static double loadingscreentime = -1;
static qboolean loadingscreencleared = false;
static float loadingscreenheight = 0;
+rtexture_t *loadingscreentexture = NULL;
+static float loadingscreentexture_vertex3f[12];
+static float loadingscreentexture_texcoord2f[8];
+
+static void SCR_ClearLoadingScreenTexture()
+{
+ if(loadingscreentexture)
+ R_FreeTexture(loadingscreentexture);
+ loadingscreentexture = NULL;
+}
+
+extern rtexturepool_t r_main_texturepool;
+static void SCR_SetLoadingScreenTexture()
+{
+ int w, h;
+ float loadingscreentexture_w;
+ float loadingscreentexture_h;
+
+ SCR_ClearLoadingScreenTexture();
+
+ if (gl_support_arb_texture_non_power_of_two && 0)
+ {
+ w = vid.width; h = vid.height;
+ loadingscreentexture_w = loadingscreentexture_h = 1;
+ }
+ else
+ {
+ w = CeilPowerOf2(vid.width); h = CeilPowerOf2(vid.height);
+ loadingscreentexture_w = vid.width / (float) w;
+ 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_vertex3f[2] = loadingscreentexture_vertex3f[5] = loadingscreentexture_vertex3f[8] = loadingscreentexture_vertex3f[11] = 0;
+ loadingscreentexture_vertex3f[0] = loadingscreentexture_vertex3f[9] = 0;
+ loadingscreentexture_vertex3f[1] = loadingscreentexture_vertex3f[4] = 0;
+ loadingscreentexture_vertex3f[3] = loadingscreentexture_vertex3f[6] = vid_conwidth.integer;
+ loadingscreentexture_vertex3f[7] = loadingscreentexture_vertex3f[10] = vid_conheight.integer;
+ loadingscreentexture_texcoord2f[0] = 0;loadingscreentexture_texcoord2f[1] = loadingscreentexture_h;
+ loadingscreentexture_texcoord2f[2] = loadingscreentexture_w;loadingscreentexture_texcoord2f[3] = loadingscreentexture_h;
+ loadingscreentexture_texcoord2f[4] = loadingscreentexture_w;loadingscreentexture_texcoord2f[5] = 0;
+ loadingscreentexture_texcoord2f[6] = 0;loadingscreentexture_texcoord2f[7] = 0;
+}
void SCR_UpdateLoadingScreenIfShown()
{
float colors[16];
int i;
- if(loadingscreenheight > 0)
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthRange(0, 1);
- GL_PolygonOffset(0, 0);
- GL_DepthTest(false);
- GL_Color(0, 0, 0, 1);
- R_Mesh_VertexPointer(verts, 0, 0);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
- R_SetupGenericShader(false);
- verts[2] = verts[5] = verts[8] = verts[11] = 0;
- verts[0] = verts[9] = 0;
- verts[1] = verts[4] = vid_conheight.integer - loadingscreenheight;
- verts[3] = verts[6] = vid_conwidth.integer;
- verts[7] = verts[10] = vid_conheight.integer;
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
- }
loadingscreenheight = SCR_DrawLoadingStack_r(loadingscreenstack, vid_conheight.integer);
if(loadingscreenstack)
{
}
}
-static cachepic_t *loadingscreen_pic;
-static float loadingscreen_vertex3f[12];
-static float loadingscreen_texcoord2f[8];
+static cachepic_t *loadingscreenpic;
+static float loadingscreenpic_vertex3f[12];
+static float loadingscreenpic_texcoord2f[8];
static void SCR_DrawLoadingScreen_SharedSetup (qboolean clear)
{
R_Mesh_Start();
R_Mesh_Matrix(&identitymatrix);
// draw the loading plaque
- loadingscreen_pic = Draw_CachePic ("gfx/loading");
- x = (vid_conwidth.integer - loadingscreen_pic->width)/2;
- y = (vid_conheight.integer - loadingscreen_pic->height)/2;
- loadingscreen_vertex3f[2] = loadingscreen_vertex3f[5] = loadingscreen_vertex3f[8] = loadingscreen_vertex3f[11] = 0;
- loadingscreen_vertex3f[0] = loadingscreen_vertex3f[9] = x;
- loadingscreen_vertex3f[1] = loadingscreen_vertex3f[4] = y;
- loadingscreen_vertex3f[3] = loadingscreen_vertex3f[6] = x + loadingscreen_pic->width;
- loadingscreen_vertex3f[7] = loadingscreen_vertex3f[10] = y + loadingscreen_pic->height;
- loadingscreen_texcoord2f[0] = 0;loadingscreen_texcoord2f[1] = 0;
- loadingscreen_texcoord2f[2] = 1;loadingscreen_texcoord2f[3] = 0;
- loadingscreen_texcoord2f[4] = 1;loadingscreen_texcoord2f[5] = 1;
- loadingscreen_texcoord2f[6] = 0;loadingscreen_texcoord2f[7] = 1;
+ loadingscreenpic = Draw_CachePic ("gfx/loading");
+ x = (vid_conwidth.integer - loadingscreenpic->width)/2;
+ y = (vid_conheight.integer - loadingscreenpic->height)/2;
+ loadingscreenpic_vertex3f[2] = loadingscreenpic_vertex3f[5] = loadingscreenpic_vertex3f[8] = loadingscreenpic_vertex3f[11] = 0;
+ loadingscreenpic_vertex3f[0] = loadingscreenpic_vertex3f[9] = x;
+ loadingscreenpic_vertex3f[1] = loadingscreenpic_vertex3f[4] = y;
+ loadingscreenpic_vertex3f[3] = loadingscreenpic_vertex3f[6] = x + loadingscreenpic->width;
+ loadingscreenpic_vertex3f[7] = loadingscreenpic_vertex3f[10] = y + loadingscreenpic->height;
+ loadingscreenpic_texcoord2f[0] = 0;loadingscreenpic_texcoord2f[1] = 0;
+ loadingscreenpic_texcoord2f[2] = 1;loadingscreenpic_texcoord2f[3] = 0;
+ loadingscreenpic_texcoord2f[4] = 1;loadingscreenpic_texcoord2f[5] = 1;
+ loadingscreenpic_texcoord2f[6] = 0;loadingscreenpic_texcoord2f[7] = 1;
}
static void SCR_DrawLoadingScreen (qboolean clear)
{
// we only need to draw the image if it isn't already there
- if(loadingscreenheight <= 0)
- {
- GL_Color(1,1,1,1);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthRange(0, 1);
- GL_PolygonOffset(0, 0);
- GL_DepthTest(false);
- R_SetupGenericShader(true);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_VertexPointer(loadingscreen_vertex3f, 0, 0);
+ GL_Color(1,1,1,1);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ 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(loadingscreen_pic->tex));
- R_Mesh_TexCoordPointer(0, 2, loadingscreen_texcoord2f, 0, 0);
+ R_Mesh_TexBind(0, R_GetTexture(loadingscreentexture));
+ R_Mesh_TexCoordPointer(0, 2, loadingscreentexture_texcoord2f, 0, 0);
R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
}
+ R_Mesh_VertexPointer(loadingscreenpic_vertex3f, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_Mesh_TexBind(0, R_GetTexture(loadingscreenpic->tex));
+ R_Mesh_TexCoordPointer(0, 2, loadingscreenpic_texcoord2f, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
SCR_DrawLoadingStack();
}
keydest_t old_key_dest;
int old_key_consoleactive;
- // sorry, currently, we can only do this WITH clearing...
- // to support not clearing, we'd have to first copy the screen to a
- // texture, and render that as background
- clear = true;
+ // don't do anything if not initialized yet
+ if (vid_hidden || !scr_refresh.integer || cls.state == ca_dedicated)
+ return;
+
+ if(clear)
+ SCR_ClearLoadingScreenTexture();
+ else if(loadingscreentime != realtime)
+ SCR_SetLoadingScreenTexture();
if(loadingscreentime != realtime)
{
}
loadingscreencleared = clear;
- // don't do anything if not initialized yet
- if (vid_hidden || !scr_refresh.integer || cls.state == ca_dedicated)
- return;
-
SCR_DrawLoadingScreen_SharedSetup(clear);
if (vid.stereobuffer)
{