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Make HWR_DrawFill match V_DrawFill
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parent
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commit
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1 changed files with 72 additions and 9 deletions
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@ -717,7 +717,7 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
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{
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{
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FOutVector v[4];
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FOutVector v[4];
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FSurfaceInfo Surf;
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FSurfaceInfo Surf;
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float sdupx, sdupy;
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float fx, fy, fw, fh;
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if (w < 0 || h < 0)
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if (w < 0 || h < 0)
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return; // consistency w/ software
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return; // consistency w/ software
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@ -726,16 +726,79 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
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// | /|
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// | /|
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// |/ |
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// |/ |
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// 0--1
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// 0--1
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sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
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sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
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if (color & V_NOSCALESTART)
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fx = (float)x;
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sdupx = sdupy = 2.0f;
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fy = (float)y;
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fw = (float)w;
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fh = (float)h;
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v[0].x = v[3].x = (x*sdupx)/vid.width - 1;
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if (!(color & V_NOSCALESTART))
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v[2].x = v[1].x = (x*sdupx + w*sdupx)/vid.width - 1;
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{
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v[0].y = v[1].y = 1-(y*sdupy)/vid.height;
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float dupx = (float)vid.dupx, dupy = (float)vid.dupy;
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v[2].y = v[3].y = 1-(y*sdupy + h*sdupy)/vid.height;
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if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT)
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{
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RGBA_t rgbaColour = V_GetColor(color);
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FRGBAFloat clearColour;
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clearColour.red = (float)rgbaColour.s.red / 255;
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clearColour.green = (float)rgbaColour.s.green / 255;
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clearColour.blue = (float)rgbaColour.s.blue / 255;
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clearColour.alpha = 1;
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HWD.pfnClearBuffer(true, false, &clearColour);
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return;
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}
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fx *= dupx;
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fy *= dupy;
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fw *= dupx;
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fh *= dupy;
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if (vid.width != BASEVIDWIDTH * vid.dupx)
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{
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if (color & V_SNAPTORIGHT)
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fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx));
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else if (!(color & V_SNAPTOLEFT))
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fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2;
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}
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if (vid.height != BASEVIDHEIGHT * dupy)
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{
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// same thing here
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if (color & V_SNAPTOBOTTOM)
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fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy));
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else if (!(color & V_SNAPTOTOP))
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fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2;
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}
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}
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if (fx >= vid.width || fy >= vid.height)
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return;
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if (fx < 0)
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{
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fw += fx;
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fx = 0;
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}
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if (fy < 0)
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{
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fh += fy;
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fy = 0;
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}
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if (fw <= 0 || fh <= 0)
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return;
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if (fx + fw > vid.width)
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fw = (float)vid.width - fx;
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if (fy + fh > vid.height)
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fh = (float)vid.height - fy;
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fx = -1 + fx / (vid.width / 2);
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fy = 1 - fy / (vid.height / 2);
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fw = fw / (vid.width / 2);
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fh = fh / (vid.height / 2);
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v[0].x = v[3].x = fx;
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v[2].x = v[1].x = fx + fw;
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v[0].y = v[1].y = fy;
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v[2].y = v[3].y = fy - fh;
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//Hurdler: do we still use this argb color? if not, we should remove it
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//Hurdler: do we still use this argb color? if not, we should remove it
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v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //;
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v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //;
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