- use the Dim function to draw the palette tester.

This looks better, consumes less resources and removes one ugly special texture from the engine.
This commit is contained in:
Christoph Oelckers 2018-07-14 18:28:12 +02:00
parent 33ee0f3c27
commit ed856085f4
3 changed files with 24 additions and 164 deletions

View file

@ -1020,7 +1020,6 @@ set (PCH_SOURCES
v_font.cpp
v_framebuffer.cpp
v_palette.cpp
v_paltest.cpp
v_pfx.cpp
v_text.cpp
v_video.cpp

View file

@ -59,8 +59,6 @@ EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Int, screenblocks)
void V_DrawPaletteTester(int pal);
//==========================================================================
//
// DCanvas :: CalcGamma
@ -182,6 +180,30 @@ void DFrameBuffer::SetSize(int width, int height)
Height = ViewportScaledHeight(width, height);
}
//==========================================================================
//
//
//
//==========================================================================
void V_DrawPaletteTester(int paletteno)
{
int blocksize = screen->GetHeight() / 50;
int t = paletteno;
int k = 0;
for (int i = 0; i < 16; ++i)
{
for (int j = 0; j < 16; ++j)
{
int palindex = (t > 1) ? translationtables[TRANSLATION_Standard][t - 2]->Remap[k] : k;
PalEntry pe = GPalette.BaseColors[palindex];
k++;
screen->Dim(pe, 1.f, j*blocksize, i*blocksize, blocksize, blocksize);
}
}
}
//==========================================================================
//
// DFrameBuffer :: DrawRateStuff

View file

@ -1,161 +0,0 @@
/*
**
**
**---------------------------------------------------------------------------
** Copyright 1999-2016 Randy Heit
** 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 "v_video.h"
class FPaletteTester : public FTexture
{
public:
FPaletteTester ();
const uint8_t *GetPixels(FRenderStyle);
bool CheckModified(FRenderStyle);
void SetTranslation(int num);
protected:
uint8_t Pixels[16*16];
int CurTranslation;
int WantTranslation;
void MakeTexture();
};
//==========================================================================
//
// FPaleteTester Constructor
//
// This is just a 16x16 image with every possible color value.
//
//==========================================================================
FPaletteTester::FPaletteTester()
{
Width = 16;
Height = 16;
WidthBits = 4;
HeightBits = 4;
WidthMask = 15;
CurTranslation = 0;
WantTranslation = 1;
MakeTexture();
}
//==========================================================================
//
// FPaletteTester :: CheckModified
//
//==========================================================================
bool FPaletteTester::CheckModified(FRenderStyle)
{
return CurTranslation != WantTranslation;
}
//==========================================================================
//
// FPaletteTester :: SetTranslation
//
//==========================================================================
void FPaletteTester::SetTranslation(int num)
{
if (num >= 1 && num <= 9)
{
WantTranslation = num;
}
}
//==========================================================================
//
// FPaletteTester :: GetPixels
//
//==========================================================================
const uint8_t *FPaletteTester::GetPixels (FRenderStyle)
{
if (CurTranslation != WantTranslation)
{
MakeTexture();
}
return Pixels;
}
//==========================================================================
//
// FPaletteTester :: MakeTexture
//
//==========================================================================
void FPaletteTester::MakeTexture()
{
int i, j, k, t;
uint8_t *p;
t = WantTranslation;
p = Pixels;
k = 0;
for (i = 0; i < 16; ++i)
{
for (j = 0; j < 16; ++j)
{
*p++ = (t > 1) ? translationtables[TRANSLATION_Standard][t - 2]->Remap[k] : k;
k += 16;
}
k -= 255;
}
CurTranslation = t;
}
//==========================================================================
//
//
//
//==========================================================================
void V_DrawPaletteTester(int paletteno)
{
// This used to just write the palette to the display buffer.
// With hardware-accelerated 2D, that doesn't work anymore.
// Drawing it as a texture does and continues to show how
// well the PalTex shader is working.
static FPaletteTester palette;
int size = screen->GetHeight() < 800 ? 16 * 7 : 16 * 7 * 2;
palette.SetTranslation(paletteno);
screen->DrawTexture(&palette, 0, 0,
DTA_DestWidth, size,
DTA_DestHeight, size,
DTA_Masked, false,
TAG_DONE);
}