// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2019 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file screen.c /// \brief Handles multiple resolutions, 8bpp/16bpp(highcolor) modes #include "doomdef.h" #include "doomstat.h" #include "screen.h" #include "console.h" #include "am_map.h" #include "i_system.h" #include "i_video.h" #include "r_local.h" #include "r_sky.h" #include "m_argv.h" #include "m_misc.h" #include "v_video.h" #include "st_stuff.h" #include "hu_stuff.h" #include "z_zone.h" #include "d_main.h" #include "d_clisrv.h" #include "f_finale.h" #include "i_sound.h" // closed captions #include "s_sound.h" // ditto #include "g_game.h" // ditto #include "p_local.h" // P_AutoPause() #if defined (USEASM) && !defined (NORUSEASM)//&& (!defined (_MSC_VER) || (_MSC_VER <= 1200)) #define RUSEASM //MSC.NET can't patch itself #endif // -------------------------------------------- // assembly or c drawer routines for 8bpp/16bpp // -------------------------------------------- void (*colfunc)(void); void (*colfuncs[COLDRAWFUNC_MAX])(void); void (*spanfunc)(void); void (*spanfuncs[SPANDRAWFUNC_MAX])(void); void (*spanfuncs_npo2[SPANDRAWFUNC_MAX])(void); // ------------------ // global video state // ------------------ viddef_t vid; INT32 setmodeneeded; //video mode change needed if > 0 (the mode number to set + 1) UINT8 setrenderneeded = 0; static CV_PossibleValue_t scr_depth_cons_t[] = {{8, "8 bits"}, {16, "16 bits"}, {24, "24 bits"}, {32, "32 bits"}, {0, NULL}}; //added : 03-02-98: default screen mode, as loaded/saved in config consvar_t cv_scr_width = {"scr_width", "1280", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_scr_height = {"scr_height", "800", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_scr_depth = {"scr_depth", "16 bits", CV_SAVE, scr_depth_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_renderview = {"renderview", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; static void SCR_ActuallyChangeRenderer(void); static CV_PossibleValue_t cv_renderer_t[] = {{1, "Software"}, {2, "OpenGL"}, {0, NULL}}; consvar_t cv_renderer = {"renderer", "Software", CV_NOLUA|CV_CALL, cv_renderer_t, SCR_ChangeRenderer, 0, NULL, NULL, 0, 0, NULL}; static void SCR_ChangeFullscreen(void); consvar_t cv_fullscreen = {"fullscreen", "Yes", CV_SAVE|CV_CALL, CV_YesNo, SCR_ChangeFullscreen, 0, NULL, NULL, 0, 0, NULL}; // ========================================================================= // SCREEN VARIABLES // ========================================================================= INT32 scr_bpp; // current video mode bytes per pixel UINT8 *scr_borderpatch; // flat used to fill the reduced view borders set at ST_Init() // ========================================================================= // Short and Tall sky drawer, for the current color mode void (*walldrawerfunc)(void); boolean R_ASM = true; boolean R_486 = false; boolean R_586 = false; boolean R_MMX = false; boolean R_SSE = false; boolean R_3DNow = false; boolean R_MMXExt = false; boolean R_SSE2 = false; void SCR_SetDrawFuncs(void) { // // setup the right draw routines for either 8bpp or 16bpp // if (true)//vid.bpp == 1) //Always run in 8bpp. todo: remove all 16bpp code? { colfuncs[BASEDRAWFUNC] = R_DrawColumn_8; spanfuncs[BASEDRAWFUNC] = R_DrawSpan_8; colfunc = colfuncs[BASEDRAWFUNC]; spanfunc = spanfuncs[BASEDRAWFUNC]; colfuncs[COLDRAWFUNC_FUZZY] = R_DrawTranslucentColumn_8; colfuncs[COLDRAWFUNC_TRANS] = R_DrawTranslatedColumn_8; colfuncs[COLDRAWFUNC_SHADE] = R_DrawShadeColumn_8; colfuncs[COLDRAWFUNC_SHADOWED] = R_DrawColumnShadowed_8; colfuncs[COLDRAWFUNC_TRANSTRANS] = R_DrawTranslatedTranslucentColumn_8; colfuncs[COLDRAWFUNC_TWOSMULTIPATCH] = R_Draw2sMultiPatchColumn_8; colfuncs[COLDRAWFUNC_TWOSMULTIPATCHTRANS] = R_Draw2sMultiPatchTranslucentColumn_8; colfuncs[COLDRAWFUNC_FOG] = R_DrawFogColumn_8; spanfuncs[SPANDRAWFUNC_TRANS] = R_DrawTranslucentSpan_8; spanfuncs[SPANDRAWFUNC_SPLAT] = R_DrawSplat_8; spanfuncs[SPANDRAWFUNC_TRANSSPLAT] = R_DrawTranslucentSplat_8; spanfuncs[SPANDRAWFUNC_FOG] = R_DrawFogSpan_8; #ifndef NOWATER spanfuncs[SPANDRAWFUNC_WATER] = R_DrawTranslucentWaterSpan_8; #endif #ifdef ESLOPE spanfuncs[SPANDRAWFUNC_TILTED] = R_DrawTiltedSpan_8; spanfuncs[SPANDRAWFUNC_TILTEDTRANS] = R_DrawTiltedTranslucentSpan_8; #ifndef NOWATER spanfuncs[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedTranslucentWaterSpan_8; #endif spanfuncs[SPANDRAWFUNC_TILTEDSPLAT] = R_DrawTiltedSplat_8; #endif // Lactozilla: Non-powers-of-two spanfuncs_npo2[BASEDRAWFUNC] = R_DrawSpan_NPO2_8; spanfuncs_npo2[SPANDRAWFUNC_TRANS] = R_DrawTranslucentSpan_NPO2_8; spanfuncs_npo2[SPANDRAWFUNC_SPLAT] = R_DrawSplat_NPO2_8; spanfuncs_npo2[SPANDRAWFUNC_TRANSSPLAT] = R_DrawTranslucentSplat_NPO2_8; spanfuncs_npo2[SPANDRAWFUNC_FOG] = NULL; // Not needed #ifndef NOWATER spanfuncs_npo2[SPANDRAWFUNC_WATER] = R_DrawTranslucentWaterSpan_NPO2_8; #endif #ifdef ESLOPE spanfuncs_npo2[SPANDRAWFUNC_TILTED] = R_DrawTiltedSpan_NPO2_8; spanfuncs_npo2[SPANDRAWFUNC_TILTEDTRANS] = R_DrawTiltedTranslucentSpan_NPO2_8; #ifndef NOWATER spanfuncs_npo2[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedTranslucentWaterSpan_NPO2_8; #endif spanfuncs_npo2[SPANDRAWFUNC_TILTEDSPLAT] = R_DrawTiltedSplat_NPO2_8; #endif #ifdef RUSEASM if (R_ASM) { if (R_MMX) { colfuncs[BASEDRAWFUNC] = R_DrawColumn_8_MMX; //colfuncs[COLDRAWFUNC_SHADE] = R_DrawShadeColumn_8_ASM; //colfuncs[COLDRAWFUNC_FUZZY] = R_DrawTranslucentColumn_8_ASM; colfuncs[COLDRAWFUNC_TWOSMULTIPATCH] = R_Draw2sMultiPatchColumn_8_MMX; spanfuncs[BASEDRAWFUNC] = R_DrawSpan_8_MMX; } else { colfuncs[BASEDRAWFUNC] = R_DrawColumn_8_ASM; //colfuncs[COLDRAWFUNC_SHADE] = R_DrawShadeColumn_8_ASM; //colfuncs[COLDRAWFUNC_FUZZY] = R_DrawTranslucentColumn_8_ASM; colfuncs[COLDRAWFUNC_TWOSMULTIPATCH] = R_Draw2sMultiPatchColumn_8_ASM; } } #endif } /* else if (vid.bpp > 1) { I_OutputMsg("using highcolor mode\n"); spanfunc = basespanfunc = R_DrawSpan_16; transcolfunc = R_DrawTranslatedColumn_16; transtransfunc = R_DrawTranslucentColumn_16; // No 16bit operation for this function colfunc = basecolfunc = R_DrawColumn_16; shadecolfunc = NULL; // detect error if used somewhere.. fuzzcolfunc = R_DrawTranslucentColumn_16; walldrawerfunc = R_DrawWallColumn_16; }*/ else I_Error("unknown bytes per pixel mode %d\n", vid.bpp); /* if (SCR_IsAspectCorrect(vid.width, vid.height)) CONS_Alert(CONS_WARNING, M_GetText("Resolution is not aspect-correct!\nUse a multiple of %dx%d\n"), BASEVIDWIDTH, BASEVIDHEIGHT); */ } void SCR_SetMode(void) { if (dedicated) return; if (!(setmodeneeded || setrenderneeded) || WipeInAction) return; // should never happen and don't change it during a wipe, BAD! // Lactozilla: Renderer switching if (setrenderneeded) { needpatchflush = true; needpatchrecache = true; VID_CheckRenderer(); if (!setmodeneeded) VID_SetMode(vid.modenum); } if (setmodeneeded) VID_SetMode(--setmodeneeded); V_SetPalette(0); SCR_SetDrawFuncs(); // set the apprpriate drawer for the sky (tall or INT16) setmodeneeded = 0; setrenderneeded = 0; } // do some initial settings for the game loading screen // void SCR_Startup(void) { const CPUInfoFlags *RCpuInfo = I_CPUInfo(); if (!M_CheckParm("-NOCPUID") && RCpuInfo) { #if defined (__i386__) || defined (_M_IX86) || defined (__WATCOMC__) R_486 = true; #endif if (RCpuInfo->RDTSC) R_586 = true; if (RCpuInfo->MMX) R_MMX = true; if (RCpuInfo->AMD3DNow) R_3DNow = true; if (RCpuInfo->MMXExt) R_MMXExt = true; if (RCpuInfo->SSE) R_SSE = true; if (RCpuInfo->SSE2) R_SSE2 = true; CONS_Printf("CPU Info: 486: %i, 586: %i, MMX: %i, 3DNow: %i, MMXExt: %i, SSE2: %i\n", R_486, R_586, R_MMX, R_3DNow, R_MMXExt, R_SSE2); } if (M_CheckParm("-noASM")) R_ASM = false; if (M_CheckParm("-486")) R_486 = true; if (M_CheckParm("-586")) R_586 = true; if (M_CheckParm("-MMX")) R_MMX = true; if (M_CheckParm("-3DNow")) R_3DNow = true; if (M_CheckParm("-MMXExt")) R_MMXExt = true; if (M_CheckParm("-SSE")) R_SSE = true; if (M_CheckParm("-noSSE")) R_SSE = false; if (M_CheckParm("-SSE2")) R_SSE2 = true; M_SetupMemcpy(); if (dedicated) { V_Init(); V_SetPalette(0); return; } vid.modenum = 0; vid.dupx = vid.width / BASEVIDWIDTH; vid.dupy = vid.height / BASEVIDHEIGHT; vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy); vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT); vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT); #ifdef HWRENDER if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl #endif vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy); vid.meddupx = (UINT8)(vid.dupx >> 1) + 1; vid.meddupy = (UINT8)(vid.dupy >> 1) + 1; #ifdef HWRENDER vid.fmeddupx = vid.meddupx*FRACUNIT; vid.fmeddupy = vid.meddupy*FRACUNIT; #endif vid.smalldupx = (UINT8)(vid.dupx / 3) + 1; vid.smalldupy = (UINT8)(vid.dupy / 3) + 1; #ifdef HWRENDER vid.fsmalldupx = vid.smalldupx*FRACUNIT; vid.fsmalldupy = vid.smalldupy*FRACUNIT; #endif vid.baseratio = FRACUNIT; V_Init(); CV_RegisterVar(&cv_ticrate); CV_RegisterVar(&cv_constextsize); V_SetPalette(0); } // Called at new frame, if the video mode has changed // void SCR_Recalc(void) { if (dedicated) return; // bytes per pixel quick access scr_bpp = vid.bpp; // scale 1,2,3 times in x and y the patches for the menus and overlays... // calculated once and for all, used by routines in v_video.c vid.dupx = vid.width / BASEVIDWIDTH; vid.dupy = vid.height / BASEVIDHEIGHT; vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy); vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT); vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT); #ifdef HWRENDER //if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl // 13/11/18: // The above is no longer necessary, since we want OpenGL to be just like software now // -- Monster Iestyn #endif vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy); //vid.baseratio = FixedDiv(vid.height << FRACBITS, BASEVIDHEIGHT << FRACBITS); vid.baseratio = FRACUNIT; vid.meddupx = (UINT8)(vid.dupx >> 1) + 1; vid.meddupy = (UINT8)(vid.dupy >> 1) + 1; #ifdef HWRENDER vid.fmeddupx = vid.meddupx*FRACUNIT; vid.fmeddupy = vid.meddupy*FRACUNIT; #endif vid.smalldupx = (UINT8)(vid.dupx / 3) + 1; vid.smalldupy = (UINT8)(vid.dupy / 3) + 1; #ifdef HWRENDER vid.fsmalldupx = vid.smalldupx*FRACUNIT; vid.fsmalldupy = vid.smalldupy*FRACUNIT; #endif // toggle off automap because some screensize-dependent values will // be calculated next time the automap is activated. if (automapactive) AM_Stop(); // set the screen[x] ptrs on the new vidbuffers V_Init(); // scr_viewsize doesn't change, neither detailLevel, but the pixels // per screenblock is different now, since we've changed resolution. R_SetViewSize(); //just set setsizeneeded true now .. // vid.recalc lasts only for the next refresh... con_recalc = true; am_recalc = true; } // Check for screen cmd-line parms: to force a resolution. // // Set the video mode to set at the 1st display loop (setmodeneeded) // void SCR_CheckDefaultMode(void) { INT32 scr_forcex, scr_forcey; // resolution asked from the cmd-line if (dedicated) return; // 0 means not set at the cmd-line scr_forcex = scr_forcey = 0; if (M_CheckParm("-width") && M_IsNextParm()) scr_forcex = atoi(M_GetNextParm()); if (M_CheckParm("-height") && M_IsNextParm()) scr_forcey = atoi(M_GetNextParm()); if (scr_forcex && scr_forcey) { CONS_Printf(M_GetText("Using resolution: %d x %d\n"), scr_forcex, scr_forcey); // returns -1 if not found, thus will be 0 (no mode change) if not found setmodeneeded = VID_GetModeForSize(scr_forcex, scr_forcey) + 1; } else { CONS_Printf(M_GetText("Default resolution: %d x %d (%d bits)\n"), cv_scr_width.value, cv_scr_height.value, cv_scr_depth.value); // see note above setmodeneeded = VID_GetModeForSize(cv_scr_width.value, cv_scr_height.value) + 1; } SCR_ActuallyChangeRenderer(); } // sets the modenum as the new default video mode to be saved in the config file void SCR_SetDefaultMode(void) { // remember the default screen size CV_SetValue(&cv_scr_width, vid.width); CV_SetValue(&cv_scr_height, vid.height); CV_SetValue(&cv_scr_depth, vid.bpp*8); } // Change fullscreen on/off according to cv_fullscreen void SCR_ChangeFullscreen(void) { #ifdef DIRECTFULLSCREEN // allow_fullscreen is set by VID_PrepareModeList // it is used to prevent switching to fullscreen during startup if (!allow_fullscreen) return; if (graphics_started) { VID_PrepareModeList(); setmodeneeded = VID_GetModeForSize(vid.width, vid.height) + 1; } return; #endif } static int target_renderer = 0; void SCR_ActuallyChangeRenderer(void) { setrenderneeded = target_renderer; // setting the same renderer twice WILL crash your game, so let's not, please if (rendermode == setrenderneeded) setrenderneeded = 0; } // Lactozilla: Renderer switching void SCR_ChangeRenderer(void) { setrenderneeded = 0; if (con_startup) { target_renderer = cv_renderer.value; if (M_CheckParm("-opengl")) target_renderer = rendermode = render_opengl; else if (M_CheckParm("-software")) target_renderer = rendermode = render_soft; // set cv_renderer back SCR_ChangeRendererCVars(rendermode); return; } if (cv_renderer.value == 1) target_renderer = render_soft; else if (cv_renderer.value == 2) target_renderer = render_opengl; SCR_ActuallyChangeRenderer(); } void SCR_ChangeRendererCVars(INT32 mode) { // set cv_renderer back if (mode == render_soft) CV_StealthSetValue(&cv_renderer, 1); else if (mode == render_opengl) CV_StealthSetValue(&cv_renderer, 2); } boolean SCR_IsAspectCorrect(INT32 width, INT32 height) { return ( width % BASEVIDWIDTH == 0 && height % BASEVIDHEIGHT == 0 && width / BASEVIDWIDTH == height / BASEVIDHEIGHT ); } // XMOD FPS display // moved out of os-specific code for consistency static boolean fpsgraph[TICRATE]; static tic_t lasttic; void SCR_DisplayTicRate(void) { tic_t i; tic_t ontic = I_GetTime(); tic_t totaltics = 0; INT32 ticcntcolor = 0; const INT32 h = vid.height-(8*vid.dupy); for (i = lasttic + 1; i < TICRATE+lasttic && i < ontic; ++i) fpsgraph[i % TICRATE] = false; fpsgraph[ontic % TICRATE] = true; for (i = 0;i < TICRATE;++i) if (fpsgraph[i]) ++totaltics; if (totaltics <= TICRATE/2) ticcntcolor = V_REDMAP; else if (totaltics == TICRATE) ticcntcolor = V_GREENMAP; V_DrawString(vid.width-(72*vid.dupx), h, V_YELLOWMAP|V_NOSCALESTART|V_USERHUDTRANS, "FPS:"); V_DrawString(vid.width-(40*vid.dupx), h, ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%02d/%02u", totaltics, TICRATE)); lasttic = ontic; } void SCR_DisplayLocalPing(void) { UINT32 ping = playerpingtable[consoleplayer]; // consoleplayer's ping is everyone's ping in a splitnetgame :P if (cv_showping.value == 1 || (cv_showping.value == 2 && servermaxping && ping > servermaxping)) // only show 2 (warning) if our ping is at a bad level { INT32 dispy = cv_ticrate.value ? 180 : 189; HU_drawPing(307, dispy, ping, true, V_SNAPTORIGHT | V_SNAPTOBOTTOM); } } void SCR_ClosedCaptions(void) { UINT8 i; boolean gamestopped = (paused || P_AutoPause()); INT32 basey = BASEVIDHEIGHT; if (gamestate != wipegamestate) return; if (gamestate == GS_LEVEL) { if (promptactive) basey -= 42; else if (splitscreen) basey -= 8; else if ((modeattacking == ATTACKING_NIGHTS) || (!(maptol & TOL_NIGHTS) && ((cv_powerupdisplay.value == 2) // "Always" || (cv_powerupdisplay.value == 1 && !camera.chase)))) // "First-person only" basey -= 16; } for (i = 0; i < NUMCAPTIONS; i++) { INT32 flags, y; char dot; boolean music; if (!closedcaptions[i].s) continue; music = (closedcaptions[i].s-S_sfx == sfx_None); if (music && !gamestopped && (closedcaptions[i].t < flashingtics) && (closedcaptions[i].t & 1)) continue; flags = V_SNAPTORIGHT|V_SNAPTOBOTTOM|V_ALLOWLOWERCASE; y = basey-((i + 2)*10); if (closedcaptions[i].b) y -= (closedcaptions[i].b--)*vid.dupy; if (closedcaptions[i].t < CAPTIONFADETICS) flags |= (((CAPTIONFADETICS-closedcaptions[i].t)/2)*V_10TRANS); if (music) dot = '\x19'; else if (closedcaptions[i].c && closedcaptions[i].c->origin) dot = '\x1E'; else dot = ' '; V_DrawRightAlignedString(BASEVIDWIDTH - 20, y, flags, va("%c [%s]", dot, (closedcaptions[i].s->caption[0] ? closedcaptions[i].s->caption : closedcaptions[i].s->name))); } }