]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_screen.c
the beginnings of a cgGL rendering path experiment, does not work yet
[xonotic/darkplaces.git] / cl_screen.c
index 80cf00362fcebecfbef1a1d9157faed3607f5932..3363a7eb866a458c6fe7971ad23ffd1b3dcf183f 100644 (file)
@@ -24,6 +24,7 @@ cvar_t scr_showturtle = {CVAR_SAVE, "showturtle","0", "show turtle icon when fra
 cvar_t scr_showpause = {CVAR_SAVE, "showpause","1", "show pause icon when game is paused"};
 cvar_t scr_showbrand = {0, "showbrand","0", "shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)"};
 cvar_t scr_printspeed = {0, "scr_printspeed","0", "speed of intermission printing (episode end texts), a value of 0 disables the slow printing"};
+cvar_t scr_loadingscreen_background = {0, "scr_loadingscreen_background","0", "show the last visible background during loading screen (costs one screenful of video memory)"};
 cvar_t vid_conwidth = {CVAR_SAVE, "vid_conwidth", "640", "virtual width of 2D graphics system"};
 cvar_t vid_conheight = {CVAR_SAVE, "vid_conheight", "480", "virtual height of 2D graphics system"};
 cvar_t vid_pixelheight = {CVAR_SAVE, "vid_pixelheight", "1", "adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example)"};
@@ -60,7 +61,6 @@ cvar_t shownetgraph = {CVAR_SAVE, "shownetgraph", "0", "shows a graph of packet
 cvar_t cl_demo_mousegrab = {0, "cl_demo_mousegrab", "0", "Allows reading the mouse input while playing demos. Useful for camera mods developed in csqc. (0: never, 1: always)"};
 cvar_t timedemo_screenshotframelist = {0, "timedemo_screenshotframelist", "", "when performing a timedemo, take screenshots of each frame in this space-separated list - example: 1 201 401"};
 
-extern cvar_t r_glsl;
 extern cvar_t v_glslgamma;
 extern cvar_t sbar_info_pos;
 #define WANT_SCREENSHOT_HWGAMMA (scr_screenshot_hwgamma.integer && vid_usinghwgamma)
@@ -848,6 +848,7 @@ void CL_Screen_Init(void)
        Cvar_RegisterVariable (&scr_conbrightness);
        Cvar_RegisterVariable (&scr_conforcewhiledisconnected);
        Cvar_RegisterVariable (&scr_menuforcewhiledisconnected);
+       Cvar_RegisterVariable (&scr_loadingscreen_background);
        Cvar_RegisterVariable (&scr_showram);
        Cvar_RegisterVariable (&scr_showturtle);
        Cvar_RegisterVariable (&scr_showpause);
@@ -917,34 +918,52 @@ void SCR_ScreenShot_f (void)
        unsigned char *buffer3;
        qboolean jpeg = (scr_screenshot_jpeg.integer != 0);
 
-       // TODO maybe make capturevideo and screenshot use similar name patterns?
-       if (scr_screenshot_name_in_mapdir.integer && cl.worldmodel && *cl.worldmodel->name) {
-               // figure out the map's filename without path or extension
-               strlcpy(mapname, FS_FileWithoutPath(cl.worldmodel->name), sizeof(mapname));
-               if (strrchr(mapname, '.'))
-                       *(strrchr(mapname, '.')) = 0;
-               dpsnprintf (prefix_name, sizeof(prefix_name), "%s/%s", mapname, Sys_TimeString(scr_screenshot_name.string));
-       } else {
-               dpsnprintf (prefix_name, sizeof(prefix_name), "%s", Sys_TimeString(scr_screenshot_name.string));
-       }
-
-       if (strcmp(old_prefix_name, prefix_name))
+       if (Cmd_Argc() == 2)
        {
-               dpsnprintf(old_prefix_name, sizeof(old_prefix_name), "%s", prefix_name );
-               shotnumber = 0;
+               const char *ext;
+               strlcpy(filename, Cmd_Argv(1), sizeof(filename));
+               ext = FS_FileExtension(filename);
+               if (!strcasecmp(ext, "jpg"))
+                       jpeg = true;
+               else if (!strcasecmp(ext, "tga"))
+                       jpeg = false;
+               else
+               {
+                       Con_Printf("screenshot: supplied filename must end in .jpg or .tga\n");
+                       return;
+               }
        }
-
-       // find a file name to save it to
-       for (;shotnumber < 1000000;shotnumber++)
-               if (!FS_SysFileExists(va("%s/screenshots/%s%06d.tga", fs_gamedir, prefix_name, shotnumber)) && !FS_SysFileExists(va("%s/screenshots/%s%06d.jpg", fs_gamedir, prefix_name, shotnumber)))
-                       break;
-       if (shotnumber >= 1000000)
+       else
        {
-               Con_Print("Couldn't create the image file\n");
-               return;
-       }
+               // TODO maybe make capturevideo and screenshot use similar name patterns?
+               if (scr_screenshot_name_in_mapdir.integer && cl.worldmodel && *cl.worldmodel->name) {
+                       // figure out the map's filename without path or extension
+                       strlcpy(mapname, FS_FileWithoutPath(cl.worldmodel->name), sizeof(mapname));
+                       if (strrchr(mapname, '.'))
+                               *(strrchr(mapname, '.')) = 0;
+                       dpsnprintf (prefix_name, sizeof(prefix_name), "%s/%s", mapname, Sys_TimeString(scr_screenshot_name.string));
+               } else {
+                       dpsnprintf (prefix_name, sizeof(prefix_name), "%s", Sys_TimeString(scr_screenshot_name.string));
+               }
 
-       dpsnprintf(filename, sizeof(filename), "screenshots/%s%06d.%s", prefix_name, shotnumber, jpeg ? "jpg" : "tga");
+               if (strcmp(old_prefix_name, prefix_name))
+               {
+                       dpsnprintf(old_prefix_name, sizeof(old_prefix_name), "%s", prefix_name );
+                       shotnumber = 0;
+               }
+
+               // find a file name to save it to
+               for (;shotnumber < 1000000;shotnumber++)
+                       if (!FS_SysFileExists(va("%s/screenshots/%s%06d.tga", fs_gamedir, prefix_name, shotnumber)) && !FS_SysFileExists(va("%s/screenshots/%s%06d.jpg", fs_gamedir, prefix_name, shotnumber)))
+                               break;
+               if (shotnumber >= 1000000)
+               {
+                       Con_Print("Couldn't create the image file\n");
+                       return;
+               }
+
+               dpsnprintf(filename, sizeof(filename), "screenshots/%s%06d.%s", prefix_name, shotnumber, jpeg ? "jpg" : "tga");
+       }
 
        buffer1 = (unsigned char *)Mem_Alloc(tempmempool, vid.width * vid.height * 3);
        buffer2 = (unsigned char *)Mem_Alloc(tempmempool, vid.width * vid.height * 3);
@@ -1472,7 +1491,7 @@ void R_ClearScreen(qboolean fogcolor)
                qglClearColor(0,0,0,0);CHECKGLERROR
        }
        qglClearDepth(1);CHECKGLERROR
-       if (gl_stencil)
+       if (vid.stencil)
        {
                // LordHavoc: we use a stencil centered around 128 instead of 0,
                // to avoid clamping interfering with strange shadow volume
@@ -1480,7 +1499,7 @@ void R_ClearScreen(qboolean fogcolor)
                qglClearStencil(128);CHECKGLERROR
        }
        // clear the screen
-       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (vid.stencil ? GL_STENCIL_BUFFER_BIT : 0));
        // set dithering mode
        if (gl_dither.integer)
        {
@@ -1699,7 +1718,7 @@ static void SCR_SetLoadingScreenTexture(void)
 
        SCR_ClearLoadingScreenTexture();
 
-       if (gl_support_arb_texture_non_power_of_two)
+       if (vid.support.arb_texture_non_power_of_two)
        {
                w = vid.width; h = vid.height;
                loadingscreentexture_w = loadingscreentexture_h = 1;
@@ -1711,11 +1730,8 @@ static void SCR_SetLoadingScreenTexture(void)
                loadingscreentexture_h = vid.height / (float) h;
        }
 
-       loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
-       R_Mesh_TexBind(0, R_GetTexture(loadingscreentexture));
-       GL_ActiveTexture(0);
-       CHECKGLERROR
-       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, vid.width, vid.height);CHECKGLERROR
+       loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
+       R_Mesh_CopyToTexture(R_GetTexture(loadingscreentexture), 0, 0, 0, 0, vid.width, vid.height);
 
        loadingscreentexture_vertex3f[2] = loadingscreentexture_vertex3f[5] = loadingscreentexture_vertex3f[8] = loadingscreentexture_vertex3f[11] = 0;
        loadingscreentexture_vertex3f[0] = loadingscreentexture_vertex3f[9] = 0;
@@ -1839,7 +1855,7 @@ static void SCR_DrawLoadingStack(void)
                R_Mesh_VertexPointer(verts, 0, 0);
                R_Mesh_ColorPointer(colors, 0, 0);
                R_Mesh_ResetTextureState();
-               R_SetupGenericShader(false);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                verts[2] = verts[5] = verts[8] = verts[11] = 0;
                verts[0] = verts[9] = 0;
                verts[1] = verts[4] = vid_conheight.integer - 8;
@@ -1882,7 +1898,7 @@ static void SCR_DrawLoadingScreen_SharedSetup (qboolean clear)
                qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
        R_Textures_Frame();
        R_Mesh_Start();
-       R_Mesh_Matrix(&identitymatrix);
+       R_EntityMatrix(&identitymatrix);
        // draw the loading plaque
        loadingscreenpic = Draw_CachePic ("gfx/loading");
        x = (vid_conwidth.integer - loadingscreenpic->width)/2;
@@ -1906,19 +1922,18 @@ static void SCR_DrawLoadingScreen (qboolean clear)
        GL_DepthRange(0, 1);
        GL_PolygonOffset(0, 0);
        GL_DepthTest(false);
-       R_SetupGenericShader(true);
        R_Mesh_ColorPointer(NULL, 0, 0);
        if(loadingscreentexture)
        {
                R_Mesh_VertexPointer(loadingscreentexture_vertex3f, 0, 0);
                R_Mesh_ResetTextureState();
-               R_Mesh_TexBind(0, R_GetTexture(loadingscreentexture));
+               R_SetupShader_Generic(loadingscreentexture, NULL, GL_MODULATE, 1);
                R_Mesh_TexCoordPointer(0, 2, loadingscreentexture_texcoord2f, 0, 0);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
        }
        R_Mesh_VertexPointer(loadingscreenpic_vertex3f, 0, 0);
        R_Mesh_ResetTextureState();
-       R_Mesh_TexBind(0, R_GetTexture(loadingscreenpic->tex));
+       R_SetupShader_Generic(loadingscreenpic->tex, NULL, GL_MODULATE, 1);
        R_Mesh_TexCoordPointer(0, 2, loadingscreenpic_texcoord2f, 0, 0);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
        SCR_DrawLoadingStack();
@@ -1941,6 +1956,9 @@ void SCR_UpdateLoadingScreen (qboolean clear)
        // don't do anything if not initialized yet
        if (vid_hidden || cls.state == ca_dedicated)
                return;
+
+       if(!scr_loadingscreen_background.integer)
+               clear = true;
        
        if(loadingscreentime == realtime)
                clear |= loadingscreencleared;
@@ -2049,16 +2067,6 @@ void CL_UpdateScreen(void)
        if (scr_fov.value > 170)
                Cvar_Set ("fov","170");
 
-       // validate r_textureunits cvar
-       if (r_textureunits.integer > gl_textureunits)
-               Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
-       if (r_textureunits.integer < 1)
-               Cvar_SetValueQuick(&r_textureunits, 1);
-
-       // validate gl_combine cvar
-       if (gl_combine.integer && !gl_combine_extension)
-               Cvar_SetValueQuick(&gl_combine, 0);
-
        // intermission is always full screen
        if (cl.intermission)
                sb_lines = 0;
@@ -2091,28 +2099,34 @@ void CL_UpdateScreen(void)
        f = pow((float)cl_updatescreen_quality, cl_minfps_qualitypower.value) * cl_minfps_qualityscale.value;
        r_refdef.view.quality = bound(cl_minfps_qualitymin.value, f, cl_minfps_qualitymax.value);
 
-       if(scr_stipple.integer)
+       if (qglPolygonStipple)
        {
-               GLubyte stipple[128];
-               int i, s, width, parts;
-               static int frame = 0;
-               ++frame;
-
-               s = scr_stipple.integer;
-               parts = (s & 007);
-               width = (s & 070) >> 3;
-
-               qglEnable(GL_POLYGON_STIPPLE); // 0x0B42
-               for(i = 0; i < 128; ++i)
+               if(scr_stipple.integer)
+               {
+                       GLubyte stipple[128];
+                       int i, s, width, parts;
+                       static int frame = 0;
+                       ++frame;
+       
+                       s = scr_stipple.integer;
+                       parts = (s & 007);
+                       width = (s & 070) >> 3;
+       
+                       qglEnable(GL_POLYGON_STIPPLE);CHECKGLERROR // 0x0B42
+                       for(i = 0; i < 128; ++i)
+                       {
+                               int line = i/4;
+                               stipple[i] = (((line >> width) + frame) & ((1 << parts) - 1)) ? 0x00 : 0xFF;
+                       }
+                       qglPolygonStipple(stipple);CHECKGLERROR
+               }
+               else
                {
-                       int line = i/4;
-                       stipple[i] = (((line >> width) + frame) & ((1 << parts) - 1)) ? 0x00 : 0xFF;
+                       qglDisable(GL_POLYGON_STIPPLE);CHECKGLERROR
                }
-               qglPolygonStipple(stipple);
        }
-       else
-               qglDisable(GL_POLYGON_STIPPLE);
 
+       CHECKGLERROR
        if (R_Stereo_Active())
        {
                matrix4x4_t originalmatrix = r_refdef.view.matrix;
@@ -2157,11 +2171,13 @@ void CL_UpdateScreen(void)
        }
        else
                SCR_DrawScreen();
+       CHECKGLERROR
 
        SCR_CaptureVideo();
 
        // quality adjustment according to render time
-       qglFlush();
+       CHECKGLERROR
+       qglFlush(); // FIXME: should we really be using qglFlush here?
        cl_updatescreen_rendertime += ((Sys_DoubleTime() - rendertime1) - cl_updatescreen_rendertime) * bound(0, cl_minfps_fade.value, 1);
        if (cl_minfps.value > 0 && cl_updatescreen_rendertime > 0 && !cls.timedemo && (!cls.capturevideo.active || !cls.capturevideo.realtime))
                cl_updatescreen_quality = 1 / (cl_updatescreen_rendertime * cl_minfps.value);