/* ** The base framebuffer class ** **--------------------------------------------------------------------------- ** Copyright 1999-2016 Randy Heit ** Copyright 2005-2018 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include "v_video.h" #include "c_dispatch.h" #include "hardware.h" #include "r_videoscale.h" #include "i_time.h" #include "v_font.h" #include "v_draw.h" #include "i_time.h" #include "v_2ddrawer.h" #include "vm.h" #include "i_interface.h" #include "flatvertices.h" #include "version.h" #include "hw_material.h" #include #include CVAR(Bool, gl_scale_viewport, true, CVAR_ARCHIVE); EXTERN_CVAR(Int, vid_maxfps) CVAR(Bool, cl_capfps, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) EXTERN_CVAR(Int, screenblocks) //========================================================================== // // DFrameBuffer Constructor // // A frame buffer canvas is the most common and represents the image that // gets drawn to the screen. // //========================================================================== DFrameBuffer::DFrameBuffer (int width, int height) { SetSize(width, height); } DFrameBuffer::~DFrameBuffer() { } void DFrameBuffer::SetSize(int width, int height) { Width = ViewportScaledWidth(width, height); Height = ViewportScaledHeight(width, height); } //========================================================================== // // Palette stuff. // //========================================================================== void DFrameBuffer::Update() { int initialWidth = GetClientWidth(); int initialHeight = GetClientHeight(); int clientWidth = ViewportScaledWidth(initialWidth, initialHeight); int clientHeight = ViewportScaledHeight(initialWidth, initialHeight); if (clientWidth < VID_MIN_WIDTH) clientWidth = VID_MIN_WIDTH; if (clientHeight < VID_MIN_HEIGHT) clientHeight = VID_MIN_HEIGHT; if (clientWidth > 0 && clientHeight > 0 && (GetWidth() != clientWidth || GetHeight() != clientHeight)) { SetVirtualSize(clientWidth, clientHeight); V_OutputResized(clientWidth, clientHeight); mVertexData->OutputResized(clientWidth, clientHeight); } } void DFrameBuffer::SetClearColor(int color) { PalEntry pe = GPalette.BaseColors[color]; mSceneClearColor[0] = pe.r / 255.f; mSceneClearColor[1] = pe.g / 255.f; mSceneClearColor[2] = pe.b / 255.f; mSceneClearColor[3] = 1.f; } //========================================================================== // // DFrameBuffer :: SetVSync // // Turns vertical sync on and off, if supported. // //========================================================================== void DFrameBuffer::SetVSync (bool vsync) { } //========================================================================== // // DFrameBuffer :: WipeStartScreen // // Grabs a copy of the screen currently displayed to serve as the initial // frame of a screen wipe. Also determines which screenwipe will be // performed. // //========================================================================== FTexture *DFrameBuffer::WipeStartScreen() { return nullptr; } //========================================================================== // // DFrameBuffer :: WipeEndScreen // // Grabs a copy of the most-recently drawn, but not yet displayed, screen // to serve as the final frame of a screen wipe. // //========================================================================== FTexture *DFrameBuffer::WipeEndScreen() { return nullptr; } //========================================================================== // // Calculates the viewport values needed for 2D and 3D operations // //========================================================================== void DFrameBuffer::SetViewportRects(IntRect *bounds) { if (bounds) { mSceneViewport = *bounds; mScreenViewport = *bounds; mOutputLetterbox = *bounds; mGameScreenWidth = mScreenViewport.width; mGameScreenHeight = mScreenViewport.height; return; } // Back buffer letterbox for the final output int clientWidth = GetClientWidth(); int clientHeight = GetClientHeight(); if (clientWidth == 0 || clientHeight == 0) { // When window is minimized there may not be any client area. // Pretend to the rest of the render code that we just have a very small window. clientWidth = 160; clientHeight = 120; } int screenWidth = GetWidth(); int screenHeight = GetHeight(); float scaleX, scaleY; scaleX = min(clientWidth / (float)screenWidth, clientHeight / ((float)screenHeight * ViewportPixelAspect())); scaleY = scaleX * ViewportPixelAspect(); mOutputLetterbox.width = (int)round(screenWidth * scaleX); mOutputLetterbox.height = (int)round(screenHeight * scaleY); mOutputLetterbox.left = (clientWidth - mOutputLetterbox.width) / 2; mOutputLetterbox.top = (clientHeight - mOutputLetterbox.height) / 2; // The entire renderable area, including the 2D HUD mScreenViewport.left = 0; mScreenViewport.top = 0; mScreenViewport.width = screenWidth; mScreenViewport.height = screenHeight; // Viewport for the 3D scene if (sysCallbacks.GetSceneRect) mSceneViewport = sysCallbacks.GetSceneRect(); else mSceneViewport = mScreenViewport; // Scale viewports to fit letterbox bool notScaled = ((mScreenViewport.width == ViewportScaledWidth(mScreenViewport.width, mScreenViewport.height)) && (mScreenViewport.width == ViewportScaledHeight(mScreenViewport.width, mScreenViewport.height)) && (ViewportPixelAspect() == 1.0)); if (gl_scale_viewport && !IsFullscreen() && notScaled) { mScreenViewport.width = mOutputLetterbox.width; mScreenViewport.height = mOutputLetterbox.height; mSceneViewport.left = (int)round(mSceneViewport.left * scaleX); mSceneViewport.top = (int)round(mSceneViewport.top * scaleY); mSceneViewport.width = (int)round(mSceneViewport.width * scaleX); mSceneViewport.height = (int)round(mSceneViewport.height * scaleY); } mGameScreenWidth = GetWidth(); mGameScreenHeight = GetHeight(); } //=========================================================================== // // Calculates the OpenGL window coordinates for a zdoom screen position // //=========================================================================== int DFrameBuffer::ScreenToWindowX(int x) { return mScreenViewport.left + (int)round(x * mScreenViewport.width / (float)mGameScreenWidth); } int DFrameBuffer::ScreenToWindowY(int y) { return mScreenViewport.top + mScreenViewport.height - (int)round(y * mScreenViewport.height / (float)mGameScreenHeight); } void DFrameBuffer::ScaleCoordsFromWindow(int16_t &x, int16_t &y) { int letterboxX = mOutputLetterbox.left; int letterboxY = mOutputLetterbox.top; int letterboxWidth = mOutputLetterbox.width; int letterboxHeight = mOutputLetterbox.height; x = int16_t((x - letterboxX) * Width / letterboxWidth); y = int16_t((y - letterboxY) * Height / letterboxHeight); } void DFrameBuffer::FPSLimit() { //We don't need to limit FPS #ifdef __MOBILE__ return; #endif using namespace std::chrono; using namespace std::this_thread; if (vid_maxfps <= 0 || cl_capfps) return; uint64_t targetWakeTime = fpsLimitTime + 1'000'000 / vid_maxfps; while (true) { fpsLimitTime = duration_cast(steady_clock::now().time_since_epoch()).count(); int64_t timeToWait = targetWakeTime - fpsLimitTime; if (timeToWait > 1'000'000 || timeToWait <= 0) { break; } if (timeToWait <= 2'000) { // We are too close to the deadline. OS sleep is not precise enough to wake us before it elapses. // Yield execution and check time again. sleep_for(nanoseconds(0)); } else { // Sleep, but try to wake before deadline. sleep_for(microseconds(timeToWait - 2'000)); } } } FMaterial* DFrameBuffer::CreateMaterial(FGameTexture* tex, int scaleflags) { return new FMaterial(tex, scaleflags); } //========================================================================== // // ZScript wrappers for inlines // //========================================================================== static int ScreenGetWidth() { return twod->GetWidth(); } static int ScreenGetHeight() { return twod->GetHeight(); } DEFINE_ACTION_FUNCTION_NATIVE(_Screen, GetWidth, ScreenGetWidth) { PARAM_PROLOGUE; ACTION_RETURN_INT(twod->GetWidth()); } DEFINE_ACTION_FUNCTION_NATIVE(_Screen, GetHeight, ScreenGetHeight) { PARAM_PROLOGUE; ACTION_RETURN_INT(twod->GetHeight()); } DEFINE_ACTION_FUNCTION(_Screen, PaletteColor) { PARAM_PROLOGUE; PARAM_INT(index); if (index < 0 || index > 255) index = 0; else index = GPalette.BaseColors[index]; ACTION_RETURN_INT(index); }