/* ================== 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) { vid.numpages = (gl_triplebuffer.value) ? 3 : 2; if (scr_disabled_for_loading) { if (realtime - scr_disabled_time > 60) { scr_disabled_for_loading = false; Con_Printf ("load failed.\n"); } else return; } if (!scr_initialized || !con_initialized) return; // not initialized yet GL_BeginRendering (&glx, &gly, &glwidth, &glheight); // // determine size of refresh window // if (vid.recalc_refdef) SCR_CalcRefdef (); // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); V_RenderView (); GL_Set2D (); //FIXME: only call this when needed SCR_TileClear (); if (scr_drawdialog) //new game confirm { if (con_forcedup) Draw_ConsoleBackground (); else Sbar_Draw (); Draw_FadeScreen (); SCR_DrawNotifyString (); } else if (scr_drawloading) //loading { SCR_DrawLoading (); Sbar_Draw (); } else if (cl.intermission == 1 && key_dest == key_game) //end of level { Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) //end of episode { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { SCR_DrawCrosshair (); //johnfitz SCR_DrawRam (); SCR_DrawNet (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_CheckDrawCenterString (); Sbar_Draw (); SCR_DrawDevStats (); //johnfitz SCR_DrawFPS (); //johnfitz SCR_DrawClock (); //johnfitz SCR_DrawConsole (); M_Draw (); } V_UpdateBlend (); //johnfitz -- V_UpdatePalette cleaned up and renamed GLSLGamma_GammaCorrect (); GL_EndRendering (); }
/* 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) { if(scr_disabled_for_loading) { if(realtime-scr_disabled_time > 60.0f) { scr_disabled_for_loading = false; Con_Printf ("load failed.\n"); } else return; } if(!bScreenInitialized || !bConsoleInitialized) return; // not initialized yet GL_BeginRendering(&glx,&gly,&glwidth,&glheight); Video.iFrameCount++; // Don't let us exceed a limited count. if (Video.iFrameCount > 100000) Video.iFrameCount = 0; // determine size of refresh window if(oldfov != scr_fov.value) { oldfov = scr_fov.value; vid.bRecalcRefDef = true; } if (oldscreensize != scr_viewsize.value) { oldscreensize = scr_viewsize.value; vid.bRecalcRefDef = true; } //johnfitz -- added oldsbarscale and oldsbaralpha if (oldsbarscale != scr_sbarscale.value) { oldsbarscale = scr_sbarscale.value; vid.bRecalcRefDef = true; } if (oldsbaralpha != scr_sbaralpha.value) { oldsbaralpha = scr_sbaralpha.value; vid.bRecalcRefDef = true; } //johnfitz if (vid.bRecalcRefDef) Screen_UpdateSize(); // do 3D refresh drawing, and then update the screen Screen_SetUpToDrawConsole(); if (cv_video_msaasamples.iValue > 0) VideoLayer_Enable(VIDEO_MULTISAMPLE); V_RenderView (); if (cv_video_msaasamples.iValue > 0) VideoLayer_Disable(VIDEO_MULTISAMPLE); Draw_ResetCanvas(); //FIXME: only call this when needed SCR_TileClear(); if(bDrawDialog) //new game confirm { g_menu->Draw(); Draw_FadeScreen(); SCR_DrawNotifyString(); } else if (g_menu->GetState() & MENU_STATE_LOADING) //loading g_menu->Draw(); else if(cl.intermission == 1 && key_dest == key_game) //end of level {} else if(cl.intermission == 2 && key_dest == key_game) //end of episode SCR_CheckDrawCenterString (); else { g_menu->Draw(); #ifdef VIDEO_SUPPORT_SHADERS #ifdef VIDEO_SUPPORT_FRAMEBUFFERS //VideoPostProcess_Draw(); DEBUG_FrameBufferDraw(); #endif #endif SCR_DrawNet(); SCR_DrawTurtle(); SCR_DrawPause(); SCR_CheckDrawCenterString (); SCR_DrawDevStats(); //johnfitz SCR_DrawClock(); //johnfitz Screen_DrawConsole(); Screen_DrawFPS(); //johnfitz } V_UpdateBlend(); //johnfitz -- V_UpdatePalette cleaned up and renamed }
void SCR_UpdateScreenContent (void) { // // do 3D refresh drawing, and then update the screen // V_RenderView (); // test draw in 3d if(vr_enabled.value && !con_forcedup) { DrawRift2d(); } else { GL_Set2D (); //FIXME: only call this when needed SCR_TileClear (); if (scr_drawdialog) //new game confirm { if (con_forcedup) Draw_ConsoleBackground (); else Sbar_Draw (); Draw_FadeScreen (); SCR_DrawNotifyString (); } else if (scr_drawloading) //loading { SCR_DrawLoading (); Sbar_Draw (); } else if (cl.intermission == 1 && key_dest == key_game) //end of level { Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) //end of episode { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { SCR_DrawCrosshair (); //johnfitz SCR_DrawRam (); SCR_DrawNet (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_CheckDrawCenterString (); Sbar_Draw (); SCR_DrawDevStats (); //johnfitz SCR_DrawFPS (); //johnfitz SCR_DrawClock (); //johnfitz SCR_DrawConsole (); M_Draw (); } } V_UpdateBlend (); //johnfitz -- V_UpdatePalette cleaned up and renamed }
void DrawRift2d () { qboolean draw_sbar = false; vec3_t menu_angles, forward, right, up, target; float scale_hud = 0.13; int oldglwidth = glwidth, oldglheight = glheight, oldconwidth = vid.conwidth, oldconheight = vid.conheight; glwidth = 320; glheight = 200; vid.conwidth = 320; vid.conheight = 200; // draw 2d elements 1m from the users face, centered glPushMatrix(); glDisable (GL_DEPTH_TEST); // prevents drawing sprites on sprites from interferring with one another glEnable (GL_BLEND); VectorCopy(r_refdef.aimangles, menu_angles) if (vr_aimmode.value == VR_AIMMODE_HEAD_MYAW || vr_aimmode.value == VR_AIMMODE_HEAD_MYAW_MPITCH) menu_angles[PITCH] = 0; AngleVectors (menu_angles, forward, right, up); VectorMA (r_refdef.vieworg, 32, forward, target); glTranslatef (target[0], target[1], target[2]); glRotatef(menu_angles[YAW] - 90, 0, 0, 1); // rotate around z glRotatef(90 + menu_angles[PITCH], -1, 0, 0); // keep bar at constant angled pitch towards user glTranslatef (-(320.0 * scale_hud / 2), -(200.0 * scale_hud / 2), 0); // center the status bar glScalef(scale_hud, scale_hud, scale_hud); if (scr_drawdialog) //new game confirm { if (con_forcedup) Draw_ConsoleBackground (); else draw_sbar = true; //Sbar_Draw (); Draw_FadeScreen (); SCR_DrawNotifyString (); } else if (scr_drawloading) //loading { SCR_DrawLoading (); draw_sbar = true; //Sbar_Draw (); } else if (cl.intermission == 1 && key_dest == key_game) //end of level { Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) //end of episode { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { //SCR_DrawCrosshair (); //johnfitz SCR_DrawRam (); SCR_DrawNet (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_CheckDrawCenterString (); draw_sbar = true; //Sbar_Draw (); SCR_DrawDevStats (); //johnfitz SCR_DrawFPS (); //johnfitz SCR_DrawClock (); //johnfitz SCR_DrawConsole (); M_Draw (); } glDisable (GL_BLEND); glEnable (GL_DEPTH_TEST); glPopMatrix(); if(draw_sbar) VR_Sbar_Draw(); glwidth = oldglwidth; glheight = oldglheight; vid.conwidth = oldconwidth; vid.conheight = oldconheight; }
/* 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) { if(scr_disabled_for_loading) { if(realtime-scr_disabled_time > 60.0f) { scr_disabled_for_loading = false; Con_Printf ("load failed.\n"); } else return; } if(!bScreenInitialized || !bConsoleInitialized) return; // not initialized yet GL_BeginRendering(&glx,&gly,&glwidth,&glheight); // determine size of refresh window if(oldfov != scr_fov.value) { oldfov = scr_fov.value; vid.bRecalcRefDef = true; } if (oldscreensize != scr_viewsize.value) { oldscreensize = scr_viewsize.value; vid.bRecalcRefDef = true; } //johnfitz -- added oldsbarscale and oldsbaralpha if (oldsbarscale != scr_sbarscale.value) { oldsbarscale = scr_sbarscale.value; vid.bRecalcRefDef = true; } if (oldsbaralpha != scr_sbaralpha.value) { oldsbaralpha = scr_sbaralpha.value; vid.bRecalcRefDef = true; } //johnfitz if (vid.bRecalcRefDef) SCR_CalcRefdef (); // do 3D refresh drawing, and then update the screen SCR_SetUpToDrawConsole (); V_RenderView (); Draw_ResetCanvas(); //FIXME: only call this when needed SCR_TileClear(); if(bDrawDialog) //new game confirm { Menu->Draw(); Draw_FadeScreen(); SCR_DrawNotifyString(); } else if(Menu->GetState() & MENU_STATE_LOADING) //loading Menu->Draw(); else if(cl.intermission == 1 && key_dest == key_game) //end of level {} else if(cl.intermission == 2 && key_dest == key_game) //end of episode SCR_CheckDrawCenterString (); else { Menu->Draw(); SCR_DrawNet(); SCR_DrawTurtle(); SCR_DrawPause(); SCR_CheckDrawCenterString (); SCR_DrawDevStats(); //johnfitz Screen_DrawFPS(); //johnfitz SCR_DrawClock(); //johnfitz SCR_DrawConsole(); } V_UpdateBlend(); //johnfitz -- V_UpdatePalette cleaned up and renamed }