dhewm3/neo/ui/RenderWindow.cpp
Daniel Gibson e41bf2b147 Scale "Menu" GUIs (incl. PDA + fullscreen vids) to 4:3
So stuff doesn't look so distorted in widescreen resolutions.
Implies that there are black bars on the left/right then..

Can be disabled with "r_scaleMenusTo43 0"

Does *not* affect the HUD (incl. crosshair) - scaling it automagically
would be very hard (or impossible), because it doesn't only render
the crosshair, healthpoints etc, but also fullscreen effects like the
screen turning red when the player is hit - and fullscreen effects
would look very shitty if they didn't cover the whole screen but had
"empty" bars on left/right.

(Mostly) fixes #188 and #189
2018-10-28 05:29:11 +01:00

223 lines
6.5 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code 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.
Doom 3 Source Code 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.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/geometry/JointTransform.h"
#include "framework/Game.h"
#include "ui/DeviceContext.h"
#include "ui/Window.h"
#include "ui/UserInterfaceLocal.h"
#include "ui/RenderWindow.h"
idRenderWindow::idRenderWindow(idDeviceContext *d, idUserInterfaceLocal *g) : idWindow(d, g) {
dc = d;
gui = g;
CommonInit();
}
idRenderWindow::idRenderWindow(idUserInterfaceLocal *g) : idWindow(g) {
gui = g;
CommonInit();
}
idRenderWindow::~idRenderWindow() {
renderSystem->FreeRenderWorld( world );
}
void idRenderWindow::CommonInit() {
world = renderSystem->AllocRenderWorld();
needsRender = true;
lightOrigin = idVec4(-128.0f, 0.0f, 0.0f, 1.0f);
lightColor = idVec4(1.0f, 1.0f, 1.0f, 1.0f);
modelOrigin.Zero();
viewOffset = idVec4(-128.0f, 0.0f, 0.0f, 1.0f);
modelAnim = NULL;
animLength = 0;
animEndTime = -1;
modelDef = -1;
updateAnimation = true;
}
void idRenderWindow::BuildAnimation(int time) {
if (!updateAnimation) {
return;
}
if (animName.Length() && animClass.Length()) {
worldEntity.numJoints = worldEntity.hModel->NumJoints();
worldEntity.joints = ( idJointMat * )Mem_Alloc16( worldEntity.numJoints * sizeof( *worldEntity.joints ) );
modelAnim = gameEdit->ANIM_GetAnimFromEntityDef(animClass, animName);
if (modelAnim) {
animLength = gameEdit->ANIM_GetLength(modelAnim);
animEndTime = time + animLength;
}
}
updateAnimation = false;
}
void idRenderWindow::PreRender() {
if (needsRender) {
world->InitFromMap( NULL );
idDict spawnArgs;
spawnArgs.Set("classname", "light");
spawnArgs.Set("name", "light_1");
spawnArgs.Set("origin", lightOrigin.ToVec3().ToString());
spawnArgs.Set("_color", lightColor.ToVec3().ToString());
gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &rLight );
lightDef = world->AddLightDef( &rLight );
if ( !modelName[0] ) {
common->Warning( "Window '%s' in gui '%s': no model set", GetName(), GetGui()->GetSourceFile() );
}
memset( &worldEntity, 0, sizeof( worldEntity ) );
spawnArgs.Clear();
spawnArgs.Set("classname", "func_static");
spawnArgs.Set("model", modelName);
spawnArgs.Set("origin", modelOrigin.c_str());
gameEdit->ParseSpawnArgsToRenderEntity( &spawnArgs, &worldEntity );
if ( worldEntity.hModel ) {
idVec3 v = modelRotate.ToVec3();
worldEntity.axis = v.ToMat3();
worldEntity.shaderParms[0] = 1;
worldEntity.shaderParms[1] = 1;
worldEntity.shaderParms[2] = 1;
worldEntity.shaderParms[3] = 1;
modelDef = world->AddEntityDef( &worldEntity );
}
needsRender = false;
}
}
void idRenderWindow::Render( int time ) {
rLight.origin = lightOrigin.ToVec3();
rLight.shaderParms[SHADERPARM_RED] = lightColor.x();
rLight.shaderParms[SHADERPARM_GREEN] = lightColor.y();
rLight.shaderParms[SHADERPARM_BLUE] = lightColor.z();
world->UpdateLightDef(lightDef, &rLight);
if ( worldEntity.hModel ) {
if (updateAnimation) {
BuildAnimation(time);
}
if (modelAnim) {
if (time > animEndTime) {
animEndTime = time + animLength;
}
gameEdit->ANIM_CreateAnimFrame(worldEntity.hModel, modelAnim, worldEntity.numJoints, worldEntity.joints, animLength - (animEndTime - time), vec3_origin, false );
}
worldEntity.axis = idAngles(modelRotate.x(), modelRotate.y(), modelRotate.z()).ToMat3();
world->UpdateEntityDef(modelDef, &worldEntity);
}
}
void idRenderWindow::Draw(int time, float x_, float y_) {
PreRender();
Render(time);
memset( &refdef, 0, sizeof( refdef ) );
refdef.vieworg = viewOffset.ToVec3();;
//refdef.vieworg.Set(-128, 0, 0);
refdef.viewaxis.Identity();
refdef.shaderParms[0] = 1;
refdef.shaderParms[1] = 1;
refdef.shaderParms[2] = 1;
refdef.shaderParms[3] = 1;
// DG: for scaling menus to 4:3 (like that spinning mars globe in the main menu)
float x = drawRect.x;
float y = drawRect.y;
float w = drawRect.w;
float h = drawRect.h;
if(dc->IsMenuScaleFixActive()) {
dc->AdjustCoords(&x, &y, &w, &h);
}
refdef.x = x;
refdef.y = y;
refdef.width = w;
refdef.height = h;
// DG end
refdef.fov_x = 90;
refdef.fov_y = 2 * atan((float)drawRect.h / drawRect.w) * idMath::M_RAD2DEG;
refdef.time = time;
world->RenderScene(&refdef);
}
void idRenderWindow::PostParse() {
idWindow::PostParse();
}
//
//
idWinVar *idRenderWindow::GetWinVarByName(const char *_name, bool fixup, drawWin_t** owner ) {
//
if (idStr::Icmp(_name, "model") == 0) {
return &modelName;
}
if (idStr::Icmp(_name, "anim") == 0) {
return &animName;
}
if (idStr::Icmp(_name, "lightOrigin") == 0) {
return &lightOrigin;
}
if (idStr::Icmp(_name, "lightColor") == 0) {
return &lightColor;
}
if (idStr::Icmp(_name, "modelOrigin") == 0) {
return &modelOrigin;
}
if (idStr::Icmp(_name, "modelRotate") == 0) {
return &modelRotate;
}
if (idStr::Icmp(_name, "viewOffset") == 0) {
return &viewOffset;
}
if (idStr::Icmp(_name, "needsRender") == 0) {
return &needsRender;
}
//
//
return idWindow::GetWinVarByName(_name, fixup, owner);
//
}
bool idRenderWindow::ParseInternalVar(const char *_name, idParser *src) {
if (idStr::Icmp(_name, "animClass") == 0) {
ParseString(src, animClass);
return true;
}
return idWindow::ParseInternalVar(_name, src);
}