fix to sw character drawing (should speed SW up)
gl_blend2d (hackish cvar to get 2d blending, should work?) fixes to pluginless compile few other small changes git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1202 fc73d0e0-1445-4013-8a0c-d673dee63da5
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a3c6317802
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10 changed files with 49 additions and 70 deletions
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@ -652,9 +652,15 @@ void SWDraw_Character (int x, int y, unsigned int num)
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}
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}
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/*
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#define FindPalette(r,g,b) pal555to8[((r&0xF8)>>3)|((g&0xF8)<<2)|((b&0xF8)<<7)]
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#define colourmask(p,r,g,b) FindPalette(host_basepal[p*3]*r, host_basepal[p*3+1]*g, host_basepal[p*3+2]*b)
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#define draw(p) colourmask(p, (int)consolecolours[colour].r, (int)consolecolours[colour].g, (int)consolecolours[colour].b)
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*/
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#define drawpal(r,g,b) pal555to8[(r|(g<<5)|(b<<10)) & consolecolours[colour].rgbmask]
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#define draw(p) drawpal(host_basepal[p*3]>>3,host_basepal[p*3+1]>>3,host_basepal[p*3+2]>>3)
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void SWDraw_ColouredCharacter (int x, int y, unsigned int num)
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{
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qbyte *source;
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@ -677,7 +683,7 @@ int colour;
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return;
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}
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if (colour == 0) //0 is white anyway (speedup)
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if (colour == COLOR_WHITE)
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{
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Draw_Character(x, y, num);
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return;
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@ -697,7 +703,6 @@ int colour;
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else
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drawline = 8;
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if (r_pixbytes == 1)
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{
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qbyte *dest;
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@ -164,61 +164,7 @@ void SWSCR_UpdateScreen (void)
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D_EnableBackBufferAccess (); // of all overlay stuff if drawing directly
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#if 1
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SCR_DrawTwoDimensional(uimenu, nohud);
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#else
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if (scr_drawloading)
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{
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SCR_DrawLoading ();
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#ifdef PLUGINS
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Plug_SBar ();
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#endif
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SCR_ShowPics_Draw();
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}
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else if (scr_drawdialog)
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{
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#ifdef PLUGINS
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Plug_SBar ();
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#endif
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SCR_ShowPics_Draw();
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Draw_FadeScreen ();
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SCR_DrawNotifyString ();
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scr_copyeverything = true;
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}
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else if (cl.intermission == 1 && key_dest == key_game)
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{
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Sbar_IntermissionOverlay ();
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}
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else if (cl.intermission == 2 && key_dest == key_game)
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{
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Sbar_FinaleOverlay ();
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SCR_CheckDrawCenterString ();
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}
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else
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{
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Draw_Crosshair();
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SCR_DrawRam ();
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SCR_DrawNet ();
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SCR_DrawTurtle ();
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SCR_DrawPause ();
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SCR_DrawFPS ();
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SCR_DrawUPS ();
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SCR_DrawClock();
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#ifdef PLUGINS
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Plug_SBar ();
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#endif
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SCR_ShowPics_Draw();
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SCR_CheckDrawCenterString ();
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#ifdef TEXTEDITOR
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if (editoractive)
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Editor_Draw();
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#endif
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SCR_DrawConsole (false);
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M_Draw (uimenu);
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}
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#endif
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D_DisableBackBufferAccess (); // for adapters that can't stay mapped in
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// for linear writes all the time
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