/*
====================
R_TimeRefresh_f

For program optimization
====================
*/
void R_TimeRefresh_f (void)
{
	int			i;
	float		start, stop, time;
	int			startangle;
	vrect_t		vr;

	startangle = r_refdef.viewangles[1];
	
	start = Sys_FloatTime ();
	for (i=0 ; i<128 ; i++)
	{
		r_refdef.viewangles[1] = i/128.0*360.0;

		VID_LockBuffer ();

		R_RenderView ();

		VID_UnlockBuffer ();

		vr.x = r_refdef.vrect.x;
		vr.y = r_refdef.vrect.y;
		vr.width = r_refdef.vrect.width;
		vr.height = r_refdef.vrect.height;
		vr.pnext = NULL;
		VID_Update (&vr);
	}
	stop = Sys_FloatTime ();
	time = stop-start;
	Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
	
	r_refdef.viewangles[1] = startangle;
}
// unused in hexenworld
void D_ShowLoadingSize (void)
{
	vrect_t		rect;
	viddef_t	save_vid;	// global video state

	if (!vid_showload.integer)
		return; 

	if (!vid_initialized)
		return;

	save_vid = vid;
	if (vid.numpages == 1)
	{
		VID_LockBuffer ();

		if (!vid.direct)
			Sys_Error ("NULL vid.direct pointer");

		vid.buffer = vid.direct;

		SCR_DrawLoading();

		VID_UnlockBuffer ();

		rect.x = 0;
		rect.y = 0;
		rect.width = vid.width;
		rect.height = 112;
		rect.pnext = NULL;

		FlipScreen (&rect);
	}
	else
	{

		vid.buffer = (byte *)screen->pixels;
		vid.rowbytes = screen->pitch;

		SCR_DrawLoading();

	}

	vid = save_vid;
}
Beispiel #3
0
/*
====================
R_TimeRefresh_f

For program optimization
====================
*/
void R_TimeRefresh_f (void)
{
	int			i;
	double		start, stop, time;
	int			startangle;
	vrect_t		vr;

#ifdef PSP_SOFTWARE_VIDEO
	startangle = r_refdef.viewangles[1];
	
	start = Sys_FloatTime ();
	for (i=0 ; i<128 ; i++)
	{
		r_refdef.viewangles[1] = i/128.0*360.0;

		VID_LockBuffer ();

		R_RenderView ();

		VID_UnlockBuffer ();

		vr.x = r_refdef.vrect.x;
		vr.y = r_refdef.vrect.y;
		vr.width = r_refdef.vrect.width;
		vr.height = r_refdef.vrect.height;
		vr.pnext = NULL;
		VID_Update (&vr);
	}
	stop = Sys_FloatTime ();
	time = stop-start;
	Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
	
	r_refdef.viewangles[1] = startangle;
#else
	Con_Printf ("Sorry: 'timerefresh' command disabled\n");
#endif	
}
Beispiel #4
0
/*
==================
SCR_UpdateScreen

This is called every frame, and can also be called explicitly to flush
text to the screen.

WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
void SCR_UpdateScreen (void)
{
	static float	oldscr_viewsize;
	vrect_t		vrect;

	if (scr_skipupdate || block_drawing)
		return;

	if (scr_disabled_for_loading)
		return;

#ifdef _WIN32
	{	// don't suck up any cpu if minimized
		extern int Minimized;

		if (Minimized)
			return;
	}
#endif

	scr_copytop = 0;
	scr_copyeverything = 0;

	if (!scr_initialized || !con_initialized)
		return;				// not initialized yet

	if (scr_viewsize.value != oldscr_viewsize)
	{
		oldscr_viewsize = scr_viewsize.value;
		vid.recalc_refdef = 1;
	}
	
//
// check for vid changes
//
	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 (oldsbar != cl_sbar.value)
	{
		oldsbar = cl_sbar.value;
		vid.recalc_refdef = true;
	}
	
	if (vid.recalc_refdef)
	{
		// something changed, so reorder the screen
		SCR_CalcRefdef ();
	}

//
// do 3D refresh drawing, and then update the screen
//
	D_EnableBackBufferAccess ();	// of all overlay stuff if drawing directly

	if (scr_fullupdate++ < vid.numpages)
	{	// clear the entire screen
		scr_copyeverything = 1;
		Draw_TileClear (0,0,vid.width,vid.height);
		Sbar_Changed ();
	}

	pconupdate = NULL;


	SCR_SetUpToDrawConsole ();
	SCR_EraseCenterString ();
	
	D_DisableBackBufferAccess ();	// for adapters that can't stay mapped in
									//  for linear writes all the time

	VID_LockBuffer ();
	V_RenderView ();
	VID_UnlockBuffer ();

	D_EnableBackBufferAccess ();	// of all overlay stuff if drawing directly

	if (scr_drawdialog)
	{
		Sbar_Draw ();
		Draw_FadeScreen ();
		SCR_DrawNotifyString ();
		scr_copyeverything = true;
	}
	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
	{
		SCR_DrawRam ();
		SCR_DrawNet ();
		SCR_DrawTurtle ();
		SCR_DrawPause ();
		SCR_DrawFPS ();
		SCR_CheckDrawCenterString ();
		Sbar_Draw ();
		SCR_DrawConsole ();	
		M_Draw ();
	}


	D_DisableBackBufferAccess ();	// for adapters that can't stay mapped in
									//  for linear writes all the time
	if (pconupdate)
	{
		D_UpdateRects (pconupdate);
	}

	V_UpdatePalette ();

//
// update one of three areas
//
	if (scr_copyeverything)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}
	else if (scr_copytop)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height - sb_lines;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}	
	else
	{
		vrect.x = scr_vrect.x;
		vrect.y = scr_vrect.y;
		vrect.width = scr_vrect.width;
		vrect.height = scr_vrect.height;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}	
}
Beispiel #5
0
void
D_EnableBackBufferAccess (void)
{
	VID_LockBuffer ();
}
Beispiel #6
0
/*
==================
SCR_UpdateScreen

This is called every frame, and can also be called explicitly to flush
text to the screen.

WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
void SCR_UpdateScreen (void)
{
	static float	oldscr_viewsize;
	static float	oldlcd_x;
	vrect_t		vrect;
	
	if (scr_skipupdate)
		return;

	scr_copytop = 0;
	scr_copyeverything = 0;

	if (scr_disabled_for_loading)
	{
		if (realtime - scr_disabled_time > 60)
		{
			scr_disabled_for_loading = false;
			total_loading_size = 0;
			loading_stage = 0;
			Con_Printf ("load failed.\n");
		}
		else
			return;
	}

	if (cls.state == ca_dedicated)
		return;				// stdout only

	if (!scr_initialized || !con_initialized)
		return;				// not initialized yet

	if (scr_viewsize.value != oldscr_viewsize)
	{
		oldscr_viewsize = scr_viewsize.value;
		vid.recalc_refdef = 1;
	}
	
//
// check for vid changes
//
	if (oldfov != scr_fov.value)
	{
		oldfov = scr_fov.value;
		vid.recalc_refdef = true;
	}

	if (oldlcd_x != lcd_x.value)
	{
		oldlcd_x = lcd_x.value;
		vid.recalc_refdef = true;
	}
	
	if (oldscreensize != scr_viewsize.value)
	{
		oldscreensize = scr_viewsize.value;
		vid.recalc_refdef = true;
	}
	
	if (vid.recalc_refdef)
	{
	// something changed, so reorder the screen
		SCR_CalcRefdef ();
	}

//
// do 3D refresh drawing, and then update the screen
//
	D_EnableBackBufferAccess ();	// of all overlay stuff if drawing directly


	if (scr_needfull && (!plaquemessage || plaquemessage[0] == 0 || !SCR_CheckDrawCenterString2()))
		scr_fullupdate = 0;

	if (scr_fullupdate++ < vid.numpages)
	{	// clear the entire screen
		scr_copyeverything = 1;
		Draw_TileClear (0,0,vid.width,vid.height);
		SB_Changed();
	}
	else if (scr_topupdate++ < vid.numpages)
	{
		scr_copyeverything = 1;
		Draw_TileClear (0,0,vid.width,100);
		SB_Changed();
	}

	pconupdate = NULL;


	SCR_SetUpToDrawConsole ();
	//SCR_EraseCenterString ();

	D_DisableBackBufferAccess ();	// for adapters that can't stay mapped in
									//  for linear writes all the time

	if (cl.intermission < 1 || cl.intermission > 12)
	{
		VID_LockBuffer ();
		V_RenderView ();
		VID_UnlockBuffer ();
	}

	D_EnableBackBufferAccess ();	// of all overlay stuff if drawing directly

	if (scr_drawdialog)
	{
		SB_Draw();
		Draw_FadeScreen ();
		SCR_DrawNotifyString ();
		scr_copyeverything = true;
	}
	else if (scr_drawloading)
	{
		SB_Draw();
		Draw_FadeScreen ();
		SCR_DrawLoading ();
	}
	else if (cl.intermission >= 1 && cl.intermission <= 12)
	{
		SB_IntermissionOverlay();
		if (cl.intermission < 12)
		{
			SCR_DrawConsole();
			M_Draw();
		}
	}
/*	else if (cl.intermission == 2 && key_dest == key_game)
	{
		SB_FinaleOverlay();
		SCR_CheckDrawCenterString();
	}
	else if (cl.intermission == 3 && key_dest == key_game)
	{
		SCR_CheckDrawCenterString ();
	}*/
	else
	{
		SCR_DrawRam();
		SCR_DrawNet();
		SCR_DrawTurtle();
		SCR_DrawPause();
		SCR_CheckDrawCenterString();
		SB_Draw();
		Plaque_Draw(plaquemessage,0);
		SCR_DrawConsole();
		M_Draw();
		if (errormessage)
			Plaque_Draw(errormessage,1);
		
		if (info_up)
		{
			UpdateInfoMessage();
			Info_Plaque_Draw(infomessage);
		}
	}

	if (loading_stage)
		SCR_DrawLoading();

	D_DisableBackBufferAccess ();	// for adapters that can't stay mapped in
									//  for linear writes all the time
	if (pconupdate)
	{
		D_UpdateRects (pconupdate);
	}

	V_UpdatePalette ();

//
// update one of three areas
//

	if (scr_copyeverything)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}
	else if (scr_copytop)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height - sb_lines;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}	
	else
	{
		vrect.x = scr_vrect.x;
		vrect.y = scr_vrect.y;
		vrect.width = scr_vrect.width;
		vrect.height = scr_vrect.height;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}
}
Beispiel #7
0
/*
	SCR_UpdateScreen

	This is called every frame, and can also be called explicitly to flush
	text to the screen.

	WARNING: be very careful calling this from elsewhere, because the refresh
	needs almost the entire 256k of stack space!
*/
void
sw32_SCR_UpdateScreen (double realtime, SCR_Func scr_3dfunc, SCR_Func *scr_funcs)
{
	vrect_t     vrect;

	if (scr_skipupdate)
		return;

	vr_data.realtime = realtime;

	scr_copytop = 0;
	vr_data.scr_copyeverything = 0;

	if (!scr_initialized)
		return;							// not initialized yet

	if (oldfov != scr_fov->value) {		// determine size of refresh window
		oldfov = scr_fov->value;
		vid.recalc_refdef = true;
	}

	if (vid.recalc_refdef)
		SCR_CalcRefdef ();

	// do 3D refresh drawing, and then update the screen
	sw32_D_EnableBackBufferAccess ();		// of all overlay stuff if drawing
										// directly

	if (vr_data.scr_fullupdate++ < vid.numpages) {	// clear the entire screen
		vr_data.scr_copyeverything = 1;
		sw32_Draw_TileClear (0, 0, vid.width, vid.height);
	}

	pconupdate = NULL;

	SCR_SetUpToDrawConsole ();

	sw32_D_DisableBackBufferAccess ();		// for adapters that can't stay mapped
										// in for linear writes all the time
	VID_LockBuffer ();
	scr_3dfunc ();
	VID_UnlockBuffer ();

	sw32_D_EnableBackBufferAccess ();		// of all overlay stuff if drawing
										// directly

	while (*scr_funcs) {
		(*scr_funcs)();
		scr_funcs++;
	}

	sw32_D_DisableBackBufferAccess ();		// for adapters that can't stay mapped
										// in for linear writes all the time
	if (pconupdate) {
		sw32_D_UpdateRects (pconupdate);
	}

	// update one of three areas
	if (vr_data.scr_copyeverything) {
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height;
		vrect.next = 0;
	} else if (scr_copytop) {
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height - vr_data.lineadj;
		vrect.next = 0;
	} else {
		vrect.x = scr_vrect.x;
		vrect.y = scr_vrect.y;
		vrect.width = scr_vrect.width;
		vrect.height = scr_vrect.height;
		vrect.next = 0;
	}
	VID_Update (&vrect);
}
Beispiel #8
0
/*
==================
SCR_UpdateScreen

This is called every frame, and can also be called explicitly to flush
text to the screen.

WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
void
SCR_UpdateScreen(void)
{
    static float oldscr_viewsize;
    vrect_t vrect;

    if (scr_skipupdate || block_drawing)
        return;

    scr_copytop = 0;
    scr_copyeverything = 0;

    if (scr_disabled_for_loading) {
        /*
         * FIXME - this really needs to be fixed properly.
         * Simply starting a new game and typing "changelevel foo" will hang
         * the engine for 15s (was 60s!) if foo.bsp does not exist.
         */
        if (realtime - scr_disabled_time > 15) {
            scr_disabled_for_loading = false;
            Con_Printf("load failed.\n");
        } else
            return;
    }

    if (cls.state == ca_dedicated)
        return;			// stdout only

    if (!scr_initialized || !con_initialized)
        return;			// not initialized yet

    if (scr_viewsize.value != oldscr_viewsize) {
        oldscr_viewsize = scr_viewsize.value;
        vid.recalc_refdef = 1;
    }
//
// check for vid changes
//
    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) {
        // something changed, so reorder the screen
        SCR_CalcRefdef();
    }
//
// do 3D refresh drawing, and then update the screen
//
    D_EnableBackBufferAccess();	// of all overlay stuff if drawing directly

    if (scr_fullupdate++ < vid.numpages) {	// clear the entire screen
        scr_copyeverything = 1;
        Draw_TileClear(0, 0, vid.width, vid.height);
        Sbar_Changed();
    }

    pconupdate = NULL;

    SCR_SetUpToDrawConsole();
    SCR_EraseCenterString();

    D_DisableBackBufferAccess();	// for adapters that can't stay mapped in
    //  for linear writes all the time

    VID_LockBuffer();
    V_RenderView();
    VID_UnlockBuffer();

    D_EnableBackBufferAccess();	// of all overlay stuff if drawing directly

    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 (cl.intermission == 3 && key_dest == key_game) {
        SCR_CheckDrawCenterString();
    } else {
        SCR_DrawRam();
        SCR_DrawNet();
        SCR_DrawTurtle();
        SCR_DrawPause();
        SCR_CheckDrawCenterString();
        Sbar_Draw();
        SCR_DrawConsole();
        M_Draw();
    }

    D_DisableBackBufferAccess();	// for adapters that can't stay mapped in
    //  for linear writes all the time
    if (pconupdate) {
        D_UpdateRects(pconupdate);
    }

    V_UpdatePalette();

//
// update one of three areas
//
    if (scr_copyeverything) {
        vrect.x = 0;
        vrect.y = 0;
        vrect.width = vid.width;
        vrect.height = vid.height;
        vrect.pnext = 0;

        VID_Update(&vrect);
    } else if (scr_copytop) {
        vrect.x = 0;
        vrect.y = 0;
        vrect.width = vid.width;
        vrect.height = vid.height - sb_lines;
        vrect.pnext = 0;

        VID_Update(&vrect);
    } else {
        vrect.x = scr_vrect.x;
        vrect.y = scr_vrect.y;
        vrect.width = scr_vrect.width;
        vrect.height = scr_vrect.height;
        vrect.pnext = 0;

        VID_Update(&vrect);
    }
}