Xash3D FWGS engine.
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/*
cl_scrn.c - refresh screen
Copyright (C) 2007 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "client.h"
#include "gl_local.h"
#include "vgui_draw.h"
#include "qfont.h"
#include "input.h"
convar_t *scr_centertime;
convar_t *scr_loading;
convar_t *scr_download;
convar_t *scr_viewsize;
convar_t *cl_testlights;
convar_t *cl_allow_levelshots;
convar_t *cl_levelshot_name;
convar_t *cl_envshot_size;
convar_t *v_dark;
typedef struct
{
int x1, y1, x2, y2;
} dirty_t;
static dirty_t scr_dirty, scr_old_dirty[2];
static qboolean scr_init = false;
/*
==============
SCR_DrawFPS
==============
*/
void SCR_DrawFPS( int height )
{
float calc;
rgba_t color;
double newtime;
static double nexttime = 0, lasttime = 0;
static double framerate = 0;
static int framecount = 0;
static int minfps = 9999;
static int maxfps = 0;
char fpsstring[64];
int offset;
if( cls.state != ca_active || !cl_showfps->value || cl.background )
return;
switch( cls.scrshot_action )
{
case scrshot_normal:
case scrshot_snapshot:
case scrshot_inactive:
break;
default: return;
}
newtime = Sys_DoubleTime();
if( newtime >= nexttime )
{
framerate = framecount / (newtime - lasttime);
lasttime = newtime;
nexttime = Q_max( nexttime + 1.0, lasttime - 1.0 );
framecount = 0;
}
calc = framerate;
framecount++;
if( calc < 1.0f )
{
Q_snprintf( fpsstring, sizeof( fpsstring ), "%4i spf", (int)(1.0f / calc + 0.5f));
MakeRGBA( color, 255, 0, 0, 255 );
}
else
{
int curfps = (int)(calc + 0.5f);
if( curfps < minfps ) minfps = curfps;
if( curfps > maxfps ) maxfps = curfps;
if( cl_showfps->value == 2 )
Q_snprintf( fpsstring, sizeof( fpsstring ), "fps: ^1%4i min, ^3%4i cur, ^2%4i max", minfps, curfps, maxfps );
else Q_snprintf( fpsstring, sizeof( fpsstring ), "%4i fps", curfps );
MakeRGBA( color, 255, 255, 255, 255 );
}
Con_DrawStringLen( fpsstring, &offset, NULL );
Con_DrawString( glState.width - offset - 4, height, fpsstring, color );
}
/*
==============
SCR_NetSpeeds
same as r_speeds but for network channel
==============
*/
void SCR_NetSpeeds( void )
{
static char msg[MAX_SYSPATH];
int x, y, height;
char *p, *start, *end;
float time = cl.mtime[0];
static int min_svfps = 100;
static int max_svfps = 0;
int cur_svfps = 0;
static int min_clfps = 100;
static int max_clfps = 0;
int cur_clfps = 0;
rgba_t color;
if( !host.allow_console )
return;
if( !net_speeds->value || cls.state != ca_active )
return;
// prevent to get too big values at max
if( cl_serverframetime() > 0.0001f )
{
cur_svfps = Q_rint( 1.0f / cl_serverframetime( ));
if( cur_svfps < min_svfps ) min_svfps = cur_svfps;
if( cur_svfps > max_svfps ) max_svfps = cur_svfps;
}
// prevent to get too big values at max
if( cl_clientframetime() > 0.0001f )
{
cur_clfps = Q_rint( 1.0f / cl_clientframetime( ));
if( cur_clfps < min_clfps ) min_clfps = cur_clfps;
if( cur_clfps > max_clfps ) max_clfps = cur_clfps;
}
Q_snprintf( msg, sizeof( msg ), "sv fps: ^1%4i min, ^3%4i cur, ^2%4i max\ncl fps: ^1%4i min, ^3%4i cur, ^2%4i max\nGame Time: %02d:%02d\nTotal received from server: %s\nTotal sent to server: %s\n",
min_svfps, cur_svfps, max_svfps, min_clfps, cur_clfps, max_clfps, (int)(time / 60.0f ), (int)fmod( time, 60.0f ), Q_memprint( cls.netchan.total_received ), Q_memprint( cls.netchan.total_sended ));
x = glState.width - 320;
y = 384;
Con_DrawStringLen( NULL, NULL, &height );
MakeRGBA( color, 255, 255, 255, 255 );
p = start = msg;
do
{
end = Q_strchr( p, '\n' );
if( end ) msg[end-start] = '\0';
Con_DrawString( x, y, p, color );
y += height;
if( end ) p = end + 1;
else break;
} while( 1 );
}
/*
================
SCR_RSpeeds
================
*/
void SCR_RSpeeds( void )
{
char msg[2048];
if( !host.allow_console )
return;
if( R_SpeedsMessage( msg, sizeof( msg )))
{
int x, y, height;
char *p, *start, *end;
rgba_t color;
x = glState.width - 340;
y = 64;
Con_DrawStringLen( NULL, NULL, &height );
MakeRGBA( color, 255, 255, 255, 255 );
p = start = msg;
do
{
end = Q_strchr( p, '\n' );
if( end ) msg[end-start] = '\0';
Con_DrawString( x, y, p, color );
y += height;
// handle '\n\n'
if( *p == '\n' )
y += height;
if( end ) p = end + 1;
else break;
} while( 1 );
}
}
/*
================
SCR_MakeLevelShot
creates levelshot at next frame
================
*/
void SCR_MakeLevelShot( void )
{
if( cls.scrshot_request != scrshot_plaque )
return;
// make levelshot at nextframe()
Cbuf_AddText( "levelshot\n" );
}
/*
================
SCR_MakeScreenShot
create a requested screenshot type
================
*/
void SCR_MakeScreenShot( void )
{
qboolean iRet = false;
int viewsize;
if( cls.envshot_viewsize > 0 )
viewsize = cls.envshot_viewsize;
else viewsize = cl_envshot_size->value;
switch( cls.scrshot_action )
{
case scrshot_normal:
iRet = VID_ScreenShot( cls.shotname, VID_SCREENSHOT );
break;
case scrshot_snapshot:
iRet = VID_ScreenShot( cls.shotname, VID_SNAPSHOT );
break;
case scrshot_plaque:
iRet = VID_ScreenShot( cls.shotname, VID_LEVELSHOT );
break;
case scrshot_savegame:
case scrshot_demoshot:
iRet = VID_ScreenShot( cls.shotname, VID_MINISHOT );
break;
case scrshot_envshot:
iRet = VID_CubemapShot( cls.shotname, viewsize, cls.envshot_vieworg, false );
break;
case scrshot_skyshot:
iRet = VID_CubemapShot( cls.shotname, viewsize, cls.envshot_vieworg, true );
break;
case scrshot_mapshot:
iRet = VID_ScreenShot( cls.shotname, VID_MAPSHOT );
break;
case scrshot_inactive:
return;
}
// report
if( iRet )
{
// snapshots don't writes message about image
if( cls.scrshot_action != scrshot_snapshot )
MsgDev( D_REPORT, "Write %s\n", cls.shotname );
}
else MsgDev( D_ERROR, "Unable to write %s\n", cls.shotname );
cls.envshot_vieworg = NULL;
cls.scrshot_action = scrshot_inactive;
cls.envshot_disable_vis = false;
cls.envshot_viewsize = 0;
cls.shotname[0] = '\0';
}
/*
================
SCR_DrawPlaque
================
*/
void SCR_DrawPlaque( void )
{
if(( cl_allow_levelshots->value && !cls.changelevel ) || cl.background )
{
int levelshot = GL_LoadTexture( cl_levelshot_name->string, NULL, 0, TF_IMAGE, NULL );
GL_SetRenderMode( kRenderNormal );
R_DrawStretchPic( 0, 0, glState.width, glState.height, 0, 0, 1, 1, levelshot );
if( !cl.background ) CL_DrawHUD( CL_LOADING );
}
}
/*
================
SCR_BeginLoadingPlaque
================
*/
void SCR_BeginLoadingPlaque( qboolean is_background )
{
S_StopAllSounds( true );
cl.audio_prepped = false; // don't play ambients
if( CL_IsInMenu( ) && !cls.changedemo && !is_background )
{
UI_SetActiveMenu( false );
if( cls.state == ca_disconnected )
SCR_UpdateScreen();
}
if( cls.state == ca_disconnected || cls.disable_screen )
return; // already set
if( cls.key_dest == key_console )
return;
if( is_background ) IN_MouseSavePos( );
cls.draw_changelevel = !is_background;
SCR_UpdateScreen();
cls.disable_screen = host.realtime;
cls.disable_servercount = cl.servercount;
cl.background = is_background; // set right state before svc_serverdata is came
// SNDDMA_LockSound();
}
/*
================
SCR_EndLoadingPlaque
================
*/
void SCR_EndLoadingPlaque( void )
{
cls.disable_screen = 0.0f;
Con_ClearNotify();
// SNDDMA_UnlockSound();
}
/*
=================
SCR_AddDirtyPoint
=================
*/
void SCR_AddDirtyPoint( int x, int y )
{
if( x < scr_dirty.x1 ) scr_dirty.x1 = x;
if( x > scr_dirty.x2 ) scr_dirty.x2 = x;
if( y < scr_dirty.y1 ) scr_dirty.y1 = y;
if( y > scr_dirty.y2 ) scr_dirty.y2 = y;
}
/*
================
SCR_DirtyScreen
================
*/
void SCR_DirtyScreen( void )
{
SCR_AddDirtyPoint( 0, 0 );
SCR_AddDirtyPoint( glState.width - 1, glState.height - 1 );
}
/*
================
SCR_TileClear
================
*/
void SCR_TileClear( void )
{
int i, top, bottom, left, right;
dirty_t clear;
if( scr_viewsize->value >= 120 )
return; // full screen rendering
// erase rect will be the union of the past three frames
// so tripple buffering works properly
clear = scr_dirty;
for( i = 0; i < 2; i++ )
{
if( scr_old_dirty[i].x1 < clear.x1 )
clear.x1 = scr_old_dirty[i].x1;
if( scr_old_dirty[i].x2 > clear.x2 )
clear.x2 = scr_old_dirty[i].x2;
if( scr_old_dirty[i].y1 < clear.y1 )
clear.y1 = scr_old_dirty[i].y1;
if( scr_old_dirty[i].y2 > clear.y2 )
clear.y2 = scr_old_dirty[i].y2;
}
scr_old_dirty[1] = scr_old_dirty[0];
scr_old_dirty[0] = scr_dirty;
scr_dirty.x1 = 9999;
scr_dirty.x2 = -9999;
scr_dirty.y1 = 9999;
scr_dirty.y2 = -9999;
if( clear.y2 <= clear.y1 )
return; // nothing disturbed
top = RI.viewport[1];
bottom = top + RI.viewport[3] - 1;
left = RI.viewport[0];
right = left + RI.viewport[2] - 1;
if( clear.y1 < top )
{
// clear above view screen
i = clear.y2 < top-1 ? clear.y2 : top - 1;
R_DrawTileClear( clear.x1, clear.y1, clear.x2 - clear.x1 + 1, i - clear.y1 + 1 );
clear.y1 = top;
}
if( clear.y2 > bottom )
{
// clear below view screen
i = clear.y1 > bottom + 1 ? clear.y1 : bottom + 1;
R_DrawTileClear( clear.x1, i, clear.x2 - clear.x1 + 1, clear.y2 - i + 1 );
clear.y2 = bottom;
}
if( clear.x1 < left )
{
// clear left of view screen
i = clear.x2 < left - 1 ? clear.x2 : left - 1;
R_DrawTileClear( clear.x1, clear.y1, i - clear.x1 + 1, clear.y2 - clear.y1 + 1 );
clear.x1 = left;
}
if( clear.x2 > right )
{
// clear left of view screen
i = clear.x1 > right + 1 ? clear.x1 : right + 1;
R_DrawTileClear( i, clear.y1, clear.x2 - i + 1, clear.y2 - clear.y1 + 1 );
clear.x2 = right;
}
}
/*
==================
SCR_UpdateScreen
This is called every frame, and can also be called explicitly to flush
text to the screen.
==================
*/
void SCR_UpdateScreen( void )
{
if( !V_PreRender( )) return;
switch( cls.state )
{
case ca_disconnected:
Con_RunConsole ();
break;
case ca_connecting:
case ca_connected:
case ca_validate:
SCR_DrawPlaque();
break;
case ca_active:
Con_RunConsole ();
V_RenderView();
break;
case ca_cinematic:
SCR_DrawCinematic();
break;
default:
Host_Error( "SCR_UpdateScreen: bad cls.state\n" );
break;
}
V_PostRender();
}
qboolean SCR_LoadFixedWidthFont( const char *fontname )
{
int i, fontWidth;
if( cls.creditsFont.valid )
return true; // already loaded
if( !FS_FileExists( fontname, false ))
return false;
cls.creditsFont.hFontTexture = GL_LoadTexture( fontname, NULL, 0, TF_IMAGE|TF_KEEP_SOURCE, NULL );
R_GetTextureParms( &fontWidth, NULL, cls.creditsFont.hFontTexture );
cls.creditsFont.charHeight = clgame.scrInfo.iCharHeight = fontWidth / 16;
cls.creditsFont.type = FONT_FIXED;
cls.creditsFont.valid = true;
// build fixed rectangles
for( i = 0; i < 256; i++ )
{
cls.creditsFont.fontRc[i].left = (i * (fontWidth / 16)) % fontWidth;
cls.creditsFont.fontRc[i].right = cls.creditsFont.fontRc[i].left + fontWidth / 16;
cls.creditsFont.fontRc[i].top = (i / 16) * (fontWidth / 16);
cls.creditsFont.fontRc[i].bottom = cls.creditsFont.fontRc[i].top + fontWidth / 16;
cls.creditsFont.charWidths[i] = clgame.scrInfo.charWidths[i] = fontWidth / 16;
}
return true;
}
qboolean SCR_LoadVariableWidthFont( const char *fontname )
{
int i, fontWidth;
byte *buffer;
size_t length;
qfont_t *src;
if( cls.creditsFont.valid )
return true; // already loaded
if( !FS_FileExists( fontname, false ))
return false;
cls.creditsFont.hFontTexture = GL_LoadTexture( fontname, NULL, 0, TF_IMAGE, NULL );
R_GetTextureParms( &fontWidth, NULL, cls.creditsFont.hFontTexture );
// half-life font with variable chars witdh
buffer = FS_LoadFile( fontname, &length, false );
// setup creditsfont
if( buffer && length >= sizeof( qfont_t ))
{
src = (qfont_t *)buffer;
cls.creditsFont.charHeight = clgame.scrInfo.iCharHeight = src->rowheight;
cls.creditsFont.type = FONT_VARIABLE;
// build rectangles
for( i = 0; i < 256; i++ )
{
cls.creditsFont.fontRc[i].left = (word)src->fontinfo[i].startoffset % fontWidth;
cls.creditsFont.fontRc[i].right = cls.creditsFont.fontRc[i].left + src->fontinfo[i].charwidth;
cls.creditsFont.fontRc[i].top = (word)src->fontinfo[i].startoffset / fontWidth;
cls.creditsFont.fontRc[i].bottom = cls.creditsFont.fontRc[i].top + src->rowheight;
cls.creditsFont.charWidths[i] = clgame.scrInfo.charWidths[i] = src->fontinfo[i].charwidth;
}
cls.creditsFont.valid = true;
}
if( buffer ) Mem_Free( buffer );
return true;
}
/*
================
SCR_LoadCreditsFont
INTERNAL RESOURCE
================
*/
void SCR_LoadCreditsFont( void )
{
const char *path = "gfx/creditsfont.fnt";
dword crc;
// replace default gfx.wad textures by current charset's font
if( !CRC32_File( &crc, "gfx.wad" ) || crc == 0x49eb9f16 )
{
const char *path2 = va("creditsfont_%s.fnt", Cvar_VariableString( "con_charset" ) );
if( FS_FileExists( path2, false ) )
path = path2;
}
if( !SCR_LoadVariableWidthFont( path ))
{
if( !SCR_LoadFixedWidthFont( "gfx/conchars" ))
MsgDev( D_ERROR, "failed to load HUD font\n" );
}
}
/*
================
SCR_InstallParticlePalette
INTERNAL RESOURCE
================
*/
void SCR_InstallParticlePalette( void )
{
rgbdata_t *pic;
int i;
// first check 'palette.lmp' then 'palette.pal'
pic = FS_LoadImage( DEFAULT_INTERNAL_PALETTE, NULL, 0 );
if( !pic ) pic = FS_LoadImage( DEFAULT_EXTERNAL_PALETTE, NULL, 0 );
// NOTE: imagelib required this fakebuffer for loading internal palette
if( !pic ) pic = FS_LoadImage( "#valve.pal", (byte *)&i, 768 );
if( pic )
{
for( i = 0; i < 256; i++ )
{
clgame.palette[i].r = pic->palette[i*4+0];
clgame.palette[i].g = pic->palette[i*4+1];
clgame.palette[i].b = pic->palette[i*4+2];
}
FS_FreeImage( pic );
}
else
{
// someone deleted internal palette from code...
for( i = 0; i < 256; i++ )
{
clgame.palette[i].r = i;
clgame.palette[i].g = i;
clgame.palette[i].b = i;
}
}
}
/*
================
SCR_RegisterTextures
INTERNAL RESOURCE
================
*/
void SCR_RegisterTextures( void )
{
// register gfx.wad images
if( FS_FileExists( "gfx/paused.lmp", false ))
cls.pauseIcon = GL_LoadTexture( "gfx/paused.lmp", NULL, 0, TF_IMAGE, NULL );
else if( FS_FileExists( "gfx/pause.lmp", false ))
cls.pauseIcon = GL_LoadTexture( "gfx/pause.lmp", NULL, 0, TF_IMAGE, NULL );
if( FS_FileExists( "gfx/lambda.lmp", false ))
{
if( cl_allow_levelshots->value )
cls.loadingBar = GL_LoadTexture( "gfx/lambda.lmp", NULL, 0, TF_IMAGE|TF_LUMINANCE, NULL );
else cls.loadingBar = GL_LoadTexture( "gfx/lambda.lmp", NULL, 0, TF_IMAGE, NULL );
}
else if( FS_FileExists( "gfx/loading.lmp", false ))
{
if( cl_allow_levelshots->value )
cls.loadingBar = GL_LoadTexture( "gfx/loading.lmp", NULL, 0, TF_IMAGE|TF_LUMINANCE, NULL );
else cls.loadingBar = GL_LoadTexture( "gfx/loading.lmp", NULL, 0, TF_IMAGE, NULL );
}
cls.tileImage = GL_LoadTexture( "gfx/backtile.lmp", NULL, 0, TF_NOMIPMAP, NULL );
}
/*
=================
SCR_SizeUp_f
Keybinding command
=================
*/
void SCR_SizeUp_f( void )
{
Cvar_SetValue( "viewsize", Q_min( scr_viewsize->value + 10, 120 ));
}
/*
=================
SCR_SizeDown_f
Keybinding command
=================
*/
void SCR_SizeDown_f( void )
{
Cvar_SetValue( "viewsize", Q_max( scr_viewsize->value - 10, 30 ));
}
/*
==================
SCR_VidInit
==================
*/
void SCR_VidInit( void )
{
memset( &clgame.ds, 0, sizeof( clgame.ds )); // reset a draw state
memset( &gameui.ds, 0, sizeof( gameui.ds )); // reset a draw state
memset( &clgame.centerPrint, 0, sizeof( clgame.centerPrint ));
// update screen sizes for menu
if( gameui.globals )
{
gameui.globals->scrWidth = glState.width;
gameui.globals->scrHeight = glState.height;
}
VGui_Startup( glState.width, glState.height );
CL_ClearSpriteTextures(); // now all hud sprites are invalid
// vid_state has changed
if( gameui.hInstance ) gameui.dllFuncs.pfnVidInit();
if( clgame.hInstance ) clgame.dllFuncs.pfnVidInit();
// restart console size
Con_VidInit ();
}
/*
==================
SCR_Init
==================
*/
void SCR_Init( void )
{
if( scr_init ) return;
MsgDev( D_NOTE, "SCR_Init()\n" );
scr_centertime = Cvar_Get( "scr_centertime", "2.5", 0, "centerprint hold time" );
cl_levelshot_name = Cvar_Get( "cl_levelshot_name", "*black", 0, "contains path to current levelshot" );
cl_allow_levelshots = Cvar_Get( "allow_levelshots", "0", FCVAR_ARCHIVE, "allow engine to use indivdual levelshots instead of 'loading' image" );
scr_loading = Cvar_Get( "scr_loading", "0", 0, "loading bar progress" );
scr_download = Cvar_Get( "scr_download", "-1", 0, "downloading bar progress" );
cl_testlights = Cvar_Get( "cl_testlights", "0", 0, "test dynamic lights" );
cl_envshot_size = Cvar_Get( "cl_envshot_size", "256", FCVAR_ARCHIVE, "envshot size of cube side" );
v_dark = Cvar_Get( "v_dark", "0", 0, "starts level from dark screen" );
scr_viewsize = Cvar_Get( "viewsize", "120", FCVAR_ARCHIVE, "screen size" );
// register our commands
Cmd_AddCommand( "timerefresh", SCR_TimeRefresh_f, "turn quickly and print rendering statistcs" );
Cmd_AddCommand( "skyname", CL_SetSky_f, "set new skybox by basename" );
Cmd_AddCommand( "loadsky", CL_SetSky_f, "set new skybox by basename" );
Cmd_AddCommand( "viewpos", SCR_Viewpos_f, "prints current player origin" );
Cmd_AddCommand( "sizeup", SCR_SizeUp_f, "screen size up to 10 points" );
Cmd_AddCommand( "sizedown", SCR_SizeDown_f, "screen size down to 10 points" );
if( !UI_LoadProgs( ))
{
Con_Printf( S_ERROR "can't initialize gameui.dll\n" ); // there is non fatal for us
host.allow_console = true; // we need console, because menu is missing
}
SCR_VidInit();
SCR_LoadCreditsFont ();
SCR_RegisterTextures ();
SCR_InstallParticlePalette ();
SCR_InitCinematic();
CL_InitNetgraph();
if( host.allow_console && Sys_CheckParm( "-toconsole" ))
Cbuf_AddText( "toggleconsole\n" );
else UI_SetActiveMenu( true );
scr_init = true;
}
void SCR_Shutdown( void )
{
if( !scr_init ) return;
MsgDev( D_NOTE, "SCR_Shutdown()\n" );
Cmd_RemoveCommand( "timerefresh" );
Cmd_RemoveCommand( "skyname" );
Cmd_RemoveCommand( "viewpos" );
UI_SetActiveMenu( false );
UI_UnloadProgs();
scr_init = false;
}