// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2018 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 v_video.c /// \brief Gamma correction LUT stuff /// Functions to draw patches (by post) directly to screen. /// Functions to blit a block to the screen. #include "doomdef.h" #include "r_local.h" #include "p_local.h" // stplyr #include "g_game.h" // players #include "v_video.h" #include "hu_stuff.h" #include "r_draw.h" #include "console.h" #include "i_video.h" // rendermode #include "z_zone.h" #include "m_misc.h" #include "m_random.h" #include "doomstat.h" #ifdef HWRENDER #include "hardware/hw_glob.h" #endif // Each screen is [vid.width*vid.height]; UINT8 *screens[5]; // screens[0] = main display window // screens[1] = back screen, alternative blitting // screens[2] = screenshot buffer, gif movie buffer // screens[3] = fade screen start // screens[4] = fade screen end, postimage tempoarary buffer consvar_t cv_ticrate = {"showfps", "No", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL}; static void CV_palette_OnChange(void); static CV_PossibleValue_t gamma_cons_t[] = {{-15, "MIN"}, {5, "MAX"}, {0, NULL}}; consvar_t cv_globalgamma = {"gamma", "0", CV_SAVE|CV_CALL, gamma_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; static CV_PossibleValue_t saturation_cons_t[] = {{0, "MIN"}, {10, "MAX"}, {0, NULL}}; consvar_t cv_globalsaturation = {"saturation", "10", CV_SAVE|CV_CALL, saturation_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; #define huecoloursteps 4 static CV_PossibleValue_t hue_cons_t[] = {{0, "MIN"}, {(huecoloursteps*6)-1, "MAX"}, {0, NULL}}; consvar_t cv_rhue = {"rhue", "0", CV_SAVE|CV_CALL, hue_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_yhue = {"yhue", "4", CV_SAVE|CV_CALL, hue_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_ghue = {"ghue", "8", CV_SAVE|CV_CALL, hue_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_chue = {"chue", "12", CV_SAVE|CV_CALL, hue_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_bhue = {"bhue", "16", CV_SAVE|CV_CALL, hue_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_mhue = {"mhue", "20", CV_SAVE|CV_CALL, hue_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_rgamma = {"rgamma", "0", CV_SAVE|CV_CALL, gamma_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_ygamma = {"ygamma", "0", CV_SAVE|CV_CALL, gamma_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_ggamma = {"ggamma", "0", CV_SAVE|CV_CALL, gamma_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_cgamma = {"cgamma", "0", CV_SAVE|CV_CALL, gamma_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_bgamma = {"bgamma", "0", CV_SAVE|CV_CALL, gamma_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_mgamma = {"mgamma", "0", CV_SAVE|CV_CALL, gamma_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_rsaturation = {"rsaturation", "10", CV_SAVE|CV_CALL, saturation_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_ysaturation = {"ysaturation", "10", CV_SAVE|CV_CALL, saturation_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_gsaturation = {"gsaturation", "10", CV_SAVE|CV_CALL, saturation_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_csaturation = {"csaturation", "10", CV_SAVE|CV_CALL, saturation_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_bsaturation = {"bsaturation", "10", CV_SAVE|CV_CALL, saturation_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_msaturation = {"msaturation", "10", CV_SAVE|CV_CALL, saturation_cons_t, CV_palette_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_allcaps = {"allcaps", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; static CV_PossibleValue_t constextsize_cons_t[] = { {V_NOSCALEPATCH, "Small"}, {V_SMALLSCALEPATCH, "Medium"}, {V_MEDSCALEPATCH, "Large"}, {0, "Huge"}, {0, NULL}}; static void CV_constextsize_OnChange(void); consvar_t cv_constextsize = {"con_textsize", "Medium", CV_SAVE|CV_CALL, constextsize_cons_t, CV_constextsize_OnChange, 0, NULL, NULL, 0, 0, NULL}; #ifdef HWRENDER static void CV_Gammaxxx_ONChange(void); // Saved hardware mode variables // - You can change them in software, // but they won't do anything. static CV_PossibleValue_t grgamma_cons_t[] = {{1, "MIN"}, {255, "MAX"}, {0, NULL}}; static CV_PossibleValue_t grsoftwarefog_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "LightPlanes"}, {0, NULL}}; consvar_t cv_grfovchange = {"gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grfog = {"gr_fog", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grfogcolor = {"gr_fogcolor", "AAAAAA", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grsoftwarefog = {"gr_softwarefog", "Off", CV_SAVE, grsoftwarefog_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grgammared = {"gr_gammared", "127", CV_SAVE|CV_CALL, grgamma_cons_t, CV_Gammaxxx_ONChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grgammagreen = {"gr_gammagreen", "127", CV_SAVE|CV_CALL, grgamma_cons_t, CV_Gammaxxx_ONChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grgammablue = {"gr_gammablue", "127", CV_SAVE|CV_CALL, grgamma_cons_t, CV_Gammaxxx_ONChange, 0, NULL, NULL, 0, 0, NULL}; #ifdef ALAM_LIGHTING consvar_t cv_grdynamiclighting = {"gr_dynamiclighting", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grstaticlighting = {"gr_staticlighting", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grcoronas = {"gr_coronas", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grcoronasize = {"gr_coronasize", "1", CV_SAVE| CV_FLOAT, 0, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif static CV_PossibleValue_t CV_MD2[] = {{0, "Off"}, {1, "On"}, {2, "Old"}, {0, NULL}}; // console variables in development consvar_t cv_grmodels = {"gr_models", "Off", CV_SAVE, CV_MD2, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_grspritebillboarding = {"gr_spritebillboarding", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif // local copy of the palette for V_GetColor() RGBA_t *pLocalPalette = NULL; RGBA_t *pMasterPalette = NULL; /* The following was an extremely helpful resource when developing my Colour Cube LUT. http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html Please check it out if you're trying to maintain this. toast 18/04/17 */ float Cubepal[2][2][2][3]; // returns whether to apply cube, selectively avoiding expensive operations static boolean InitCube(void) { boolean apply = false; UINT8 q; float working[2][2][2][3] = // the initial positions of the corners of the colour cube! { { { {0.0, 0.0, 0.0}, // black corner {0.0, 0.0, 1.0} // blue corner }, { {0.0, 1.0, 0.0}, // green corner {0.0, 1.0, 1.0} // cyan corner } }, { { {1.0, 0.0, 0.0}, // red corner {1.0, 0.0, 1.0} // magenta corner }, { {1.0, 1.0, 0.0}, // yellow corner {1.0, 1.0, 1.0} // white corner } } }; float desatur[3]; // grey float globalgammamul, globalgammaoffs; boolean doinggamma; #define diffcons(cv) (cv.value != atoi(cv.defaultvalue)) doinggamma = diffcons(cv_globalgamma); #define gammascale 8 globalgammamul = (cv_globalgamma.value ? ((255 - (gammascale*abs(cv_globalgamma.value)))/255.0) : 1.0); globalgammaoffs = ((cv_globalgamma.value > 0) ? ((gammascale*cv_globalgamma.value)/255.0) : 0.0); desatur[0] = desatur[1] = desatur[2] = globalgammaoffs + (0.33*globalgammamul); if (doinggamma || diffcons(cv_rhue) || diffcons(cv_yhue) || diffcons(cv_ghue) || diffcons(cv_chue) || diffcons(cv_bhue) || diffcons(cv_mhue) || diffcons(cv_rgamma) || diffcons(cv_ygamma) || diffcons(cv_ggamma) || diffcons(cv_cgamma) || diffcons(cv_bgamma) || diffcons(cv_mgamma)) // set the gamma'd/hued positions (saturation is done later) { float mod, tempgammamul, tempgammaoffs; apply = true; working[0][0][0][0] = working[0][0][0][1] = working[0][0][0][2] = globalgammaoffs; working[1][1][1][0] = working[1][1][1][1] = working[1][1][1][2] = globalgammaoffs+globalgammamul; #define dohue(hue, gamma, loc) \ tempgammamul = (gamma ? ((255 - (gammascale*abs(gamma)))/255.0)*globalgammamul : globalgammamul);\ tempgammaoffs = ((gamma > 0) ? ((gammascale*gamma)/255.0) + globalgammaoffs : globalgammaoffs);\ mod = ((hue % huecoloursteps)*(tempgammamul)/huecoloursteps);\ switch (hue/huecoloursteps)\ {\ case 0:\ default:\ loc[0] = tempgammaoffs+tempgammamul;\ loc[1] = tempgammaoffs+mod;\ loc[2] = tempgammaoffs;\ break;\ case 1:\ loc[0] = tempgammaoffs+tempgammamul-mod;\ loc[1] = tempgammaoffs+tempgammamul;\ loc[2] = tempgammaoffs;\ break;\ case 2:\ loc[0] = tempgammaoffs;\ loc[1] = tempgammaoffs+tempgammamul;\ loc[2] = tempgammaoffs+mod;\ break;\ case 3:\ loc[0] = tempgammaoffs;\ loc[1] = tempgammaoffs+tempgammamul-mod;\ loc[2] = tempgammaoffs+tempgammamul;\ break;\ case 4:\ loc[0] = tempgammaoffs+mod;\ loc[1] = tempgammaoffs;\ loc[2] = tempgammaoffs+tempgammamul;\ break;\ case 5:\ loc[0] = tempgammaoffs+tempgammamul;\ loc[1] = tempgammaoffs;\ loc[2] = tempgammaoffs+tempgammamul-mod;\ break;\ } dohue(cv_rhue.value, cv_rgamma.value, working[1][0][0]); dohue(cv_yhue.value, cv_ygamma.value, working[1][1][0]); dohue(cv_ghue.value, cv_ggamma.value, working[0][1][0]); dohue(cv_chue.value, cv_cgamma.value, working[0][1][1]); dohue(cv_bhue.value, cv_bgamma.value, working[0][0][1]); dohue(cv_mhue.value, cv_mgamma.value, working[1][0][1]); #undef dohue } #define dosaturation(a, e) a = ((1 - work)*e + work*a) #define docvsat(cv_sat, hue, gamma, r, g, b) \ if diffcons(cv_sat)\ {\ float work, mod, tempgammamul, tempgammaoffs;\ apply = true;\ work = (cv_sat.value/10.0);\ mod = ((hue % huecoloursteps)*(1.0)/huecoloursteps);\ if (hue & huecoloursteps)\ mod = 2-mod;\ else\ mod += 1;\ tempgammamul = (gamma ? ((255 - (gammascale*abs(gamma)))/255.0)*globalgammamul : globalgammamul);\ tempgammaoffs = ((gamma > 0) ? ((gammascale*gamma)/255.0) + globalgammaoffs : globalgammaoffs);\ for (q = 0; q < 3; q++)\ dosaturation(working[r][g][b][q], (tempgammaoffs+(desatur[q]*mod*tempgammamul)));\ } docvsat(cv_rsaturation, cv_rhue.value, cv_rgamma.value, 1, 0, 0); docvsat(cv_ysaturation, cv_yhue.value, cv_ygamma.value, 1, 1, 0); docvsat(cv_gsaturation, cv_ghue.value, cv_ggamma.value, 0, 1, 0); docvsat(cv_csaturation, cv_chue.value, cv_cgamma.value, 0, 1, 1); docvsat(cv_bsaturation, cv_bhue.value, cv_bgamma.value, 0, 0, 1); docvsat(cv_msaturation, cv_mhue.value, cv_mgamma.value, 1, 0, 1); #undef gammascale if diffcons(cv_globalsaturation) { float work = (cv_globalsaturation.value/10.0); apply = true; for (q = 0; q < 3; q++) { dosaturation(working[1][0][0][q], desatur[q]); dosaturation(working[0][1][0][q], desatur[q]); dosaturation(working[0][0][1][q], desatur[q]); dosaturation(working[1][1][0][q], 2*desatur[q]); dosaturation(working[0][1][1][q], 2*desatur[q]); dosaturation(working[1][0][1][q], 2*desatur[q]); } } #undef dosaturation #undef diffcons if (!apply) return false; #define dowork(i, j, k, l) \ if (working[i][j][k][l] > 1.0)\ working[i][j][k][l] = 1.0;\ else if (working[i][j][k][l] < 0.0)\ working[i][j][k][l] = 0.0;\ Cubepal[i][j][k][l] = working[i][j][k][l] for (q = 0; q < 3; q++) { dowork(0, 0, 0, q); dowork(1, 0, 0, q); dowork(0, 1, 0, q); dowork(1, 1, 0, q); dowork(0, 0, 1, q); dowork(1, 0, 1, q); dowork(0, 1, 1, q); dowork(1, 1, 1, q); } #undef dowork return true; } #ifdef BACKWARDSCOMPATCORRECTION /* So it turns out that the way gamma was implemented previously, the default colour profile of the game was messed up. Since this bad decision has been around for a long time, and the intent is to keep the base game looking the same, I'm not gonna be the one to remove this base modification. toast 20/04/17 ... welp yes i am (27/07/19, see the ifdef around it) */ const UINT8 correctiontable[256] = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16, 17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32, 33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48, 49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64, 65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80, 81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96, 97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112, 113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128, 128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143, 144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, 160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, 176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191, 192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207, 208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223, 224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239, 240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255}; #endif // keep a copy of the palette so that we can get the RGB value for a color index at any time. static void LoadPalette(const char *lumpname) { boolean cube = InitCube(); lumpnum_t lumpnum = W_GetNumForName(lumpname); size_t i, palsize = W_LumpLength(lumpnum)/3; UINT8 *pal; Z_Free(pLocalPalette); Z_Free(pMasterPalette); pLocalPalette = Z_Malloc(sizeof (*pLocalPalette)*palsize, PU_STATIC, NULL); pMasterPalette = Z_Malloc(sizeof (*pMasterPalette)*palsize, PU_STATIC, NULL); pal = W_CacheLumpNum(lumpnum, PU_CACHE); for (i = 0; i < palsize; i++) { #ifdef BACKWARDSCOMPATCORRECTION pMasterPalette[i].s.red = pLocalPalette[i].s.red = correctiontable[*pal++]; pMasterPalette[i].s.green = pLocalPalette[i].s.green = correctiontable[*pal++]; pMasterPalette[i].s.blue = pLocalPalette[i].s.blue = correctiontable[*pal++]; #else pMasterPalette[i].s.red = pLocalPalette[i].s.red = *pal++; pMasterPalette[i].s.green = pLocalPalette[i].s.green = *pal++; pMasterPalette[i].s.blue = pLocalPalette[i].s.blue = *pal++; #endif pMasterPalette[i].s.alpha = pLocalPalette[i].s.alpha = 0xFF; // lerp of colour cubing! if you want, make it smoother yourself if (cube) { float working[4][3]; float linear; UINT8 q; linear = (pLocalPalette[i].s.red/255.0); #define dolerp(e1, e2) ((1 - linear)*e1 + linear*e2) for (q = 0; q < 3; q++) { working[0][q] = dolerp(Cubepal[0][0][0][q], Cubepal[1][0][0][q]); working[1][q] = dolerp(Cubepal[0][1][0][q], Cubepal[1][1][0][q]); working[2][q] = dolerp(Cubepal[0][0][1][q], Cubepal[1][0][1][q]); working[3][q] = dolerp(Cubepal[0][1][1][q], Cubepal[1][1][1][q]); } linear = (pLocalPalette[i].s.green/255.0); for (q = 0; q < 3; q++) { working[0][q] = dolerp(working[0][q], working[1][q]); working[1][q] = dolerp(working[2][q], working[3][q]); } linear = (pLocalPalette[i].s.blue/255.0); for (q = 0; q < 3; q++) { working[0][q] = 255*dolerp(working[0][q], working[1][q]); if (working[0][q] > 255.0) working[0][q] = 255.0; else if (working[0][q] < 0.0) working[0][q] = 0.0; } #undef dolerp pLocalPalette[i].s.red = (UINT8)(working[0][0]); pLocalPalette[i].s.green = (UINT8)(working[0][1]); pLocalPalette[i].s.blue = (UINT8)(working[0][2]); } } } const char *R_GetPalname(UINT16 num) { static char palname[9]; char newpal[9] = "PLAYPAL"; if (num > 0 && num <= 10000) snprintf(newpal, 8, "PAL%04u", num-1); strncpy(palname, newpal, 8); return palname; } const char *GetPalette(void) { if (gamestate == GS_LEVEL) return R_GetPalname(mapheaderinfo[gamemap-1]->palette); return "PLAYPAL"; } static void LoadMapPalette(void) { LoadPalette(GetPalette()); } // -------------+ // V_SetPalette : Set the current palette to use for palettized graphics // : // -------------+ void V_SetPalette(INT32 palettenum) { if (!pLocalPalette) LoadMapPalette(); #ifdef HWRENDER if (rendermode != render_soft && rendermode != render_none) HWR_SetPalette(&pLocalPalette[palettenum*256]); #if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL) else #endif #endif if (rendermode != render_none) I_SetPalette(&pLocalPalette[palettenum*256]); } void V_SetPaletteLump(const char *pal) { LoadPalette(pal); #ifdef HWRENDER if (rendermode != render_soft && rendermode != render_none) HWR_SetPalette(pLocalPalette); #if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL) else #endif #endif if (rendermode != render_none) I_SetPalette(pLocalPalette); } static void CV_palette_OnChange(void) { // reload palette LoadMapPalette(); V_SetPalette(0); } // change the palette directly to see the change #ifdef HWRENDER static void CV_Gammaxxx_ONChange(void) { if (rendermode != render_soft && rendermode != render_none) V_SetPalette(0); } #endif #if defined (__GNUC__) && defined (__i386__) && !defined (NOASM) && !defined (__APPLE__) && !defined (NORUSEASM) void VID_BlitLinearScreen_ASM(const UINT8 *srcptr, UINT8 *destptr, INT32 width, INT32 height, size_t srcrowbytes, size_t destrowbytes); #define HAVE_VIDCOPY #endif static void CV_constextsize_OnChange(void) { con_recalc = true; } // -------------------------------------------------------------------------- // Copy a rectangular area from one bitmap to another (8bpp) // -------------------------------------------------------------------------- void VID_BlitLinearScreen(const UINT8 *srcptr, UINT8 *destptr, INT32 width, INT32 height, size_t srcrowbytes, size_t destrowbytes) { #ifdef HAVE_VIDCOPY VID_BlitLinearScreen_ASM(srcptr,destptr,width,height,srcrowbytes,destrowbytes); #else if (srcrowbytes == destrowbytes) M_Memcpy(destptr, srcptr, srcrowbytes * height); else { while (height--) { M_Memcpy(destptr, srcptr, width); destptr += destrowbytes; srcptr += srcrowbytes; } } #endif } static UINT8 hudplusalpha[11] = { 10, 8, 6, 4, 2, 0, 0, 0, 0, 0, 0}; static UINT8 hudminusalpha[11] = { 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5}; static const UINT8 *v_colormap = NULL; static const UINT8 *v_translevel = NULL; static inline UINT8 standardpdraw(const UINT8 *dest, const UINT8 *source, fixed_t ofs) { (void)dest; return source[ofs>>FRACBITS]; } static inline UINT8 mappedpdraw(const UINT8 *dest, const UINT8 *source, fixed_t ofs) { (void)dest; return *(v_colormap + source[ofs>>FRACBITS]); } static inline UINT8 translucentpdraw(const UINT8 *dest, const UINT8 *source, fixed_t ofs) { return *(v_translevel + ((source[ofs>>FRACBITS]<<8)&0xff00) + (*dest&0xff)); } static inline UINT8 transmappedpdraw(const UINT8 *dest, const UINT8 *source, fixed_t ofs) { return *(v_translevel + (((*(v_colormap + source[ofs>>FRACBITS]))<<8)&0xff00) + (*dest&0xff)); } // Draws a patch scaled to arbitrary size. void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t *patch, const UINT8 *colormap) { UINT8 (*patchdrawfunc)(const UINT8*, const UINT8*, fixed_t); UINT32 alphalevel = 0; fixed_t col, ofs, colfrac, rowfrac, fdup; INT32 dupx, dupy; const column_t *column; UINT8 *desttop, *dest, *deststart, *destend; const UINT8 *source, *deststop; fixed_t pwidth; // patch width fixed_t offx = 0; // x offset UINT8 perplayershuffle = 0; if (rendermode == render_none) return; #ifdef HWRENDER //if (rendermode != render_soft && !con_startup) // Why? if (rendermode != render_soft) { HWR_DrawFixedPatch((GLPatch_t *)patch, x, y, pscale, scrn, colormap); return; } #endif patchdrawfunc = standardpdraw; v_translevel = NULL; if ((alphalevel = ((scrn & V_ALPHAMASK) >> V_ALPHASHIFT))) { if (alphalevel == 13) alphalevel = hudminusalpha[cv_translucenthud.value]; else if (alphalevel == 14) alphalevel = 10 - cv_translucenthud.value; else if (alphalevel == 15) alphalevel = hudplusalpha[cv_translucenthud.value]; if (alphalevel >= 10) return; // invis if (alphalevel) { v_translevel = transtables + ((alphalevel-1)<> V_SCALEPATCHSHIFT) { case 1: // V_NOSCALEPATCH dupx = dupy = 1; break; case 2: // V_SMALLSCALEPATCH dupx = vid.smalldupx; dupy = vid.smalldupy; break; case 3: // V_MEDSCALEPATCH dupx = vid.meddupx; dupy = vid.meddupy; break; default: break; } // only use one dup, to avoid stretching (har har) dupx = dupy = (dupx < dupy ? dupx : dupy); fdup = FixedMul(dupx<width) - SHORT(patch->leftoffset))<leftoffset)<topoffset)<>= 1; rowfrac <<= 1; y >>= 1; #ifdef QUADS if (splitscreen > 1) // 3 or 4 players { fixed_t adjustx = ((scrn & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)<<(FRACBITS-1)); colfrac <<= 1; x >>= 1; if (stplyr == &players[displayplayer]) { if (!(scrn & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(scrn & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; scrn &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT; } else if (stplyr == &players[secondarydisplayplayer]) { if (!(scrn & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(scrn & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; scrn &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT; } else if (stplyr == &players[thirddisplayplayer]) { if (!(scrn & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(scrn & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; y += adjusty; scrn &= ~V_SNAPTOTOP|V_SNAPTORIGHT; } else //if (stplyr == &players[fourthdisplayplayer]) { if (!(scrn & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(scrn & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; y += adjusty; scrn &= ~V_SNAPTOTOP|V_SNAPTOLEFT; } } else #endif // 2 players { if (stplyr == &players[displayplayer]) { if (!(scrn & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle = 1; scrn &= ~V_SNAPTOBOTTOM; } else //if (stplyr == &players[secondarydisplayplayer]) { if (!(scrn & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle = 2; y += adjusty; scrn &= ~V_SNAPTOTOP; } } } desttop = screens[scrn&V_PARAMMASK]; if (!desttop) return; deststop = desttop + vid.rowbytes * vid.height; if (scrn & V_NOSCALESTART) { x >>= FRACBITS; y >>= FRACBITS; desttop += (y*vid.width) + x; } else { x = FixedMul(x,dupx<>= FRACBITS; y >>= FRACBITS; // Center it if necessary if (!(scrn & V_SCALEPATCHMASK)) { // if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT) if (x == 0 && SHORT(patch->width) == BASEVIDWIDTH && y == 0 && SHORT(patch->height) == BASEVIDHEIGHT) { column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[0])); if (!column->topdelta) { source = (const UINT8 *)(column) + 3; V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, source[0]); } } if (vid.width != BASEVIDWIDTH * dupx) { // dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx, // so center this imaginary screen if (scrn & V_SNAPTORIGHT) x += (vid.width - (BASEVIDWIDTH * dupx)); else if (!(scrn & V_SNAPTOLEFT)) x += (vid.width - (BASEVIDWIDTH * dupx)) / 2; if (perplayershuffle & 4) x -= (vid.width - (BASEVIDWIDTH * dupx)) / 4; else if (perplayershuffle & 8) x += (vid.width - (BASEVIDWIDTH * dupx)) / 4; } if (vid.height != BASEVIDHEIGHT * dupy) { // same thing here if (scrn & V_SNAPTOBOTTOM) y += (vid.height - (BASEVIDHEIGHT * dupy)); else if (!(scrn & V_SNAPTOTOP)) y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2; if (perplayershuffle & 1) y -= (vid.height - (BASEVIDHEIGHT * dupy)) / 4; else if (perplayershuffle & 2) y += (vid.height - (BASEVIDHEIGHT * dupy)) / 4; } } desttop += (y*vid.width) + x; } if (pscale != FRACUNIT) // scale width properly { pwidth = SHORT(patch->width)<>= FRACBITS; } else pwidth = SHORT(patch->width) * dupx; deststart = desttop; destend = desttop + pwidth; for (col = 0; (col>>FRACBITS) < SHORT(patch->width); col += colfrac, ++offx, desttop++) { INT32 topdelta, prevdelta = -1; if (scrn & V_FLIP) // offx is measured from right edge instead of left { if (x+pwidth-offx < 0) // don't draw off the left of the screen (WRAP PREVENTION) break; if (x+pwidth-offx >= vid.width) // don't draw off the right of the screen (WRAP PREVENTION) continue; } else { if (x+offx < 0) // don't draw off the left of the screen (WRAP PREVENTION) continue; if (x+offx >= vid.width) // don't draw off the right of the screen (WRAP PREVENTION) break; } column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[col>>FRACBITS])); while (column->topdelta != 0xff) { topdelta = column->topdelta; if (topdelta <= prevdelta) topdelta += prevdelta; prevdelta = topdelta; source = (const UINT8 *)(column) + 3; dest = desttop; if (scrn & V_FLIP) dest = deststart + (destend - desttop); dest += FixedInt(FixedMul(topdelta<>FRACBITS) < column->length; ofs += rowfrac) { if (dest >= screens[scrn&V_PARAMMASK]) // don't draw off the top of the screen (CRASH PREVENTION) *dest = patchdrawfunc(dest, source, ofs); dest += vid.width; } column = (const column_t *)((const UINT8 *)column + column->length + 4); } } } // Draws a patch cropped and scaled to arbitrary size. void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t *patch, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h) { UINT8 (*patchdrawfunc)(const UINT8*, const UINT8*, fixed_t); UINT32 alphalevel = 0; // boolean flip = false; fixed_t col, ofs, colfrac, rowfrac, fdup; INT32 dupx, dupy; const column_t *column; UINT8 *desttop, *dest; const UINT8 *source, *deststop; UINT8 perplayershuffle = 0; if (rendermode == render_none) return; #ifdef HWRENDER //if (rendermode != render_soft && !con_startup) // Not this again if (rendermode != render_soft) { HWR_DrawCroppedPatch((GLPatch_t*)patch,x,y,pscale,scrn,sx,sy,w,h); return; } #endif patchdrawfunc = standardpdraw; v_translevel = NULL; if ((alphalevel = ((scrn & V_ALPHAMASK) >> V_ALPHASHIFT))) { if (alphalevel == 13) alphalevel = hudminusalpha[cv_translucenthud.value]; else if (alphalevel == 14) alphalevel = 10 - cv_translucenthud.value; else if (alphalevel == 15) alphalevel = hudplusalpha[cv_translucenthud.value]; if (alphalevel >= 10) return; // invis if (alphalevel) { v_translevel = transtables + ((alphalevel-1)<topoffset)<leftoffset)<>= 1; rowfrac <<= 1; y >>= 1; sy >>= 1; h >>= 1; #ifdef QUADS if (splitscreen > 1) // 3 or 4 players { fixed_t adjustx = ((scrn & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)<<(FRACBITS-1)); colfrac <<= 1; x >>= 1; sx >>= 1; w >>= 1; if (stplyr == &players[displayplayer]) { if (!(scrn & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(scrn & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; scrn &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT; } else if (stplyr == &players[secondarydisplayplayer]) { if (!(scrn & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(scrn & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; sx += adjustx; scrn &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT; } else if (stplyr == &players[thirddisplayplayer]) { if (!(scrn & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(scrn & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; y += adjusty; sy += adjusty; scrn &= ~V_SNAPTOTOP|V_SNAPTORIGHT; } else //if (stplyr == &players[fourthdisplayplayer]) { if (!(scrn & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(scrn & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; sx += adjustx; y += adjusty; sy += adjusty; scrn &= ~V_SNAPTOTOP|V_SNAPTOLEFT; } } else #endif // 2 players { if (stplyr == &players[displayplayer]) { if (!(scrn & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; scrn &= ~V_SNAPTOBOTTOM; } else //if (stplyr == &players[secondarydisplayplayer]) { if (!(scrn & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; y += adjusty; sy += adjusty; scrn &= ~V_SNAPTOTOP; } } } desttop = screens[scrn&V_PARAMMASK]; if (!desttop) return; deststop = desttop + vid.rowbytes * vid.height; if (scrn & V_NOSCALESTART) { x >>= FRACBITS; y >>= FRACBITS; desttop += (y*vid.width) + x; } else { x = FixedMul(x,dupx<>= FRACBITS; y >>= FRACBITS; // Center it if necessary if (!(scrn & V_SCALEPATCHMASK)) { // if it's meant to cover the whole screen, black out the rest // no the patch is cropped do not do this ever if (vid.width != BASEVIDWIDTH * dupx) { // dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx, // so center this imaginary screen if (scrn & V_SNAPTORIGHT) x += (vid.width - (BASEVIDWIDTH * dupx)); else if (!(scrn & V_SNAPTOLEFT)) x += (vid.width - (BASEVIDWIDTH * dupx)) / 2; if (perplayershuffle & 4) x -= (vid.width - (BASEVIDWIDTH * dupx)) / 4; else if (perplayershuffle & 8) x += (vid.width - (BASEVIDWIDTH * dupx)) / 4; } if (vid.height != BASEVIDHEIGHT * dupy) { // same thing here if (scrn & V_SNAPTOBOTTOM) y += (vid.height - (BASEVIDHEIGHT * dupy)); else if (!(scrn & V_SNAPTOTOP)) y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2; if (perplayershuffle & 1) y -= (vid.height - (BASEVIDHEIGHT * dupy)) / 4; else if (perplayershuffle & 2) y += (vid.height - (BASEVIDHEIGHT * dupy)) / 4; } } desttop += (y*vid.width) + x; } for (col = sx<>FRACBITS) < SHORT(patch->width) && ((col>>FRACBITS) - sx) < w; col += colfrac, ++x, desttop++) { INT32 topdelta, prevdelta = -1; if (x < 0) // don't draw off the left of the screen (WRAP PREVENTION) continue; if (x >= vid.width) // don't draw off the right of the screen (WRAP PREVENTION) break; column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[col>>FRACBITS])); while (column->topdelta != 0xff) { topdelta = column->topdelta; if (topdelta <= prevdelta) topdelta += prevdelta; prevdelta = topdelta; source = (const UINT8 *)(column) + 3; dest = desttop; if (topdelta-sy > 0) { dest += FixedInt(FixedMul((topdelta-sy)<>FRACBITS) < column->length && (((ofs>>FRACBITS) - sy) + topdelta) < h; ofs += rowfrac) { if (dest >= screens[scrn&V_PARAMMASK]) // don't draw off the top of the screen (CRASH PREVENTION) *dest = patchdrawfunc(dest, source, ofs); dest += vid.width; } column = (const column_t *)((const UINT8 *)column + column->length + 4); } } } // // V_DrawContinueIcon // Draw a mini player! If we can, that is. Otherwise we draw a star. // void V_DrawContinueIcon(INT32 x, INT32 y, INT32 flags, INT32 skinnum, UINT8 skincolor) { if (skinnum >= 0 && skinnum < numskins && skins[skinnum].sprites[SPR2_XTRA].numframes >= 4) { spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA]; spriteframe_t *sprframe = &sprdef->spriteframes[3]; patch_t *patch = W_CachePatchNum(sprframe->lumppat[0], PU_LEVEL); const UINT8 *colormap = R_GetTranslationColormap(skinnum, skincolor, GTC_CACHE); V_DrawMappedPatch(x, y, flags, patch, colormap); } else V_DrawScaledPatch(x - 10, y - 14, flags, W_CachePatchName("CONTINS", PU_CACHE)); } // // V_DrawBlock // Draw a linear block of pixels into the view buffer. // void V_DrawBlock(INT32 x, INT32 y, INT32 scrn, INT32 width, INT32 height, const UINT8 *src) { UINT8 *dest; const UINT8 *deststop; #ifdef RANGECHECK if (x < 0 || x + width > vid.width || y < 0 || y + height > vid.height || (unsigned)scrn > 4) I_Error("Bad V_DrawBlock"); #endif dest = screens[scrn] + y*vid.width + x; deststop = screens[scrn] + vid.rowbytes * vid.height; while (height--) { M_Memcpy(dest, src, width); src += width; dest += vid.width; if (dest > deststop) return; } } static void V_BlitScaledPic(INT32 px1, INT32 py1, INT32 scrn, pic_t *pic); // Draw a linear pic, scaled, TOTALLY CRAP CODE!!! OPTIMISE AND ASM!! // void V_DrawScaledPic(INT32 rx1, INT32 ry1, INT32 scrn, INT32 lumpnum) { #ifdef HWRENDER if (rendermode != render_soft) { HWR_DrawPic(rx1, ry1, lumpnum); return; } #endif V_BlitScaledPic(rx1, ry1, scrn, W_CacheLumpNum(lumpnum, PU_CACHE)); } static void V_BlitScaledPic(INT32 rx1, INT32 ry1, INT32 scrn, pic_t * pic) { INT32 dupx, dupy; INT32 x, y; UINT8 *src, *dest; INT32 width, height; width = SHORT(pic->width); height = SHORT(pic->height); scrn &= V_PARAMMASK; if (pic->mode != 0) { CONS_Debug(DBG_RENDER, "pic mode %d not supported in Software\n", pic->mode); return; } dest = screens[scrn] + max(0, ry1 * vid.width) + max(0, rx1); // y cliping to the screen if (ry1 + height * vid.dupy >= vid.width) height = (vid.width - ry1) / vid.dupy - 1; // WARNING no x clipping (not needed for the moment) for (y = max(0, -ry1 / vid.dupy); y < height; y++) { for (dupy = vid.dupy; dupy; dupy--) { src = pic->data + y * width; for (x = 0; x < width; x++) { for (dupx = vid.dupx; dupx; dupx--) *dest++ = *src; src++; } dest += vid.width - vid.dupx * width; } } } // // Fills a box of pixels with a single color, NOTE: scaled to screen size // void V_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) { UINT8 *dest; const UINT8 *deststop; UINT8 perplayershuffle = 0; if (rendermode == render_none) return; #ifdef HWRENDER //if (rendermode != render_soft && !con_startup) // Not this again if (rendermode != render_soft) { HWR_DrawFill(x, y, w, h, c); return; } #endif if (splitscreen && (c & V_PERPLAYER)) { fixed_t adjusty = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1; h >>= 1; y >>= 1; #ifdef QUADS if (splitscreen > 1) // 3 or 4 players { fixed_t adjustx = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1; w >>= 1; x >>= 1; if (stplyr == &players[displayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; c &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT; } else if (stplyr == &players[secondarydisplayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; c &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT; } else if (stplyr == &players[thirddisplayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; y += adjusty; c &= ~V_SNAPTOTOP|V_SNAPTORIGHT; } else //if (stplyr == &players[fourthdisplayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; y += adjusty; c &= ~V_SNAPTOTOP|V_SNAPTOLEFT; } } else #endif // 2 players { if (stplyr == &players[displayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; c &= ~V_SNAPTOBOTTOM; } else //if (stplyr == &players[secondarydisplayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; y += adjusty; c &= ~V_SNAPTOTOP; } } } if (!(c & V_NOSCALESTART)) { INT32 dupx = vid.dupx, dupy = vid.dupy; if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT) { // Clear the entire screen, from dest to deststop. Yes, this really works. memset(screens[0], (c&255), vid.width * vid.height * vid.bpp); return; } x *= dupx; y *= dupy; w *= dupx; h *= dupy; // Center it if necessary if (vid.width != BASEVIDWIDTH * dupx) { // dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx, // so center this imaginary screen if (c & V_SNAPTORIGHT) x += (vid.width - (BASEVIDWIDTH * dupx)); else if (!(c & V_SNAPTOLEFT)) x += (vid.width - (BASEVIDWIDTH * dupx)) / 2; if (perplayershuffle & 4) x -= (vid.width - (BASEVIDWIDTH * dupx)) / 4; else if (perplayershuffle & 8) x += (vid.width - (BASEVIDWIDTH * dupx)) / 4; } if (vid.height != BASEVIDHEIGHT * dupy) { // same thing here if (c & V_SNAPTOBOTTOM) y += (vid.height - (BASEVIDHEIGHT * dupy)); else if (!(c & V_SNAPTOTOP)) y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2; if (perplayershuffle & 1) y -= (vid.height - (BASEVIDHEIGHT * dupy)) / 4; else if (perplayershuffle & 2) y += (vid.height - (BASEVIDHEIGHT * dupy)) / 4; } } if (x >= vid.width || y >= vid.height) return; // off the screen if (x < 0) { w += x; x = 0; } if (y < 0) { h += y; y = 0; } if (w <= 0 || h <= 0) return; // zero width/height wouldn't draw anything if (x + w > vid.width) w = vid.width - x; if (y + h > vid.height) h = vid.height - y; dest = screens[0] + y*vid.width + x; deststop = screens[0] + vid.rowbytes * vid.height; c &= 255; for (;(--h >= 0) && dest < deststop; dest += vid.width) memset(dest, c, w * vid.bpp); } #ifdef HWRENDER // This is now a function since it's otherwise repeated 2 times and honestly looks retarded: static UINT32 V_GetHWConsBackColor(void) { UINT32 hwcolor; switch (cons_backcolor.value) { case 0: hwcolor = 0xffffff00; break; // White case 1: hwcolor = 0x80808000; break; // Black case 2: hwcolor = 0xdeb88700; break; // Sepia case 3: hwcolor = 0x40201000; break; // Brown case 4: hwcolor = 0xfa807200; break; // Pink case 5: hwcolor = 0xff69b400; break; // Raspberry case 6: hwcolor = 0xff000000; break; // Red case 7: hwcolor = 0xffd68300; break; // Creamsicle case 8: hwcolor = 0xff800000; break; // Orange case 9: hwcolor = 0xdaa52000; break; // Gold case 10: hwcolor = 0x80800000; break; // Yellow case 11: hwcolor = 0x00ff0000; break; // Emerald case 12: hwcolor = 0x00800000; break; // Green case 13: hwcolor = 0x4080ff00; break; // Cyan case 14: hwcolor = 0x4682b400; break; // Steel case 15: hwcolor = 0x1e90ff00; break; // Periwinkle case 16: hwcolor = 0x0000ff00; break; // Blue case 17: hwcolor = 0xff00ff00; break; // Purple case 18: hwcolor = 0xee82ee00; break; // Lavender // Default green default: hwcolor = 0x00800000; break; } return hwcolor; } #endif // THANK YOU MPC!!! // and thanks toaster for cleaning it up. void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) { UINT8 *dest; const UINT8 *deststop; INT32 u; UINT8 *fadetable; UINT32 alphalevel = 0; UINT8 perplayershuffle = 0; if (rendermode == render_none) return; #ifdef HWRENDER if (rendermode != render_soft && rendermode != render_none) { UINT32 hwcolor = V_GetHWConsBackColor(); HWR_DrawConsoleFill(x, y, w, h, c, hwcolor); // we still use the regular color stuff but only for flags. actual draw color is "hwcolor" for this. return; } #endif if ((alphalevel = ((c & V_ALPHAMASK) >> V_ALPHASHIFT))) { if (alphalevel == 13) alphalevel = hudminusalpha[cv_translucenthud.value]; else if (alphalevel == 14) alphalevel = 10 - cv_translucenthud.value; else if (alphalevel == 15) alphalevel = hudplusalpha[cv_translucenthud.value]; if (alphalevel >= 10) return; // invis } if (splitscreen && (c & V_PERPLAYER)) { fixed_t adjusty = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1; h >>= 1; y >>= 1; #ifdef QUADS if (splitscreen > 1) // 3 or 4 players { fixed_t adjustx = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1; w >>= 1; x >>= 1; if (stplyr == &players[displayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; c &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT; } else if (stplyr == &players[secondarydisplayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; c &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT; } else if (stplyr == &players[thirddisplayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; y += adjusty; c &= ~V_SNAPTOTOP|V_SNAPTORIGHT; } else //if (stplyr == &players[fourthdisplayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; y += adjusty; c &= ~V_SNAPTOTOP|V_SNAPTOLEFT; } } else #endif // 2 players { if (stplyr == &players[displayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; c &= ~V_SNAPTOBOTTOM; } else //if (stplyr == &players[secondarydisplayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; y += adjusty; c &= ~V_SNAPTOTOP; } } } if (!(c & V_NOSCALESTART)) { INT32 dupx = vid.dupx, dupy = vid.dupy; x *= dupx; y *= dupy; w *= dupx; h *= dupy; // Center it if necessary if (vid.width != BASEVIDWIDTH * dupx) { // dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx, // so center this imaginary screen if (c & V_SNAPTORIGHT) x += (vid.width - (BASEVIDWIDTH * dupx)); else if (!(c & V_SNAPTOLEFT)) x += (vid.width - (BASEVIDWIDTH * dupx)) / 2; if (perplayershuffle & 4) x -= (vid.width - (BASEVIDWIDTH * dupx)) / 4; else if (perplayershuffle & 8) x += (vid.width - (BASEVIDWIDTH * dupx)) / 4; } if (vid.height != BASEVIDHEIGHT * dupy) { // same thing here if (c & V_SNAPTOBOTTOM) y += (vid.height - (BASEVIDHEIGHT * dupy)); else if (!(c & V_SNAPTOTOP)) y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2; if (perplayershuffle & 1) y -= (vid.height - (BASEVIDHEIGHT * dupy)) / 4; else if (perplayershuffle & 2) y += (vid.height - (BASEVIDHEIGHT * dupy)) / 4; } } if (x >= vid.width || y >= vid.height) return; // off the screen if (x < 0) { w += x; x = 0; } if (y < 0) { h += y; y = 0; } if (w <= 0 || h <= 0) return; // zero width/height wouldn't draw anything if (x + w > vid.width) w = vid.width-x; if (y + h > vid.height) h = vid.height-y; dest = screens[0] + y*vid.width + x; deststop = screens[0] + vid.rowbytes * vid.height; c &= 255; // Jimita (12-04-2018) if (alphalevel) { fadetable = ((UINT8 *)transtables + ((alphalevel-1)<= 0) && dest < deststop; dest += vid.width) { u = 0; while (u < w) { dest[u] = fadetable[consolebgmap[dest[u]]]; u++; } } } else { for (;(--h >= 0) && dest < deststop; dest += vid.width) { u = 0; while (u < w) { dest[u] = consolebgmap[dest[u]]; u++; } } } } // // If color is 0x00 to 0xFF, draw transtable (strength range 0-9). // Else, use COLORMAP lump (strength range 0-31). // c is not color, it is for flags only. transparency flags will be ignored. // IF YOU ARE NOT CAREFUL, THIS CAN AND WILL CRASH! // I have kept the safety checks for strength out of this function; // I don't trust Lua users with it, so it doesn't matter. // void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, UINT8 strength) { UINT8 *dest; const UINT8 *deststop; INT32 u; UINT8 *fadetable; UINT8 perplayershuffle = 0; if (rendermode == render_none) return; #ifdef HWRENDER if (rendermode != render_soft && rendermode != render_none) { // ughhhhh please can someone else do this? thanks ~toast 25/7/19 in 38 degrees centigrade w/o AC HWR_DrawFadeFill(x, y, w, h, c, color, strength); // toast two days later - left above comment in 'cause it's funny return; } #endif if (splitscreen && (c & V_PERPLAYER)) { fixed_t adjusty = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1; h >>= 1; y >>= 1; #ifdef QUADS if (splitscreen > 1) // 3 or 4 players { fixed_t adjustx = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1; w >>= 1; x >>= 1; if (stplyr == &players[displayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; c &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT; } else if (stplyr == &players[secondarydisplayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; c &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT; } else if (stplyr == &players[thirddisplayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; y += adjusty; c &= ~V_SNAPTOTOP|V_SNAPTORIGHT; } else //if (stplyr == &players[fourthdisplayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; y += adjusty; c &= ~V_SNAPTOTOP|V_SNAPTOLEFT; } } else #endif // 2 players { if (stplyr == &players[displayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; c &= ~V_SNAPTOBOTTOM; } else //if (stplyr == &players[secondarydisplayplayer]) { if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; y += adjusty; c &= ~V_SNAPTOTOP; } } } if (!(c & V_NOSCALESTART)) { INT32 dupx = vid.dupx, dupy = vid.dupy; x *= dupx; y *= dupy; w *= dupx; h *= dupy; // Center it if necessary if (vid.width != BASEVIDWIDTH * dupx) { // dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx, // so center this imaginary screen if (c & V_SNAPTORIGHT) x += (vid.width - (BASEVIDWIDTH * dupx)); else if (!(c & V_SNAPTOLEFT)) x += (vid.width - (BASEVIDWIDTH * dupx)) / 2; if (perplayershuffle & 4) x -= (vid.width - (BASEVIDWIDTH * dupx)) / 4; else if (perplayershuffle & 8) x += (vid.width - (BASEVIDWIDTH * dupx)) / 4; } if (vid.height != BASEVIDHEIGHT * dupy) { // same thing here if (c & V_SNAPTOBOTTOM) y += (vid.height - (BASEVIDHEIGHT * dupy)); else if (!(c & V_SNAPTOTOP)) y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2; if (perplayershuffle & 1) y -= (vid.height - (BASEVIDHEIGHT * dupy)) / 4; else if (perplayershuffle & 2) y += (vid.height - (BASEVIDHEIGHT * dupy)) / 4; } } if (x >= vid.width || y >= vid.height) return; // off the screen if (x < 0) { w += x; x = 0; } if (y < 0) { h += y; y = 0; } if (w <= 0 || h <= 0) return; // zero width/height wouldn't draw anything if (x + w > vid.width) w = vid.width-x; if (y + h > vid.height) h = vid.height-y; dest = screens[0] + y*vid.width + x; deststop = screens[0] + vid.rowbytes * vid.height; c &= 255; fadetable = ((color & 0xFF00) // Color is not palette index? ? ((UINT8 *)colormaps + strength*256) // Do COLORMAP fade. : ((UINT8 *)transtables + ((9-strength)<= 0) && dest < deststop; dest += vid.width) { u = 0; while (u < w) { dest[u] = fadetable[dest[u]]; u++; } } } // // Fills a box of pixels using a flat texture as a pattern, scaled to screen size. // void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum) { INT32 u, v, dupx, dupy; fixed_t dx, dy, xfrac, yfrac; const UINT8 *src, *deststop; UINT8 *flat, *dest; size_t size, lflatsize, flatshift; #ifdef HWRENDER if (rendermode != render_soft && rendermode != render_none) { HWR_DrawFlatFill(x, y, w, h, flatnum); return; } #endif size = W_LumpLength(flatnum); switch (size) { case 4194304: // 2048x2048 lump lflatsize = 2048; flatshift = 10; break; case 1048576: // 1024x1024 lump lflatsize = 1024; flatshift = 9; break; case 262144:// 512x512 lump lflatsize = 512; flatshift = 8; break; case 65536: // 256x256 lump lflatsize = 256; flatshift = 7; break; case 16384: // 128x128 lump lflatsize = 128; flatshift = 7; break; case 1024: // 32x32 lump lflatsize = 32; flatshift = 5; break; default: // 64x64 lump lflatsize = 64; flatshift = 6; break; } flat = W_CacheLumpNum(flatnum, PU_CACHE); dupx = dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy); dest = screens[0] + y*dupy*vid.width + x*dupx; deststop = screens[0] + vid.rowbytes * vid.height; // from V_DrawScaledPatch if (vid.width != BASEVIDWIDTH * dupx) { // dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx, // so center this imaginary screen dest += (vid.width - (BASEVIDWIDTH * dupx)) / 2; } if (vid.height != BASEVIDHEIGHT * dupy) { // same thing here dest += (vid.height - (BASEVIDHEIGHT * dupy)) * vid.width / 2; } w *= dupx; h *= dupy; dx = FixedDiv(FRACUNIT, dupx<<(FRACBITS-2)); dy = FixedDiv(FRACUNIT, dupy<<(FRACBITS-2)); yfrac = 0; for (v = 0; v < h; v++, dest += vid.width) { xfrac = 0; src = flat + (((yfrac>>FRACBITS) & (lflatsize - 1)) << flatshift); for (u = 0; u < w; u++) { if (&dest[u] > deststop) return; dest[u] = src[(xfrac>>FRACBITS)&(lflatsize-1)]; xfrac += dx; } yfrac += dy; } } // // V_DrawPatchFill // void V_DrawPatchFill(patch_t *pat) { INT32 dupz = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy); INT32 x, y, pw = SHORT(pat->width) * dupz, ph = SHORT(pat->height) * dupz; for (x = 0; x < vid.width; x += pw) { for (y = 0; y < vid.height; y += ph) V_DrawScaledPatch(x, y, V_NOSCALESTART, pat); } } // // Fade all the screen buffer, so that the menu is more readable, // especially now that we use the small hufont in the menus... // If color is 0x00 to 0xFF, draw transtable (strength range 0-9). // Else, use COLORMAP lump (strength range 0-31). // IF YOU ARE NOT CAREFUL, THIS CAN AND WILL CRASH! // I have kept the safety checks out of this function; // the v.fadeScreen Lua interface handles those. // void V_DrawFadeScreen(UINT16 color, UINT8 strength) { #ifdef HWRENDER if (rendermode != render_soft && rendermode != render_none) { HWR_FadeScreenMenuBack(color, strength); return; } #endif { const UINT8 *fadetable = ((color & 0xFF00) // Color is not palette index? ? ((UINT8 *)colormaps + strength*256) // Do COLORMAP fade. : ((UINT8 *)transtables + ((9-strength)<> V_CHARCOLORSHIFT) { case 1: // 0x81, magenta return magentamap; case 2: // 0x82, yellow return yellowmap; case 3: // 0x83, lgreen return lgreenmap; case 4: // 0x84, blue return bluemap; case 5: // 0x85, red return redmap; case 6: // 0x86, gray return graymap; case 7: // 0x87, orange return orangemap; case 8: // 0x88, sky return skymap; case 9: // 0x89, purple return purplemap; case 10: // 0x8A, aqua return aquamap; case 11: // 0x8B, peridot return peridotmap; case 12: // 0x8C, azure return azuremap; case 13: // 0x8D, brown return brownmap; case 14: // 0x8E, rosy return rosymap; case 15: // 0x8F, invert return invertmap; default: // reset return NULL; } } // Writes a single character (draw WHITE if bit 7 set) // void V_DrawCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed) { INT32 w, flags; const UINT8 *colormap = V_GetStringColormap(c); flags = c & ~(V_CHARCOLORMASK | V_PARAMMASK); c &= 0x7f; if (lowercaseallowed) c -= HU_FONTSTART; else c = toupper(c) - HU_FONTSTART; if (c < 0 || c >= HU_FONTSIZE || !hu_font[c]) return; w = SHORT(hu_font[c]->width); if (x + w > vid.width) return; if (colormap != NULL) V_DrawMappedPatch(x, y, flags, hu_font[c], colormap); else V_DrawScaledPatch(x, y, flags, hu_font[c]); } // Writes a single character for the chat. (draw WHITE if bit 7 set) // Essentially the same as the above but it's small or big depending on what resolution you've chosen to huge.. // void V_DrawChatCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed, UINT8 *colormap) { INT32 w, flags; //const UINT8 *colormap = V_GetStringColormap(c); flags = c & ~(V_CHARCOLORMASK | V_PARAMMASK); c &= 0x7f; if (lowercaseallowed) c -= HU_FONTSTART; else c = toupper(c) - HU_FONTSTART; if (c < 0 || c >= HU_FONTSIZE || !hu_font[c]) return; w = (vid.width < 640 ) ? (SHORT(hu_font[c]->width)/2) : (SHORT(hu_font[c]->width)); // use normal sized characters if we're using a terribly low resolution. if (x + w > vid.width) return; V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, (vid.width < 640) ? (FRACUNIT) : (FRACUNIT/2), flags, hu_font[c], colormap); } // Precompile a wordwrapped string to any given width. // This is a muuuch better method than V_WORDWRAP. char *V_WordWrap(INT32 x, INT32 w, INT32 option, const char *string) { int c; size_t chw, i, lastusablespace = 0; size_t slen; char *newstring = Z_StrDup(string); INT32 spacewidth = 4, charwidth = 0; slen = strlen(string); if (w == 0) w = BASEVIDWIDTH; w -= x; x = 0; switch (option & V_SPACINGMASK) { case V_MONOSPACE: spacewidth = 8; /* FALLTHRU */ case V_OLDSPACING: charwidth = 8; break; case V_6WIDTHSPACE: spacewidth = 6; default: break; } for (i = 0; i < slen; ++i) { c = newstring[i]; if ((UINT8)c >= 0x80 && (UINT8)c <= 0x89) //color parsing! -Inuyasha 2.16.09 continue; if (c == '\n') { x = 0; lastusablespace = 0; continue; } if (!(option & V_ALLOWLOWERCASE)) c = toupper(c); c -= HU_FONTSTART; if (c < 0 || c >= HU_FONTSIZE || !hu_font[c]) { chw = spacewidth; lastusablespace = i; } else chw = (charwidth ? charwidth : hu_font[c]->width); x += chw; if (lastusablespace != 0 && x > w) { newstring[lastusablespace] = '\n'; i = lastusablespace; lastusablespace = 0; x = 0; } } return newstring; } // // Write a string using the hu_font // NOTE: the text is centered for screens larger than the base width // void V_DrawString(INT32 x, INT32 y, INT32 option, const char *string) { INT32 w, c, cx = x, cy = y, dupx, dupy, scrwidth, center = 0, left = 0; const char *ch = string; INT32 charflags = (option & V_CHARCOLORMASK); const UINT8 *colormap = NULL; INT32 spacewidth = 4, charwidth = 0; INT32 lowercase = (option & V_ALLOWLOWERCASE); option &= ~V_FLIP; // which is also shared with V_ALLOWLOWERCASE... if (option & V_NOSCALESTART) { dupx = vid.dupx; dupy = vid.dupy; scrwidth = vid.width; } else { dupx = dupy = 1; scrwidth = vid.width/vid.dupx; left = (scrwidth - BASEVIDWIDTH)/2; scrwidth -= left; } switch (option & V_SPACINGMASK) { case V_MONOSPACE: spacewidth = 8; /* FALLTHRU */ case V_OLDSPACING: charwidth = 8; break; case V_6WIDTHSPACE: spacewidth = 6; default: break; } for (;;ch++) { if (!*ch) break; if (*ch & 0x80) //color parsing -x 2.16.09 { // manually set flags override color codes if (!(option & V_CHARCOLORMASK)) charflags = ((*ch & 0x7f) << V_CHARCOLORSHIFT) & V_CHARCOLORMASK; continue; } if (*ch == '\n') { cx = x; if (option & V_RETURN8) cy += 8*dupy; else cy += 12*dupy; continue; } c = *ch; if (!lowercase) c = toupper(c); c -= HU_FONTSTART; // character does not exist or is a space if (c < 0 || c >= HU_FONTSIZE || !hu_font[c]) { cx += spacewidth * dupx; continue; } if (charwidth) { w = charwidth * dupx; center = w/2 - SHORT(hu_font[c]->width)*dupx/2; } else w = SHORT(hu_font[c]->width) * dupx; if (cx > scrwidth) break; if (cx+left + w < 0) //left boundary check { cx += w; continue; } colormap = V_GetStringColormap(charflags); V_DrawFixedPatch((cx + center)<= HU_FONTSIZE || !hu_font[c]) { cx += spacewidth * dupx; continue; } if (charwidth) { w = charwidth * dupx; center = w/2 - SHORT(hu_font[c]->width)*dupx/4; } else w = SHORT(hu_font[c]->width) * dupx / 2; if (cx > scrwidth) break; if (cx+left + w < 0) //left boundary check { cx += w; continue; } colormap = V_GetStringColormap(charflags); V_DrawFixedPatch((cx + center)<= HU_FONTSIZE || !tny_font[c]) { cx += spacewidth * dupx; continue; } if (charwidth) w = charwidth * dupx; else w = (SHORT(tny_font[c]->width) * dupx); if (cx > scrwidth) break; if (cx+left + w < 0) //left boundary check { cx += w; continue; } colormap = V_GetStringColormap(charflags); V_DrawFixedPatch(cx<= HU_FONTSIZE || !hu_font[c]) { cx += (spacewidth * dupx)<width)*(dupx/2); } else w = SHORT(hu_font[c]->width) * dupx; if ((cx>>FRACBITS) > scrwidth) break; if ((cx>>FRACBITS)+left + w < 0) //left boundary check { cx += w<width); boolean neg; if (flags & V_NOSCALESTART) w *= vid.dupx; if ((neg = num < 0)) num = -num; // draw the number do { x -= w; V_DrawScaledPatch(x, y, flags, tallnum[num % 10]); num /= 10; } while (num); // draw a minus sign if necessary if (neg) V_DrawScaledPatch(x - w, y, flags, tallminus); // Tails } // Draws a number with a set number of digits. // Does not handle negative numbers in a special way, don't try to feed it any. void V_DrawPaddedTallNum(INT32 x, INT32 y, INT32 flags, INT32 num, INT32 digits) { INT32 w = SHORT(tallnum[0]->width); if (flags & V_NOSCALESTART) w *= vid.dupx; if (num < 0) num = -num; // draw the number do { x -= w; V_DrawScaledPatch(x, y, flags, tallnum[num % 10]); num /= 10; } while (--digits); } // Draw an act number for a level title // Todo: actually draw two-digit numbers as two act num patches void V_DrawLevelActNum(INT32 x, INT32 y, INT32 flags, INT32 num) { if (num < 0 || num > 19) return; // not supported V_DrawScaledPatch(x, y, flags, ttlnum[num]); } // Write a string using the credit font // NOTE: the text is centered for screens larger than the base width // void V_DrawCreditString(fixed_t x, fixed_t y, INT32 option, const char *string) { INT32 w, c, dupx, dupy, scrwidth = BASEVIDWIDTH; fixed_t cx = x, cy = y; const char *ch = string; // It's possible for string to be a null pointer if (!string) return; if (option & V_NOSCALESTART) { dupx = vid.dupx; dupy = vid.dupy; scrwidth = vid.width; } else dupx = dupy = 1; for (;;) { c = *ch++; if (!c) break; if (c == '\n') { cx = x; cy += (12*dupy)<= CRED_FONTSIZE) { cx += (16*dupx)<width) * dupx; if ((cx>>FRACBITS) > scrwidth) break; V_DrawSciencePatch(cx, cy, option, cred_font[c], FRACUNIT); cx += w<= CRED_FONTSIZE) w += 16; else w += SHORT(cred_font[c]->width); } return w; } // Write a string using the level title font // NOTE: the text is centered for screens larger than the base width // void V_DrawLevelTitle(INT32 x, INT32 y, INT32 option, const char *string) { INT32 w, c, cx = x, cy = y, dupx, dupy, scrwidth, left = 0; const char *ch = string; INT32 charflags = (option & V_CHARCOLORMASK); const UINT8 *colormap = NULL; if (option & V_NOSCALESTART) { dupx = vid.dupx; dupy = vid.dupy; scrwidth = vid.width; } else { dupx = dupy = 1; scrwidth = vid.width/vid.dupx; left = (scrwidth - BASEVIDWIDTH)/2; scrwidth -= left; } for (;;ch++) { if (!*ch) break; if (*ch & 0x80) //color parsing -x 2.16.09 { // manually set flags override color codes if (!(option & V_CHARCOLORMASK)) charflags = ((*ch & 0x7f) << V_CHARCOLORSHIFT) & V_CHARCOLORMASK; continue; } if (*ch == '\n') { cx = x; cy += 12*dupy; continue; } c = toupper(*ch) - LT_FONTSTART; if (c < 0 || c >= LT_FONTSIZE || !lt_font[c]) { cx += 16*dupx; continue; } w = SHORT(lt_font[c]->width) * dupx; if (cx > scrwidth) break; if (cx+left + w < 0) //left boundary check { cx += w; continue; } colormap = V_GetStringColormap(charflags); V_DrawFixedPatch(cx<= LT_FONTSIZE || !lt_font[c]) w += 16; else w += SHORT(lt_font[c]->width); } return w; } // Find max height of the string // INT32 V_LevelNameHeight(const char *string) { INT32 c, w = 0; size_t i; for (i = 0; i < strlen(string); i++) { c = toupper(string[i]) - LT_FONTSTART; if (c < 0 || c >= LT_FONTSIZE || !lt_font[c]) continue; if (SHORT(lt_font[c]->height) > w) w = SHORT(lt_font[c]->height); } return w; } // For ST_drawLevelTitle // Returns the width of the act num patch INT32 V_LevelActNumWidth(INT32 num) { if (num < 0 || num > 19) return 0; // not a valid number return SHORT(ttlnum[num]->width); } // // Find string width from hu_font chars // INT32 V_StringWidth(const char *string, INT32 option) { INT32 c, w = 0; INT32 spacewidth = 4, charwidth = 0; size_t i; switch (option & V_SPACINGMASK) { case V_MONOSPACE: spacewidth = 8; /* FALLTHRU */ case V_OLDSPACING: charwidth = 8; break; case V_6WIDTHSPACE: spacewidth = 6; default: break; } for (i = 0; i < strlen(string); i++) { if (string[i] & 0x80) continue; c = toupper(string[i]) - HU_FONTSTART; if (c < 0 || c >= HU_FONTSIZE || !hu_font[c]) w += spacewidth; else w += (charwidth ? charwidth : SHORT(hu_font[c]->width)); } if (option & V_NOSCALESTART) w *= vid.dupx; return w; } // // Find string width from hu_font chars, 0.5x scale // INT32 V_SmallStringWidth(const char *string, INT32 option) { INT32 c, w = 0; INT32 spacewidth = 2, charwidth = 0; size_t i; switch (option & V_SPACINGMASK) { case V_MONOSPACE: spacewidth = 4; /* FALLTHRU */ case V_OLDSPACING: charwidth = 4; break; case V_6WIDTHSPACE: spacewidth = 3; default: break; } for (i = 0; i < strlen(string); i++) { if (string[i] & 0x80) continue; c = toupper(string[i]) - HU_FONTSTART; if (c < 0 || c >= HU_FONTSIZE || !hu_font[c]) w += spacewidth; else w += (charwidth ? charwidth : SHORT(hu_font[c]->width)/2); } return w; } // // Find string width from tny_font chars // INT32 V_ThinStringWidth(const char *string, INT32 option) { INT32 c, w = 0; INT32 spacewidth = 2, charwidth = 0; size_t i; switch (option & V_SPACINGMASK) { case V_MONOSPACE: spacewidth = 5; /* FALLTHRU */ case V_OLDSPACING: charwidth = 5; break; case V_6WIDTHSPACE: spacewidth = 3; default: break; } for (i = 0; i < strlen(string); i++) { if (string[i] & 0x80) continue; c = toupper(string[i]) - HU_FONTSTART; if (c < 0 || c >= HU_FONTSIZE || !tny_font[c]) w += spacewidth; else w += (charwidth ? charwidth : SHORT(tny_font[c]->width)); } return w; } boolean *heatshifter = NULL; INT32 lastheight = 0; INT32 heatindex[2] = { 0, 0 }; // // V_DoPostProcessor // // Perform a particular image postprocessing function. // #include "p_local.h" void V_DoPostProcessor(INT32 view, postimg_t type, INT32 param) { #if NUMSCREENS < 5 // do not enable image post processing for ARM, SH and MIPS CPUs (void)view; (void)type; (void)param; #else INT32 height, yoffset; #ifdef HWRENDER // draw a hardware converted patch if (rendermode != render_soft && rendermode != render_none) return; #endif if (view < 0 || view >= 2 || (view == 1 && !splitscreen)) return; if (splitscreen) height = vid.height/2; else height = vid.height; if (view == 1) yoffset = vid.height/2; else yoffset = 0; if (type == postimg_water) { UINT8 *tmpscr = screens[4]; UINT8 *srcscr = screens[0]; INT32 y; angle_t disStart = (leveltime * 128) & FINEMASK; // in 0 to FINEANGLE INT32 newpix; INT32 sine; //UINT8 *transme = transtables + ((tr_trans50-1)<>FRACBITS; newpix = abs(sine); if (sine < 0) { M_Memcpy(&tmpscr[y*vid.width+newpix], &srcscr[y*vid.width], vid.width-newpix); // Cleanup edge while (newpix) { tmpscr[y*vid.width+newpix] = srcscr[y*vid.width]; newpix--; } } else { M_Memcpy(&tmpscr[y*vid.width+0], &srcscr[y*vid.width+sine], vid.width-newpix); // Cleanup edge while (newpix) { tmpscr[y*vid.width+vid.width-newpix] = srcscr[y*vid.width+(vid.width-1)]; newpix--; } } /* Unoptimized version for (x = 0; x < vid.width*vid.bpp; x++) { newpix = (x + sine); if (newpix < 0) newpix = 0; else if (newpix >= vid.width) newpix = vid.width-1; tmpscr[y*vid.width + x] = srcscr[y*vid.width+newpix]; // *(transme + (srcscr[y*vid.width+x]<<8) + srcscr[y*vid.width+newpix]); }*/ disStart += 22;//the offset into the displacement map, increment each game loop disStart &= FINEMASK; //clip it to FINEMASK } VID_BlitLinearScreen(tmpscr+vid.width*vid.bpp*yoffset, screens[0]+vid.width*vid.bpp*yoffset, vid.width*vid.bpp, height, vid.width*vid.bpp, vid.width); } else if (type == postimg_motion) // Motion Blur! { UINT8 *tmpscr = screens[4]; UINT8 *srcscr = screens[0]; INT32 x, y; // TODO: Add a postimg_param so that we can pick the translucency level... UINT8 *transme = transtables + ((param-1)<