// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright (C) 1998-2000 by DooM Legacy Team. // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. //----------------------------------------------------------------------------- /// \file /// \brief miscellaneous drawing (mainly 2d) #ifdef __GNUC__ #include #endif #include "../doomdef.h" #ifdef HWRENDER #include "hw_glob.h" #include "hw_drv.h" #include "../m_misc.h" //FIL_WriteFile() #include "../r_draw.h" //viewborderlump #include "../r_main.h" #include "../w_wad.h" #include "../z_zone.h" #include "../v_video.h" #include "../st_stuff.h" #include "../p_local.h" // stplyr #include "../g_game.h" // players #include #include "../i_video.h" // for rendermode != render_glide #ifndef O_BINARY #define O_BINARY 0 #endif float gr_patch_scalex; float gr_patch_scaley; #if defined(_MSC_VER) #pragma pack(1) #endif typedef struct { UINT8 id_field_length ; // 1 UINT8 color_map_type ; // 2 UINT8 image_type ; // 3 UINT8 dummy[5] ; // 4, 8 INT16 x_origin ; // 9, 10 INT16 y_origin ; //11, 12 INT16 width ; //13, 14 INT16 height ; //15, 16 UINT8 image_pix_size ; //17 UINT8 image_descriptor; //18 } ATTRPACK TGAHeader; // sizeof is 18 #if defined(_MSC_VER) #pragma pack() #endif typedef UINT8 GLRGB[3]; #define BLENDMODE PF_Translucent static UINT8 softwaretranstogl[11] = { 0, 25, 51, 76,102,127,153,178,204,229,255}; static UINT8 softwaretranstogl_hi[11] = { 0, 51,102,153,204,255,255,255,255,255,255}; static UINT8 softwaretranstogl_lo[11] = { 0, 12, 24, 36, 48, 60, 71, 83, 95,111,127}; // // -----------------+ // HWR_DrawPatch : Draw a 'tile' graphic // Notes : x,y : positions relative to the original Doom resolution // : textes(console+score) + menus + status bar // -----------------+ void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option) { FOutVector v[4]; FBITFIELD flags; // 3--2 // | /| // |/ | // 0--1 float sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f; float sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f; float pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f; float pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f; // make patch ready in hardware cache HWR_GetPatch(gpatch); switch (option & V_SCALEPATCHMASK) { case V_NOSCALEPATCH: pdupx = pdupy = 2.0f; break; case V_SMALLSCALEPATCH: pdupx = 2.0f * FIXED_TO_FLOAT(vid.fsmalldupx); pdupy = 2.0f * FIXED_TO_FLOAT(vid.fsmalldupy); break; case V_MEDSCALEPATCH: pdupx = 2.0f * FIXED_TO_FLOAT(vid.fmeddupx); pdupy = 2.0f * FIXED_TO_FLOAT(vid.fmeddupy); break; } if (option & V_NOSCALESTART) sdupx = sdupy = 2.0f; v[0].x = v[3].x = (x*sdupx-SHORT(gpatch->leftoffset)*pdupx)/vid.width - 1; v[2].x = v[1].x = (x*sdupx+(SHORT(gpatch->width)-SHORT(gpatch->leftoffset))*pdupx)/vid.width - 1; v[0].y = v[1].y = 1-(y*sdupy-SHORT(gpatch->topoffset)*pdupy)/vid.height; v[2].y = v[3].y = 1-(y*sdupy+(SHORT(gpatch->height)-SHORT(gpatch->topoffset))*pdupy)/vid.height; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; v[0].sow = v[3].sow = 0.0f; v[2].sow = v[1].sow = gpatch->max_s; v[0].tow = v[1].tow = 0.0f; v[2].tow = v[3].tow = gpatch->max_t; flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest; if (option & V_WRAPX) flags |= PF_ForceWrapX; if (option & V_WRAPY) flags |= PF_ForceWrapY; // clip it since it is used for bunny scroll in doom I HWD.pfnDrawPolygon(NULL, v, 4, flags); } void HWR_DrawStretchyFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, fixed_t vscale, INT32 option, const UINT8 *colormap) { FOutVector v[4]; FBITFIELD flags; float cx = FIXED_TO_FLOAT(x); float cy = FIXED_TO_FLOAT(y); UINT8 alphalevel = ((option & V_ALPHAMASK) >> V_ALPHASHIFT); // 3--2 // | /| // |/ | // 0--1 float dupx, dupy, fscalew, fscaleh, fwidth, fheight; UINT8 perplayershuffle = 0; if (alphalevel >= 10 && alphalevel < 13) return; // make patch ready in hardware cache if (!colormap) HWR_GetPatch(gpatch); else HWR_GetMappedPatch(gpatch, colormap); dupx = (float)vid.dupx; dupy = (float)vid.dupy; switch (option & V_SCALEPATCHMASK) { case V_NOSCALEPATCH: dupx = dupy = 1.0f; break; case V_SMALLSCALEPATCH: dupx = (float)vid.smalldupx; dupy = (float)vid.smalldupy; break; case V_MEDSCALEPATCH: dupx = (float)vid.meddupx; dupy = (float)vid.meddupy; break; } dupx = dupy = (dupx < dupy ? dupx : dupy); fscalew = fscaleh = FIXED_TO_FLOAT(pscale); if (vscale != pscale) fscaleh = FIXED_TO_FLOAT(vscale); // See my comments in v_video.c's V_DrawFixedPatch // -- Monster Iestyn 29/10/18 { float offsetx = 0.0f, offsety = 0.0f; // left offset if (option & V_FLIP) offsetx = (float)(SHORT(gpatch->width) - SHORT(gpatch->leftoffset)) * fscalew; else offsetx = (float)SHORT(gpatch->leftoffset) * fscalew; // top offset // TODO: make some kind of vertical version of V_FLIP, maybe by deprecating V_OFFSET in future?!? offsety = (float)SHORT(gpatch->topoffset) * fscaleh; if ((option & (V_NOSCALESTART|V_OFFSET)) == (V_NOSCALESTART|V_OFFSET)) // Multiply by dupx/dupy for crosshairs { offsetx *= dupx; offsety *= dupy; } cx -= offsetx; cy -= offsety; } if (splitscreen && (option & V_PERPLAYER)) { float adjusty = ((option & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f; fscaleh /= 2; cy /= 2; #ifdef QUADS if (splitscreen > 1) // 3 or 4 players { float adjustx = ((option & V_NOSCALESTART) ? vid.width : BASEVIDWIDTH)/2.0f; fscalew /= 2; cx /= 2; if (stplyr == &players[displayplayer]) { if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(option & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; option &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT; } else if (stplyr == &players[secondarydisplayplayer]) { if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(option & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; cx += adjustx; option &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT; } else if (stplyr == &players[thirddisplayplayer]) { if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(option & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; cy += adjusty; option &= ~V_SNAPTOTOP|V_SNAPTORIGHT; } else if (stplyr == &players[fourthdisplayplayer]) { if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(option & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; cx += adjustx; cy += adjusty; option &= ~V_SNAPTOTOP|V_SNAPTOLEFT; } } else #endif // 2 players { if (stplyr == &players[displayplayer]) { if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle = 1; option &= ~V_SNAPTOBOTTOM; } else //if (stplyr == &players[secondarydisplayplayer]) { if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle = 2; cy += adjusty; option &= ~V_SNAPTOTOP; } } } if (!(option & V_NOSCALESTART)) { cx = cx * dupx; cy = cy * dupy; if (!(option & V_SCALEPATCHMASK)) { // if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT) // cx and cy are possibly *slightly* off from float maths // This is done before here compared to software because we directly alter cx and cy to centre if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT) { // Need to temporarily cache the real patch to get the colour of the top left pixel patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC); const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0])); if (!column->topdelta) { const UINT8 *source = (const UINT8 *)(column) + 3; HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0])); } Z_Free(realpatch); } // centre screen if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f) { if (option & V_SNAPTORIGHT) cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)); else if (!(option & V_SNAPTOLEFT)) cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx))/2; if (perplayershuffle & 4) cx -= ((float)vid.width - ((float)BASEVIDWIDTH * dupx))/4; else if (perplayershuffle & 8) cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx))/4; } if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f) { if (option & V_SNAPTOBOTTOM) cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)); else if (!(option & V_SNAPTOTOP)) cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy))/2; if (perplayershuffle & 1) cy -= ((float)vid.height - ((float)BASEVIDHEIGHT * dupy))/4; else if (perplayershuffle & 2) cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy))/4; } } } if (pscale != FRACUNIT || (splitscreen && option & V_PERPLAYER)) { fwidth = (float)SHORT(gpatch->width) * fscalew * dupx; fheight = (float)SHORT(gpatch->height) * fscaleh * dupy; } else { fwidth = (float)SHORT(gpatch->width) * dupx; fheight = (float)SHORT(gpatch->height) * dupy; } // positions of the cx, cy, are between 0 and vid.width/vid.height now, we need them to be between -1 and 1 cx = -1 + (cx / (vid.width/2)); cy = 1 - (cy / (vid.height/2)); // fwidth and fheight are similar fwidth /= vid.width / 2; fheight /= vid.height / 2; // set the polygon vertices to the right positions v[0].x = v[3].x = cx; v[2].x = v[1].x = cx + fwidth; v[0].y = v[1].y = cy; v[2].y = v[3].y = cy - fheight; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; if (option & V_FLIP) { v[0].sow = v[3].sow = gpatch->max_s; v[2].sow = v[1].sow = 0.0f; } else { v[0].sow = v[3].sow = 0.0f; v[2].sow = v[1].sow = gpatch->max_s; } v[0].tow = v[1].tow = 0.0f; v[2].tow = v[3].tow = gpatch->max_t; flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest; if (option & V_WRAPX) flags |= PF_ForceWrapX; if (option & V_WRAPY) flags |= PF_ForceWrapY; // clip it since it is used for bunny scroll in doom I if (alphalevel) { FSurfaceInfo Surf; Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; if (alphalevel == 13) Surf.FlatColor.s.alpha = softwaretranstogl_lo[cv_translucenthud.value]; else if (alphalevel == 14) Surf.FlatColor.s.alpha = softwaretranstogl[cv_translucenthud.value]; else if (alphalevel == 15) Surf.FlatColor.s.alpha = softwaretranstogl_hi[cv_translucenthud.value]; else Surf.FlatColor.s.alpha = softwaretranstogl[10-alphalevel]; flags |= PF_Modulated; HWD.pfnDrawPolygon(&Surf, v, 4, flags); } else HWD.pfnDrawPolygon(NULL, v, 4, flags); } void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, INT32 option, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h) { FOutVector v[4]; FBITFIELD flags; float cx = FIXED_TO_FLOAT(x); float cy = FIXED_TO_FLOAT(y); UINT8 alphalevel = ((option & V_ALPHAMASK) >> V_ALPHASHIFT); // 3--2 // | /| // |/ | // 0--1 float dupx, dupy, fscale, fwidth, fheight; if (alphalevel >= 10 && alphalevel < 13) return; // make patch ready in hardware cache HWR_GetPatch(gpatch); dupx = (float)vid.dupx; dupy = (float)vid.dupy; switch (option & V_SCALEPATCHMASK) { case V_NOSCALEPATCH: dupx = dupy = 1.0f; break; case V_SMALLSCALEPATCH: dupx = (float)vid.smalldupx; dupy = (float)vid.smalldupy; break; case V_MEDSCALEPATCH: dupx = (float)vid.meddupx; dupy = (float)vid.meddupy; break; } dupx = dupy = (dupx < dupy ? dupx : dupy); fscale = FIXED_TO_FLOAT(pscale); // fuck it, no GL support for croppedpatch v_perplayer right now. it's not like it's accessible to Lua or anything, and we only use it for menus... cy -= (float)SHORT(gpatch->topoffset) * fscale; cx -= (float)SHORT(gpatch->leftoffset) * fscale; if (!(option & V_NOSCALESTART)) { cx = cx * dupx; cy = cy * dupy; if (!(option & V_SCALEPATCHMASK)) { // if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT) // cx and cy are possibly *slightly* off from float maths // This is done before here compared to software because we directly alter cx and cy to centre if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT) { // Need to temporarily cache the real patch to get the colour of the top left pixel patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC); const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0])); if (!column->topdelta) { const UINT8 *source = (const UINT8 *)(column) + 3; HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0])); } Z_Free(realpatch); } // centre screen if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f) { if (option & V_SNAPTORIGHT) cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)); else if (!(option & V_SNAPTOLEFT)) cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx))/2; } if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f) { if (option & V_SNAPTOBOTTOM) cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)); else if (!(option & V_SNAPTOTOP)) cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy))/2; } } } fwidth = w; fheight = h; if (fwidth > SHORT(gpatch->width)) fwidth = SHORT(gpatch->width); if (fheight > SHORT(gpatch->height)) fheight = SHORT(gpatch->height); if (pscale != FRACUNIT) { fwidth *= fscale * dupx; fheight *= fscale * dupy; } else { fwidth *= dupx; fheight *= dupy; } // positions of the cx, cy, are between 0 and vid.width/vid.height now, we need them to be between -1 and 1 cx = -1 + (cx / (vid.width/2)); cy = 1 - (cy / (vid.height/2)); // fwidth and fheight are similar fwidth /= vid.width / 2; fheight /= vid.height / 2; // set the polygon vertices to the right positions v[0].x = v[3].x = cx; v[2].x = v[1].x = cx + fwidth; v[0].y = v[1].y = cy; v[2].y = v[3].y = cy - fheight; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; v[0].sow = v[3].sow = ((sx )/(float)SHORT(gpatch->width) )*gpatch->max_s; if (sx + w > SHORT(gpatch->width)) v[2].sow = v[1].sow = gpatch->max_s; else v[2].sow = v[1].sow = ((sx+w)/(float)SHORT(gpatch->width) )*gpatch->max_s; v[0].tow = v[1].tow = ((sy )/(float)SHORT(gpatch->height))*gpatch->max_t; if (sy + h > SHORT(gpatch->height)) v[2].tow = v[3].tow = gpatch->max_t; else v[2].tow = v[3].tow = ((sy+h)/(float)SHORT(gpatch->height))*gpatch->max_t; flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest; if (option & V_WRAPX) flags |= PF_ForceWrapX; if (option & V_WRAPY) flags |= PF_ForceWrapY; // clip it since it is used for bunny scroll in doom I if (alphalevel) { FSurfaceInfo Surf; Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff; if (alphalevel == 13) Surf.FlatColor.s.alpha = softwaretranstogl_lo[cv_translucenthud.value]; else if (alphalevel == 14) Surf.FlatColor.s.alpha = softwaretranstogl[cv_translucenthud.value]; else if (alphalevel == 15) Surf.FlatColor.s.alpha = softwaretranstogl_hi[cv_translucenthud.value]; else Surf.FlatColor.s.alpha = softwaretranstogl[10-alphalevel]; flags |= PF_Modulated; HWD.pfnDrawPolygon(&Surf, v, 4, flags); } else HWD.pfnDrawPolygon(NULL, v, 4, flags); } void HWR_DrawPic(INT32 x, INT32 y, lumpnum_t lumpnum) { FOutVector v[4]; const GLPatch_t *patch; // make pic ready in hardware cache patch = HWR_GetPic(lumpnum); // 3--2 // | /| // |/ | // 0--1 v[0].x = v[3].x = 2.0f * (float)x/vid.width - 1; v[2].x = v[1].x = 2.0f * (float)(x + patch->width*FIXED_TO_FLOAT(vid.fdupx))/vid.width - 1; v[0].y = v[1].y = 1.0f - 2.0f * (float)y/vid.height; v[2].y = v[3].y = 1.0f - 2.0f * (float)(y + patch->height*FIXED_TO_FLOAT(vid.fdupy))/vid.height; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; v[0].sow = v[3].sow = 0; v[2].sow = v[1].sow = patch->max_s; v[0].tow = v[1].tow = 0; v[2].tow = v[3].tow = patch->max_t; //Hurdler: Boris, the same comment as above... but maybe for pics // it not a problem since they don't have any transparent pixel // if I'm right !? // But then, the question is: why not 0 instead of PF_Masked ? // or maybe PF_Environment ??? (like what I said above) // BP: PF_Environment don't change anything ! and 0 is undifined HWD.pfnDrawPolygon(NULL, v, 4, BLENDMODE | PF_NoDepthTest | PF_Clip | PF_NoZClip); } // ========================================================================== // V_VIDEO.C STUFF // ========================================================================== // -------------------------------------------------------------------------- // Fills a box of pixels using a flat texture as a pattern // -------------------------------------------------------------------------- void HWR_DrawFlatFill (INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum) { FOutVector v[4]; double dflatsize; INT32 flatflag; const size_t len = W_LumpLength(flatlumpnum); switch (len) { case 4194304: // 2048x2048 lump dflatsize = 2048.0f; flatflag = 2047; break; case 1048576: // 1024x1024 lump dflatsize = 1024.0f; flatflag = 1023; break; case 262144:// 512x512 lump dflatsize = 512.0f; flatflag = 511; break; case 65536: // 256x256 lump dflatsize = 256.0f; flatflag = 255; break; case 16384: // 128x128 lump dflatsize = 128.0f; flatflag = 127; break; case 1024: // 32x32 lump dflatsize = 32.0f; flatflag = 31; break; default: // 64x64 lump dflatsize = 64.0f; flatflag = 63; break; } // 3--2 // | /| // |/ | // 0--1 v[0].x = v[3].x = (x - 160.0f)/160.0f; v[2].x = v[1].x = ((x+w) - 160.0f)/160.0f; v[0].y = v[1].y = -(y - 100.0f)/100.0f; v[2].y = v[3].y = -((y+h) - 100.0f)/100.0f; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; // flat is 64x64 lod and texture offsets are [0.0, 1.0] v[0].sow = v[3].sow = (float)((x & flatflag)/dflatsize); v[2].sow = v[1].sow = (float)(v[0].sow + w/dflatsize); v[0].tow = v[1].tow = (float)((y & flatflag)/dflatsize); v[2].tow = v[3].tow = (float)(v[0].tow + h/dflatsize); HWR_LiterallyGetFlat(flatlumpnum); //Hurdler: Boris, the same comment as above... but maybe for pics // it not a problem since they don't have any transparent pixel // if I'm right !? // BTW, I see we put 0 for PFs, and If I'm right, that // means we take the previous PFs as default // how can we be sure they are ok? HWD.pfnDrawPolygon(NULL, v, 4, PF_NoDepthTest); //PF_Translucent); } // -------------------------------------------------------------------------- // Fade down the screen so that the menu drawn on top of it looks brighter // -------------------------------------------------------------------------- // 3--2 // | /| // |/ | // 0--1 void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength) { FOutVector v[4]; FSurfaceInfo Surf; v[0].x = v[3].x = -1.0f; v[2].x = v[1].x = 1.0f; v[0].y = v[1].y = -1.0f; v[2].y = v[3].y = 1.0f; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; v[0].sow = v[3].sow = 0.0f; v[2].sow = v[1].sow = 1.0f; v[0].tow = v[1].tow = 1.0f; v[2].tow = v[3].tow = 0.0f; if (color & 0xFF00) // Do COLORMAP fade. { Surf.FlatColor.rgba = UINT2RGBA(0x01010160); Surf.FlatColor.s.alpha = (strength*8); } else // Do TRANSMAP** fade. { Surf.FlatColor.rgba = V_GetColor(color).rgba; Surf.FlatColor.s.alpha = softwaretranstogl[strength]; } HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); } // -----------------+ // HWR_DrawFadeFill : draw flat coloured rectangle, with transparency // -----------------+ void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 actualcolor, UINT8 strength) { FOutVector v[4]; FSurfaceInfo Surf; float fx, fy, fw, fh; UINT8 perplayershuffle = 0; // 3--2 // | /| // |/ | // 0--1 if (splitscreen && (color & V_PERPLAYER)) { fixed_t adjusty = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f; h >>= 1; y >>= 1; #ifdef QUADS if (splitscreen > 1) // 3 or 4 players { fixed_t adjustx = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f; w >>= 1; x >>= 1; if (stplyr == &players[displayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; color &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT; } else if (stplyr == &players[secondarydisplayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; color &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT; } else if (stplyr == &players[thirddisplayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; y += adjusty; color &= ~V_SNAPTOTOP|V_SNAPTORIGHT; } else //if (stplyr == &players[fourthdisplayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; y += adjusty; color &= ~V_SNAPTOTOP|V_SNAPTOLEFT; } } else #endif // 2 players { if (stplyr == &players[displayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; color &= ~V_SNAPTOBOTTOM; } else //if (stplyr == &players[secondarydisplayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; y += adjusty; color &= ~V_SNAPTOTOP; } } } fx = (float)x; fy = (float)y; fw = (float)w; fh = (float)h; if (!(color & V_NOSCALESTART)) { float dupx = (float)vid.dupx, dupy = (float)vid.dupy; fx *= dupx; fy *= dupy; fw *= dupx; fh *= dupy; if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f) { if (color & V_SNAPTORIGHT) fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)); else if (!(color & V_SNAPTOLEFT)) fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2; if (perplayershuffle & 4) fx -= ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4; else if (perplayershuffle & 8) fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4; } if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f) { // same thing here if (color & V_SNAPTOBOTTOM) fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)); else if (!(color & V_SNAPTOTOP)) fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2; if (perplayershuffle & 1) fy -= ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4; else if (perplayershuffle & 2) fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4; } } if (fx >= vid.width || fy >= vid.height) return; if (fx < 0) { fw += fx; fx = 0; } if (fy < 0) { fh += fy; fy = 0; } if (fw <= 0 || fh <= 0) return; if (fx + fw > vid.width) fw = (float)vid.width - fx; if (fy + fh > vid.height) fh = (float)vid.height - fy; fx = -1 + fx / (vid.width / 2); fy = 1 - fy / (vid.height / 2); fw = fw / (vid.width / 2); fh = fh / (vid.height / 2); v[0].x = v[3].x = fx; v[2].x = v[1].x = fx + fw; v[0].y = v[1].y = fy; v[2].y = v[3].y = fy - fh; //Hurdler: do we still use this argb color? if not, we should remove it v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; v[0].sow = v[3].sow = 0.0f; v[2].sow = v[1].sow = 1.0f; v[0].tow = v[1].tow = 0.0f; v[2].tow = v[3].tow = 1.0f; if (actualcolor & 0xFF00) // Do COLORMAP fade. { Surf.FlatColor.rgba = UINT2RGBA(0x01010160); Surf.FlatColor.s.alpha = (strength*8); } else // Do TRANSMAP** fade. { Surf.FlatColor.rgba = V_GetColor(actualcolor).rgba; Surf.FlatColor.s.alpha = softwaretranstogl[strength]; } HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); } // Draw the console background with translucency support void HWR_DrawConsoleBack(UINT32 color, INT32 height) { FOutVector v[4]; FSurfaceInfo Surf; // setup some neat-o translucency effect if (!height) //cool hack 0 height is full height height = vid.height; v[0].x = v[3].x = -1.0f; v[2].x = v[1].x = 1.0f; v[0].y = v[1].y = 1.0f-((height<<1)/(float)vid.height); v[2].y = v[3].y = 1.0f; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; v[0].sow = v[3].sow = 0.0f; v[2].sow = v[1].sow = 1.0f; v[0].tow = v[1].tow = 1.0f; v[2].tow = v[3].tow = 0.0f; Surf.FlatColor.rgba = UINT2RGBA(color); Surf.FlatColor.s.alpha = 0x80; HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); } // Very similar to HWR_DrawConsoleBack, except we draw from the middle(-ish) of the screen to the bottom. void HWR_DrawTutorialBack(UINT32 color, INT32 boxheight) { FOutVector v[4]; FSurfaceInfo Surf; INT32 height = (boxheight * 4) + (boxheight/2)*5; // 4 lines of space plus gaps between and some leeway // setup some neat-o translucency effect v[0].x = v[3].x = -1.0f; v[2].x = v[1].x = 1.0f; v[0].y = v[1].y = -1.0f; v[2].y = v[3].y = -1.0f+((height<<1)/(float)vid.height); v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; v[0].sow = v[3].sow = 0.0f; v[2].sow = v[1].sow = 1.0f; v[0].tow = v[1].tow = 1.0f; v[2].tow = v[3].tow = 0.0f; Surf.FlatColor.rgba = UINT2RGBA(color); Surf.FlatColor.s.alpha = (color == 0 ? 0xC0 : 0x80); // make black darker, like software HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); } // ========================================================================== // R_DRAW.C STUFF // ========================================================================== // ------------------ // HWR_DrawViewBorder // Fill the space around the view window with a Doom flat texture, draw the // beveled edges. // 'clearlines' is useful to clear the heads up messages, when the view // window is reduced, it doesn't refresh all the view borders. // ------------------ void HWR_DrawViewBorder(INT32 clearlines) { INT32 x, y; INT32 top, side; INT32 baseviewwidth, baseviewheight; INT32 basewindowx, basewindowy; GLPatch_t *patch; // if (gr_viewwidth == vid.width) // return; if (!clearlines) clearlines = BASEVIDHEIGHT; // refresh all // calc view size based on original game resolution baseviewwidth = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_viewwidth), vid.fdupx)); //(cv_viewsize.value * BASEVIDWIDTH/10)&~7; baseviewheight = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_viewheight), vid.fdupy)); top = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_baseviewwindowy), vid.fdupy)); side = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_viewwindowx), vid.fdupx)); // top HWR_DrawFlatFill(0, 0, BASEVIDWIDTH, (top < clearlines ? top : clearlines), st_borderpatchnum); // left if (top < clearlines) HWR_DrawFlatFill(0, top, side, (clearlines-top < baseviewheight ? clearlines-top : baseviewheight), st_borderpatchnum); // right if (top < clearlines) HWR_DrawFlatFill(side + baseviewwidth, top, side, (clearlines-top < baseviewheight ? clearlines-top : baseviewheight), st_borderpatchnum); // bottom if (top + baseviewheight < clearlines) HWR_DrawFlatFill(0, top + baseviewheight, BASEVIDWIDTH, BASEVIDHEIGHT, st_borderpatchnum); // // draw the view borders // basewindowx = (BASEVIDWIDTH - baseviewwidth)>>1; if (baseviewwidth == BASEVIDWIDTH) basewindowy = 0; else basewindowy = top; // top edge if (clearlines > basewindowy - 8) { patch = W_CachePatchNum(viewborderlump[BRDR_T], PU_CACHE); for (x = 0; x < baseviewwidth; x += 8) HWR_DrawPatch(patch, basewindowx + x, basewindowy - 8, 0); } // bottom edge if (clearlines > basewindowy + baseviewheight) { patch = W_CachePatchNum(viewborderlump[BRDR_B], PU_CACHE); for (x = 0; x < baseviewwidth; x += 8) HWR_DrawPatch(patch, basewindowx + x, basewindowy + baseviewheight, 0); } // left edge if (clearlines > basewindowy) { patch = W_CachePatchNum(viewborderlump[BRDR_L], PU_CACHE); for (y = 0; y < baseviewheight && basewindowy + y < clearlines; y += 8) { HWR_DrawPatch(patch, basewindowx - 8, basewindowy + y, 0); } } // right edge if (clearlines > basewindowy) { patch = W_CachePatchNum(viewborderlump[BRDR_R], PU_CACHE); for (y = 0; y < baseviewheight && basewindowy+y < clearlines; y += 8) { HWR_DrawPatch(patch, basewindowx + baseviewwidth, basewindowy + y, 0); } } // Draw beveled corners. if (clearlines > basewindowy - 8) HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_TL], PU_CACHE), basewindowx - 8, basewindowy - 8, 0); if (clearlines > basewindowy - 8) HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_TR], PU_CACHE), basewindowx + baseviewwidth, basewindowy - 8, 0); if (clearlines > basewindowy+baseviewheight) HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_BL], PU_CACHE), basewindowx - 8, basewindowy + baseviewheight, 0); if (clearlines > basewindowy + baseviewheight) HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_BR], PU_CACHE), basewindowx + baseviewwidth, basewindowy + baseviewheight, 0); } // ========================================================================== // AM_MAP.C DRAWING STUFF // ========================================================================== // -----------------+ // HWR_drawAMline : draw a line of the automap (the clipping is already done in automap code) // Arg : color is a RGB 888 value // -----------------+ void HWR_drawAMline(const fline_t *fl, INT32 color) { F2DCoord v1, v2; RGBA_t color_rgba; color_rgba = V_GetColor(color); v1.x = ((float)fl->a.x-(vid.width/2.0f))*(2.0f/vid.width); v1.y = ((float)fl->a.y-(vid.height/2.0f))*(2.0f/vid.height); v2.x = ((float)fl->b.x-(vid.width/2.0f))*(2.0f/vid.width); v2.y = ((float)fl->b.y-(vid.height/2.0f))*(2.0f/vid.height); HWD.pfnDraw2DLine(&v1, &v2, color_rgba); } // -------------------+ // HWR_DrawConsoleFill : draw flat coloured transparent rectangle because that's cool, and hw sucks less than sw for that. // -------------------+ void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT32 actualcolor) { FOutVector v[4]; FSurfaceInfo Surf; float fx, fy, fw, fh; UINT8 perplayershuffle = 0; // 3--2 // | /| // |/ | // 0--1 if (splitscreen && (color & V_PERPLAYER)) { fixed_t adjusty = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f; h >>= 1; y >>= 1; #ifdef QUADS if (splitscreen > 1) // 3 or 4 players { fixed_t adjustx = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f; w >>= 1; x >>= 1; if (stplyr == &players[displayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; color &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT; } else if (stplyr == &players[secondarydisplayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; color &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT; } else if (stplyr == &players[thirddisplayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; y += adjusty; color &= ~V_SNAPTOTOP|V_SNAPTORIGHT; } else //if (stplyr == &players[fourthdisplayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; y += adjusty; color &= ~V_SNAPTOTOP|V_SNAPTOLEFT; } } else #endif // 2 players { if (stplyr == &players[displayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; color &= ~V_SNAPTOBOTTOM; } else //if (stplyr == &players[secondarydisplayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; y += adjusty; color &= ~V_SNAPTOTOP; } } } fx = (float)x; fy = (float)y; fw = (float)w; fh = (float)h; if (!(color & V_NOSCALESTART)) { float dupx = (float)vid.dupx, dupy = (float)vid.dupy; fx *= dupx; fy *= dupy; fw *= dupx; fh *= dupy; if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f) { if (color & V_SNAPTORIGHT) fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)); else if (!(color & V_SNAPTOLEFT)) fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2; if (perplayershuffle & 4) fx -= ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4; else if (perplayershuffle & 8) fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4; } if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f) { // same thing here if (color & V_SNAPTOBOTTOM) fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)); else if (!(color & V_SNAPTOTOP)) fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2; if (perplayershuffle & 1) fy -= ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4; else if (perplayershuffle & 2) fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4; } } if (fx >= vid.width || fy >= vid.height) return; if (fx < 0) { fw += fx; fx = 0; } if (fy < 0) { fh += fy; fy = 0; } if (fw <= 0 || fh <= 0) return; if (fx + fw > vid.width) fw = (float)vid.width - fx; if (fy + fh > vid.height) fh = (float)vid.height - fy; fx = -1 + fx / (vid.width / 2); fy = 1 - fy / (vid.height / 2); fw = fw / (vid.width / 2); fh = fh / (vid.height / 2); v[0].x = v[3].x = fx; v[2].x = v[1].x = fx + fw; v[0].y = v[1].y = fy; v[2].y = v[3].y = fy - fh; //Hurdler: do we still use this argb color? if not, we should remove it v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; v[0].sow = v[3].sow = 0.0f; v[2].sow = v[1].sow = 1.0f; v[0].tow = v[1].tow = 0.0f; v[2].tow = v[3].tow = 1.0f; Surf.FlatColor.rgba = UINT2RGBA(actualcolor); Surf.FlatColor.s.alpha = 0x80; HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); } // -----------------+ // HWR_DrawFill : draw flat coloured rectangle, with no texture // -----------------+ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color) { FOutVector v[4]; FSurfaceInfo Surf; float fx, fy, fw, fh; UINT8 perplayershuffle = 0; // 3--2 // | /| // |/ | // 0--1 if (splitscreen && (color & V_PERPLAYER)) { fixed_t adjusty = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f; h >>= 1; y >>= 1; #ifdef QUADS if (splitscreen > 1) // 3 or 4 players { fixed_t adjustx = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f; w >>= 1; x >>= 1; if (stplyr == &players[displayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; color &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT; } else if (stplyr == &players[secondarydisplayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; color &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT; } else if (stplyr == &players[thirddisplayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 4; y += adjusty; color &= ~V_SNAPTOTOP|V_SNAPTORIGHT; } else //if (stplyr == &players[fourthdisplayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT))) perplayershuffle |= 8; x += adjustx; y += adjusty; color &= ~V_SNAPTOTOP|V_SNAPTOLEFT; } } else #endif // 2 players { if (stplyr == &players[displayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 1; color &= ~V_SNAPTOBOTTOM; } else //if (stplyr == &players[secondarydisplayplayer]) { if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM))) perplayershuffle |= 2; y += adjusty; color &= ~V_SNAPTOTOP; } } } fx = (float)x; fy = (float)y; fw = (float)w; fh = (float)h; if (!(color & V_NOSCALESTART)) { float dupx = (float)vid.dupx, dupy = (float)vid.dupy; if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT) { RGBA_t rgbaColour = V_GetColor(color); FRGBAFloat clearColour; clearColour.red = (float)rgbaColour.s.red / 255; clearColour.green = (float)rgbaColour.s.green / 255; clearColour.blue = (float)rgbaColour.s.blue / 255; clearColour.alpha = 1; HWD.pfnClearBuffer(true, false, &clearColour); return; } fx *= dupx; fy *= dupy; fw *= dupx; fh *= dupy; if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f) { if (color & V_SNAPTORIGHT) fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)); else if (!(color & V_SNAPTOLEFT)) fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2; if (perplayershuffle & 4) fx -= ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4; else if (perplayershuffle & 8) fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4; } if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f) { // same thing here if (color & V_SNAPTOBOTTOM) fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)); else if (!(color & V_SNAPTOTOP)) fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2; if (perplayershuffle & 1) fy -= ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4; else if (perplayershuffle & 2) fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4; } } if (fx >= vid.width || fy >= vid.height) return; if (fx < 0) { fw += fx; fx = 0; } if (fy < 0) { fh += fy; fy = 0; } if (fw <= 0 || fh <= 0) return; if (fx + fw > vid.width) fw = (float)vid.width - fx; if (fy + fh > vid.height) fh = (float)vid.height - fy; fx = -1 + fx / (vid.width / 2); fy = 1 - fy / (vid.height / 2); fw = fw / (vid.width / 2); fh = fh / (vid.height / 2); v[0].x = v[3].x = fx; v[2].x = v[1].x = fx + fw; v[0].y = v[1].y = fy; v[2].y = v[3].y = fy - fh; //Hurdler: do we still use this argb color? if not, we should remove it v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //; v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; v[0].sow = v[3].sow = 0.0f; v[2].sow = v[1].sow = 1.0f; v[0].tow = v[1].tow = 0.0f; v[2].tow = v[3].tow = 1.0f; Surf.FlatColor = V_GetColor(color); HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_NoTexture|PF_NoDepthTest); } #ifdef HAVE_PNG #ifndef _MSC_VER #ifndef _LARGEFILE64_SOURCE #define _LARGEFILE64_SOURCE #endif #endif #ifndef _LFS64_LARGEFILE #define _LFS64_LARGEFILE #endif #ifndef _FILE_OFFSET_BITS #define _FILE_OFFSET_BITS 0 #endif #include "png.h" #ifdef PNG_WRITE_SUPPORTED #define USE_PNG // PNG is only used if write is supported (see ../m_misc.c) #endif #endif #ifndef USE_PNG // -------------------------------------------------------------------------- // save screenshots with TGA format // -------------------------------------------------------------------------- static inline boolean saveTGA(const char *file_name, void *buffer, INT32 width, INT32 height) { INT32 fd; TGAHeader tga_hdr; INT32 i; UINT8 *buf8 = buffer; fd = open(file_name, O_WRONLY | O_CREAT | O_TRUNC | O_BINARY, 0666); if (fd < 0) return false; memset(&tga_hdr, 0, sizeof (tga_hdr)); tga_hdr.width = SHORT(width); tga_hdr.height = SHORT(height); tga_hdr.image_pix_size = 24; tga_hdr.image_type = 2; tga_hdr.image_descriptor = 32; if ( -1 == write(fd, &tga_hdr, sizeof (TGAHeader))) { close(fd); return false; } // format to 888 BGR for (i = 0; i < width * height * 3; i+=3) { const UINT8 temp = buf8[i]; buf8[i] = buf8[i+2]; buf8[i+2] = temp; } if ( -1 == write(fd, buffer, width * height * 3)) { close(fd); return false; } close(fd); return true; } #endif // -------------------------------------------------------------------------- // screen shot // -------------------------------------------------------------------------- UINT8 *HWR_GetScreenshot(void) { UINT8 *buf = malloc(vid.width * vid.height * 3 * sizeof (*buf)); if (!buf) return NULL; // returns 24bit 888 RGB HWD.pfnReadRect(0, 0, vid.width, vid.height, vid.width * 3, (void *)buf); return buf; } boolean HWR_Screenshot(const char *pathname) { boolean ret; UINT8 *buf = malloc(vid.width * vid.height * 3 * sizeof (*buf)); if (!buf) { CONS_Debug(DBG_RENDER, "HWR_Screenshot: Failed to allocate memory\n"); return false; } // returns 24bit 888 RGB HWD.pfnReadRect(0, 0, vid.width, vid.height, vid.width * 3, (void *)buf); #ifdef USE_PNG ret = M_SavePNG(pathname, buf, vid.width, vid.height, NULL); #else ret = saveTGA(pathname, buf, vid.width, vid.height); #endif free(buf); return ret; } #endif //HWRENDER