- reordered a few things in the startup procedure

Mainly done to isolate the calls that actually manipulate the global frame buffer.

V_Init alsoi initialized some palette data, which was moved to V_InitPalette and did something entirely different when running a restart as opposed to an initial start.
This commit is contained in:
Christoph Oelckers 2019-10-01 00:21:51 +02:00
parent a2883cdf39
commit 2a3205200f
4 changed files with 113 additions and 101 deletions

View file

@ -2453,8 +2453,26 @@ void D_DoomMain (void)
I_Init ();
}
// [RH] Initialize palette management
InitPalette ();
if (!batchrun) Printf ("V_Init: allocate screen.\n");
V_Init (!!restart);
if (!restart)
{
V_InitScreenSize();
}
if (!restart)
{
// This allocates a dummy framebuffer as a stand-in until V_Init2 is called.
V_InitScreen ();
}
if (restart)
{
// Update screen palette when restarting
screen->UpdatePalette();
}
// Base systems have been inited; enable cvar callbacks
FBaseCVar::EnableCallbacks ();

View file

@ -49,6 +49,12 @@
#include "x86.h"
#include "g_levellocals.h"
uint32_t Col2RGB8[65][256];
uint32_t *Col2RGB8_LessPrecision[65];
uint32_t Col2RGB8_Inverse[65][256];
ColorTable32k RGB32k;
ColorTable256k RGB256k;
FPalette GPalette;
FColorMatcher ColorMatcher;
@ -304,6 +310,63 @@ void ReadPalette(int lumpnum, uint8_t *buffer)
}
}
//==========================================================================
//
// BuildTransTable
//
// Build the tables necessary for blending
//
//==========================================================================
static void BuildTransTable (const PalEntry *palette)
{
int r, g, b;
// create the RGB555 lookup table
for (r = 0; r < 32; r++)
for (g = 0; g < 32; g++)
for (b = 0; b < 32; b++)
RGB32k.RGB[r][g][b] = ColorMatcher.Pick ((r<<3)|(r>>2), (g<<3)|(g>>2), (b<<3)|(b>>2));
// create the RGB666 lookup table
for (r = 0; r < 64; r++)
for (g = 0; g < 64; g++)
for (b = 0; b < 64; b++)
RGB256k.RGB[r][g][b] = ColorMatcher.Pick ((r<<2)|(r>>4), (g<<2)|(g>>4), (b<<2)|(b>>4));
int x, y;
// create the swizzled palette
for (x = 0; x < 65; x++)
for (y = 0; y < 256; y++)
Col2RGB8[x][y] = (((palette[y].r*x)>>4)<<20) |
((palette[y].g*x)>>4) |
(((palette[y].b*x)>>4)<<10);
// create the swizzled palette with the lsb of red and blue forced to 0
// (for green, a 1 is okay since it never gets added into)
uint32_t Col2RGB8_2[63][256];
for (x = 1; x < 64; x++)
{
Col2RGB8_LessPrecision[x] = Col2RGB8_2[x-1];
for (y = 0; y < 256; y++)
{
Col2RGB8_2[x-1][y] = Col2RGB8[x][y] & 0x3feffbff;
}
}
Col2RGB8_LessPrecision[0] = Col2RGB8[0];
Col2RGB8_LessPrecision[64] = Col2RGB8[64];
// create the inverse swizzled palette
for (x = 0; x < 65; x++)
for (y = 0; y < 256; y++)
{
Col2RGB8_Inverse[x][y] = (((((255-palette[y].r)*x)>>4)<<20) |
(((255-palette[y].g)*x)>>4) |
((((255-palette[y].b)*x)>>4)<<10)) & 0x3feffbff;
}
}
void InitPalette ()
{
uint8_t pal[768];
@ -323,6 +386,8 @@ void InitPalette ()
// Colormaps have to be initialized before actors are loaded,
// otherwise Powerup.Colormap will not work.
R_InitColormaps ();
BuildTransTable (GPalette.BaseColors);
}
CCMD (testblend)

View file

@ -152,14 +152,6 @@ int DisplayWidth, DisplayHeight;
FFont *SmallFont, *SmallFont2, *BigFont, *BigUpper, *ConFont, *IntermissionFont, *NewConsoleFont, *NewSmallFont, *CurrentConsoleFont, *OriginalSmallFont, *AlternativeSmallFont, *OriginalBigFont;
uint32_t Col2RGB8[65][256];
uint32_t *Col2RGB8_LessPrecision[65];
uint32_t Col2RGB8_Inverse[65][256];
ColorTable32k RGB32k;
ColorTable256k RGB256k;
static uint32_t Col2RGB8_2[63][256];
// [RH] The framebuffer is no longer a mere byte array.
// There's also only one, not four.
@ -482,61 +474,6 @@ int V_GetColor(const uint32_t *palette, FScanner &sc)
return V_GetColor(palette, sc.String, &scc);
}
//==========================================================================
//
// BuildTransTable
//
// Build the tables necessary for blending
//
//==========================================================================
static void BuildTransTable (const PalEntry *palette)
{
int r, g, b;
// create the RGB555 lookup table
for (r = 0; r < 32; r++)
for (g = 0; g < 32; g++)
for (b = 0; b < 32; b++)
RGB32k.RGB[r][g][b] = ColorMatcher.Pick ((r<<3)|(r>>2), (g<<3)|(g>>2), (b<<3)|(b>>2));
// create the RGB666 lookup table
for (r = 0; r < 64; r++)
for (g = 0; g < 64; g++)
for (b = 0; b < 64; b++)
RGB256k.RGB[r][g][b] = ColorMatcher.Pick ((r<<2)|(r>>4), (g<<2)|(g>>4), (b<<2)|(b>>4));
int x, y;
// create the swizzled palette
for (x = 0; x < 65; x++)
for (y = 0; y < 256; y++)
Col2RGB8[x][y] = (((palette[y].r*x)>>4)<<20) |
((palette[y].g*x)>>4) |
(((palette[y].b*x)>>4)<<10);
// create the swizzled palette with the lsb of red and blue forced to 0
// (for green, a 1 is okay since it never gets added into)
for (x = 1; x < 64; x++)
{
Col2RGB8_LessPrecision[x] = Col2RGB8_2[x-1];
for (y = 0; y < 256; y++)
{
Col2RGB8_2[x-1][y] = Col2RGB8[x][y] & 0x3feffbff;
}
}
Col2RGB8_LessPrecision[0] = Col2RGB8[0];
Col2RGB8_LessPrecision[64] = Col2RGB8[64];
// create the inverse swizzled palette
for (x = 0; x < 65; x++)
for (y = 0; y < 256; y++)
{
Col2RGB8_Inverse[x][y] = (((((255-palette[y].r)*x)>>4)<<20) |
(((255-palette[y].g)*x)>>4) |
((((255-palette[y].b)*x)>>4)<<10)) & 0x3feffbff;
}
}
CCMD(clean)
{
Printf ("CleanXfac: %d\nCleanYfac: %d\n", CleanXfac, CleanYfac);
@ -621,18 +558,14 @@ bool IVideo::SetResolution ()
// V_Init
//
void V_Init (bool restart)
void V_InitScreenSize ()
{
const char *i;
int width, height, bits;
atterm (V_Shutdown);
// [RH] Initialize palette management
InitPalette ();
if (!restart)
{
width = height = bits = 0;
if ( (i = Args->CheckValue ("-width")) )
@ -660,16 +593,11 @@ void V_Init (bool restart)
// Remember the passed arguments for the next time the game starts up windowed.
vid_defwidth = width;
vid_defheight = height;
}
screen = new DDummyFrameBuffer (width, height);
}
// Update screen palette when restarting
else
{
screen->UpdatePalette();
}
BuildTransTable (GPalette.BaseColors);
void V_InitScreen()
{
screen = new DDummyFrameBuffer (vid_defwidth, vid_defheight);
}
void V_Init2()

View file

@ -594,7 +594,8 @@ EXTERN_CVAR (Float, Gamma)
// Allocates buffer screens, call before R_Init.
void V_Init (bool restart);
void V_InitScreenSize();
void V_InitScreen();
// Initializes graphics mode for the first time.
void V_Init2 ();