コード例 #1
0
void SCR_UpdateScreen (void)
{
	VID_UpdateGamma(false);

	if (!scr_initialized)
		return;

	if (vid_hidden)
		return;

	// unbind everything to start the frame with a clean slate
	GL_UnbindBuffers ();
	GL_UnbindTextures ();

	SCR_CalcRefdef ();

	// Do 3D drawing first, followed by 2D, and then finally a finish command
	V_RenderView ();
		
	GL_Set2D ();

	if (r_netgraph.value)
		R_DrawNetGraph ();

	if (cl.intermission == 1 && key_dest != key_menu)
	{
		Sbar_IntermissionOverlay ();
		Con_ClearNotify ();
	}
	else if (cl.intermission == 2 && key_dest != key_menu)
	{
		Sbar_FinaleOverlay ();
		SCR_CheckDrawCenterString ();
		Con_ClearNotify ();
	}
		
	if (cls.state == ca_active)
	{
		SCR_DrawNet ();
		SCR_DrawTurtle ();
		SCR_DrawPause ();
		if (!cl.intermission)
		{
			if (key_dest != key_menu)
				Draw_Crosshair ();
			SCR_CheckDrawCenterString ();
			SCR_DrawSpeed ();
			SCR_DrawFPS ();
			Sbar_Draw ();
		}
	}
	
	SCR_DrawConsole ();	
	M_Draw ();

	Draw_EndBatching ();

	VID_Finish ();
}
コード例 #2
0
ファイル: screen.c プロジェクト: masterfeizz/ctrQuake
void SCR_DrawScreen (void) {
	
	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 ();
	}

}
コード例 #3
0
ファイル: gx_screen.c プロジェクト: Izhido/qrevpak
/*
==================
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 (block_drawing)
		return;

	vid.numpages = 2 + gl_triplebuffer.value;

	scr_copytop = 0;
	scr_copyeverything = 0;

	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


	GX_BeginRendering (&gxx, &gxy, &gxwidth, &gxheight);
	
	//
	// determine size of refresh window
	//
	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)
		SCR_CalcRefdef ();

//
// do 3D refresh drawing, and then update the screen
//
	SCR_SetUpToDrawConsole ();
	
	V_RenderView ();

	GX_Set2D ();

	//
	// draw any areas not covered by the refresh
	//
	SCR_TileClear ();

	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 (crosshair.value)
			Draw_Character (scr_vrect.x + scr_vrect.width/2, scr_vrect.y + scr_vrect.height/2, '+');
		
		SCR_DrawRam ();
		SCR_DrawNet ();
		SCR_DrawTurtle ();
		SCR_DrawPause ();
		SCR_CheckDrawCenterString ();
		Sbar_Draw ();
		SCR_DrawConsole ();	
		M_Draw ();
	}

	V_UpdatePalette ();

	GX_EndRendering ();

	VID_DrawWmoteGuide ();
}
コード例 #4
0
ファイル: screen.c プロジェクト: MaddTheSane/Quake
/*
==================
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);
	}	
}
コード例 #5
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)
{
	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 ();
}
コード例 #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)
{
	if (block_drawing)
		return;

	scr_copytop = 0;
	scr_copyeverything = 0;

	if (scr_disabled_for_loading && !loading_num_step[0])
	{
		if (realtime - scr_disabled_time > 60)
		{
			scr_disabled_for_loading = qfalse;
			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 (oldfov != scr_fov.value)
	{
		oldfov = scr_fov.value;
		vid.recalc_refdef = qtrue;
	}

	if (oldscreensize != scr_viewsize.value)
	{
		oldscreensize = scr_viewsize.value;
		vid.recalc_refdef = qtrue;
	}

	if (vid.recalc_refdef)
		SCR_CalcRefdef ();

//
// do 3D refresh drawing, and then update the screen
//
	SCR_SetUpToDrawConsole ();
	
	V_RenderView ();

	GL_Set2D ();

	//
	// draw any areas not covered by the refresh
	//
	SCR_TileClear ();

	if (scr_drawdialog)
	{
		Sbar_Draw ();
		Draw_FadeScreen ();
		SCR_DrawNotifyString ();
		scr_copyeverything = qtrue;
	}
	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 (crosshair.value)
		//	Draw_Character (scr_vrect.x + scr_vrect.width/2 - 4, scr_vrect.y + scr_vrect.height/2 - 4, '+');

		Draw_Crosshair ();
		SCR_DrawRam ();
		SCR_DrawNet ();
		SCR_DrawTurtle ();
        //muff - to show FPS on screen
		SCR_DrawFPS ();
        SCR_DrawBAT ();
		SCR_DrawPause ();
		SCR_CheckDrawCenterString ();
		Sbar_Draw ();
		SCR_DrawConsole ();	
		M_Draw ();
	}

	Draw_LoadingFill();

	V_UpdatePalette ();

	GL_EndRendering ();
}
コード例 #7
0
ファイル: gl_screen.c プロジェクト: ACIIL/Quakespasm-Rift
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;
}
コード例 #8
0
ファイル: gl_screen.c プロジェクト: ACIIL/Quakespasm-Rift
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
}
コード例 #9
0
ファイル: screen.c プロジェクト: AidHamza/eviltoys
/*
==================
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);
    }
}
コード例 #10
0
ファイル: gl_screen.c プロジェクト: twinaphex/fxquake
/*
==================
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)
{
	if (cls.state == ca_dedicated)
		return;				// stdout only

	if (vid_hiddenwindow || block_drawing)
		return;				// don't suck up any cpu if minimized or blocked for drawing

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

	vid.numpages = 2 + (gl_triplebuffer.value ? 1 : 0); // in case gl_triplebuffer is not 0 or 1

	if (scr_disabled_for_loading)
	{
		if (realtime - scr_disabled_time > scr_timeout)
		{
			scr_disabled_for_loading = false;

			if (scr_timeout == SCR_DEFTIMEOUT)
				Con_Printf ("screen update timeout -- load failed.\n");
		}
		else
			return;
	}

//
// check for vid changes
//
	if (oldscreensize != scr_viewsize.value)
	{
		oldscreensize = scr_viewsize.value;
		vid.recalc_refdef = true;
	}

	if (oldweaponsize != scr_weaponsize.value)
	{
		oldweaponsize = scr_weaponsize.value;
		vid.recalc_refdef = true;
	}

	if (oldfov != scr_fov.value)
	{
		oldfov = scr_fov.value;
		vid.recalc_refdef = true;
	}

	if (oldweaponfov != scr_weaponfov.value)
	{
		oldweaponfov = scr_weaponfov.value;
		vid.recalc_refdef = true;
	}

	if (oldsbar != scr_sbar.value)
	{
		oldsbar = scr_sbar.value;
		vid.recalc_refdef = true;
	} 

	if (oldoverdrawsbar != scr_overdrawsbar.value)
	{
		oldoverdrawsbar = scr_overdrawsbar.value;
		vid.recalc_refdef = true;
	}

	if (vid.recalc_refdef)
	{
		// something changed, so reorder the screen
		SCR_CalcRefdef ();
	}

	if (scr_overdrawsbar.value || gl_clear.value || isIntel) // intel video workaround
		Sbar_Changed ();

//
// do 3D refresh drawing, and then update the screen
//
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);

	SCR_SetUpToDrawConsole ();

	V_RenderView ();

	GL_Set2D ();

//
// draw any areas not covered by the refresh
//
	if (scr_sbar.value || scr_viewsize.value < 100)
	{
		SCR_TileClear ();
		Sbar_Changed ();
	}

	if (scr_drawdialog) //new game confirm
	{
		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
	{
		Draw_Crosshair ();
		SCR_DrawNet ();
		SCR_DrawTurtle ();
		SCR_DrawPause ();
		SCR_CheckDrawCenterString ();
		SCR_DrawFPS ();
		SCR_DrawStats ();
		Sbar_Draw ();
		SCR_DrawConsole ();	
		M_Draw ();
	}

	V_UpdateBlend ();

	GL_EndRendering ();
}
コード例 #11
0
ファイル: gl_screen.c プロジェクト: luaman/qforge-newtree
/*
	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)
{
	double      time1 = 0, time2;
	float       f;

	if (block_drawing)
		return;

	vid.numpages = 2 + gl_triplebuffer->int_val;

	scr_copytop = 0;
	scr_copyeverything = 0;

	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)	// not initialized yet
		return;

	if (oldsbar != cl_sbar->int_val) {
		oldsbar = cl_sbar->int_val;
		vid.recalc_refdef = true;
	}

	if (oldviewsize != scr_viewsize->int_val) {
		oldviewsize = scr_viewsize->int_val;
		vid.recalc_refdef = true;
	}

	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);

	if (r_speeds->int_val) {
		time1 = Sys_DoubleTime ();
		c_brush_polys = 0;
		c_alias_polys = 0;
	}

	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

	if (lighthalf != gl_lightmode->int_val) {
		lighthalf = gl_lightmode->int_val;
		if (lighthalf)
			lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 128;
		else
			lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 255;
		R_ForceLightUpdate ();
	}

	SCR_SetUpToDrawConsole ();

	V_RenderView ();

	GL_Set2D ();

	// draw any areas not covered by the refresh
	SCR_TileClear ();

	if (r_netgraph->int_val)
		R_NetGraph ();

	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 (crosshair->int_val)
			Draw_Crosshair ();

		SCR_DrawRam ();
		SCR_DrawNet ();
		SCR_DrawFPS ();
		SCR_DrawTime ();
		SCR_DrawTurtle ();
		SCR_DrawPause ();
		SCR_CheckDrawCenterString ();
		Sbar_Draw ();
		SCR_DrawConsole ();
		M_Draw ();
	}

	// LordHavoc: adjustable brightness and contrast,
	// also makes polyblend apply to whole screen
	glDisable (GL_TEXTURE_2D);

	Cvar_SetValue (brightness, bound (1, brightness->value, 5));
	if (lighthalf)						// LordHavoc: render was done at half 
										// 
		// brightness
		f = brightness->value * 2;
	else
		f = brightness->value;
	if (f >= 1.002) {					// Make sure we don't get bit by
		// roundoff errors
		glBlendFunc (GL_DST_COLOR, GL_ONE);
		glBegin (GL_QUADS);
		while (f >= 1.002) {			// precision
			if (f >= 2)
				glColor3f (1, 1, 1);
			else
				glColor3f (f - 1, f - 1, f - 1);
			glVertex2f (0, 0);
			glVertex2f (vid.width, 0);
			glVertex2f (vid.width, vid.height);
			glVertex2f (0, vid.height);
			f *= 0.5;
		}
		glEnd ();
		glColor3ubv (lighthalf_v);
		glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}

	if (v_blend[3]) {
		glBegin (GL_QUADS);

		glColor4fv (v_blend);
		glVertex2f (0, 0);
		glVertex2f (vid.width, 0);
		glVertex2f (vid.width, vid.height);
		glVertex2f (0, vid.height);

		glEnd ();
		glColor3ubv (lighthalf_v);
	}

	glEnable (GL_TEXTURE_2D);

	V_UpdatePalette ();

	if (r_speeds->int_val) {
//      glFinish ();
		time2 = Sys_DoubleTime ();
		Con_Printf ("%3i ms  %4i wpoly %4i epoly\n",
					(int) ((time2 - time1) * 1000), c_brush_polys,
					c_alias_polys);
	}

	glFinish ();
	GL_EndRendering ();
}