[0];i < currentvertex;i++)
+ {
+ k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+ k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+ k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+ k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+ }
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), buf_bcolor);
CHECKGLERROR
-#if FLOATCOLORS
}
-#endif
glEnableClientState(GL_COLOR_ARRAY);
CHECKGLERROR
// note: can't batch these because they can be rendered in any order
// there can never be more transparent triangles than fit in main buffers
memcpy(&buf_vertex[currentvertex], &buf_transvertex[0], currenttransvertex * sizeof(buf_vertex_t));
-#if FLOATCOLORS
- if (floatcolors)
- memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t));
- else
-#endif
- memcpy(&buf_bcolor[currentvertex], &buf_transbcolor[0], currenttransvertex * sizeof(buf_bcolor_t));
+ memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t));
for (i = 0;i < backendunits;i++)
memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][0], currenttransvertex * sizeof(buf_texcoord_t));
#endif
R_Mesh_Render();
memcpy(&buf_vertex[currentvertex], &buf_transvertex[transmesh->firstvert], numverts * sizeof(buf_vertex_t));
-#if FLOATCOLORS
- if (floatcolors)
- memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], numverts * sizeof(buf_fcolor_t));
- else
-#endif
- memcpy(&buf_bcolor[currentvertex], &buf_transbcolor[transmesh->firstvert], numverts * sizeof(buf_bcolor_t));
+ memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[transmesh->firstvert], numverts * sizeof(buf_fcolor_t));
for (i = 0;i < backendunits && transmesh->textures[i];i++)
memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][transmesh->firstvert], numverts * sizeof(buf_texcoord_t));
index = tri->index[k];
buf_tri[currenttriangle].index[k] = currentvertex;
memcpy(buf_vertex[currentvertex].v, buf_transvertex[index].v, sizeof(buf_vertex_t));
-#if FLOATCOLORS
- if (floatcolors)
- memcpy(buf_fcolor[currentvertex].c, buf_transfcolor[index].c, sizeof(buf_fcolor_t));
- else
-#endif
- memcpy(buf_bcolor[currentvertex].c, buf_transbcolor[index].c, sizeof(buf_bcolor_t));
+ memcpy(buf_fcolor[currentvertex].c, buf_transfcolor[index].c, sizeof(buf_fcolor_t));
for (i = 0;i < backendunits && tri->mesh->textures[i];i++)
memcpy(buf_texcoord[i][currentvertex].t, buf_transtexcoord[i][index].t, sizeof(buf_texcoord_t));
currentvertex++;
// note: can't batch these because they can be rendered in any order
// there can never be more transparent triangles than fit in main buffers
memcpy(&buf_vertex[currentvertex], &buf_transvertex[0], currenttransvertex * sizeof(buf_vertex_t));
-#if FLOATCOLORS
- if (floatcolors)
- memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t));
- else
-#endif
- memcpy(&buf_bcolor[currentvertex], &buf_transbcolor[0], currenttransvertex * sizeof(buf_bcolor_t));
+ memcpy(&buf_fcolor[currentvertex], &buf_transfcolor[0], currenttransvertex * sizeof(buf_fcolor_t));
for (i = 0;i < backendunits;i++)
memcpy(&buf_texcoord[i][currentvertex], &buf_transtexcoord[i][0], currenttransvertex * sizeof(buf_texcoord_t));
{
// these are static because gcc runs out of virtual registers otherwise
static int i, j, *index, overbright;
- static float c, *in, scaler;
-#if FLOATCOLORS
+ static float *in, scaler;
static float cr, cg, cb, ca;
-#endif
static buf_mesh_t *mesh;
static buf_vertex_t *vert;
-#if FLOATCOLORS
static buf_fcolor_t *fcolor;
-#endif
- static buf_bcolor_t *bcolor;
static buf_texcoord_t *texcoord[MAX_TEXTUREUNITS];
static buf_transtri_t *tri;
- static buf_bcolor_t flatbcolor;
if (m->index == NULL
|| !m->numtriangles
if (overbright)
scaler *= 0.25f;
}
- if (lighthalf)
- scaler *= 0.5f;
+ scaler *= overbrightscale;
}
if (m->transparent)
c_transmeshs++;
c_transtris += m->numtriangles;
vert = &buf_transvertex[currenttransvertex];
-#if FLOATCOLORS
fcolor = &buf_transfcolor[currenttransvertex];
-#endif
- bcolor = &buf_transbcolor[currenttransvertex];
for (i = 0;i < backendunits;i++)
texcoord[i] = &buf_transtexcoord[i][currenttransvertex];
c_meshs++;
c_meshtris += m->numtriangles;
vert = &buf_vertex[currentvertex];
-#if FLOATCOLORS
fcolor = &buf_fcolor[currentvertex];
-#endif
- bcolor = &buf_bcolor[currentvertex];
for (i = 0;i < backendunits;i++)
texcoord[i] = &buf_texcoord[i][currentvertex];
else
memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
-#if FLOATCOLORS
- if (floatcolors)
+ if (m->color)
{
- if (m->color)
+ for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
{
- for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
- {
- fcolor[i].c[0] = in[0] * scaler;
- fcolor[i].c[1] = in[1] * scaler;
- fcolor[i].c[2] = in[2] * scaler;
- fcolor[i].c[3] = in[3];
- }
- }
- else
- {
- cr = m->cr * scaler;
- cg = m->cg * scaler;
- cb = m->cb * scaler;
- ca = m->ca;
- for (i = 0;i < m->numverts;i++)
- {
- fcolor[i].c[0] = cr;
- fcolor[i].c[1] = cg;
- fcolor[i].c[2] = cb;
- fcolor[i].c[3] = ca;
- }
+ fcolor[i].c[0] = in[0] * scaler;
+ fcolor[i].c[1] = in[1] * scaler;
+ fcolor[i].c[2] = in[2] * scaler;
+ fcolor[i].c[3] = in[3];
}
}
else
{
-#endif
- if (m->color)
- {
- for (i = 0, in = m->color;i < m->numverts;i++, (int)in += m->colorstep)
- {
- // shift float to have 8bit fraction at base of number,
- // then read as integer and kill float bits...
- c = in[0] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[0] = (byte) j;
- c = in[1] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[1] = (byte) j;
- c = in[2] * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[2] = (byte) j;
- c = in[3] + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;bcolor[i].c[3] = (byte) j;
- }
- }
- else
+ cr = m->cr * scaler;
+ cg = m->cg * scaler;
+ cb = m->cb * scaler;
+ ca = m->ca;
+ for (i = 0;i < m->numverts;i++)
{
- c = m->cr * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[0] = (byte) j;
- c = m->cg * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[1] = (byte) j;
- c = m->cb * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[2] = (byte) j;
- c = m->ca + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[3] = (byte) j;
- for (i = 0;i < m->numverts;i++)
- bcolor[i] = flatbcolor;
+ fcolor[i].c[0] = cr;
+ fcolor[i].c[1] = cg;
+ fcolor[i].c[2] = cb;
+ fcolor[i].c[3] = ca;
}
-#if FLOATCOLORS
}
-#endif
for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
{
void R_Mesh_DrawDecal(const rmeshinfo_t *m)
{
// these are static because gcc runs out of virtual registers otherwise
- static int i, j, *index, overbright;
- static float c, scaler;
-#if FLOATCOLORS
+ static int i, *index, overbright;
+ static float scaler;
static float cr, cg, cb, ca;
-#endif
static buf_mesh_t *mesh;
static buf_vertex_t *vert;
-#if FLOATCOLORS
static buf_fcolor_t *fcolor;
-#endif
- static buf_bcolor_t *bcolor;
static buf_texcoord_t *texcoord;
static buf_transtri_t *tri;
- static buf_bcolor_t flatbcolor;
if (!backendactive)
Sys_Error("R_Mesh_Draw: called when backend is not active\n");
if (overbright)
scaler *= 0.25f;
}
- if (lighthalf)
- scaler *= 0.5f;
+ scaler *= overbrightscale;
if (m->transparent)
{
c_transmeshs++;
c_transtris += 2;
vert = &buf_transvertex[currenttransvertex];
-#if FLOATCOLORS
fcolor = &buf_transfcolor[currenttransvertex];
-#endif
- bcolor = &buf_transbcolor[currenttransvertex];
texcoord = &buf_transtexcoord[0][currenttransvertex];
// transmesh is only for storage of transparent meshs until they
c_meshs++;
c_meshtris += 2;
vert = &buf_vertex[currentvertex];
-#if FLOATCOLORS
fcolor = &buf_fcolor[currentvertex];
-#endif
- bcolor = &buf_bcolor[currentvertex];
texcoord = &buf_texcoord[0][currentvertex];
mesh = &buf_mesh[currentmesh++];
// buf_vertex_t must match the size of the decal vertex array (or vice versa)
memcpy(vert, m->vertex, 4 * sizeof(buf_vertex_t));
-#if FLOATCOLORS
- if (floatcolors)
+ cr = m->cr * scaler;
+ cg = m->cg * scaler;
+ cb = m->cb * scaler;
+ ca = m->ca;
+ fcolor[0].c[0] = cr;
+ fcolor[0].c[1] = cg;
+ fcolor[0].c[2] = cb;
+ fcolor[0].c[3] = ca;
+ fcolor[1].c[0] = cr;
+ fcolor[1].c[1] = cg;
+ fcolor[1].c[2] = cb;
+ fcolor[1].c[3] = ca;
+ fcolor[2].c[0] = cr;
+ fcolor[2].c[1] = cg;
+ fcolor[2].c[2] = cb;
+ fcolor[2].c[3] = ca;
+ fcolor[3].c[0] = cr;
+ fcolor[3].c[1] = cg;
+ fcolor[3].c[2] = cb;
+ fcolor[3].c[3] = ca;
+
+ // buf_texcoord_t must be the same size as the decal texcoord array (or vice versa)
+ memcpy(&texcoord[0].t[0], m->texcoords[0], 4 * sizeof(buf_texcoord_t));
+}
+
+/*
+==============================================================================
+
+ SCREEN SHOTS
+
+==============================================================================
+*/
+
+float CalcFov (float fov_x, float width, float height);
+void R_ClearScreen(void);
+
+void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
+{
+ int i;
+ byte *buffer;
+
+ buffer = Mem_Alloc(tempmempool, width*height*3);
+ glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+ CHECKGLERROR
+
+ // LordHavoc: compensate for v_overbrightbits when using hardware gamma
+ if (v_hwgamma.integer)
+ for (i = 0;i < width * height * 3;i++)
+ buffer[i] <<= v_overbrightbits.integer;
+
+ Image_WriteTGARGB_preflipped(filename, width, height, buffer);
+
+ Mem_Free(buffer);
+}
+
+/*
+==================
+SCR_ScreenShot_f
+==================
+*/
+void SCR_ScreenShot_f (void)
+{
+ int i;
+ char filename[16];
+ char checkname[MAX_OSPATH];
+//
+// find a file name to save it to
+//
+ strcpy(filename, "dp0000.tga");
+
+ for (i=0 ; i<=9999 ; i++)
{
- cr = m->cr * scaler;
- cg = m->cg * scaler;
- cb = m->cb * scaler;
- ca = m->ca;
- fcolor[0].c[0] = cr;
- fcolor[0].c[1] = cg;
- fcolor[0].c[2] = cb;
- fcolor[0].c[3] = ca;
- fcolor[1].c[0] = cr;
- fcolor[1].c[1] = cg;
- fcolor[1].c[2] = cb;
- fcolor[1].c[3] = ca;
- fcolor[2].c[0] = cr;
- fcolor[2].c[1] = cg;
- fcolor[2].c[2] = cb;
- fcolor[2].c[3] = ca;
- fcolor[3].c[0] = cr;
- fcolor[3].c[1] = cg;
- fcolor[3].c[2] = cb;
- fcolor[3].c[3] = ca;
+ 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
}
- else
+ if (i==10000)
{
-#endif
- c = m->cr * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[0] = (byte) j;
- c = m->cg * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[1] = (byte) j;
- c = m->cb * scaler + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[2] = (byte) j;
- c = m->ca + 32768.0f;j = (*((long *)&c) & 0x7FFFFF);if (j > 255) j = 255;flatbcolor.c[3] = (byte) j;
- bcolor[0] = flatbcolor;
- bcolor[1] = flatbcolor;
- bcolor[2] = flatbcolor;
- bcolor[3] = flatbcolor;
-#if FLOATCOLORS
+ Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n");
+ return;
+ }
+
+ SCR_ScreenShot(filename, vid.realx, vid.realy, vid.realwidth, vid.realheight);
+ Con_Printf ("Wrote %s\n", filename);
+}
+
+/*
+===============
+R_Envmap_f
+
+Grab six views for environment mapping tests
+===============
+*/
+struct
+{
+ float angles[3];
+ char *name;
+}
+envmapinfo[6] =
+{
+ {{ 0, 0, 0}, "ft"},
+ {{ 0, 90, 0}, "rt"},
+ {{ 0, 180, 0}, "bk"},
+ {{ 0, 270, 0}, "lf"},
+ {{-90, 90, 0}, "up"},
+ {{ 90, 90, 0}, "dn"}
+};
+static void R_Envmap_f (void)
+{
+ int j, size;
+ char filename[256], basename[256];
+
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf ("envmap <basename> <size>: save out 6 cubic environment map images, usable with loadsky, note that size must one of 128, 256, 512, or 1024 and can't be bigger than your current resolution\n");
+ return;
}
-#endif
- // buf_texcoord_t must be the same size as the decal texcoord array (or vice versa)
- memcpy(&texcoord[0].t[0], m->texcoords[0], 4 * sizeof(buf_texcoord_t));
+ if (!r_render.integer)
+ return;
+
+ strcpy(basename, Cmd_Argv(1));
+ size = atoi(Cmd_Argv(2));
+ if (size != 128 && size != 256 && size != 512 && size != 1024)
+ {
+ Con_Printf("envmap: size must be one of 128, 256, 512, or 1024\n");
+ return;
+ }
+ if (size > vid.realwidth || size > vid.realheight)
+ {
+ Con_Printf("envmap: your resolution is not big enough to render that size\n");
+ return;
+ }
+
+ envmap = true;
+
+ r_refdef.x = 0;
+ r_refdef.y = 0;
+ r_refdef.width = size;
+ r_refdef.height = size;
+
+ r_refdef.fov_x = 90;
+ r_refdef.fov_y = 90;
+
+ for (j = 0;j < 6;j++)
+ {
+ sprintf(filename, "env/%s%s.tga", basename, envmapinfo[j].name);
+ VectorCopy(envmapinfo[j].angles, r_refdef.viewangles);
+ R_ClearScreen();
+ R_RenderView ();
+ SCR_ScreenShot(filename, vid.realx, vid.realy, size, size);
+ }
+
+ envmap = false;
+}
+
+//=============================================================================
+
+void R_ClearScreen(void)
+{
+ if (r_render.integer)
+ {
+ glClearColor(0,0,0,0);
+ CHECKGLERROR
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
+ CHECKGLERROR
+ if (gl_dither.integer)
+ glEnable(GL_DITHER);
+ else
+ glDisable(GL_DITHER);
+ CHECKGLERROR
+ }
+}
+
+/*
+==================
+SCR_UpdateScreen
+
+This is called every frame, and can also be called explicitly to flush
+text to the screen.
+==================
+*/
+void SCR_UpdateScreen (void)
+{
+ //Mem_CheckSentinelsGlobal();
+ //R_TimeReport("memtest");
+
+ glFinish ();
+ CHECKGLERROR
+
+ VID_Finish ();
+
+ R_TimeReport("finish");
+
+ if (gl_combine.integer && !gl_combine_extension)
+ Cvar_SetValue("gl_combine", 0);
+
+ lightscalebit = v_overbrightbits.integer;
+ if (gl_combine.integer && r_multitexture.integer)
+ lightscalebit += 2;
+
+ lightscale = 1.0f / (float) (1 << lightscalebit);
+ overbrightscale = 1.0f / (float) (1 << v_overbrightbits.integer);
+
+ R_TimeReport("setup");
+
+ R_ClearScreen();
+
+ R_TimeReport("clear");
+
+ if (scr_conlines < vid.conheight)
+ R_RenderView();
+
+ // draw 2D stuff
+ R_DrawQueue();
}