/* ================== 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 || block_drawing) return; 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 (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 if (scr_fullupdate++ < vid.numpages) { // clear the entire screen scr_copyeverything = 1; Draw_TileClear (0,0,vid.width,vid.height); Sbar_Changed (); } SCR_SetUpToDrawConsole (); SCR_EraseCenterString (); V_RenderView (); SCR_DrawScreen(); if(separation_distance){ VID_SetBuffer(1); SCR_DrawScreen(); VID_SetBuffer(0); } 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); } }
/* ================== 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); } }
/* ================== 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 (); }
/* ================== 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 (); }
void VID_Open() { int width, height, fullscreen; fullscreen = vid_fullscreen.value; width = vid_width.value; height = vid_height.value; #warning Fix this. #ifndef GLQUAKE if (width > MAXWIDTH) { Com_Printf("VID: Maximum supported width is %d\n", MAXWIDTH); width = MAXWIDTH; } if (height > MAXHEIGHT) { Com_Printf("VID: Maximum supported height is %d\n", MAXHEIGHT); height = MAXHEIGHT; } #endif vid.colormap = host_colormap; vid.aspect = ((float)height / (float)width) * (320.0 / 240.0); #ifndef GLQUAKE vid.maxwarpwidth = WARP_WIDTH; vid.maxwarpheight = WARP_HEIGHT; #endif Sys_Thread_LockMutex(display_mutex); display = Sys_Video_Open(vid_mode.string, width, height, fullscreen, host_basepal); Sys_Thread_UnlockMutex(display_mutex); if (display) { width = Sys_Video_GetWidth(display); height = Sys_Video_GetHeight(display); #ifndef GLQUAKE if (width > MAXWIDTH || height > MAXHEIGHT) Sys_Error("Fullscreen display size (%dx%d) exceeds the maximum allowed display size (%dx%d)\n", width, height, MAXWIDTH, MAXHEIGHT); #endif #ifndef GLQUAKE if (VID_SW_AllocBuffers(width, height)) #endif { vid.numpages = Sys_Video_GetNumBuffers(display); set_up_conwidth_conheight(); #ifndef GLQUAKE vid.rowbytes = Sys_Video_GetBytesPerRow(display); vid.buffer = Sys_Video_GetBuffer(display); #endif if (windowtitle) Sys_Video_SetWindowTitle(display, windowtitle); mouse_grabbed = 2; refresh_mouse_grab_state(); R_Init(); V_UpdatePalette(true); #ifdef GLQUAKE Check_Gamma(host_basepal); VID_SetPalette(host_basepal); vid.recalc_refdef = 1; // force a surface cache flush R_InitGL(); GL_Particles_TextureInit(); #endif Draw_Init(); M_VidInit(); Sbar_Init(); SCR_Init(); CSTC_PictureInit(); Skin_Init(); return; } Sys_Thread_LockMutex(display_mutex); Sys_Video_Close(display); display = 0; Sys_Thread_UnlockMutex(display_mutex); } Sys_Error("VID: Unable to open a display\n"); }
/* ================== 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); } }
/* ================== 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); } }
/* 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 (); }