SRB2/src/v_video.c
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2020-01-07 07:35:39 -05:00

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C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2019 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file 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 "st_stuff.h"
#include "hu_stuff.h"
#include "f_finale.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};
// 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];
boolean Cubeapply = false;
// 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)
{
lumpnum_t lumpnum = W_GetNumForName(lumpname);
size_t i, palsize = W_LumpLength(lumpnum)/3;
UINT8 *pal;
Cubeapply = InitCube();
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 (Cubeapply)
V_CubeApply(&pLocalPalette[i].s.red, &pLocalPalette[i].s.green, &pLocalPalette[i].s.blue);
}
}
void V_CubeApply(UINT8 *red, UINT8 *green, UINT8 *blue)
{
float working[4][3];
float linear;
UINT8 q;
if (!Cubeapply)
return;
linear = (*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 = (*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 = (*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
*red = (UINT8)(working[0][0]);
*green = (UINT8)(working[0][1]);
*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_opengl)
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_opengl)
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);
}
#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_DrawStretchyFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, fixed_t vscale, 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, vdup;
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_opengl)
{
HWR_DrawStretchyFixedPatch((GLPatch_t *)patch, x, y, pscale, vscale, scrn, colormap);
return;
}
#endif
patchdrawfunc = standardpdraw;
v_translevel = NULL;
if ((alphalevel = ((scrn & V_ALPHAMASK) >> V_ALPHASHIFT)))
{
if (alphalevel == 13)
alphalevel = hudminusalpha[st_translucency];
else if (alphalevel == 14)
alphalevel = 10 - st_translucency;
else if (alphalevel == 15)
alphalevel = hudplusalpha[st_translucency];
if (alphalevel >= 10)
return; // invis
if (alphalevel)
{
v_translevel = transtables + ((alphalevel-1)<<FF_TRANSSHIFT);
patchdrawfunc = translucentpdraw;
}
}
v_colormap = NULL;
if (colormap)
{
v_colormap = colormap;
patchdrawfunc = (v_translevel) ? transmappedpdraw : mappedpdraw;
}
dupx = vid.dupx;
dupy = vid.dupy;
if (scrn & V_SCALEPATCHMASK) switch ((scrn & V_SCALEPATCHMASK) >> 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 = vdup = FixedMul(dupx<<FRACBITS, pscale);
if (vscale != pscale)
vdup = FixedMul(dupx<<FRACBITS, vscale);
colfrac = FixedDiv(FRACUNIT, fdup);
rowfrac = FixedDiv(FRACUNIT, vdup);
// So it turns out offsets aren't scaled in V_NOSCALESTART unless V_OFFSET is applied ...poo, that's terrible
// For now let's just at least give V_OFFSET the ability to support V_FLIP
// I'll probably make a better fix for 2.2 where I don't have to worry about breaking existing support for stuff
// -- Monster Iestyn 29/10/18
{
fixed_t offsetx = 0, offsety = 0;
// left offset
if (scrn & V_FLIP)
offsetx = FixedMul((SHORT(patch->width) - SHORT(patch->leftoffset))<<FRACBITS, pscale) + 1;
else
offsetx = FixedMul(SHORT(patch->leftoffset)<<FRACBITS, pscale);
// top offset
// TODO: make some kind of vertical version of V_FLIP, maybe by deprecating V_OFFSET in future?!?
offsety = FixedMul(SHORT(patch->topoffset)<<FRACBITS, vscale);
if ((scrn & (V_NOSCALESTART|V_OFFSET)) == (V_NOSCALESTART|V_OFFSET)) // Multiply by dupx/dupy for crosshairs
{
offsetx = FixedMul(offsetx, dupx<<FRACBITS);
offsety = FixedMul(offsety, dupy<<FRACBITS);
}
// Subtract the offsets from x/y positions
x -= offsetx;
y -= offsety;
}
if (splitscreen && (scrn & V_PERPLAYER))
{
fixed_t adjusty = ((scrn & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)<<(FRACBITS-1);
vdup >>= 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));
fdup >>= 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 = FixedMul(y,dupy<<FRACBITS);
x >>= 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;
pwidth = FixedMul(pwidth, pscale);
pwidth = FixedMul(pwidth, dupx<<FRACBITS);
pwidth >>= 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,vdup))*vid.width;
for (ofs = 0; dest < deststop && (ofs>>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_opengl)
{
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[st_translucency];
else if (alphalevel == 14)
alphalevel = 10 - st_translucency;
else if (alphalevel == 15)
alphalevel = hudplusalpha[st_translucency];
if (alphalevel >= 10)
return; // invis
if (alphalevel)
{
v_translevel = transtables + ((alphalevel-1)<<FF_TRANSSHIFT);
patchdrawfunc = translucentpdraw;
}
}
// only use one dup, to avoid stretching (har har)
dupx = dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
fdup = FixedMul(dupx<<FRACBITS, pscale);
colfrac = FixedDiv(FRACUNIT, fdup);
rowfrac = FixedDiv(FRACUNIT, fdup);
y -= FixedMul(SHORT(patch->topoffset)<<FRACBITS, pscale);
x -= FixedMul(SHORT(patch->leftoffset)<<FRACBITS, pscale);
if (splitscreen && (scrn & V_PERPLAYER))
{
fixed_t adjusty = ((scrn & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)<<(FRACBITS-1);
fdup >>= 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 = FixedMul(y,dupy<<FRACBITS);
x >>= 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; (col>>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,fdup))*vid.width;
ofs = 0;
}
else
ofs = (sy-topdelta)<<FRACBITS;
for (; dest < deststop && (ofs>>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 > XTRA_CONTINUE)
{
spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA];
spriteframe_t *sprframe = &sprdef->spriteframes[XTRA_CONTINUE];
patch_t *patch = W_CachePatchNum(sprframe->lumppat[0], PU_PATCH);
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_PATCH));
}
//
// 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_opengl)
{
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_opengl)
{
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[st_translucency];
else if (alphalevel == 14)
alphalevel = 10 - st_translucency;
else if (alphalevel == 15)
alphalevel = hudplusalpha[st_translucency];
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)<<FF_TRANSSHIFT) + (c*256));
for (;(--h >= 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_opengl)
{
// 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)<<FF_TRANSSHIFT) + color*256)); // Else, do TRANSMAP** fade.
for (;(--h >= 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_opengl)
{
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_opengl)
{
HWR_FadeScreenMenuBack(color, strength);
return;
}
#endif
{
const UINT8 *fadetable = ((color & 0xFF00) // Color is not palette index?
? ((UINT8 *)(((color & 0x0F00) == 0x0A00) ? fadecolormap // Do fadecolormap fade.
: (((color & 0x0F00) == 0x0B00) ? fadecolormap + (256 * FADECOLORMAPROWS) // Do white fadecolormap fade.
: colormaps)) + strength*256) // Do COLORMAP fade.
: ((UINT8 *)transtables + ((9-strength)<<FF_TRANSSHIFT) + color*256)); // Else, do TRANSMAP** fade.
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
UINT8 *buf = screens[0];
// heavily simplified -- we don't need to know x or y
// position when we're doing a full screen fade
for (; buf < deststop; ++buf)
*buf = fadetable[*buf];
}
}
// Simple translucency with one color, over a set number of lines starting from the top.
void V_DrawFadeConsBack(INT32 plines)
{
UINT8 *deststop, *buf;
#ifdef HWRENDER // not win32 only 19990829 by Kin
if (rendermode == render_opengl)
{
UINT32 hwcolor = V_GetHWConsBackColor();
HWR_DrawConsoleBack(hwcolor, plines);
return;
}
#endif
// heavily simplified -- we don't need to know x or y position,
// just the stop position
deststop = screens[0] + vid.rowbytes * min(plines, vid.height);
for (buf = screens[0]; buf < deststop; ++buf)
*buf = consolebgmap[*buf];
}
// Very similar to F_DrawFadeConsBack, except we draw from the middle(-ish) of the screen to the bottom.
void V_DrawPromptBack(INT32 boxheight, INT32 color)
{
UINT8 *deststop, *buf;
if (color >= 256 && color < 512)
{
boxheight = ((boxheight * 4) + (boxheight/2)*5);
V_DrawFill((BASEVIDWIDTH-(vid.width/vid.dupx))/2, BASEVIDHEIGHT-boxheight, (vid.width/vid.dupx),boxheight, (color-256)|V_SNAPTOBOTTOM);
return;
}
boxheight *= vid.dupy;
if (color == INT32_MAX)
color = cons_backcolor.value;
#ifdef HWRENDER
if (rendermode == render_opengl)
{
UINT32 hwcolor;
switch (color)
{
case 0: hwcolor = 0xffffff00; break; // White
case 1: hwcolor = 0x00000000; break; // Black // Note this is different from V_DrawFadeConsBack
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;
}
HWR_DrawTutorialBack(hwcolor, boxheight);
return;
}
#endif
CON_SetupBackColormapEx(color, true);
// heavily simplified -- we don't need to know x or y position,
// just the start and stop positions
deststop = screens[0] + vid.rowbytes * vid.height;
buf = deststop - vid.rowbytes * ((boxheight * 4) + (boxheight/2)*5); // 4 lines of space plus gaps between and some leeway
for (; buf < deststop; ++buf)
*buf = promptbgmap[*buf];
}
// Gets string colormap, used for 0x80 color codes
//
UINT8 *V_GetStringColormap(INT32 colorflags)
{
switch ((colorflags & V_CHARCOLORMASK) >> 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) //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)
continue;
if (cx+left + w < 0) //left boundary check
{
cx += w;
continue;
}
colormap = V_GetStringColormap(charflags);
V_DrawFixedPatch((cx + center)<<FRACBITS, cy<<FRACBITS, FRACUNIT, option, hu_font[c], colormap);
cx += w;
}
}
void V_DrawCenteredString(INT32 x, INT32 y, INT32 option, const char *string)
{
x -= V_StringWidth(string, option)/2;
V_DrawString(x, y, option, string);
}
void V_DrawRightAlignedString(INT32 x, INT32 y, INT32 option, const char *string)
{
x -= V_StringWidth(string, option);
V_DrawString(x, y, option, string);
}
//
// Write a string using the hu_font, 0.5x scale
// NOTE: the text is centered for screens larger than the base width
//
void V_DrawSmallString(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 = 0;
const UINT8 *colormap = NULL;
INT32 spacewidth = 2, 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;
}
charflags = (option & V_CHARCOLORMASK);
switch (option & V_SPACINGMASK)
{
case V_MONOSPACE:
spacewidth = 4;
/* FALLTHRU */
case V_OLDSPACING:
charwidth = 4;
break;
case V_6WIDTHSPACE:
spacewidth = 3;
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 += 4*dupy;
else
cy += 6*dupy;
continue;
}
c = *ch;
if (!lowercase)
c = toupper(c);
c -= HU_FONTSTART;
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/4;
}
else
w = SHORT(hu_font[c]->width) * dupx / 2;
if (cx > scrwidth)
continue;
if (cx+left + w < 0) //left boundary check
{
cx += w;
continue;
}
colormap = V_GetStringColormap(charflags);
V_DrawFixedPatch((cx + center)<<FRACBITS, cy<<FRACBITS, FRACUNIT/2, option, hu_font[c], colormap);
cx += w;
}
}
void V_DrawRightAlignedSmallString(INT32 x, INT32 y, INT32 option, const char *string)
{
x -= V_SmallStringWidth(string, option);
V_DrawSmallString(x, y, option, string);
}
//
// Write a string using the tny_font
// NOTE: the text is centered for screens larger than the base width
//
void V_DrawThinString(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 = 0;
const UINT8 *colormap = NULL;
INT32 spacewidth = 2, 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;
}
charflags = (option & V_CHARCOLORMASK);
switch (option & V_SPACINGMASK)
{
case V_MONOSPACE:
spacewidth = 5;
/* FALLTHRU */
case V_OLDSPACING:
charwidth = 5;
break;
case V_6WIDTHSPACE:
spacewidth = 3;
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 || !tny_font[c-HU_FONTSTART])
c = toupper(c);
c -= HU_FONTSTART;
if (c < 0 || c >= 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)
continue;
if (cx+left + w < 0) //left boundary check
{
cx += w;
continue;
}
colormap = V_GetStringColormap(charflags);
V_DrawFixedPatch(cx<<FRACBITS, cy<<FRACBITS, FRACUNIT, option, tny_font[c], colormap);
cx += w;
}
}
void V_DrawRightAlignedThinString(INT32 x, INT32 y, INT32 option, const char *string)
{
x -= V_ThinStringWidth(string, option);
V_DrawThinString(x, y, option, string);
}
// Draws a string at a fixed_t location.
void V_DrawStringAtFixed(fixed_t x, fixed_t y, INT32 option, const char *string)
{
fixed_t cx = x, cy = y;
INT32 w, c, dupx, dupy, scrwidth, center = 0, left = 0;
const char *ch = string;
INT32 charflags = 0;
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;
}
charflags = (option & V_CHARCOLORMASK);
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 ignoring
{
// 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)<<FRACBITS;
else
cy += (12*dupy)<<FRACBITS;
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)<<FRACBITS;
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>>FRACBITS) > scrwidth)
continue;
if ((cx>>FRACBITS)+left + w < 0) //left boundary check
{
cx += w<<FRACBITS;
continue;
}
colormap = V_GetStringColormap(charflags);
V_DrawFixedPatch(cx + (center<<FRACBITS), cy, FRACUNIT, option, hu_font[c], colormap);
cx += w<<FRACBITS;
}
}
// Draws a tallnum. Replaces two functions in y_inter and st_stuff
void V_DrawTallNum(INT32 x, INT32 y, INT32 flags, INT32 num)
{
INT32 w = SHORT(tallnum[0]->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)<<FRACBITS;
continue;
}
c = toupper(c) - CRED_FONTSTART;
if (c < 0 || c >= CRED_FONTSIZE)
{
cx += (16*dupx)<<FRACBITS;
continue;
}
w = SHORT(cred_font[c]->width) * dupx;
if ((cx>>FRACBITS) > scrwidth)
continue;
V_DrawSciencePatch(cx, cy, option, cred_font[c], FRACUNIT);
cx += w<<FRACBITS;
}
}
// Draw a string using the nt_font
// Note that the outline is a seperate font set
static void V_DrawNameTagLine(INT32 x, INT32 y, INT32 option, fixed_t scale, UINT8 *basecolormap, UINT8 *outlinecolormap, const char *string)
{
fixed_t cx, cy, w;
INT32 c, dupx, dupy, scrwidth, left = 0;
const char *ch = string;
if (option & V_CENTERNAMETAG)
x -= FixedInt(FixedMul((V_NameTagWidth(string)/2)*FRACUNIT, scale));
option &= ~V_CENTERNAMETAG; // which is also shared with V_ALLOWLOWERCASE...
cx = x<<FRACBITS;
cy = y<<FRACBITS;
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 == '\n')
{
cx = x<<FRACBITS;
cy += FixedMul((21*dupy)*FRACUNIT, scale);
continue;
}
c = toupper(*ch);
c -= NT_FONTSTART;
// character does not exist or is a space
if (c < 0 || c >= NT_FONTSIZE || !ntb_font[c] || !nto_font[c])
{
cx += FixedMul((4 * dupx)*FRACUNIT, scale);
continue;
}
w = FixedMul((SHORT(ntb_font[c]->width)+2 * dupx) * FRACUNIT, scale);
if (FixedInt(cx) > scrwidth)
continue;
if (cx+(left*FRACUNIT) + w < 0) // left boundary check
{
cx += w;
continue;
}
V_DrawFixedPatch(cx, cy, scale, option, nto_font[c], outlinecolormap);
V_DrawFixedPatch(cx, cy, scale, option, ntb_font[c], basecolormap);
cx += w;
}
}
// Looks familiar.
void V_DrawNameTag(INT32 x, INT32 y, INT32 option, fixed_t scale, UINT8 *basecolormap, UINT8 *outlinecolormap, const char *string)
{
const char *text = string;
const char *first_token = text;
char *last_token = strchr(text, '\n');
const INT32 lbreakheight = 21;
INT32 ntlines;
if (option & V_CENTERNAMETAG)
{
ntlines = V_CountNameTagLines(string);
y -= FixedInt(FixedMul(((lbreakheight/2) * (ntlines-1))*FRACUNIT, scale));
}
// No line breaks?
// Draw entire string
if (!last_token)
V_DrawNameTagLine(x, y, option, scale, basecolormap, outlinecolormap, string);
// Split string by the line break character
else
{
char *str = NULL;
INT32 len;
while (true)
{
// There are still lines left to draw
if (last_token)
{
size_t shift = 0;
// Free this line
if (str)
Z_Free(str);
// Find string length, do a malloc...
len = (last_token-first_token)+1;
str = ZZ_Alloc(len);
// Copy the line
strncpy(str, first_token, len-1);
str[len-1] = '\0';
// Don't leave a line break character
// at the start of the string!
if ((strlen(str) >= 2) && (string[0] == '\n') && (string[1] != '\n'))
shift++;
// Then draw it
V_DrawNameTagLine(x, y, option, scale, basecolormap, outlinecolormap, str+shift);
}
// No line break character was found
else
{
// Don't leave a line break character
// at the start of the string!
if ((strlen(first_token) >= 2) && (first_token[0] == '\n') && (first_token[1] != '\n'))
first_token++;
// Then draw it
V_DrawNameTagLine(x, y, option, scale, basecolormap, outlinecolormap, first_token);
break;
}
// Next line
y += FixedInt(FixedMul(lbreakheight*FRACUNIT, scale));
if ((last_token-text)+1 >= (signed)strlen(text))
last_token = NULL;
else
{
first_token = last_token;
last_token = strchr(first_token+1, '\n');
}
}
// Free this line
if (str)
Z_Free(str);
}
}
// Count the amount of lines in name tag string
INT32 V_CountNameTagLines(const char *string)
{
INT32 ntlines = 1;
const char *text = string;
const char *first_token = text;
char *last_token = strchr(text, '\n');
// No line breaks?
if (!last_token)
return ntlines;
// Split string by the line break character
else
{
while (true)
{
if (last_token)
ntlines++;
// No line break character was found
else
break;
// Next line
if ((last_token-text)+1 >= (signed)strlen(text))
last_token = NULL;
else
{
first_token = last_token;
last_token = strchr(first_token+1, '\n');
}
}
}
return ntlines;
}
INT32 V_NameTagWidth(const char *string)
{
INT32 c, w = 0;
size_t i;
// It's possible for string to be a null pointer
if (!string)
return 0;
for (i = 0; i < strlen(string); i++)
{
c = toupper(string[i]) - NT_FONTSTART;
if (c < 0 || c >= NT_FONTSIZE || !ntb_font[c] || !nto_font[c])
w += 4;
else
w += SHORT(ntb_font[c]->width)+2;
}
return w;
}
// Find string width from cred_font chars
//
INT32 V_CreditStringWidth(const char *string)
{
INT32 c, w = 0;
size_t i;
// It's possible for string to be a null pointer
if (!string)
return 0;
for (i = 0; i < strlen(string); i++)
{
c = toupper(string[i]) - CRED_FONTSTART;
if (c < 0 || c >= 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 = *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)
continue;
if (cx+left + w < 0) //left boundary check
{
cx += w;
continue;
}
colormap = V_GetStringColormap(charflags);
V_DrawFixedPatch(cx<<FRACBITS, cy<<FRACBITS, FRACUNIT, option, lt_font[c], colormap);
cx += w;
}
}
// Find string width from lt_font chars
//
INT32 V_LevelNameWidth(const char *string)
{
INT32 c, w = 0;
size_t i;
for (i = 0; i < strlen(string); i++)
{
if (string[i] & 0x80)
continue;
c = string[i] - LT_FONTSTART;
if (c < 0 || c >= 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 = 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_drawTitleCard
// 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
if (rendermode != render_soft)
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)<<FF_TRANSSHIFT);
for (y = yoffset; y < yoffset+height; y++)
{
sine = (FINESINE(disStart)*5)>>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)<<FF_TRANSSHIFT);
for (y = yoffset; y < yoffset+height; y++)
{
for (x = 0; x < vid.width; x++)
{
tmpscr[y*vid.width + x]
= colormaps[*(transme + (srcscr [y*vid.width+x ] <<8) + (tmpscr[y*vid.width+x]))];
}
}
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_flip) // Flip the screen upside-down
{
UINT8 *tmpscr = screens[4];
UINT8 *srcscr = screens[0];
INT32 y, y2;
for (y = yoffset, y2 = yoffset+height - 1; y < yoffset+height; y++, y2--)
M_Memcpy(&tmpscr[y2*vid.width], &srcscr[y*vid.width], vid.width);
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_heat) // Heat wave
{
UINT8 *tmpscr = screens[4];
UINT8 *srcscr = screens[0];
INT32 y;
// Make sure table is built
if (heatshifter == NULL || lastheight != height)
{
if (heatshifter)
Z_Free(heatshifter);
heatshifter = Z_Calloc(height * sizeof(boolean), PU_STATIC, NULL);
for (y = 0; y < height; y++)
{
if (M_RandomChance(FRACUNIT/8)) // 12.5%
heatshifter[y] = true;
}
heatindex[0] = heatindex[1] = 0;
lastheight = height;
}
for (y = yoffset; y < yoffset+height; y++)
{
if (heatshifter[heatindex[view]++])
{
// Shift this row of pixels to the right by 2
tmpscr[y*vid.width] = srcscr[y*vid.width];
M_Memcpy(&tmpscr[y*vid.width+vid.dupx], &srcscr[y*vid.width], vid.width-vid.dupx);
}
else
M_Memcpy(&tmpscr[y*vid.width], &srcscr[y*vid.width], vid.width);
heatindex[view] %= height;
}
heatindex[view]++;
heatindex[view] %= vid.height;
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);
}
#endif
}
// Taken from my videos-in-SRB2 project
// Generates a color look-up table
// which has up to 64 colors at each channel
// (see the defines in v_video.h)
UINT8 colorlookup[CLUTSIZE][CLUTSIZE][CLUTSIZE];
void InitColorLUT(RGBA_t *palette)
{
UINT8 r, g, b;
static boolean clutinit = false;
static RGBA_t *lastpalette = NULL;
if ((!clutinit) || (lastpalette != palette))
{
for (r = 0; r < CLUTSIZE; r++)
for (g = 0; g < CLUTSIZE; g++)
for (b = 0; b < CLUTSIZE; b++)
colorlookup[r][g][b] = NearestColor(r << SHIFTCOLORBITS, g << SHIFTCOLORBITS, b << SHIFTCOLORBITS);
clutinit = true;
lastpalette = palette;
}
}
// V_Init
// old software stuff, buffers are allocated at video mode setup
// here we set the screens[x] pointers accordingly
// WARNING: called at runtime (don't init cvar here)
void V_Init(void)
{
INT32 i;
UINT8 *base = vid.buffer;
const INT32 screensize = vid.rowbytes * vid.height;
LoadMapPalette();
for (i = 0; i < NUMSCREENS; i++)
screens[i] = NULL;
// start address of NUMSCREENS * width*height vidbuffers
if (base)
{
for (i = 0; i < NUMSCREENS; i++)
screens[i] = base + i*screensize;
}
if (vid.direct)
screens[0] = vid.direct;
#ifdef DEBUG
CONS_Debug(DBG_RENDER, "V_Init done:\n");
for (i = 0; i < NUMSCREENS+1; i++)
CONS_Debug(DBG_RENDER, " screens[%d] = %x\n", i, screens[i]);
#endif
}