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1518 lines
40 KiB
C
1518 lines
40 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file hw_draw.c
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/// \brief miscellaneous drawing (mainly 2d)
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#ifdef __GNUC__
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#include <unistd.h>
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#endif
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#include "../doomdef.h"
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#ifdef HWRENDER
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#include "hw_main.h"
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#include "hw_glob.h"
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#include "hw_drv.h"
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#include "../m_misc.h" //FIL_WriteFile()
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#include "../r_draw.h" //viewborderlump
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#include "../r_main.h"
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#include "../w_wad.h"
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#include "../z_zone.h"
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#include "../v_video.h"
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#include "../st_stuff.h"
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#include "../p_local.h" // stplyr
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#include "../g_game.h" // players
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#include <fcntl.h>
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#include "../i_video.h" // for rendermode != render_glide
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#ifndef O_BINARY
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#define O_BINARY 0
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#endif
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#if defined(_MSC_VER)
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#pragma pack(1)
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#endif
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typedef struct
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{
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UINT8 id_field_length ; // 1
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UINT8 color_map_type ; // 2
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UINT8 image_type ; // 3
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UINT8 dummy[5] ; // 4, 8
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INT16 x_origin ; // 9, 10
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INT16 y_origin ; //11, 12
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INT16 width ; //13, 14
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INT16 height ; //15, 16
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UINT8 image_pix_size ; //17
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UINT8 image_descriptor; //18
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} ATTRPACK TGAHeader; // sizeof is 18
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#if defined(_MSC_VER)
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#pragma pack()
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#endif
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static UINT8 softwaretranstogl[11] = { 0, 25, 51, 76,102,127,153,178,204,229,255};
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static UINT8 softwaretranstogl_hi[11] = { 0, 51,102,153,204,255,255,255,255,255,255};
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static UINT8 softwaretranstogl_lo[11] = { 0, 12, 24, 36, 48, 60, 71, 83, 95,111,127};
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//
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// -----------------+
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// HWR_DrawPatch : Draw a 'tile' graphic
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// Notes : x,y : positions relative to the original Doom resolution
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// : textes(console+score) + menus + status bar
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// -----------------+
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void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option)
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{
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FOutVector v[4];
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FBITFIELD flags;
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// 3--2
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// | /|
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// |/ |
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// 0--1
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float sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
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float sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
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float pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
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float pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
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// make patch ready in hardware cache
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HWR_GetPatch(gpatch);
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switch (option & V_SCALEPATCHMASK)
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{
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case V_NOSCALEPATCH:
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pdupx = pdupy = 2.0f;
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break;
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case V_SMALLSCALEPATCH:
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pdupx = 2.0f * FIXED_TO_FLOAT(vid.fsmalldupx);
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pdupy = 2.0f * FIXED_TO_FLOAT(vid.fsmalldupy);
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break;
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case V_MEDSCALEPATCH:
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pdupx = 2.0f * FIXED_TO_FLOAT(vid.fmeddupx);
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pdupy = 2.0f * FIXED_TO_FLOAT(vid.fmeddupy);
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break;
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}
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if (option & V_NOSCALESTART)
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sdupx = sdupy = 2.0f;
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v[0].x = v[3].x = (x*sdupx-SHORT(gpatch->leftoffset)*pdupx)/vid.width - 1;
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v[2].x = v[1].x = (x*sdupx+(SHORT(gpatch->width)-SHORT(gpatch->leftoffset))*pdupx)/vid.width - 1;
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v[0].y = v[1].y = 1-(y*sdupy-SHORT(gpatch->topoffset)*pdupy)/vid.height;
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v[2].y = v[3].y = 1-(y*sdupy+(SHORT(gpatch->height)-SHORT(gpatch->topoffset))*pdupy)/vid.height;
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v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
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v[0].s = v[3].s = 0.0f;
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v[2].s = v[1].s = gpatch->max_s;
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v[0].t = v[1].t = 0.0f;
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v[2].t = v[3].t = gpatch->max_t;
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flags = PF_Translucent|PF_NoDepthTest;
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if (option & V_WRAPX)
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flags |= PF_ForceWrapX;
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if (option & V_WRAPY)
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flags |= PF_ForceWrapY;
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// clip it since it is used for bunny scroll in doom I
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HWD.pfnDrawPolygon(NULL, v, 4, flags);
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}
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void HWR_DrawStretchyFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, fixed_t vscale, INT32 option, const UINT8 *colormap)
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{
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FOutVector v[4];
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FBITFIELD flags;
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float cx = FIXED_TO_FLOAT(x);
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float cy = FIXED_TO_FLOAT(y);
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UINT8 alphalevel = ((option & V_ALPHAMASK) >> V_ALPHASHIFT);
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// 3--2
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// | /|
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// |/ |
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// 0--1
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float dupx, dupy, fscalew, fscaleh, fwidth, fheight;
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UINT8 perplayershuffle = 0;
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if (alphalevel >= 10 && alphalevel < 13)
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return;
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// make patch ready in hardware cache
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if (!colormap)
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HWR_GetPatch(gpatch);
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else
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HWR_GetMappedPatch(gpatch, colormap);
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dupx = (float)vid.dupx;
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dupy = (float)vid.dupy;
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switch (option & V_SCALEPATCHMASK)
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{
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case V_NOSCALEPATCH:
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dupx = dupy = 1.0f;
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break;
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case V_SMALLSCALEPATCH:
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dupx = (float)vid.smalldupx;
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dupy = (float)vid.smalldupy;
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break;
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case V_MEDSCALEPATCH:
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dupx = (float)vid.meddupx;
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dupy = (float)vid.meddupy;
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break;
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}
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dupx = dupy = (dupx < dupy ? dupx : dupy);
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fscalew = fscaleh = FIXED_TO_FLOAT(pscale);
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if (vscale != pscale)
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fscaleh = FIXED_TO_FLOAT(vscale);
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// See my comments in v_video.c's V_DrawFixedPatch
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// -- Monster Iestyn 29/10/18
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{
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float offsetx = 0.0f, offsety = 0.0f;
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// left offset
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if (option & V_FLIP)
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offsetx = (float)(SHORT(gpatch->width) - SHORT(gpatch->leftoffset)) * fscalew;
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else
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offsetx = (float)SHORT(gpatch->leftoffset) * fscalew;
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// top offset
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// TODO: make some kind of vertical version of V_FLIP, maybe by deprecating V_OFFSET in future?!?
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offsety = (float)SHORT(gpatch->topoffset) * fscaleh;
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if ((option & (V_NOSCALESTART|V_OFFSET)) == (V_NOSCALESTART|V_OFFSET)) // Multiply by dupx/dupy for crosshairs
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{
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offsetx *= dupx;
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offsety *= dupy;
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}
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cx -= offsetx;
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cy -= offsety;
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}
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if (splitscreen && (option & V_PERPLAYER))
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{
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float adjusty = ((option & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
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fscaleh /= 2;
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cy /= 2;
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#ifdef QUADS
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if (splitscreen > 1) // 3 or 4 players
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{
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float adjustx = ((option & V_NOSCALESTART) ? vid.width : BASEVIDWIDTH)/2.0f;
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fscalew /= 2;
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cx /= 2;
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if (stplyr == &players[displayplayer])
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{
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if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
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perplayershuffle |= 1;
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if (!(option & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
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perplayershuffle |= 4;
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option &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT;
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}
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else if (stplyr == &players[secondarydisplayplayer])
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{
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if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
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perplayershuffle |= 1;
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if (!(option & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
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perplayershuffle |= 8;
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cx += adjustx;
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option &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT;
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}
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else if (stplyr == &players[thirddisplayplayer])
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{
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if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
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perplayershuffle |= 2;
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if (!(option & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
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perplayershuffle |= 4;
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cy += adjusty;
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option &= ~V_SNAPTOTOP|V_SNAPTORIGHT;
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}
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else if (stplyr == &players[fourthdisplayplayer])
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{
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if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
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perplayershuffle |= 2;
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if (!(option & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
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perplayershuffle |= 8;
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cx += adjustx;
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cy += adjusty;
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option &= ~V_SNAPTOTOP|V_SNAPTOLEFT;
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}
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}
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else
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#endif
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// 2 players
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{
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if (stplyr == &players[displayplayer])
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{
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if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
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perplayershuffle = 1;
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option &= ~V_SNAPTOBOTTOM;
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}
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else //if (stplyr == &players[secondarydisplayplayer])
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{
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if (!(option & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
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perplayershuffle = 2;
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cy += adjusty;
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option &= ~V_SNAPTOTOP;
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}
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}
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}
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if (!(option & V_NOSCALESTART))
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{
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cx = cx * dupx;
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cy = cy * dupy;
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if (!(option & V_SCALEPATCHMASK))
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{
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// if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT)
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// cx and cy are possibly *slightly* off from float maths
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// This is done before here compared to software because we directly alter cx and cy to centre
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if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT)
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{
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// Need to temporarily cache the real patch to get the colour of the top left pixel
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patch_t *realpatch = W_CacheSoftwarePatchNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC);
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const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0]));
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if (!column->topdelta)
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{
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const UINT8 *source = (const UINT8 *)(column) + 3;
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HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
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}
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Z_Free(realpatch);
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}
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// centre screen
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if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f)
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{
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if (option & V_SNAPTORIGHT)
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cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx));
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else if (!(option & V_SNAPTOLEFT))
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cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx))/2;
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if (perplayershuffle & 4)
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cx -= ((float)vid.width - ((float)BASEVIDWIDTH * dupx))/4;
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else if (perplayershuffle & 8)
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cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx))/4;
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}
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if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f)
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{
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if (option & V_SNAPTOBOTTOM)
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cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy));
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else if (!(option & V_SNAPTOTOP))
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cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy))/2;
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if (perplayershuffle & 1)
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cy -= ((float)vid.height - ((float)BASEVIDHEIGHT * dupy))/4;
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else if (perplayershuffle & 2)
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cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy))/4;
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}
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}
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}
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if (pscale != FRACUNIT || (splitscreen && option & V_PERPLAYER))
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{
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fwidth = (float)SHORT(gpatch->width) * fscalew * dupx;
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fheight = (float)SHORT(gpatch->height) * fscaleh * dupy;
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}
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else
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{
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fwidth = (float)SHORT(gpatch->width) * dupx;
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fheight = (float)SHORT(gpatch->height) * dupy;
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}
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// positions of the cx, cy, are between 0 and vid.width/vid.height now, we need them to be between -1 and 1
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cx = -1 + (cx / (vid.width/2));
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cy = 1 - (cy / (vid.height/2));
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// fwidth and fheight are similar
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fwidth /= vid.width / 2;
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fheight /= vid.height / 2;
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// set the polygon vertices to the right positions
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v[0].x = v[3].x = cx;
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v[2].x = v[1].x = cx + fwidth;
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v[0].y = v[1].y = cy;
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v[2].y = v[3].y = cy - fheight;
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v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
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if (option & V_FLIP)
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{
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v[0].s = v[3].s = gpatch->max_s;
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v[2].s = v[1].s = 0.0f;
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}
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else
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{
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v[0].s = v[3].s = 0.0f;
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v[2].s = v[1].s = gpatch->max_s;
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}
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v[0].t = v[1].t = 0.0f;
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v[2].t = v[3].t = gpatch->max_t;
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flags = PF_Translucent|PF_NoDepthTest;
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if (option & V_WRAPX)
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flags |= PF_ForceWrapX;
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if (option & V_WRAPY)
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flags |= PF_ForceWrapY;
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// clip it since it is used for bunny scroll in doom I
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if (alphalevel)
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{
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FSurfaceInfo Surf;
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Surf.PolyColor.s.red = Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0xff;
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if (alphalevel == 13) Surf.PolyColor.s.alpha = softwaretranstogl_lo[st_translucency];
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else if (alphalevel == 14) Surf.PolyColor.s.alpha = softwaretranstogl[st_translucency];
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else if (alphalevel == 15) Surf.PolyColor.s.alpha = softwaretranstogl_hi[st_translucency];
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else Surf.PolyColor.s.alpha = softwaretranstogl[10-alphalevel];
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flags |= PF_Modulated;
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HWD.pfnDrawPolygon(&Surf, v, 4, flags);
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}
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else
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HWD.pfnDrawPolygon(NULL, v, 4, flags);
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}
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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)
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{
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FOutVector v[4];
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FBITFIELD flags;
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float cx = FIXED_TO_FLOAT(x);
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float cy = FIXED_TO_FLOAT(y);
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UINT8 alphalevel = ((option & V_ALPHAMASK) >> V_ALPHASHIFT);
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// 3--2
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// | /|
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// |/ |
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// 0--1
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float dupx, dupy, fscale, fwidth, fheight;
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if (alphalevel >= 10 && alphalevel < 13)
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return;
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// make patch ready in hardware cache
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HWR_GetPatch(gpatch);
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dupx = (float)vid.dupx;
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dupy = (float)vid.dupy;
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switch (option & V_SCALEPATCHMASK)
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{
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case V_NOSCALEPATCH:
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dupx = dupy = 1.0f;
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break;
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case V_SMALLSCALEPATCH:
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dupx = (float)vid.smalldupx;
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dupy = (float)vid.smalldupy;
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break;
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case V_MEDSCALEPATCH:
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dupx = (float)vid.meddupx;
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dupy = (float)vid.meddupy;
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break;
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}
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dupx = dupy = (dupx < dupy ? dupx : dupy);
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fscale = FIXED_TO_FLOAT(pscale);
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// 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...
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cy -= (float)SHORT(gpatch->topoffset) * fscale;
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cx -= (float)SHORT(gpatch->leftoffset) * fscale;
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if (!(option & V_NOSCALESTART))
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{
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cx = cx * dupx;
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cy = cy * dupy;
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if (!(option & V_SCALEPATCHMASK))
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{
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// if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT)
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// cx and cy are possibly *slightly* off from float maths
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// This is done before here compared to software because we directly alter cx and cy to centre
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if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT)
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{
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// Need to temporarily cache the real patch to get the colour of the top left pixel
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patch_t *realpatch = W_CacheSoftwarePatchNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC);
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const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0]));
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if (!column->topdelta)
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{
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const UINT8 *source = (const UINT8 *)(column) + 3;
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HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
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}
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|
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].s = v[3].s = ((sx )/(float)SHORT(gpatch->width) )*gpatch->max_s;
|
|
if (sx + w > SHORT(gpatch->width))
|
|
v[2].s = v[1].s = gpatch->max_s;
|
|
else
|
|
v[2].s = v[1].s = ((sx+w)/(float)SHORT(gpatch->width) )*gpatch->max_s;
|
|
|
|
v[0].t = v[1].t = ((sy )/(float)SHORT(gpatch->height))*gpatch->max_t;
|
|
if (sy + h > SHORT(gpatch->height))
|
|
v[2].t = v[3].t = gpatch->max_t;
|
|
else
|
|
v[2].t = v[3].t = ((sy+h)/(float)SHORT(gpatch->height))*gpatch->max_t;
|
|
|
|
flags = PF_Translucent|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.PolyColor.s.red = Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0xff;
|
|
if (alphalevel == 13) Surf.PolyColor.s.alpha = softwaretranstogl_lo[st_translucency];
|
|
else if (alphalevel == 14) Surf.PolyColor.s.alpha = softwaretranstogl[st_translucency];
|
|
else if (alphalevel == 15) Surf.PolyColor.s.alpha = softwaretranstogl_hi[st_translucency];
|
|
else Surf.PolyColor.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].s = v[3].s = 0;
|
|
v[2].s = v[1].s = patch->max_s;
|
|
v[0].t = v[1].t = 0;
|
|
v[2].t = v[3].t = 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, PF_Translucent | 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].s = v[3].s = (float)((x & flatflag)/dflatsize);
|
|
v[2].s = v[1].s = (float)(v[0].s + w/dflatsize);
|
|
v[0].t = v[1].t = (float)((y & flatflag)/dflatsize);
|
|
v[2].t = v[3].t = (float)(v[0].t + 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].s = v[3].s = 0.0f;
|
|
v[2].s = v[1].s = 1.0f;
|
|
v[0].t = v[1].t = 1.0f;
|
|
v[2].t = v[3].t = 0.0f;
|
|
|
|
if (color & 0xFF00) // Do COLORMAP fade.
|
|
{
|
|
Surf.PolyColor.rgba = UINT2RGBA(0x01010160);
|
|
Surf.PolyColor.s.alpha = (strength*8);
|
|
}
|
|
else // Do TRANSMAP** fade.
|
|
{
|
|
Surf.PolyColor.rgba = V_GetColor(color).rgba;
|
|
Surf.PolyColor.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;
|
|
|
|
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
|
|
|
|
v[0].s = v[3].s = 0.0f;
|
|
v[2].s = v[1].s = 1.0f;
|
|
v[0].t = v[1].t = 0.0f;
|
|
v[2].t = v[3].t = 1.0f;
|
|
|
|
if (actualcolor & 0xFF00) // Do COLORMAP fade.
|
|
{
|
|
Surf.PolyColor.rgba = UINT2RGBA(0x01010160);
|
|
Surf.PolyColor.s.alpha = (strength*8);
|
|
}
|
|
else // Do TRANSMAP** fade.
|
|
{
|
|
Surf.PolyColor.rgba = V_GetColor(actualcolor).rgba;
|
|
Surf.PolyColor.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].s = v[3].s = 0.0f;
|
|
v[2].s = v[1].s = 1.0f;
|
|
v[0].t = v[1].t = 1.0f;
|
|
v[2].t = v[3].t = 0.0f;
|
|
|
|
Surf.PolyColor.rgba = UINT2RGBA(color);
|
|
Surf.PolyColor.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].s = v[3].s = 0.0f;
|
|
v[2].s = v[1].s = 1.0f;
|
|
v[0].t = v[1].t = 1.0f;
|
|
v[2].t = v[3].t = 0.0f;
|
|
|
|
Surf.PolyColor.rgba = UINT2RGBA(color);
|
|
Surf.PolyColor.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_PATCH);
|
|
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_PATCH);
|
|
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_PATCH);
|
|
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_PATCH);
|
|
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_PATCH),
|
|
basewindowx - 8, basewindowy - 8, 0);
|
|
|
|
if (clearlines > basewindowy - 8)
|
|
HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_TR],
|
|
PU_PATCH),
|
|
basewindowx + baseviewwidth, basewindowy - 8, 0);
|
|
|
|
if (clearlines > basewindowy+baseviewheight)
|
|
HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_BL],
|
|
PU_PATCH),
|
|
basewindowx - 8, basewindowy + baseviewheight, 0);
|
|
|
|
if (clearlines > basewindowy + baseviewheight)
|
|
HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_BR],
|
|
PU_PATCH),
|
|
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;
|
|
|
|
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
|
|
|
|
v[0].s = v[3].s = 0.0f;
|
|
v[2].s = v[1].s = 1.0f;
|
|
v[0].t = v[1].t = 0.0f;
|
|
v[2].t = v[3].t = 1.0f;
|
|
|
|
Surf.PolyColor.rgba = UINT2RGBA(actualcolor);
|
|
Surf.PolyColor.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;
|
|
|
|
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
|
|
|
|
v[0].s = v[3].s = 0.0f;
|
|
v[2].s = v[1].s = 1.0f;
|
|
v[0].t = v[1].t = 0.0f;
|
|
v[2].t = v[3].t = 1.0f;
|
|
|
|
Surf.PolyColor = 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
|