mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-02-22 11:41:25 +00:00
Added r_useVirtualScreenResolution cvar to control whether to do 2D rendering at 640x480 and stretch to the current resolution (default), or render at the current resolution.
This commit is contained in:
parent
b3983e582a
commit
bb2e41b5d7
9 changed files with 115 additions and 62 deletions
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@ -511,7 +511,7 @@ void idPlayerView::SingleView( const renderView_t* view, idMenuHandler_HUD* hudM
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if( armorPulse > 0.0f && armorPulse < 1.0f )
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{
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renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f - armorPulse );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, armorMaterial );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, 0.0f, 1.0f, 1.0f, armorMaterial );
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}
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@ -538,13 +538,13 @@ void idPlayerView::SingleView( const renderView_t* view, idMenuHandler_HUD* hudM
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if( alpha < 1.0f )
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{
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renderSystem->SetColor4( ( player->health <= 0.0f ) ? MS2SEC( gameLocal.slow.time ) : lastDamageTime, 1.0f, 1.0f, ( player->health <= 0.0f ) ? 0.0f : alpha );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
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}
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if( bfgVision )
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{
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renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, bfgMaterial );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, 0.0f, 1.0f, 1.0f, bfgMaterial );
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}
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}
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@ -561,7 +561,7 @@ void idPlayerView::SingleView( const renderView_t* view, idMenuHandler_HUD* hudM
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else
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{
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renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, mtr );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, 0.0f, 1.0f, 1.0f, mtr );
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}
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}
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}
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@ -656,7 +656,7 @@ void idPlayerView::ScreenFade()
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if( fadeColor[ 3 ] != 0.0f )
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{
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renderSystem->SetColor4( fadeColor[ 0 ], fadeColor[ 1 ], fadeColor[ 2 ], fadeColor[ 3 ] );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, declManager->FindMaterial( "_white" ) );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, 0.0f, 1.0f, 1.0f, declManager->FindMaterial( "_white" ) );
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}
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}
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@ -1076,11 +1076,11 @@ void FullscreenFX_Helltime::AccumPass( const renderView_t* view )
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if( clearAccumBuffer )
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{
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clearAccumBuffer = false;
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, initMaterial );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, t0, 1.0f, t1, initMaterial );
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}
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else
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{
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, captureMaterials[level] );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, t0, 1.0f, t1, captureMaterials[level] );
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}
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}
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@ -1095,7 +1095,7 @@ void FullscreenFX_Helltime::HighQuality()
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float t1 = 0.0f;
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renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, drawMaterial );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, t0, 1.0f, t1, drawMaterial );
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}
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/*
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@ -1201,11 +1201,11 @@ void FullscreenFX_Multiplayer::AccumPass( const renderView_t* view )
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if( clearAccumBuffer )
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{
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clearAccumBuffer = false;
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, initMaterial );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, t0, 1.0f, t1, initMaterial );
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}
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else
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{
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, captureMaterial );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, t0, 1.0f, t1, captureMaterial );
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}
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}
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@ -1220,7 +1220,7 @@ void FullscreenFX_Multiplayer::HighQuality()
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float t1 = 0.0f;
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renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, drawMaterial );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, t0, 1.0f, t1, drawMaterial );
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}
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/*
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@ -1375,18 +1375,18 @@ void FullscreenFX_Warp::HighQuality()
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p.outer1.x = center.x + x1 * radius;
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p.outer1.y = center.y + y1 * radius;
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p.outer1.z = p.outer1.x / ( float )SCREEN_WIDTH;
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p.outer1.w = 1 - ( p.outer1.y / ( float )SCREEN_HEIGHT );
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p.outer1.z = p.outer1.x / ( float )renderSystem->GetVirtualWidth();
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p.outer1.w = 1 - ( p.outer1.y / ( float )renderSystem->GetVirtualHeight() );
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p.outer2.x = center.x + x2 * radius;
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p.outer2.y = center.y + y2 * radius;
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p.outer2.z = p.outer2.x / ( float )SCREEN_WIDTH;
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p.outer2.w = 1 - ( p.outer2.y / ( float )SCREEN_HEIGHT );
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p.outer2.z = p.outer2.x / ( float )renderSystem->GetVirtualWidth();
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p.outer2.w = 1 - ( p.outer2.y / ( float )renderSystem->GetVirtualHeight() );
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p.center.x = center.x;
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p.center.y = center.y;
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p.center.z = p.center.x / ( float )SCREEN_WIDTH;
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p.center.w = 1 - ( p.center.y / ( float )SCREEN_HEIGHT );
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p.center.z = p.center.x / ( float )renderSystem->GetVirtualWidth();
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p.center.w = 1 - ( p.center.y / ( float )renderSystem->GetVirtualHeight() );
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// draw it
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DrawWarp( p, interp );
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@ -1436,7 +1436,7 @@ void FullscreenFX_EnviroSuit::HighQuality()
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float t0 = 1.0f;
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float s1 = 1.0f;
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float t1 = 0.0f;
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, s0, t0, s1, t1, material );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), s0, t0, s1, t1, material );
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}
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/*
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@ -1527,7 +1527,7 @@ void FullscreenFX_DoubleVision::HighQuality()
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renderSystem->SetColor4( color.x, color.y, color.z, 1.0f );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, s0, t0, s1, t1, material );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), s0, t0, s1, t1, material );
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renderSystem->SetColor4( color.x, color.y, color.z, 0.5f );
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s0 = 0.0f;
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@ -1535,7 +1535,7 @@ void FullscreenFX_DoubleVision::HighQuality()
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s1 = ( 1.0 - shift );
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t1 = 0.0f;
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, s0, t0, s1, t1, material );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), s0, t0, s1, t1, material );
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}
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/*
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@ -1594,7 +1594,7 @@ void FullscreenFX_InfluenceVision::HighQuality()
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if( player->GetInfluenceMaterial() )
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{
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renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, pct );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, player->GetInfluenceMaterial() );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, 0.0f, 1.0f, 1.0f, player->GetInfluenceMaterial() );
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}
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else if( player->GetInfluenceEntity() == NULL )
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{
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@ -1712,7 +1712,7 @@ void FullscreenFX_Bloom::HighQuality()
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float yScale = 1.0f;
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renderSystem->SetColor4( alpha, alpha, alpha, 1 );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, s1, t2 * yScale, s2, t1 * yScale, drawMaterial );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), s1, t2 * yScale, s2, t1 * yScale, drawMaterial );
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shift += currentIntensity;
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}
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@ -1881,7 +1881,7 @@ void FullscreenFXManager::Blendback( float alpha )
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float t0 = 1.0f;
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float s1 = 1.0f;
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float t1 = 0.0f;
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, s0, t0, s1, t1, blendBackMaterial );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), s0, t0, s1, t1, blendBackMaterial );
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}
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}
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@ -858,22 +858,22 @@ void idCommonLocal::RenderSplash()
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const float sysAspect = sysWidth / sysHeight;
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const float splashAspect = 16.0f / 9.0f;
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const float adjustment = sysAspect / splashAspect;
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const float barHeight = ( adjustment >= 1.0f ) ? 0.0f : ( 1.0f - adjustment ) * ( float )SCREEN_HEIGHT * 0.25f;
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const float barWidth = ( adjustment <= 1.0f ) ? 0.0f : ( adjustment - 1.0f ) * ( float )SCREEN_WIDTH * 0.25f;
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const float barHeight = ( adjustment >= 1.0f ) ? 0.0f : ( 1.0f - adjustment ) * ( float )renderSystem->GetVirtualHeight() * 0.25f;
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const float barWidth = ( adjustment <= 1.0f ) ? 0.0f : ( adjustment - 1.0f ) * ( float )renderSystem->GetVirtualWidth() * 0.25f;
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if( barHeight > 0.0f )
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{
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renderSystem->SetColor( colorBlack );
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renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, barHeight, 0, 0, 1, 1, whiteMaterial );
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renderSystem->DrawStretchPic( 0, SCREEN_HEIGHT - barHeight, SCREEN_WIDTH, barHeight, 0, 0, 1, 1, whiteMaterial );
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renderSystem->DrawStretchPic( 0, 0, renderSystem->GetVirtualWidth(), barHeight, 0, 0, 1, 1, whiteMaterial );
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renderSystem->DrawStretchPic( 0, renderSystem->GetVirtualHeight() - barHeight, renderSystem->GetVirtualWidth(), barHeight, 0, 0, 1, 1, whiteMaterial );
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}
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if( barWidth > 0.0f )
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{
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renderSystem->SetColor( colorBlack );
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renderSystem->DrawStretchPic( 0, 0, barWidth, SCREEN_HEIGHT, 0, 0, 1, 1, whiteMaterial );
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renderSystem->DrawStretchPic( SCREEN_WIDTH - barWidth, 0, barWidth, SCREEN_HEIGHT, 0, 0, 1, 1, whiteMaterial );
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renderSystem->DrawStretchPic( 0, 0, barWidth, renderSystem->GetVirtualHeight(), 0, 0, 1, 1, whiteMaterial );
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renderSystem->DrawStretchPic( renderSystem->GetVirtualWidth() - barWidth, 0, barWidth, renderSystem->GetVirtualHeight(), 0, 0, 1, 1, whiteMaterial );
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}
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renderSystem->SetColor4( 1, 1, 1, 1 );
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renderSystem->DrawStretchPic( barWidth, barHeight, SCREEN_WIDTH - barWidth * 2.0f, SCREEN_HEIGHT - barHeight * 2.0f, 0, 0, 1, 1, splashScreen );
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renderSystem->DrawStretchPic( barWidth, barHeight, renderSystem->GetVirtualWidth() - barWidth * 2.0f, renderSystem->GetVirtualHeight() - barHeight * 2.0f, 0, 0, 1, 1, splashScreen );
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const emptyCommand_t* cmd = renderSystem->SwapCommandBuffers( &time_frontend, &time_backend, &time_shadows, &time_gpu );
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renderSystem->RenderCommandBuffers( cmd );
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@ -890,8 +890,8 @@ void idCommonLocal::RenderBink( const char* path )
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const float sysHeight = renderSystem->GetHeight();
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const float sysAspect = sysWidth / sysHeight;
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const float movieAspect = ( 16.0f / 9.0f );
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const float imageWidth = SCREEN_WIDTH * movieAspect / sysAspect;
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const float chop = 0.5f * ( SCREEN_WIDTH - imageWidth );
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const float imageWidth = renderSystem->GetVirtualWidth() * movieAspect / sysAspect;
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const float chop = 0.5f * ( renderSystem->GetVirtualWidth() - imageWidth );
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idStr materialText;
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materialText.Format( "{ translucent { videoMap %s } }", path );
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@ -902,7 +902,7 @@ void idCommonLocal::RenderBink( const char* path )
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while( Sys_Milliseconds() <= material->GetCinematicStartTime() + material->CinematicLength() )
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{
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renderSystem->DrawStretchPic( chop, 0, imageWidth, SCREEN_HEIGHT, 0, 0, 1, 1, material );
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renderSystem->DrawStretchPic( chop, 0, imageWidth, renderSystem->GetVirtualHeight(), 0, 0, 1, 1, material );
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const emptyCommand_t* cmd = renderSystem->SwapCommandBuffers( &time_frontend, &time_backend, &time_shadows, &time_gpu );
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renderSystem->RenderCommandBuffers( cmd );
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Sys_GenerateEvents();
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@ -70,6 +70,8 @@ public:
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void Clear();
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private:
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void Resize();
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void KeyDownEvent( int key );
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void Linefeed();
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@ -138,6 +140,9 @@ private:
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idList< overlayText_t > overlayText;
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idList< idDebugGraph*> debugGraphs;
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int lastVirtualScreenWidth;
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int lastVirtualScreenHeight;
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static idCVar con_speed;
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static idCVar con_notifyTime;
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static idCVar con_noPrint;
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@ -356,9 +361,9 @@ void idConsoleLocal::Init()
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keyCatching = false;
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LOCALSAFE_LEFT = 32;
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LOCALSAFE_RIGHT = 608;
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LOCALSAFE_RIGHT = SCREEN_WIDTH - LOCALSAFE_LEFT;
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LOCALSAFE_TOP = 24;
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LOCALSAFE_BOTTOM = 456;
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LOCALSAFE_BOTTOM = SCREEN_HEIGHT - LOCALSAFE_TOP;
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LOCALSAFE_WIDTH = LOCALSAFE_RIGHT - LOCALSAFE_LEFT;
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LOCALSAFE_HEIGHT = LOCALSAFE_BOTTOM - LOCALSAFE_TOP;
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@ -514,6 +519,24 @@ void idConsoleLocal::Dump( const char* fileName )
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fileSystem->CloseFile( f );
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}
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/*
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==============
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idConsoleLocal::Resize
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==============
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*/
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void idConsoleLocal::Resize()
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{
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if( renderSystem->GetVirtualWidth() == lastVirtualScreenWidth && renderSystem->GetVirtualHeight() == lastVirtualScreenHeight )
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return;
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lastVirtualScreenWidth = renderSystem->GetVirtualWidth();
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lastVirtualScreenHeight = renderSystem->GetVirtualHeight();
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LOCALSAFE_RIGHT = renderSystem->GetVirtualWidth() - LOCALSAFE_LEFT;
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LOCALSAFE_BOTTOM = renderSystem->GetVirtualHeight() - LOCALSAFE_TOP;
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LOCALSAFE_WIDTH = LOCALSAFE_RIGHT - LOCALSAFE_LEFT;
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LOCALSAFE_HEIGHT = LOCALSAFE_BOTTOM - LOCALSAFE_TOP;
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}
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/*
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================
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idConsoleLocal::PageUp
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@ -1036,7 +1059,7 @@ void idConsoleLocal::DrawInput()
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renderSystem->DrawSmallChar( LOCALSAFE_LEFT + 1 * SMALLCHAR_WIDTH, y, ']' );
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consoleField.Draw( LOCALSAFE_LEFT + 2 * SMALLCHAR_WIDTH, y, SCREEN_WIDTH - 3 * SMALLCHAR_WIDTH, true );
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consoleField.Draw( LOCALSAFE_LEFT + 2 * SMALLCHAR_WIDTH, y, renderSystem->GetVirtualWidth() - 3 * SMALLCHAR_WIDTH, true );
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}
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@ -1119,29 +1142,29 @@ void idConsoleLocal::DrawSolidConsole( float frac )
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int lines;
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int currentColor;
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lines = idMath::Ftoi( SCREEN_HEIGHT * frac );
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lines = idMath::Ftoi( renderSystem->GetVirtualHeight() * frac );
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if( lines <= 0 )
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{
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return;
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}
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if( lines > SCREEN_HEIGHT )
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if( lines > renderSystem->GetVirtualHeight() )
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{
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lines = SCREEN_HEIGHT;
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lines = renderSystem->GetVirtualHeight();
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}
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// draw the background
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y = frac * SCREEN_HEIGHT - 2;
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y = frac * renderSystem->GetVirtualHeight() - 2;
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if( y < 1.0f )
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{
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y = 0.0f;
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}
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else
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{
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renderSystem->DrawFilled( idVec4( 0.0f, 0.0f, 0.0f, 0.75f ), 0, 0, SCREEN_WIDTH, y );
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renderSystem->DrawFilled( idVec4( 0.0f, 0.0f, 0.0f, 0.75f ), 0, 0, renderSystem->GetVirtualWidth(), y );
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}
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renderSystem->DrawFilled( colorCyan, 0, y, SCREEN_WIDTH, 2 );
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renderSystem->DrawFilled( colorCyan, 0, y, renderSystem->GetVirtualWidth(), 2 );
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// draw the version number
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@ -1233,6 +1256,8 @@ ForceFullScreen is used by the editor
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*/
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void idConsoleLocal::Draw( bool forceFullScreen )
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{
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Resize();
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if( forceFullScreen )
|
||||
{
|
||||
// if we are forced full screen because of a disconnect,
|
||||
|
|
|
@ -233,7 +233,7 @@ void idCommonLocal::DrawWipeModel()
|
|||
|
||||
float fade = ( float )( currentTime - wipeStartTime ) / ( wipeStopTime - wipeStartTime );
|
||||
renderSystem->SetColor4( 1, 1, 1, fade );
|
||||
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, wipeMaterial );
|
||||
renderSystem->DrawStretchPic( 0, 0, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0, 0, 1, 1, wipeMaterial );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -262,22 +262,22 @@ void idCommonLocal::Draw()
|
|||
const float sysAspect = sysWidth / sysHeight;
|
||||
const float doomAspect = 4.0f / 3.0f;
|
||||
const float adjustment = sysAspect / doomAspect;
|
||||
const float barHeight = ( adjustment >= 1.0f ) ? 0.0f : ( 1.0f - adjustment ) * ( float )SCREEN_HEIGHT * 0.25f;
|
||||
const float barWidth = ( adjustment <= 1.0f ) ? 0.0f : ( adjustment - 1.0f ) * ( float )SCREEN_WIDTH * 0.25f;
|
||||
const float barHeight = ( adjustment >= 1.0f ) ? 0.0f : ( 1.0f - adjustment ) * ( float )renderSystem->GetVirtualHeight() * 0.25f;
|
||||
const float barWidth = ( adjustment <= 1.0f ) ? 0.0f : ( adjustment - 1.0f ) * ( float )renderSystem->GetVirtualWidth() * 0.25f;
|
||||
if( barHeight > 0.0f )
|
||||
{
|
||||
renderSystem->SetColor( colorBlack );
|
||||
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, barHeight, 0, 0, 1, 1, whiteMaterial );
|
||||
renderSystem->DrawStretchPic( 0, SCREEN_HEIGHT - barHeight, SCREEN_WIDTH, barHeight, 0, 0, 1, 1, whiteMaterial );
|
||||
renderSystem->DrawStretchPic( 0, 0, renderSystem->GetVirtualWidth(), barHeight, 0, 0, 1, 1, whiteMaterial );
|
||||
renderSystem->DrawStretchPic( 0, renderSystem->GetVirtualHeight() - barHeight, renderSystem->GetVirtualWidth(), barHeight, 0, 0, 1, 1, whiteMaterial );
|
||||
}
|
||||
if( barWidth > 0.0f )
|
||||
{
|
||||
renderSystem->SetColor( colorBlack );
|
||||
renderSystem->DrawStretchPic( 0, 0, barWidth, SCREEN_HEIGHT, 0, 0, 1, 1, whiteMaterial );
|
||||
renderSystem->DrawStretchPic( SCREEN_WIDTH - barWidth, 0, barWidth, SCREEN_HEIGHT, 0, 0, 1, 1, whiteMaterial );
|
||||
renderSystem->DrawStretchPic( 0, 0, barWidth, renderSystem->GetVirtualHeight(), 0, 0, 1, 1, whiteMaterial );
|
||||
renderSystem->DrawStretchPic( renderSystem->GetVirtualWidth() - barWidth, 0, barWidth, renderSystem->GetVirtualHeight(), 0, 0, 1, 1, whiteMaterial );
|
||||
}
|
||||
renderSystem->SetColor4( 1, 1, 1, 1 );
|
||||
renderSystem->DrawStretchPic( barWidth, barHeight, SCREEN_WIDTH - barWidth * 2.0f, SCREEN_HEIGHT - barHeight * 2.0f, 0, 0, 1, 1, doomClassicMaterial );
|
||||
renderSystem->DrawStretchPic( barWidth, barHeight, renderSystem->GetVirtualWidth() - barWidth * 2.0f, renderSystem->GetVirtualHeight() - barHeight * 2.0f, 0, 0, 1, 1, doomClassicMaterial );
|
||||
}
|
||||
#endif
|
||||
// RB end
|
||||
|
@ -287,7 +287,7 @@ void idCommonLocal::Draw()
|
|||
if( !gameDraw )
|
||||
{
|
||||
renderSystem->SetColor( colorBlack );
|
||||
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 1, 1, whiteMaterial );
|
||||
renderSystem->DrawStretchPic( 0, 0, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0, 0, 1, 1, whiteMaterial );
|
||||
}
|
||||
game->Shell_Render();
|
||||
}
|
||||
|
@ -314,7 +314,7 @@ void idCommonLocal::Draw()
|
|||
if( !gameDraw )
|
||||
{
|
||||
renderSystem->SetColor( colorBlack );
|
||||
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, whiteMaterial );
|
||||
renderSystem->DrawStretchPic( 0, 0, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0, 0, 1, 1, whiteMaterial );
|
||||
}
|
||||
|
||||
// save off the 2D drawing from the game
|
||||
|
@ -326,7 +326,7 @@ void idCommonLocal::Draw()
|
|||
else
|
||||
{
|
||||
renderSystem->SetColor4( 0, 0, 0, 1 );
|
||||
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 1, 1, whiteMaterial );
|
||||
renderSystem->DrawStretchPic( 0, 0, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0, 0, 1, 1, whiteMaterial );
|
||||
}
|
||||
|
||||
{
|
||||
|
|
|
@ -266,13 +266,13 @@ void idGuiModel::EmitFullScreen()
|
|||
viewDef->scissor.x2 = viewDef->viewport.x2 - viewDef->viewport.x1;
|
||||
viewDef->scissor.y2 = viewDef->viewport.y2 - viewDef->viewport.y1;
|
||||
|
||||
viewDef->projectionMatrix[0 * 4 + 0] = 2.0f / SCREEN_WIDTH;
|
||||
viewDef->projectionMatrix[0 * 4 + 0] = 2.0f / renderSystem->GetVirtualWidth();
|
||||
viewDef->projectionMatrix[0 * 4 + 1] = 0.0f;
|
||||
viewDef->projectionMatrix[0 * 4 + 2] = 0.0f;
|
||||
viewDef->projectionMatrix[0 * 4 + 3] = 0.0f;
|
||||
|
||||
viewDef->projectionMatrix[1 * 4 + 0] = 0.0f;
|
||||
viewDef->projectionMatrix[1 * 4 + 1] = -2.0f / SCREEN_HEIGHT;
|
||||
viewDef->projectionMatrix[1 * 4 + 1] = -2.0f / renderSystem->GetVirtualHeight();
|
||||
viewDef->projectionMatrix[1 * 4 + 2] = 0.0f;
|
||||
viewDef->projectionMatrix[1 * 4 + 3] = 0.0f;
|
||||
|
||||
|
|
|
@ -167,12 +167,7 @@ const int BIGCHAR_HEIGHT = 16;
|
|||
const int SCREEN_WIDTH = 640;
|
||||
const int SCREEN_HEIGHT = 480;
|
||||
|
||||
const int TITLESAFE_LEFT = 32;
|
||||
const int TITLESAFE_RIGHT = 608;
|
||||
const int TITLESAFE_TOP = 24;
|
||||
const int TITLESAFE_BOTTOM = 456;
|
||||
const int TITLESAFE_WIDTH = TITLESAFE_RIGHT - TITLESAFE_LEFT;
|
||||
const int TITLESAFE_HEIGHT = TITLESAFE_BOTTOM - TITLESAFE_TOP;
|
||||
extern idCVar r_useVirtualScreenResolution;
|
||||
|
||||
class idRenderWorld;
|
||||
|
||||
|
@ -201,6 +196,8 @@ public:
|
|||
virtual bool IsFullScreen() const = 0;
|
||||
virtual int GetWidth() const = 0;
|
||||
virtual int GetHeight() const = 0;
|
||||
virtual int GetVirtualWidth() const = 0;
|
||||
virtual int GetVirtualHeight() const = 0;
|
||||
|
||||
// return w/h of a single pixel. This will be 1.0 for normal cases.
|
||||
// A side-by-side stereo 3D frame will have a pixel aspect of 0.5.
|
||||
|
|
|
@ -206,6 +206,7 @@ idCVar stereoRender_enable( "stereoRender_enable", "0", CVAR_INTEGER | CVAR_ARCH
|
|||
idCVar stereoRender_swapEyes( "stereoRender_swapEyes", "0", CVAR_BOOL | CVAR_ARCHIVE, "reverse eye adjustments" );
|
||||
idCVar stereoRender_deGhost( "stereoRender_deGhost", "0.05", CVAR_FLOAT | CVAR_ARCHIVE, "subtract from opposite eye to reduce ghosting" );
|
||||
|
||||
idCVar r_useVirtualScreenResolution( "r_useVirtualScreenResolution", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "do 2D rendering at 640x480 and stretch to the current resolution" );
|
||||
|
||||
// GL_ARB_multitexture
|
||||
PFNGLACTIVETEXTUREPROC qglActiveTextureARB;
|
||||
|
@ -2753,6 +2754,34 @@ int idRenderSystemLocal::GetHeight() const
|
|||
return glConfig.nativeScreenHeight;
|
||||
}
|
||||
|
||||
/*
|
||||
========================
|
||||
idRenderSystemLocal::GetVirtualWidth
|
||||
========================
|
||||
*/
|
||||
int idRenderSystemLocal::GetVirtualWidth() const
|
||||
{
|
||||
if( r_useVirtualScreenResolution.GetBool() )
|
||||
{
|
||||
return SCREEN_WIDTH;
|
||||
}
|
||||
return glConfig.nativeScreenWidth;
|
||||
}
|
||||
|
||||
/*
|
||||
========================
|
||||
idRenderSystemLocal::GetVirtualHeight
|
||||
========================
|
||||
*/
|
||||
int idRenderSystemLocal::GetVirtualHeight() const
|
||||
{
|
||||
if( r_useVirtualScreenResolution.GetBool() )
|
||||
{
|
||||
return SCREEN_HEIGHT;
|
||||
}
|
||||
return glConfig.nativeScreenHeight;
|
||||
}
|
||||
|
||||
/*
|
||||
========================
|
||||
idRenderSystemLocal::GetStereo3DMode
|
||||
|
|
|
@ -729,6 +729,8 @@ public:
|
|||
virtual void EnableStereoScopicRendering( const stereo3DMode_t mode ) const;
|
||||
virtual int GetWidth() const;
|
||||
virtual int GetHeight() const;
|
||||
virtual int GetVirtualWidth() const;
|
||||
virtual int GetVirtualHeight() const;
|
||||
virtual float GetPixelAspect() const;
|
||||
virtual float GetPhysicalScreenWidthInCentimeters() const;
|
||||
virtual idRenderWorld* AllocRenderWorld();
|
||||
|
|
|
@ -140,7 +140,7 @@ void idSWF::Render( idRenderSystem* gui, int time, bool isSplitscreen )
|
|||
|
||||
renderBorder = renderState.matrix.tx / scale;
|
||||
|
||||
scaleToVirtual.Set( ( float )SCREEN_WIDTH / sysWidth, ( float )SCREEN_HEIGHT / sysHeight );
|
||||
scaleToVirtual.Set( ( float )renderSystem->GetVirtualWidth() / sysWidth, ( float )renderSystem->GetVirtualHeight() / sysHeight );
|
||||
|
||||
RenderSprite( gui, mainspriteInstance, renderState, time, isSplitscreen );
|
||||
|
||||
|
|
Loading…
Reference in a new issue