mirror of
https://github.com/DrBeef/Raze.git
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7c37bad4ac
commit57ebeb79e2
Author: Simon <simonbrown77@googlemail.com> Date: Thu Feb 16 22:07:38 2023 +0000 Fixed issue with FrameSetup being called in the wrong place this seemed to limit the correctly submitted frames to 60 fps! commit16299b3f8a
Author: Simon <simonbrown77@googlemail.com> Date: Tue Feb 14 20:51:03 2023 +0000 Get floor height offset correct for each game commitfa74cf0559
Author: Simon <simonbrown77@googlemail.com> Date: Tue Feb 14 20:37:29 2023 +0000 Clean exit on Pico & Quest and gold tier patron credit screen commitdeb2c35988
Author: Simon <simonbrown77@googlemail.com> Date: Mon Feb 13 22:22:29 2023 +0000 Number of small changed - Hide crosshair if it isn't needed - Don't draw black bar when drawing FPS counter - added roll in to the weapon sprite - If drawing full screen mode always use orthographic projection commitf1a165add7
Author: Simon <simonbrown77@googlemail.com> Date: Mon Feb 13 21:44:42 2023 +0000 FInal changes to get MV rendering correctly commit936f079db8
Merge:06a99dbaf
f8c1f49e6
Author: Simon <simonbrown77@googlemail.com> Date: Mon Feb 13 11:29:23 2023 +0000 Merge branch 'multiview' into direct-eye-buffers commit06a99dbafb
Author: Simon <simonbrown77@googlemail.com> Date: Mon Feb 13 11:26:44 2023 +0000 Implementation using no additional frame buffers commitf8c1f49e6f
Author: Simon <simonbrown77@googlemail.com> Date: Sun Feb 12 11:19:27 2023 +0000 Failed attempt at multiview
327 lines
9.8 KiB
C++
327 lines
9.8 KiB
C++
/*
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** The base framebuffer class
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**
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**---------------------------------------------------------------------------
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** Copyright 1999-2016 Randy Heit
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** Copyright 2005-2018 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdio.h>
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#include "v_video.h"
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#include "c_dispatch.h"
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#include "hardware.h"
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#include "r_videoscale.h"
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#include "i_time.h"
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#include "v_font.h"
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#include "v_draw.h"
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#include "i_time.h"
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#include "v_2ddrawer.h"
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#include "vm.h"
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#include "i_interface.h"
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#include "flatvertices.h"
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#include "version.h"
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#include "hw_material.h"
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#include <chrono>
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#include <thread>
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CVAR(Bool, gl_scale_viewport, true, CVAR_ARCHIVE);
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EXTERN_CVAR(Int, vid_maxfps)
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CVAR(Bool, cl_capfps, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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EXTERN_CVAR(Int, screenblocks)
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//==========================================================================
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//
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// DFrameBuffer Constructor
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//
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// A frame buffer canvas is the most common and represents the image that
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// gets drawn to the screen.
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//
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//==========================================================================
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DFrameBuffer::DFrameBuffer (int width, int height)
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{
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SetSize(width, height);
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}
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DFrameBuffer::~DFrameBuffer()
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{
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}
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void DFrameBuffer::SetSize(int width, int height)
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{
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Width = ViewportScaledWidth(width, height);
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Height = ViewportScaledHeight(width, height);
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}
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//==========================================================================
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//
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// Palette stuff.
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//
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//==========================================================================
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void DFrameBuffer::Update()
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{
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int initialWidth = GetClientWidth();
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int initialHeight = GetClientHeight();
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int clientWidth = ViewportScaledWidth(initialWidth, initialHeight);
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int clientHeight = ViewportScaledHeight(initialWidth, initialHeight);
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if (clientWidth < VID_MIN_WIDTH) clientWidth = VID_MIN_WIDTH;
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if (clientHeight < VID_MIN_HEIGHT) clientHeight = VID_MIN_HEIGHT;
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if (clientWidth > 0 && clientHeight > 0 && (GetWidth() != clientWidth || GetHeight() != clientHeight))
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{
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SetVirtualSize(clientWidth, clientHeight);
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V_OutputResized(clientWidth, clientHeight);
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mVertexData->OutputResized(clientWidth, clientHeight);
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}
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}
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void DFrameBuffer::SetClearColor(int color)
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{
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PalEntry pe = GPalette.BaseColors[color];
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mSceneClearColor[0] = pe.r / 255.f;
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mSceneClearColor[1] = pe.g / 255.f;
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mSceneClearColor[2] = pe.b / 255.f;
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mSceneClearColor[3] = 1.f;
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}
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//==========================================================================
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//
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// DFrameBuffer :: SetVSync
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//
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// Turns vertical sync on and off, if supported.
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//
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//==========================================================================
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void DFrameBuffer::SetVSync (bool vsync)
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{
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}
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//==========================================================================
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//
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// DFrameBuffer :: WipeStartScreen
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//
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// Grabs a copy of the screen currently displayed to serve as the initial
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// frame of a screen wipe. Also determines which screenwipe will be
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// performed.
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//
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//==========================================================================
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FTexture *DFrameBuffer::WipeStartScreen()
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{
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return nullptr;
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}
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//==========================================================================
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//
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// DFrameBuffer :: WipeEndScreen
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//
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// Grabs a copy of the most-recently drawn, but not yet displayed, screen
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// to serve as the final frame of a screen wipe.
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//
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//==========================================================================
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FTexture *DFrameBuffer::WipeEndScreen()
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{
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return nullptr;
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}
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//==========================================================================
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//
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// Calculates the viewport values needed for 2D and 3D operations
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//
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//==========================================================================
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void DFrameBuffer::SetViewportRects(IntRect *bounds)
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{
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if (bounds)
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{
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mSceneViewport = *bounds;
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mScreenViewport = *bounds;
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mOutputLetterbox = *bounds;
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mGameScreenWidth = mScreenViewport.width;
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mGameScreenHeight = mScreenViewport.height;
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return;
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}
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// Back buffer letterbox for the final output
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int clientWidth = GetClientWidth();
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int clientHeight = GetClientHeight();
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if (clientWidth == 0 || clientHeight == 0)
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{
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// When window is minimized there may not be any client area.
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// Pretend to the rest of the render code that we just have a very small window.
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clientWidth = 160;
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clientHeight = 120;
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}
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int screenWidth = GetWidth();
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int screenHeight = GetHeight();
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float scaleX, scaleY;
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scaleX = min(clientWidth / (float)screenWidth, clientHeight / ((float)screenHeight * ViewportPixelAspect()));
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scaleY = scaleX * ViewportPixelAspect();
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mOutputLetterbox.width = (int)round(screenWidth * scaleX);
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mOutputLetterbox.height = (int)round(screenHeight * scaleY);
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mOutputLetterbox.left = (clientWidth - mOutputLetterbox.width) / 2;
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mOutputLetterbox.top = (clientHeight - mOutputLetterbox.height) / 2;
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// The entire renderable area, including the 2D HUD
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mScreenViewport.left = 0;
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mScreenViewport.top = 0;
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mScreenViewport.width = screenWidth;
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mScreenViewport.height = screenHeight;
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// Viewport for the 3D scene
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if (sysCallbacks.GetSceneRect) mSceneViewport = sysCallbacks.GetSceneRect();
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else mSceneViewport = mScreenViewport;
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// Scale viewports to fit letterbox
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bool notScaled = ((mScreenViewport.width == ViewportScaledWidth(mScreenViewport.width, mScreenViewport.height)) &&
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(mScreenViewport.width == ViewportScaledHeight(mScreenViewport.width, mScreenViewport.height)) &&
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(ViewportPixelAspect() == 1.0));
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if (gl_scale_viewport && !IsFullscreen() && notScaled)
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{
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mScreenViewport.width = mOutputLetterbox.width;
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mScreenViewport.height = mOutputLetterbox.height;
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mSceneViewport.left = (int)round(mSceneViewport.left * scaleX);
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mSceneViewport.top = (int)round(mSceneViewport.top * scaleY);
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mSceneViewport.width = (int)round(mSceneViewport.width * scaleX);
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mSceneViewport.height = (int)round(mSceneViewport.height * scaleY);
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}
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mGameScreenWidth = GetWidth();
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mGameScreenHeight = GetHeight();
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}
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//===========================================================================
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//
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// Calculates the OpenGL window coordinates for a zdoom screen position
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//
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//===========================================================================
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int DFrameBuffer::ScreenToWindowX(int x)
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{
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return mScreenViewport.left + (int)round(x * mScreenViewport.width / (float)mGameScreenWidth);
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}
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int DFrameBuffer::ScreenToWindowY(int y)
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{
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return mScreenViewport.top + mScreenViewport.height - (int)round(y * mScreenViewport.height / (float)mGameScreenHeight);
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}
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void DFrameBuffer::ScaleCoordsFromWindow(int16_t &x, int16_t &y)
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{
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int letterboxX = mOutputLetterbox.left;
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int letterboxY = mOutputLetterbox.top;
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int letterboxWidth = mOutputLetterbox.width;
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int letterboxHeight = mOutputLetterbox.height;
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x = int16_t((x - letterboxX) * Width / letterboxWidth);
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y = int16_t((y - letterboxY) * Height / letterboxHeight);
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}
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void DFrameBuffer::FPSLimit()
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{
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//We don't need to limit FPS
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#ifdef __MOBILE__
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return;
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#endif
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using namespace std::chrono;
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using namespace std::this_thread;
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if (vid_maxfps <= 0 || cl_capfps)
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return;
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uint64_t targetWakeTime = fpsLimitTime + 1'000'000 / vid_maxfps;
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while (true)
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{
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fpsLimitTime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
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int64_t timeToWait = targetWakeTime - fpsLimitTime;
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if (timeToWait > 1'000'000 || timeToWait <= 0)
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{
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break;
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}
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if (timeToWait <= 2'000)
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{
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// We are too close to the deadline. OS sleep is not precise enough to wake us before it elapses.
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// Yield execution and check time again.
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sleep_for(nanoseconds(0));
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}
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else
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{
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// Sleep, but try to wake before deadline.
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sleep_for(microseconds(timeToWait - 2'000));
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}
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}
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}
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FMaterial* DFrameBuffer::CreateMaterial(FGameTexture* tex, int scaleflags)
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{
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return new FMaterial(tex, scaleflags);
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}
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//==========================================================================
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//
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// ZScript wrappers for inlines
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//
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//==========================================================================
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static int ScreenGetWidth() { return twod->GetWidth(); }
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static int ScreenGetHeight() { return twod->GetHeight(); }
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DEFINE_ACTION_FUNCTION_NATIVE(_Screen, GetWidth, ScreenGetWidth)
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{
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PARAM_PROLOGUE;
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ACTION_RETURN_INT(twod->GetWidth());
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_Screen, GetHeight, ScreenGetHeight)
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{
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PARAM_PROLOGUE;
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ACTION_RETURN_INT(twod->GetHeight());
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}
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DEFINE_ACTION_FUNCTION(_Screen, PaletteColor)
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{
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PARAM_PROLOGUE;
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PARAM_INT(index);
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if (index < 0 || index > 255) index = 0;
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else index = GPalette.BaseColors[index];
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ACTION_RETURN_INT(index);
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}
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