mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 19:01:24 +00:00
b25c7722f3
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower, optional bool not_mid, optional bool not_upper, optional bool not_floor, optional bool not_ceiling); and SectorDamage (int tag, int amount, str type, bool players_only, bool in_air, str protection_item, bool subclasses_okay); - Added the vid_nowidescreen cvar to disable widescreen aspect ratio correction. When this is enabled, the only display ratio available is 4:3 (and 5:4 if vid_tft is set). - Added support for setting an actor's damage property to an expression through decorate. Just enclose it within parentheses, and the expression will be evaluated exactly as-is without the normal Doom damage calculation. So if you want something that does exactly 6 damage, use a "Damage (6)" property. To deal normal Doom missile damage, you can use "Damage (random(1,8)*6)" instead of "Damage 6". - Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly maintained by ObtainInventory. SVN r288 (trunk)
1005 lines
21 KiB
C++
1005 lines
21 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Functions to draw patches (by post) directly to screen->
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// Functions to blit a block to the screen->
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//
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//-----------------------------------------------------------------------------
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#include <stdio.h>
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#include "m_alloc.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "r_local.h"
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#include "r_draw.h"
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#include "r_plane.h"
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#include "r_state.h"
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#include "doomdef.h"
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#include "doomdata.h"
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#include "doomstat.h"
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#include "c_console.h"
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#include "hu_stuff.h"
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#include "m_argv.h"
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#include "m_bbox.h"
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#include "m_swap.h"
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#include "m_menu.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "w_wad.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "cmdlib.h"
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#include "gi.h"
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#include "templates.h"
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#include "sbar.h"
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IMPLEMENT_ABSTRACT_CLASS (DCanvas)
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IMPLEMENT_ABSTRACT_CLASS (DFrameBuffer)
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// SimpleCanvas is not really abstract, but this macro does not
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// try to generate a CreateNew() function.
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IMPLEMENT_ABSTRACT_CLASS (DSimpleCanvas)
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int DisplayWidth, DisplayHeight, DisplayBits;
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FFont *SmallFont, *SmallFont2, *BigFont, *ConFont;
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extern "C" {
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DWORD *Col2RGB8_LessPrecision[65];
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DWORD Col2RGB8[65][256];
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byte RGB32k[32][32][32];
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}
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static DWORD Col2RGB8_2[63][256];
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// [RH] The framebuffer is no longer a mere byte array.
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// There's also only one, not four.
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DFrameBuffer *screen;
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CVAR (Int, vid_defwidth, 640, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Int, vid_defheight, 480, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Int, vid_defbits, 8, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, vid_fps, false, 0)
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CVAR (Bool, ticker, false, 0)
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CVAR (Int, vid_showpalette, 0, 0)
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CUSTOM_CVAR (Float, dimamount, 0.2f, CVAR_ARCHIVE)
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{
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if (self < 0.f)
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{
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self = 0.f;
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}
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else if (self > 1.f)
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{
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self = 1.f;
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}
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}
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CVAR (Color, dimcolor, 0xffd700, CVAR_ARCHIVE)
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// [RH] Set true when vid_setmode command has been executed
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BOOL setmodeneeded = false;
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// [RH] Resolution to change to when setmodeneeded is true
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int NewWidth, NewHeight, NewBits;
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//
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// V_MarkRect
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//
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void V_MarkRect (int x, int y, int width, int height)
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{
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}
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DCanvas *DCanvas::CanvasChain = NULL;
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DCanvas::DCanvas (int _width, int _height)
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{
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// Init member vars
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Buffer = NULL;
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Font = NULL;
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LockCount = 0;
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Width = _width;
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Height = _height;
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// Add to list of active canvases
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Next = CanvasChain;
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CanvasChain = this;
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}
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DCanvas::~DCanvas ()
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{
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// Remove from list of active canvases
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DCanvas *probe = CanvasChain, **prev;
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prev = &CanvasChain;
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probe = CanvasChain;
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while (probe != NULL)
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{
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if (probe == this)
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{
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*prev = probe->Next;
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break;
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}
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prev = &probe->Next;
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probe = probe->Next;
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}
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}
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bool DCanvas::IsValid ()
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{
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// A nun-subclassed DCanvas is never valid
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return false;
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}
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// [RH] Fill an area with a 64x64 flat texture
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// right and bottom are one pixel *past* the boundaries they describe.
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void DCanvas::FlatFill (int left, int top, int right, int bottom, FTexture *src)
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{
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int w = src->GetWidth();
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int h = src->GetHeight();
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// Repeatedly draw the texture, left-to-right, top-to-bottom. The
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// texture is positioned so that no matter what coordinates you pass
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// to FlatFill, the origin of the repeating pattern is always (0,0).
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for (int y = top / h * h; y < bottom; y += h)
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{
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for (int x = left / w * w; x < right; x += w)
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{
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DrawTexture (src, x, y,
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DTA_ClipLeft, left,
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DTA_ClipRight, right,
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DTA_ClipTop, top,
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DTA_ClipBottom, bottom,
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TAG_DONE);
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}
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}
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}
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// [RH] Set an area to a specified color
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void DCanvas::Clear (int left, int top, int right, int bottom, int color) const
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{
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int x, y;
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byte *dest;
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dest = Buffer + top * Pitch + left;
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x = right - left;
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for (y = top; y < bottom; y++)
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{
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memset (dest, color, x);
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dest += Pitch;
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}
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}
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void DCanvas::Dim (PalEntry color) const
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{
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PalEntry dimmer;
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float amount = dimamount;
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if (gameinfo.gametype == GAME_Hexen && gamestate == GS_DEMOSCREEN)
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{ // On the Hexen title screen, the default dimming is not
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// enough to make the menus readable.
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amount = MIN<float> (1.f, amount*2.f);
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}
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dimmer = PalEntry(dimcolor);
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// Add the cvar's dimming on top of the color passed to the function
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if (color.a != 0)
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{
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float dim[4] = { color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f };
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FBaseStatusBar::AddBlend (dimmer.r/255.f, dimmer.g/255.f, dimmer.b/255.f, amount, dim);
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dimmer = PalEntry (BYTE(dim[0]*255), BYTE(dim[1]*255), BYTE(dim[2]*255));
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amount = dim[3];
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}
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Dim (dimmer, amount, 0, 0, Width, Height);
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}
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void DCanvas::Dim (PalEntry color, float damount, int x1, int y1, int w, int h) const
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{
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if (damount == 0.f)
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return;
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DWORD *bg2rgb;
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DWORD fg;
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int gap;
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byte *spot;
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int x, y;
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{
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int amount;
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amount = (int)(damount * 64);
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bg2rgb = Col2RGB8[64-amount];
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fg = (((color.r * amount) >> 4) << 20) |
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((color.g * amount) >> 4) |
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(((color.b * amount) >> 4) << 10);
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}
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spot = Buffer + x1 + y1*Pitch;
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gap = Pitch - w;
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for (y = h; y != 0; y--)
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{
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for (x = w; x != 0; x--)
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{
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DWORD bg;
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bg = bg2rgb[(*spot)&0xff];
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bg = (fg+bg) | 0x1f07c1f;
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*spot = RGB32k[0][0][bg&(bg>>15)];
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spot++;
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}
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spot += gap;
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}
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}
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int V_GetColorFromString (const DWORD *palette, const char *cstr)
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{
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int c[3], i, p;
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char val[5];
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const char *s, *g;
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val[4] = 0;
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for (s = cstr, i = 0; i < 3; i++)
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{
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c[i] = 0;
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while ((*s <= ' ') && (*s != 0))
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s++;
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if (*s)
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{
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p = 0;
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while (*s > ' ')
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{
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if (p < 4)
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{
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val[p++] = *s;
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}
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s++;
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}
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g = val;
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while (p < 4)
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{
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val[p++] = *g++;
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}
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c[i] = ParseHex (val);
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}
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}
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if (palette)
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return ColorMatcher.Pick (c[0]>>8, c[1]>>8, c[2]>>8);
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else
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return ((c[0] << 8) & 0xff0000) |
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((c[1]) & 0x00ff00) |
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((c[2] >> 8));
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}
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char *V_GetColorStringByName (const char *name)
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{
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FMemLump rgbNames;
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char *rgbEnd;
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char *rgb, *endp;
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char descr[5*3];
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int rgblump;
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int c[3], step;
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size_t namelen;
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if (Wads.GetNumLumps()==0) return NULL;
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rgblump = Wads.CheckNumForName ("X11R6RGB");
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if (rgblump == -1)
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{
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Printf ("X11R6RGB lump not found\n");
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return NULL;
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}
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rgbNames = Wads.ReadLump (rgblump);
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rgb = (char *)rgbNames.GetMem();
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rgbEnd = rgb + Wads.LumpLength (rgblump);
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step = 0;
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namelen = strlen (name);
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while (rgb < rgbEnd)
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{
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// Skip white space
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if (*rgb <= ' ')
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{
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do
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{
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rgb++;
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} while (rgb < rgbEnd && *rgb <= ' ');
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}
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else if (step == 0 && *rgb == '!')
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{ // skip comment lines
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do
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{
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rgb++;
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} while (rgb < rgbEnd && *rgb != '\n');
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}
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else if (step < 3)
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{ // collect RGB values
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c[step++] = strtoul (rgb, &endp, 10);
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if (endp == rgb)
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{
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break;
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}
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rgb = endp;
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}
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else
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{ // Check color name
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endp = rgb;
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// Find the end of the line
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while (endp < rgbEnd && *endp != '\n')
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endp++;
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// Back up over any whitespace
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while (endp > rgb && *endp <= ' ')
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endp--;
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if (endp == rgb)
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{
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break;
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}
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size_t checklen = ++endp - rgb;
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if (checklen == namelen && strnicmp (rgb, name, checklen) == 0)
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{
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sprintf (descr, "%02x %02x %02x", c[0], c[1], c[2]);
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return copystring (descr);
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}
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rgb = endp;
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step = 0;
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}
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}
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if (rgb < rgbEnd)
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{
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Printf ("X11R6RGB lump is corrupt\n");
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}
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return NULL;
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}
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int V_GetColor (const DWORD *palette, const char *str)
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{
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char *string = V_GetColorStringByName (str);
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int res;
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if (string != NULL)
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{
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res = V_GetColorFromString (palette, string);
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delete[] string;
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}
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else
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{
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res = V_GetColorFromString (palette, str);
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}
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return res;
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}
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CCMD (setcolor)
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{
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char *desc, setcmd[256];
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if (argv.argc() < 3)
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{
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Printf ("Usage: setcolor <cvar> <color>\n");
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return;
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}
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if ( (desc = V_GetColorStringByName (argv[2])) )
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{
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sprintf (setcmd, "set %s \"%s\"", argv[1], desc);
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C_DoCommand (setcmd);
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delete[] desc;
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}
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}
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// Build the tables necessary for blending
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static void BuildTransTable (const PalEntry *palette)
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{
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int r, g, b;
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// create the RGB555 lookup table
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for (r = 0; r < 32; r++)
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for (g = 0; g < 32; g++)
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for (b = 0; b < 32; b++)
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RGB32k[r][g][b] = ColorMatcher.Pick ((r<<3)|(r>>2), (g<<3)|(g>>2), (b<<3)|(b>>2));
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int x, y;
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// create the swizzled palette
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for (x = 0; x < 65; x++)
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for (y = 0; y < 256; y++)
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Col2RGB8[x][y] = (((palette[y].r*x)>>4)<<20) |
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((palette[y].g*x)>>4) |
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(((palette[y].b*x)>>4)<<10);
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// create the swizzled palette with the lsb of red and blue forced to 0
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// (for green, a 1 is okay since it never gets added into)
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for (x = 1; x < 64; x++)
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{
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Col2RGB8_LessPrecision[x] = Col2RGB8_2[x-1];
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for (y = 0; y < 256; y++)
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{
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Col2RGB8_2[x-1][y] = Col2RGB8[x][y] & 0x3feffbff;
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}
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}
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Col2RGB8_LessPrecision[0] = Col2RGB8[0];
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Col2RGB8_LessPrecision[64] = Col2RGB8[64];
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}
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void DCanvas::Blit (int srcx, int srcy, int srcwidth, int srcheight,
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DCanvas *dest, int destx, int desty, int destwidth, int destheight)
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{
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fixed_t fracxstep, fracystep;
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fixed_t fracx, fracy;
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int x, y;
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bool lockthis, lockdest;
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if ( (lockthis = (LockCount == 0)) )
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{
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if (Lock ())
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{ // Surface was lost, so nothing to blit
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Unlock ();
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return;
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}
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}
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if ( (lockdest = (dest->LockCount == 0)) )
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{
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dest->Lock ();
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}
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fracy = srcy << FRACBITS;
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fracystep = (srcheight << FRACBITS) / destheight;
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fracxstep = (srcwidth << FRACBITS) / destwidth;
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byte *destline, *srcline;
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byte *destbuffer = dest->Buffer;
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byte *srcbuffer = Buffer;
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if (fracxstep == FRACUNIT)
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{
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for (y = desty; y < desty + destheight; y++, fracy += fracystep)
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{
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memcpy (destbuffer + y * dest->Pitch + destx,
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srcbuffer + (fracy >> FRACBITS) * Pitch + srcx,
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destwidth);
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}
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}
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else
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{
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for (y = desty; y < desty + destheight; y++, fracy += fracystep)
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{
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srcline = srcbuffer + (fracy >> FRACBITS) * Pitch + srcx;
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destline = destbuffer + y * dest->Pitch + destx;
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for (x = fracx = 0; x < destwidth; x++, fracx += fracxstep)
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{
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destline[x] = srcline[fracx >> FRACBITS];
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}
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}
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}
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if (lockthis)
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{
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Unlock ();
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}
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if (lockdest)
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{
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Unlock ();
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}
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}
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void DCanvas::CalcGamma (float gamma, BYTE gammalookup[256])
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{
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// I found this formula on the web at
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// <http://panda.mostang.com/sane/sane-gamma.html>,
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// but that page no longer exits.
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double invgamma = 1.f / gamma;
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int i;
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for (i = 0; i < 256; i++)
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{
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gammalookup[i] = (BYTE)(255.0 * pow (i / 255.0, invgamma));
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}
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}
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DSimpleCanvas::DSimpleCanvas (int width, int height)
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: DCanvas (width, height)
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{
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// Making the pitch a power of 2 is very bad for performance
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// Try to maximize the number of cache lines that can be filled
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// for each column drawing operation by making the pitch slightly
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// longer than the width. The values used here are all based on
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// empirical evidence.
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if (width <= 640)
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{
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// For low resolutions, just keep the pitch the same as the width.
|
|
// Some speedup can be seen using the technique below, but the speedup
|
|
// is so marginal that I don't consider it worthwhile.
|
|
Pitch = width;
|
|
}
|
|
else
|
|
{
|
|
// If we couldn't figure out the CPU's L1 cache line size, assume
|
|
// it's 32 bytes wide.
|
|
if (CPU.DataL1LineSize == 0)
|
|
{
|
|
CPU.DataL1LineSize = 32;
|
|
}
|
|
// The Athlon and P3 have very different caches, apparently.
|
|
// I am going to generalize the Athlon's performance to all AMD
|
|
// processors and the P3's to all non-AMD processors. I don't know
|
|
// how smart that is, but I don't have a vast plethora of
|
|
// processors to test with.
|
|
if (CPU.bIsAMD)
|
|
{
|
|
Pitch = width + CPU.DataL1LineSize;
|
|
}
|
|
else
|
|
{
|
|
Pitch = width + MAX(0, CPU.DataL1LineSize - 8);
|
|
}
|
|
}
|
|
MemBuffer = new BYTE[Pitch * height];
|
|
}
|
|
|
|
DSimpleCanvas::~DSimpleCanvas ()
|
|
{
|
|
if (MemBuffer != NULL)
|
|
{
|
|
delete[] MemBuffer;
|
|
MemBuffer = NULL;
|
|
}
|
|
}
|
|
|
|
bool DSimpleCanvas::IsValid ()
|
|
{
|
|
return (MemBuffer != NULL);
|
|
}
|
|
|
|
bool DSimpleCanvas::Lock ()
|
|
{
|
|
if (LockCount == 0)
|
|
{
|
|
Buffer = MemBuffer;
|
|
}
|
|
LockCount++;
|
|
return false; // System surfaces are never lost
|
|
}
|
|
|
|
void DSimpleCanvas::Unlock ()
|
|
{
|
|
if (--LockCount <= 0)
|
|
{
|
|
LockCount = 0;
|
|
Buffer = NULL; // Enforce buffer access only between Lock/Unlock
|
|
}
|
|
}
|
|
|
|
DFrameBuffer::DFrameBuffer (int width, int height)
|
|
: DSimpleCanvas (width, height)
|
|
{
|
|
LastMS = LastSec = FrameCount = LastCount = LastTic = 0;
|
|
}
|
|
|
|
void DFrameBuffer::DrawRateStuff ()
|
|
{
|
|
// Draws frame time and cumulative fps
|
|
if (vid_fps)
|
|
{
|
|
QWORD ms = I_MSTime ();
|
|
DWORD howlong = DWORD(ms - LastMS);
|
|
if (howlong > 0)
|
|
{
|
|
char fpsbuff[40];
|
|
int chars;
|
|
|
|
chars = sprintf (fpsbuff, "%2lu ms (%3lu fps)", howlong, LastCount);
|
|
Clear (0, screen->GetHeight() - 8, chars * 8, screen->GetHeight(), 0);
|
|
SetFont (ConFont);
|
|
DrawText (CR_WHITE, 0, screen->GetHeight() - 8, (char *)&fpsbuff[0], TAG_DONE);
|
|
SetFont (SmallFont);
|
|
|
|
DWORD thisSec = 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)
|
|
{
|
|
int i = I_GetTime(false);
|
|
int tics = i - LastTic;
|
|
BYTE *buffer = GetBuffer () + (GetHeight()-1)*GetPitch();
|
|
|
|
LastTic = i;
|
|
if (tics > 20) tics = 20;
|
|
|
|
for (i = 0; i < tics*2; i += 2) buffer[i] = 0xff;
|
|
for ( ; i < 20*2; i += 2) buffer[i] = 0x00;
|
|
}
|
|
|
|
// draws the palette for debugging
|
|
if (vid_showpalette)
|
|
{
|
|
int i, j, k, l;
|
|
|
|
BYTE *buffer = GetBuffer();
|
|
for (i = k = 0; i < 16; ++i)
|
|
{
|
|
for (j = 0; j < 8; ++j)
|
|
{
|
|
for (l = 0; l < 16; ++l)
|
|
{
|
|
int color;
|
|
|
|
if (vid_showpalette > 1 && vid_showpalette < 9)
|
|
{
|
|
color = translationtables[TRANSLATION_Standard][(vid_showpalette-2)*256+k];
|
|
}
|
|
else
|
|
{
|
|
color = k;
|
|
}
|
|
memset (buffer, color, 8);
|
|
buffer += 8;
|
|
k++;
|
|
}
|
|
k -= 16;
|
|
buffer += GetPitch() - 16*8;
|
|
}
|
|
k += 16;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DFrameBuffer::CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest)
|
|
{
|
|
if (Pitch == width && Pitch == Width && srcPitch == width)
|
|
{
|
|
memcpy (dest, src, Width * Height);
|
|
}
|
|
else
|
|
{
|
|
for (int y = 0; y < height; y++)
|
|
{
|
|
memcpy (dest, src, width);
|
|
dest += Pitch;
|
|
src += srcPitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// V_SetResolution
|
|
//
|
|
bool V_DoModeSetup (int width, int height, int bits)
|
|
{
|
|
DFrameBuffer *buff = I_SetMode (width, height, screen);
|
|
|
|
if (buff == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
screen = buff;
|
|
screen->SetFont (SmallFont);
|
|
screen->SetGamma (Gamma);
|
|
|
|
{
|
|
int ratio;
|
|
int cwidth;
|
|
int cheight;
|
|
|
|
ratio = CheckRatio (width, height);
|
|
if (ratio & 4)
|
|
{
|
|
cwidth = width;
|
|
cheight = height * BaseRatioSizes[ratio][3] / 48;
|
|
}
|
|
else
|
|
{
|
|
cwidth = width * BaseRatioSizes[ratio][3] / 48;
|
|
cheight = height;
|
|
}
|
|
CleanXfac = MAX (cwidth / 320, 1);
|
|
CleanYfac = MAX (cheight / 200, 1);
|
|
}
|
|
|
|
if (CleanXfac > 1 && CleanYfac > 1 && CleanXfac != CleanYfac)
|
|
{
|
|
if (CleanXfac < CleanYfac)
|
|
CleanYfac = CleanXfac;
|
|
else
|
|
CleanXfac = CleanYfac;
|
|
}
|
|
|
|
CleanWidth = width / CleanXfac;
|
|
CleanHeight = height / CleanYfac;
|
|
|
|
DisplayWidth = width;
|
|
DisplayHeight = height;
|
|
DisplayBits = bits;
|
|
|
|
R_InitColumnDrawers ();
|
|
R_MultiresInit ();
|
|
|
|
RenderTarget = screen;
|
|
screen->Lock (true);
|
|
R_SetupBuffer (false);
|
|
screen->Unlock ();
|
|
|
|
M_RefreshModesList ();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool V_SetResolution (int width, int height, int bits)
|
|
{
|
|
int oldwidth, oldheight;
|
|
int oldbits;
|
|
|
|
if (screen)
|
|
{
|
|
oldwidth = SCREENWIDTH;
|
|
oldheight = SCREENHEIGHT;
|
|
oldbits = DisplayBits;
|
|
}
|
|
else
|
|
{ // Harmless if screen wasn't allocated
|
|
oldwidth = width;
|
|
oldheight = height;
|
|
oldbits = bits;
|
|
}
|
|
|
|
I_ClosestResolution (&width, &height, bits);
|
|
if (!I_CheckResolution (width, height, bits))
|
|
{ // Try specified resolution
|
|
if (!I_CheckResolution (oldwidth, oldheight, oldbits))
|
|
{ // Try previous resolution (if any)
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
width = oldwidth;
|
|
height = oldheight;
|
|
bits = oldbits;
|
|
}
|
|
}
|
|
return V_DoModeSetup (width, height, bits);
|
|
}
|
|
|
|
CCMD (vid_setmode)
|
|
{
|
|
BOOL goodmode = false;
|
|
int width = 0, height = SCREENHEIGHT;
|
|
int bits = DisplayBits;
|
|
|
|
if (argv.argc() > 1)
|
|
{
|
|
width = atoi (argv[1]);
|
|
if (argv.argc() > 2)
|
|
{
|
|
height = atoi (argv[2]);
|
|
if (argv.argc() > 3)
|
|
{
|
|
bits = atoi (argv[3]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (width && I_CheckResolution (width, height, bits))
|
|
{
|
|
goodmode = true;
|
|
}
|
|
|
|
if (goodmode)
|
|
{
|
|
// The actual change of resolution will take place
|
|
// near the beginning of D_Display().
|
|
if (gamestate != GS_STARTUP)
|
|
{
|
|
setmodeneeded = true;
|
|
NewWidth = width;
|
|
NewHeight = height;
|
|
NewBits = bits;
|
|
}
|
|
}
|
|
else if (width)
|
|
{
|
|
Printf ("Unknown resolution %d x %d x %d\n", width, height, bits);
|
|
}
|
|
else
|
|
{
|
|
Printf ("Usage: vid_setmode <width> <height> <mode>\n");
|
|
}
|
|
}
|
|
|
|
//
|
|
// V_Init
|
|
//
|
|
|
|
void V_Init (void)
|
|
{
|
|
char *i;
|
|
int width, height, bits;
|
|
|
|
atterm (V_Shutdown);
|
|
|
|
// [RH] Initialize palette management
|
|
InitPalette ();
|
|
|
|
// load the heads-up font
|
|
if (Wads.CheckNumForName ("FONTA_S") >= 0)
|
|
{
|
|
SmallFont = new FFont ("SmallFont", "FONTA%02u", HU_FONTSTART, HU_FONTSIZE, 1);
|
|
}
|
|
else
|
|
{
|
|
SmallFont = new FFont ("SmallFont", "STCFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART);
|
|
}
|
|
if (Wads.CheckNumForName ("STBFN033", ns_graphics) >= 0)
|
|
{
|
|
SmallFont2 = new FFont ("SmallFont2", "STBFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART);
|
|
}
|
|
else
|
|
{
|
|
SmallFont2 = SmallFont;
|
|
}
|
|
if (gameinfo.gametype == GAME_Doom)
|
|
{
|
|
BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("DBIGFONT"));
|
|
}
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("SBIGFONT"));
|
|
}
|
|
else
|
|
{
|
|
BigFont = new FFont ("BigFont", "FONTB%02u", HU_FONTSTART, HU_FONTSIZE, 1);
|
|
}
|
|
|
|
width = height = bits = 0;
|
|
|
|
if ( (i = Args.CheckValue ("-width")) )
|
|
width = atoi (i);
|
|
|
|
if ( (i = Args.CheckValue ("-height")) )
|
|
height = atoi (i);
|
|
|
|
if ( (i = Args.CheckValue ("-bits")) )
|
|
bits = atoi (i);
|
|
|
|
if (width == 0)
|
|
{
|
|
if (height == 0)
|
|
{
|
|
width = vid_defwidth;
|
|
height = vid_defheight;
|
|
}
|
|
else
|
|
{
|
|
width = (height * 8) / 6;
|
|
}
|
|
}
|
|
else if (height == 0)
|
|
{
|
|
height = (width * 6) / 8;
|
|
}
|
|
|
|
if (bits == 0)
|
|
{
|
|
bits = vid_defbits;
|
|
}
|
|
|
|
I_ClosestResolution (&width, &height, bits);
|
|
|
|
if (!V_SetResolution (width, height, bits))
|
|
I_FatalError ("Could not set resolution to %d x %d x %d", width, height, bits);
|
|
else
|
|
Printf ("Resolution: %d x %d\n", SCREENWIDTH, SCREENHEIGHT);
|
|
|
|
FBaseCVar::ResetColors ();
|
|
ConFont = new FSingleLumpFont ("ConsoleFont", Wads.GetNumForName ("CONFONT"));
|
|
V_InitCustomFonts ();
|
|
|
|
BuildTransTable (GPalette.BaseColors);
|
|
}
|
|
|
|
void V_Shutdown()
|
|
{
|
|
if (screen != NULL)
|
|
{
|
|
delete screen;
|
|
screen = NULL;
|
|
}
|
|
while (FFont::FirstFont != NULL)
|
|
{
|
|
delete FFont::FirstFont;
|
|
}
|
|
}
|
|
|
|
EXTERN_CVAR (Bool, vid_tft)
|
|
CVAR (Bool, vid_nowidescreen, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
|
|
|
|
// Tries to guess the physical dimensions of the screen based on the
|
|
// screen's pixel dimensions. Can return:
|
|
// 0: 4:3
|
|
// 1: 16:9
|
|
// 2: 16:10
|
|
// 4: 5:4
|
|
int CheckRatio (int width, int height)
|
|
{
|
|
if (vid_nowidescreen)
|
|
{
|
|
if (!vid_tft)
|
|
{
|
|
return 0;
|
|
}
|
|
return (height * 5/4 == width) ? 4 : 0;
|
|
}
|
|
// If the size is approximately 16:9, consider it so.
|
|
if (abs (height * 16/9 - width) < 10)
|
|
{
|
|
return 1;
|
|
}
|
|
// 16:10 has more variance in the pixel dimensions. Grr.
|
|
if (abs (height * 16/10 - width) < 60)
|
|
{
|
|
// 320x200 and 640x400 are always 4:3, not 16:10
|
|
if ((width == 320 && height == 200) || (width == 640 && height == 400))
|
|
{
|
|
return 0;
|
|
}
|
|
return 2;
|
|
}
|
|
// Unless vid_tft is set, 1280x1024 is 4:3, not 5:4.
|
|
if (height * 5/4 == width && vid_tft)
|
|
{
|
|
return 4;
|
|
}
|
|
// Assume anything else is 4:3.
|
|
return 0;
|
|
}
|
|
|
|
// First column: Base width (unused)
|
|
// Second column: Base height (used for wall visibility multiplier)
|
|
// Third column: Psprite offset (needed for "tallscreen" modes)
|
|
// Fourth column: Width or height multiplier
|
|
const int BaseRatioSizes[5][4] =
|
|
{
|
|
{ 960, 600, 0, 48 }, // 320, 200, multiplied by three
|
|
{ 1280, 450, 0, 48*3/4 }, // 426.6667, 150, multiplied by three
|
|
{ 1152, 500, 0, 48*5/6 }, // 386, 166.6667, multiplied by three
|
|
{ 960, 600, 0, 48 },
|
|
{ 960, 640, (int)(6.5*FRACUNIT), 48*15/16 } // 320, 213.3333, multiplied by three
|
|
};
|