/* ================== 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 }
/* ================== 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 (); }
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 }
/* 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 }