/* ** 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 "x86.h" #include "actor.h" #include "v_video.h" #include "c_dispatch.h" #include "sbar.h" #include "hardware.h" #include "r_utility.h" #include "r_renderer.h" #include "vm.h" #include "r_videoscale.h" #include "i_time.h" #include "hwrenderer/scene/hw_portal.h" #include "hwrenderer/utility/hw_clock.h" #include "hwrenderer/data/flatvertices.h" #include #include CVAR(Bool, gl_scale_viewport, true, CVAR_ARCHIVE); CVAR(Bool, vid_fps, false, 0) CVAR(Int, vid_showpalette, 0, 0) EXTERN_CVAR(Bool, ticker) EXTERN_CVAR(Float, vid_brightness) EXTERN_CVAR(Float, vid_contrast) EXTERN_CVAR(Bool, vid_vsync) EXTERN_CVAR(Int, vid_maxfps) EXTERN_CVAR(Bool, cl_capfps) EXTERN_CVAR(Int, screenblocks) //========================================================================== // // DCanvas :: CalcGamma // //========================================================================== void DFrameBuffer::CalcGamma (float gamma, uint8_t gammalookup[256]) { // I found this formula on the web at // , // but that page no longer exits. double invgamma = 1.f / gamma; int i; for (i = 0; i < 256; i++) { gammalookup[i] = (uint8_t)(255.0 * pow (i / 255.0, invgamma) + 0.5); } } //========================================================================== // // 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); mPortalState = new FPortalSceneState; } DFrameBuffer::~DFrameBuffer() { delete mPortalState; } void DFrameBuffer::SetSize(int width, int height) { Width = ViewportScaledWidth(width, 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 // // Draws the fps counter, dot ticker, and palette debug. // //========================================================================== void DFrameBuffer::DrawRateStuff () { // Draws frame time and cumulative fps if (vid_fps) { uint64_t ms = screen->FrameTime; uint64_t howlong = ms - LastMS; if ((signed)howlong >= 0) { char fpsbuff[40]; int chars; int rate_x; int textScale = active_con_scale(); chars = mysnprintf (fpsbuff, countof(fpsbuff), "%2llu ms (%3llu fps)", (unsigned long long)howlong, (unsigned long long)LastCount); rate_x = Width / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]); Clear (rate_x * textScale, 0, Width, NewConsoleFont->GetHeight() * textScale, GPalette.BlackIndex, 0); DrawText (NewConsoleFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0], DTA_VirtualWidth, screen->GetWidth() / textScale, DTA_VirtualHeight, screen->GetHeight() / textScale, DTA_KeepRatio, true, TAG_DONE); uint32_t thisSec = (uint32_t)(ms/1000); if (LastSec < thisSec) { LastCount = FrameCount / (thisSec - LastSec); LastSec = thisSec; FrameCount = 0; } FrameCount++; } LastMS = ms; } // draws little dots on the bottom of the screen if (ticker) { int64_t t = I_GetTime(); int64_t tics = t - LastTic; LastTic = t; if (tics > 20) tics = 20; int i; for (i = 0; i < tics*2; i += 2) Clear(i, Height-1, i+1, Height, 255, 0); for ( ; i < 20*2; i += 2) Clear(i, Height-1, i+1, Height, 0, 0); } // draws the palette for debugging if (vid_showpalette) { V_DrawPaletteTester(vid_showpalette); } } //========================================================================== // // Palette stuff. // //========================================================================== void DFrameBuffer::Update() { CheckBench(); 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; } //========================================================================== // // DFrameBuffer :: GetCaps // //========================================================================== EXTERN_CVAR(Bool, r_drawvoxels) uint32_t DFrameBuffer::GetCaps() { ActorRenderFeatureFlags FlagSet = 0; if (V_IsPolyRenderer()) FlagSet |= RFF_POLYGONAL | RFF_TILTPITCH | RFF_SLOPE3DFLOORS; else { FlagSet |= RFF_UNCLIPPEDTEX; if (r_drawvoxels) FlagSet |= RFF_VOXELS; } if (V_IsTrueColor()) FlagSet |= RFF_TRUECOLOR; else FlagSet |= RFF_COLORMAP; return (uint32_t)FlagSet; } void DFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height) { SWRenderer->WriteSavePic(player, file, width, height); } //========================================================================== // // Calculates the viewport values needed for 2D and 3D operations // //========================================================================== void DFrameBuffer::SetViewportRects(IntRect *bounds) { if (bounds) { mSceneViewport = *bounds; mScreenViewport = *bounds; mOutputLetterbox = *bounds; return; } // Special handling so the view with a visible status bar displays properly int height, width; if (screenblocks >= 10) { height = GetHeight(); width = GetWidth(); } else { height = (screenblocks*GetHeight() / 10) & ~7; width = (screenblocks*GetWidth() / 10); } // 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; if (ViewportIsScaled43()) { scaleX = MIN(clientWidth / (float)screenWidth, clientHeight / (screenHeight * 1.2f)); scaleY = scaleX * 1.2f; } else { scaleX = MIN(clientWidth / (float)screenWidth, clientHeight / (float)screenHeight); scaleY = scaleX; } 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 mSceneViewport.left = viewwindowx; mSceneViewport.top = screenHeight - (height + viewwindowy - ((height - viewheight) / 2)); mSceneViewport.width = viewwidth; mSceneViewport.height = height; // Scale viewports to fit letterbox bool notScaled = ((mScreenViewport.width == ViewportScaledWidth(mScreenViewport.width, mScreenViewport.height)) && (mScreenViewport.width == ViewportScaledHeight(mScreenViewport.width, mScreenViewport.height)) && !ViewportIsScaled43()); 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); } } //=========================================================================== // // Calculates the OpenGL window coordinates for a zdoom screen position // //=========================================================================== int DFrameBuffer::ScreenToWindowX(int x) { return mScreenViewport.left + (int)round(x * mScreenViewport.width / (float)GetWidth()); } int DFrameBuffer::ScreenToWindowY(int y) { return mScreenViewport.top + mScreenViewport.height - (int)round(y * mScreenViewport.height / (float)GetHeight()); } 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() { using namespace std::chrono; using namespace std::this_thread; if (vid_maxfps <= 0 || vid_vsync || 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)); } } }