mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-22 20:41:25 +00:00
Fix palette rendering brightness issues on wipes, add timedemo support to gif recording
This commit is contained in:
parent
913bbb3fc0
commit
f7a8bedec1
10 changed files with 171 additions and 232 deletions
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@ -329,5 +329,18 @@ enum hwdfiltermode
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HWD_SET_TEXTUREFILTER_MIXED3,
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};
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// Screen texture slots
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enum hwdscreentexture
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{
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HWD_SCREENTEXTURE_WIPE_START, // source image for the wipe/fade effect
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HWD_SCREENTEXTURE_WIPE_END, // destination image for the wipe/fade effect
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HWD_SCREENTEXTURE_GENERIC1, // underwater/heat effect, intermission background
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HWD_SCREENTEXTURE_GENERIC2, // screen before palette rendering's postprocessing
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HWD_SCREENTEXTURE_GENERIC3, // screen after palette rendering's postprocessing
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NUMSCREENTEXTURES, // (generic3 is unused if palette rendering is disabled)
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};
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typedef enum hwdscreentexture hwdscreentexture_t;
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#endif //_HWR_DEFS_
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@ -1484,11 +1484,12 @@ static inline boolean saveTGA(const char *file_name, void *buffer,
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UINT8 *HWR_GetScreenshot(void)
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{
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UINT8 *buf = malloc(vid.width * vid.height * 3 * sizeof (*buf));
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int tex = HWR_ShouldUsePaletteRendering() ? HWD_SCREENTEXTURE_GENERIC3 : HWD_SCREENTEXTURE_GENERIC2;
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if (!buf)
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return NULL;
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// returns 24bit 888 RGB
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HWD.pfnReadRect(0, 0, vid.width, vid.height, vid.width * 3, (void *)buf);
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HWD.pfnReadRect(tex, (void *)buf);
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return buf;
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}
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@ -1496,6 +1497,7 @@ boolean HWR_Screenshot(const char *pathname)
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{
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boolean ret;
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UINT8 *buf = malloc(vid.width * vid.height * 3 * sizeof (*buf));
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int tex = HWR_ShouldUsePaletteRendering() ? HWD_SCREENTEXTURE_GENERIC3 : HWD_SCREENTEXTURE_GENERIC2;
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if (!buf)
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{
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@ -1504,7 +1506,7 @@ boolean HWR_Screenshot(const char *pathname)
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}
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// returns 24bit 888 RGB
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HWD.pfnReadRect(0, 0, vid.width, vid.height, vid.width * 3, (void *)buf);
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HWD.pfnReadRect(tex, (void *)buf);
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#ifdef USE_PNG
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ret = M_SavePNG(pathname, buf, vid.width, vid.height, NULL);
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@ -43,7 +43,7 @@ EXPORT void HWRAPI(ClearBuffer) (FBOOLEAN ColorMask, FBOOLEAN DepthMask, FRGBAFl
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EXPORT void HWRAPI(SetTexture) (GLMipmap_t *TexInfo);
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EXPORT void HWRAPI(UpdateTexture) (GLMipmap_t *TexInfo);
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EXPORT void HWRAPI(DeleteTexture) (GLMipmap_t *TexInfo);
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EXPORT void HWRAPI(ReadRect) (INT32 x, INT32 y, INT32 width, INT32 height, INT32 dst_stride, UINT16 *dst_data);
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EXPORT void HWRAPI(ReadRect) (int tex, UINT8 *dst_data);
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EXPORT void HWRAPI(GClipRect) (INT32 minx, INT32 miny, INT32 maxx, INT32 maxy, float nearclip);
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EXPORT void HWRAPI(ClearMipMapCache) (void);
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@ -55,13 +55,11 @@ EXPORT void HWRAPI(SetTransform) (FTransform *ptransform);
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EXPORT INT32 HWRAPI(GetTextureUsed) (void);
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EXPORT void HWRAPI(FlushScreenTextures) (void);
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EXPORT void HWRAPI(StartScreenWipe) (void);
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EXPORT void HWRAPI(EndScreenWipe) (void);
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EXPORT void HWRAPI(DoScreenWipe) (void);
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EXPORT void HWRAPI(DrawIntermissionBG) (void);
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EXPORT void HWRAPI(MakeScreenTexture) (void);
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EXPORT void HWRAPI(MakeScreenFinalTexture) (void);
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EXPORT void HWRAPI(DrawScreenFinalTexture) (int width, int height);
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EXPORT void HWRAPI(SwapScreenTextures) (int tex1, int tex2);
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EXPORT void HWRAPI(DoScreenWipe) (int wipeStart, int wipeEnd);
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EXPORT void HWRAPI(DrawScreenTexture) (int tex);
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EXPORT void HWRAPI(MakeScreenTexture) (int tex);
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EXPORT void HWRAPI(DrawScreenFinalTexture) (int tex, int width, int height);
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#define SCREENVERTS 10
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EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]);
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@ -115,12 +113,10 @@ struct hwdriver_s
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#endif
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PostImgRedraw pfnPostImgRedraw;
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FlushScreenTextures pfnFlushScreenTextures;
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StartScreenWipe pfnStartScreenWipe;
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EndScreenWipe pfnEndScreenWipe;
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SwapScreenTextures pfnSwapScreenTextures;
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DoScreenWipe pfnDoScreenWipe;
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DrawIntermissionBG pfnDrawIntermissionBG;
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DrawScreenTexture pfnDrawScreenTexture;
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MakeScreenTexture pfnMakeScreenTexture;
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MakeScreenFinalTexture pfnMakeScreenFinalTexture;
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DrawScreenFinalTexture pfnDrawScreenFinalTexture;
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InitShaders pfnInitShaders;
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@ -6715,7 +6715,7 @@ void HWR_DoPostProcessor(player_t *player)
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// Capture the screen for intermission and screen waving
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if(gamestate != GS_INTERMISSION)
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HWD.pfnMakeScreenTexture();
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HWD.pfnMakeScreenTexture(HWD_SCREENTEXTURE_GENERIC1);
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if (splitscreen) // Not supported in splitscreen - someone want to add support?
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return;
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@ -6760,26 +6760,26 @@ void HWR_DoPostProcessor(player_t *player)
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// Capture the screen again for screen waving on the intermission
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if(gamestate != GS_INTERMISSION)
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HWD.pfnMakeScreenTexture();
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HWD.pfnMakeScreenTexture(HWD_SCREENTEXTURE_GENERIC1);
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}
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// Flipping of the screen isn't done here anymore
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}
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void HWR_StartScreenWipe(void)
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void HWR_StartScreenWipe()
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{
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//CONS_Debug(DBG_RENDER, "In HWR_StartScreenWipe()\n");
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HWD.pfnStartScreenWipe();
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HWD.pfnMakeScreenTexture(HWD_SCREENTEXTURE_WIPE_START);
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}
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void HWR_EndScreenWipe(void)
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{
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//CONS_Debug(DBG_RENDER, "In HWR_EndScreenWipe()\n");
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HWD.pfnEndScreenWipe();
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HWD.pfnMakeScreenTexture(HWD_SCREENTEXTURE_WIPE_END);
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}
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void HWR_DrawIntermissionBG(void)
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{
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HWD.pfnDrawIntermissionBG();
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HWD.pfnDrawScreenTexture(HWD_SCREENTEXTURE_GENERIC1);
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}
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//
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@ -6824,7 +6824,7 @@ void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum)
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return;
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HWR_GetFadeMask(wipelumpnum);
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HWD.pfnDoScreenWipe();
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HWD.pfnDoScreenWipe(HWD_SCREENTEXTURE_WIPE_START, HWD_SCREENTEXTURE_WIPE_END);
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}
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void HWR_DoTintedWipe(UINT8 wipenum, UINT8 scrnnum)
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@ -6835,12 +6835,14 @@ void HWR_DoTintedWipe(UINT8 wipenum, UINT8 scrnnum)
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void HWR_MakeScreenFinalTexture(void)
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{
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HWD.pfnMakeScreenFinalTexture();
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int tex = HWR_ShouldUsePaletteRendering() ? HWD_SCREENTEXTURE_GENERIC3 : HWD_SCREENTEXTURE_GENERIC2;
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HWD.pfnMakeScreenTexture(tex);
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}
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void HWR_DrawScreenFinalTexture(int width, int height)
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{
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HWD.pfnDrawScreenFinalTexture(width, height);
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int tex = HWR_ShouldUsePaletteRendering() ? HWD_SCREENTEXTURE_GENERIC3 : HWD_SCREENTEXTURE_GENERIC2;
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HWD.pfnDrawScreenFinalTexture(tex, width, height);
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}
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#endif // HWRENDER
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@ -104,10 +104,7 @@ static GLint viewport[4];
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// flush all of the stored textures, leaving them unavailable at times such as between levels
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// These need to start at 0 and be set to their number, and be reset to 0 when deleted so that intel GPUs
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// can know when the textures aren't there, as textures are always considered resident in their virtual memory
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static GLuint screentexture = 0;
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static GLuint startScreenWipe = 0;
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static GLuint endScreenWipe = 0;
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static GLuint finalScreenTexture = 0;
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static GLuint screenTextures[NUMSCREENTEXTURES] = {0};
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// shortcut for ((float)1/i)
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static const GLfloat byte2float[256] = {
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@ -400,6 +397,8 @@ typedef void (APIENTRY * PFNglTexImage2D) (GLenum target, GLint level, GLint int
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static PFNglTexImage2D pglTexImage2D;
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typedef void (APIENTRY * PFNglTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
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static PFNglTexSubImage2D pglTexSubImage2D;
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typedef void (APIENTRY * PFNglGetTexImage) (GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels);
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static PFNglGetTexImage pglGetTexImage;
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/* 1.1 functions */
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/* texture objects */ //GL_EXT_texture_object
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@ -544,6 +543,7 @@ boolean SetupGLfunc(void)
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GETOPENGLFUNC(pglTexImage1D, glTexImage1D)
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GETOPENGLFUNC(pglTexImage2D, glTexImage2D)
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GETOPENGLFUNC(pglTexSubImage2D, glTexSubImage2D)
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GETOPENGLFUNC(pglGetTexImage, glGetTexImage)
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GETOPENGLFUNC(pglGenTextures, glGenTextures)
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GETOPENGLFUNC(pglDeleteTextures, glDeleteTextures)
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@ -1163,55 +1163,83 @@ EXPORT void HWRAPI(ClearMipMapCache) (void)
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}
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// -----------------+
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// ReadRect : Read a rectangle region of the truecolor framebuffer
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// : store pixels as 16bit 565 RGB
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// Returns : 16bit 565 RGB pixel array stored in dst_data
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// -----------------+
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EXPORT void HWRAPI(ReadRect) (INT32 x, INT32 y, INT32 width, INT32 height,
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INT32 dst_stride, UINT16 * dst_data)
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// Writes screen texture tex into dst_data.
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// Pixel format is 24-bit RGB. Row order is top to bottom.
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// Dimensions are screen_width * screen_height.
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// TODO should rename to ReadScreenTexture
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EXPORT void HWRAPI(ReadRect) (int tex, UINT8 *dst_data)
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{
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INT32 i;
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int dst_stride = screen_width * 3; // stride between rows of image data
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GLubyte*top = (GLvoid*)dst_data, *bottom = top + dst_stride * (screen_height - 1);
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//precise_t ts1, ts2, ts3, ts4, ts5, total_time, get_time, loop_time;
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GLubyte *row;
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//ts1 = I_GetPreciseTime();
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row = malloc(dst_stride);
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if (!row) return;
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//ts2 = I_GetPreciseTime();
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// at the time this function is called, generic2 can be found drawn on the framebuffer
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// if some other screen texture is needed, draw it to the framebuffer
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// and draw generic2 back after reading the framebuffer.
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// this hack is for some reason **much** faster than the simple solution of using glGetTexImage.
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if (tex != HWD_SCREENTEXTURE_GENERIC2)
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DrawScreenTexture(tex);
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pglPixelStorei(GL_PACK_ALIGNMENT, 1);
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pglReadPixels(0, 0, screen_width, screen_height, GL_RGB, GL_UNSIGNED_BYTE, dst_data);
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if (tex != HWD_SCREENTEXTURE_GENERIC2)
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DrawScreenTexture(HWD_SCREENTEXTURE_GENERIC2);
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//ts3 = I_GetPreciseTime();
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// Flip image upside down.
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// In other words, convert OpenGL's "bottom->top" row order into "top->bottom".
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for(i = 0; i < screen_height/2; i++)
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{
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memcpy(row, top, dst_stride);
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memcpy(top, bottom, dst_stride);
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memcpy(bottom, row, dst_stride);
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top += dst_stride;
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bottom -= dst_stride;
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}
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//ts4 = I_GetPreciseTime();
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free(row);
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//ts5 = I_GetPreciseTime();
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//total_time = I_PreciseToMicros(ts5 - ts1);
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//get_time = I_PreciseToMicros(ts3 - ts2);
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//loop_time = I_PreciseToMicros(ts4 - ts3);
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//CONS_Printf("ReadRect: total time: %" PRIu64 ", read pixels thing: %" PRIu64 " memcpy loop: %" PRIu64 "\n", total_time, get_time, loop_time);
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// the slow glGetTexImage based implementation. left in here in case i wanna test it more
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// TODO remove this at some point
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/*int texsize = 512;
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GLsizei buffer_size;
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GLubyte *buffer;
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// GL_DBG_Printf ("ReadRect()\n");
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if (dst_stride == width*3)
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{
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GLubyte*top = (GLvoid*)dst_data, *bottom = top + dst_stride * (height - 1);
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GLubyte *row = malloc(dst_stride);
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if (!row) return;
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pglPixelStorei(GL_PACK_ALIGNMENT, 1);
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pglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, dst_data);
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pglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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for(i = 0; i < height/2; i++)
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{
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memcpy(row, top, dst_stride);
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memcpy(top, bottom, dst_stride);
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memcpy(bottom, row, dst_stride);
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top += dst_stride;
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bottom -= dst_stride;
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}
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free(row);
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}
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else
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{
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INT32 j;
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GLubyte *image = malloc(width*height*3*sizeof (*image));
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if (!image) return;
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pglPixelStorei(GL_PACK_ALIGNMENT, 1);
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pglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, image);
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pglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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for (i = height-1; i >= 0; i--)
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{
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for (j = 0; j < width; j++)
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{
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dst_data[(height-1-i)*width+j] =
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(UINT16)(
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((image[(i*width+j)*3]>>3)<<11) |
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((image[(i*width+j)*3+1]>>2)<<5) |
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((image[(i*width+j)*3+2]>>3)));
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}
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}
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free(image);
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}
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precise_t ts1, ts2, ts3, ts4, ts5, total_time, get_time, loop_time;
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ts1 = I_GetPreciseTime();
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// look for power of two that is large enough for the screen
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while (texsize < screen_width || texsize < screen_height)
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texsize <<= 1;
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buffer_size = texsize * texsize * 4;
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buffer = malloc(buffer_size);
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tex_downloaded = screenTextures[tex];
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pglBindTexture(GL_TEXTURE_2D, tex_downloaded);
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ts2 = I_GetPreciseTime();
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pglGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer); // GL better not overwrite my buffer :v
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ts3 = I_GetPreciseTime();
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//for (i = 0; i < screen_height; i++) // i: pixel row index that we are writing
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//{
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// // read the frame from the lower left corner of the GL screen texture
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// // flip it upside down so it's in correct format
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// memcpy(dst_data + (screen_height - i - 1) * screen_width * 3,
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// buffer + i * texsize * 3, screen_width * 3);
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//}
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ts4 = I_GetPreciseTime();
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free(buffer);
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ts5 = I_GetPreciseTime();
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total_time = I_PreciseToMicros(ts5 - ts1);
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get_time = I_PreciseToMicros(ts3 - ts2);
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loop_time = I_PreciseToMicros(ts4 - ts3);
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CONS_Printf("ReadRect: total time: %" PRIu64 ", glGetTexImage: %" PRIu64 " memcpy loop: %" PRIu64 "\n", total_time, get_time, loop_time);*/
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}
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@ -2896,7 +2924,7 @@ EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2])
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INT32 x, y;
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float float_x, float_y, float_nextx, float_nexty;
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float xfix, yfix;
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INT32 texsize = 2048;
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INT32 texsize = 512;
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const float blackBack[16] =
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{
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@ -2906,11 +2934,9 @@ EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2])
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16.0f, -16.0f, 6.0f
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};
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// Use a power of two texture, dammit
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if(screen_width <= 1024)
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texsize = 1024;
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if(screen_width <= 512)
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texsize = 512;
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// look for power of two that is large enough for the screen
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while (texsize < screen_width || texsize < screen_height)
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texsize <<= 1;
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// X/Y stretch fix for all resolutions(!)
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xfix = (float)(texsize)/((float)((screen_width)/(float)(SCREENVERTS-1)));
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@ -2984,84 +3010,24 @@ EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2])
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// a new size
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EXPORT void HWRAPI(FlushScreenTextures) (void)
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{
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pglDeleteTextures(1, &screentexture);
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pglDeleteTextures(1, &startScreenWipe);
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pglDeleteTextures(1, &endScreenWipe);
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pglDeleteTextures(1, &finalScreenTexture);
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screentexture = 0;
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startScreenWipe = 0;
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endScreenWipe = 0;
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finalScreenTexture = 0;
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int i;
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pglDeleteTextures(NUMSCREENTEXTURES, screenTextures);
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for (i = 0; i < NUMSCREENTEXTURES; i++)
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screenTextures[i] = 0;
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}
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// Create Screen to fade from
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EXPORT void HWRAPI(StartScreenWipe) (void)
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EXPORT void HWRAPI(SwapScreenTextures) (int tex1, int tex2)
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{
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INT32 texsize = 2048;
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boolean firstTime = (startScreenWipe == 0);
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// Use a power of two texture, dammit
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if(screen_width <= 512)
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texsize = 512;
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else if(screen_width <= 1024)
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texsize = 1024;
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// Create screen texture
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if (firstTime)
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pglGenTextures(1, &startScreenWipe);
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pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
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if (firstTime)
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{
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
Clamp2D(GL_TEXTURE_WRAP_S);
|
||||
Clamp2D(GL_TEXTURE_WRAP_T);
|
||||
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
|
||||
}
|
||||
else
|
||||
pglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
|
||||
|
||||
tex_downloaded = startScreenWipe;
|
||||
}
|
||||
|
||||
// Create Screen to fade to
|
||||
EXPORT void HWRAPI(EndScreenWipe)(void)
|
||||
{
|
||||
INT32 texsize = 2048;
|
||||
boolean firstTime = (endScreenWipe == 0);
|
||||
|
||||
// Use a power of two texture, dammit
|
||||
if(screen_width <= 512)
|
||||
texsize = 512;
|
||||
else if(screen_width <= 1024)
|
||||
texsize = 1024;
|
||||
|
||||
// Create screen texture
|
||||
if (firstTime)
|
||||
pglGenTextures(1, &endScreenWipe);
|
||||
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
|
||||
|
||||
if (firstTime)
|
||||
{
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
Clamp2D(GL_TEXTURE_WRAP_S);
|
||||
Clamp2D(GL_TEXTURE_WRAP_T);
|
||||
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
|
||||
}
|
||||
else
|
||||
pglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
|
||||
|
||||
tex_downloaded = endScreenWipe;
|
||||
GLuint temp = screenTextures[tex1];
|
||||
screenTextures[tex1] = screenTextures[tex2];
|
||||
screenTextures[tex2] = temp;
|
||||
}
|
||||
|
||||
|
||||
// Draw the last scene under the intermission
|
||||
EXPORT void HWRAPI(DrawIntermissionBG)(void)
|
||||
EXPORT void HWRAPI(DrawScreenTexture)(int tex)
|
||||
{
|
||||
float xfix, yfix;
|
||||
INT32 texsize = 2048;
|
||||
INT32 texsize = 512;
|
||||
|
||||
const float screenVerts[12] =
|
||||
{
|
||||
|
@ -3073,10 +3039,9 @@ EXPORT void HWRAPI(DrawIntermissionBG)(void)
|
|||
|
||||
float fix[8];
|
||||
|
||||
if(screen_width <= 1024)
|
||||
texsize = 1024;
|
||||
if(screen_width <= 512)
|
||||
texsize = 512;
|
||||
// look for power of two that is large enough for the screen
|
||||
while (texsize < screen_width || texsize < screen_height)
|
||||
texsize <<= 1;
|
||||
|
||||
xfix = 1/((float)(texsize)/((float)((screen_width))));
|
||||
yfix = 1/((float)(texsize)/((float)((screen_height))));
|
||||
|
@ -3095,20 +3060,21 @@ EXPORT void HWRAPI(DrawIntermissionBG)(void)
|
|||
|
||||
pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
pglBindTexture(GL_TEXTURE_2D, screentexture);
|
||||
pglBindTexture(GL_TEXTURE_2D, screenTextures[tex]);
|
||||
Shader_SetUniforms(NULL, NULL, NULL, NULL); // prepare shader, if it is enabled
|
||||
pglColor4ubv(white);
|
||||
|
||||
pglTexCoordPointer(2, GL_FLOAT, 0, fix);
|
||||
pglVertexPointer(3, GL_FLOAT, 0, screenVerts);
|
||||
pglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
tex_downloaded = screentexture;
|
||||
tex_downloaded = screenTextures[tex];
|
||||
}
|
||||
|
||||
// Do screen fades!
|
||||
EXPORT void HWRAPI(DoScreenWipe)(void)
|
||||
EXPORT void HWRAPI(DoScreenWipe)(int wipeStart, int wipeEnd)
|
||||
{
|
||||
INT32 texsize = 2048;
|
||||
INT32 texsize = 512;
|
||||
float xfix, yfix;
|
||||
|
||||
INT32 fademaskdownloaded = tex_downloaded; // the fade mask that has been set
|
||||
|
@ -3131,11 +3097,9 @@ EXPORT void HWRAPI(DoScreenWipe)(void)
|
|||
1.0f, 1.0f
|
||||
};
|
||||
|
||||
// Use a power of two texture, dammit
|
||||
if(screen_width <= 1024)
|
||||
texsize = 1024;
|
||||
if(screen_width <= 512)
|
||||
texsize = 512;
|
||||
// look for power of two that is large enough for the screen
|
||||
while (texsize < screen_width || texsize < screen_height)
|
||||
texsize <<= 1;
|
||||
|
||||
xfix = 1/((float)(texsize)/((float)((screen_width))));
|
||||
yfix = 1/((float)(texsize)/((float)((screen_height))));
|
||||
|
@ -3158,7 +3122,7 @@ EXPORT void HWRAPI(DoScreenWipe)(void)
|
|||
pglEnable(GL_TEXTURE_2D);
|
||||
|
||||
// Draw the original screen
|
||||
pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
|
||||
pglBindTexture(GL_TEXTURE_2D, screenTextures[wipeStart]);
|
||||
pglColor4ubv(white);
|
||||
pglTexCoordPointer(2, GL_FLOAT, 0, fix);
|
||||
pglVertexPointer(3, GL_FLOAT, 0, screenVerts);
|
||||
|
@ -3169,7 +3133,7 @@ EXPORT void HWRAPI(DoScreenWipe)(void)
|
|||
// Draw the end screen that fades in
|
||||
pglActiveTexture(GL_TEXTURE0);
|
||||
pglEnable(GL_TEXTURE_2D);
|
||||
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
|
||||
pglBindTexture(GL_TEXTURE_2D, screenTextures[wipeEnd]);
|
||||
pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
|
||||
pglActiveTexture(GL_TEXTURE1);
|
||||
|
@ -3193,25 +3157,23 @@ EXPORT void HWRAPI(DoScreenWipe)(void)
|
|||
|
||||
pglActiveTexture(GL_TEXTURE0);
|
||||
pglClientActiveTexture(GL_TEXTURE0);
|
||||
tex_downloaded = endScreenWipe;
|
||||
tex_downloaded = screenTextures[wipeEnd];
|
||||
}
|
||||
|
||||
// Create a texture from the screen.
|
||||
EXPORT void HWRAPI(MakeScreenTexture) (void)
|
||||
EXPORT void HWRAPI(MakeScreenTexture) (int tex)
|
||||
{
|
||||
INT32 texsize = 2048;
|
||||
boolean firstTime = (screentexture == 0);
|
||||
INT32 texsize = 512;
|
||||
boolean firstTime = (screenTextures[tex] == 0);
|
||||
|
||||
// Use a power of two texture, dammit
|
||||
if(screen_width <= 512)
|
||||
texsize = 512;
|
||||
else if(screen_width <= 1024)
|
||||
texsize = 1024;
|
||||
// look for power of two that is large enough for the screen
|
||||
while (texsize < screen_width || texsize < screen_height)
|
||||
texsize <<= 1;
|
||||
|
||||
// Create screen texture
|
||||
if (firstTime)
|
||||
pglGenTextures(1, &screentexture);
|
||||
pglBindTexture(GL_TEXTURE_2D, screentexture);
|
||||
pglGenTextures(1, &screenTextures[tex]);
|
||||
pglBindTexture(GL_TEXTURE_2D, screenTextures[tex]);
|
||||
|
||||
if (firstTime)
|
||||
{
|
||||
|
@ -3224,54 +3186,23 @@ EXPORT void HWRAPI(MakeScreenTexture) (void)
|
|||
else
|
||||
pglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
|
||||
|
||||
tex_downloaded = screentexture;
|
||||
tex_downloaded = screenTextures[tex];
|
||||
}
|
||||
|
||||
EXPORT void HWRAPI(MakeScreenFinalTexture) (void)
|
||||
{
|
||||
INT32 texsize = 2048;
|
||||
boolean firstTime = (finalScreenTexture == 0);
|
||||
|
||||
// Use a power of two texture, dammit
|
||||
if(screen_width <= 512)
|
||||
texsize = 512;
|
||||
else if(screen_width <= 1024)
|
||||
texsize = 1024;
|
||||
|
||||
// Create screen texture
|
||||
if (firstTime)
|
||||
pglGenTextures(1, &finalScreenTexture);
|
||||
pglBindTexture(GL_TEXTURE_2D, finalScreenTexture);
|
||||
|
||||
if (firstTime)
|
||||
{
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
Clamp2D(GL_TEXTURE_WRAP_S);
|
||||
Clamp2D(GL_TEXTURE_WRAP_T);
|
||||
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
|
||||
}
|
||||
else
|
||||
pglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
|
||||
|
||||
tex_downloaded = finalScreenTexture;
|
||||
}
|
||||
|
||||
EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
|
||||
EXPORT void HWRAPI(DrawScreenFinalTexture)(int tex, int width, int height)
|
||||
{
|
||||
float xfix, yfix;
|
||||
float origaspect, newaspect;
|
||||
float xoff = 1, yoff = 1; // xoffset and yoffset for the polygon to have black bars around the screen
|
||||
FRGBAFloat clearColour;
|
||||
INT32 texsize = 2048;
|
||||
INT32 texsize = 512;
|
||||
|
||||
float off[12];
|
||||
float fix[8];
|
||||
|
||||
if(screen_width <= 1024)
|
||||
texsize = 1024;
|
||||
if(screen_width <= 512)
|
||||
texsize = 512;
|
||||
// look for power of two that is large enough for the screen
|
||||
while (texsize < screen_width || texsize < screen_height)
|
||||
texsize <<= 1;
|
||||
|
||||
xfix = 1/((float)(texsize)/((float)((screen_width))));
|
||||
yfix = 1/((float)(texsize)/((float)((screen_height))));
|
||||
|
@ -3318,10 +3249,7 @@ EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
|
|||
clearColour.red = clearColour.green = clearColour.blue = 0;
|
||||
clearColour.alpha = 1;
|
||||
ClearBuffer(true, false, &clearColour);
|
||||
pglBindTexture(GL_TEXTURE_2D, finalScreenTexture);
|
||||
|
||||
// prepare shader, if it is enabled
|
||||
Shader_SetUniforms(NULL, NULL, NULL, NULL);
|
||||
pglBindTexture(GL_TEXTURE_2D, screenTextures[tex]);
|
||||
|
||||
pglColor4ubv(white);
|
||||
|
||||
|
@ -3329,7 +3257,7 @@ EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
|
|||
pglVertexPointer(3, GL_FLOAT, 0, off);
|
||||
|
||||
pglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
tex_downloaded = finalScreenTexture;
|
||||
tex_downloaded = screenTextures[tex];
|
||||
}
|
||||
|
||||
EXPORT void HWRAPI(SetPaletteLookup)(UINT8 *lut)
|
||||
|
|
|
@ -21,6 +21,7 @@
|
|||
#include "i_system.h" // I_GetPreciseTime
|
||||
#include "m_misc.h"
|
||||
#include "st_stuff.h" // st_palette
|
||||
#include "doomstat.h" // singletics
|
||||
|
||||
#ifdef HWRENDER
|
||||
#include "hardware/hw_main.h"
|
||||
|
@ -604,7 +605,7 @@ static void GIF_framewrite(void)
|
|||
UINT16 delay = 0;
|
||||
INT32 startline;
|
||||
|
||||
if (gif_dynamicdelay ==(UINT8) 2)
|
||||
if (gif_dynamicdelay ==(UINT8) 2 && !singletics)
|
||||
{
|
||||
// golden's attempt at creating a "dynamic delay"
|
||||
UINT16 mingifdelay = 10; // minimum gif delay in milliseconds (keep at 10 because gifs can't get more precise).
|
||||
|
@ -617,7 +618,7 @@ static void GIF_framewrite(void)
|
|||
gif_delayus -= frames*(mingifdelay*1000); // remove frames by the amount of milliseconds they take. don't reset to 0, the microseconds help consistency.
|
||||
}
|
||||
}
|
||||
else if (gif_dynamicdelay ==(UINT8) 1)
|
||||
else if (gif_dynamicdelay ==(UINT8) 1 && !singletics)
|
||||
{
|
||||
float delayf = ceil(100.0f/NEWTICRATE);
|
||||
|
||||
|
|
|
@ -1250,7 +1250,7 @@ void M_SaveFrame(void)
|
|||
// paranoia: should be unnecessary without singletics
|
||||
static tic_t oldtic = 0;
|
||||
|
||||
if (oldtic == I_GetTime())
|
||||
if (oldtic == I_GetTime() && !singletics)
|
||||
return;
|
||||
else
|
||||
oldtic = I_GetTime();
|
||||
|
|
|
@ -97,12 +97,10 @@ void *hwSym(const char *funcName,void *handle)
|
|||
GETFUNC(SetTransform);
|
||||
GETFUNC(PostImgRedraw);
|
||||
GETFUNC(FlushScreenTextures);
|
||||
GETFUNC(StartScreenWipe);
|
||||
GETFUNC(EndScreenWipe);
|
||||
GETFUNC(SwapScreenTextures);
|
||||
GETFUNC(DoScreenWipe);
|
||||
GETFUNC(DrawIntermissionBG);
|
||||
GETFUNC(DrawScreenTexture);
|
||||
GETFUNC(MakeScreenTexture);
|
||||
GETFUNC(MakeScreenFinalTexture);
|
||||
GETFUNC(DrawScreenFinalTexture);
|
||||
|
||||
GETFUNC(InitShaders);
|
||||
|
|
|
@ -1244,11 +1244,10 @@ void I_FinishUpdate(void)
|
|||
// Final postprocess step of palette rendering, after everything else has been drawn.
|
||||
if (HWR_ShouldUsePaletteRendering())
|
||||
{
|
||||
// not using the function for its original named purpose but can be used like this too
|
||||
HWR_MakeScreenFinalTexture();
|
||||
HWD.pfnMakeScreenTexture(HWD_SCREENTEXTURE_GENERIC2);
|
||||
HWD.pfnSetSpecialState(HWD_SET_SHADERS, 1);
|
||||
HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_PALETTE_POSTPROCESS));
|
||||
HWR_DrawScreenFinalTexture(vid.width, vid.height);
|
||||
HWD.pfnDrawScreenTexture(HWD_SCREENTEXTURE_GENERIC2);
|
||||
HWD.pfnUnSetShader();
|
||||
HWD.pfnSetSpecialState(HWD_SET_SHADERS, 0);
|
||||
}
|
||||
|
@ -1881,12 +1880,10 @@ void VID_StartupOpenGL(void)
|
|||
HWD.pfnSetTransform = hwSym("SetTransform",NULL);
|
||||
HWD.pfnPostImgRedraw = hwSym("PostImgRedraw",NULL);
|
||||
HWD.pfnFlushScreenTextures=hwSym("FlushScreenTextures",NULL);
|
||||
HWD.pfnStartScreenWipe = hwSym("StartScreenWipe",NULL);
|
||||
HWD.pfnEndScreenWipe = hwSym("EndScreenWipe",NULL);
|
||||
HWD.pfnSwapScreenTextures=hwSym("SwapScreenTextures",NULL);
|
||||
HWD.pfnDoScreenWipe = hwSym("DoScreenWipe",NULL);
|
||||
HWD.pfnDrawIntermissionBG=hwSym("DrawIntermissionBG",NULL);
|
||||
HWD.pfnDrawScreenTexture= hwSym("DrawScreenTexture",NULL);
|
||||
HWD.pfnMakeScreenTexture= hwSym("MakeScreenTexture",NULL);
|
||||
HWD.pfnMakeScreenFinalTexture=hwSym("MakeScreenFinalTexture",NULL);
|
||||
HWD.pfnDrawScreenFinalTexture=hwSym("DrawScreenFinalTexture",NULL);
|
||||
|
||||
HWD.pfnInitShaders = hwSym("InitShaders",NULL);
|
||||
|
|
|
@ -230,7 +230,9 @@ void OglSdlFinishUpdate(boolean waitvbl)
|
|||
|
||||
// Sryder: We need to draw the final screen texture again into the other buffer in the original position so that
|
||||
// effects that want to take the old screen can do so after this
|
||||
HWR_DrawScreenFinalTexture(realwidth, realheight);
|
||||
// Generic2 has the screen image without palette rendering brightness adjustments.
|
||||
// Using that here will prevent brightness adjustments being applied twice.
|
||||
DrawScreenTexture(HWD_SCREENTEXTURE_GENERIC2);
|
||||
}
|
||||
|
||||
EXPORT void HWRAPI(OglSdlSetPalette) (RGBA_t *palette)
|
||||
|
|
Loading…
Reference in a new issue