- Changed the way gamma works for D3DFB: In windowed mode, the display is

drawn to a texture, then that texture is copied to the real back buffer
  using a gamma-correcting pixel shader. In fullscreen mode, SetGammaRamp
  is used.
- Fixed flashing of vid_fps display when fps > 1000.
- Fixed loading of RGB textures for native 2D mode.
- Changed the first rotozoomer's data because it just became too obvious when
  the backdrop is drawn with a full 256 distinct colors available.
- Set the player backdrop to update no more frequently than 35 FPS, so opening
  the player setup menu before starting a game won't produce a very fast
  moving backdrop.
- Changed the player backdrop into a texture so that it can be drawn like
  anything else.


SVN r648 (trunk)
This commit is contained in:
Randy Heit 2007-12-27 04:30:12 +00:00
parent d1655ca2b9
commit 834e4bef32
21 changed files with 675 additions and 245 deletions

View file

@ -1,4 +1,17 @@
December 26, 2007
- Changed the way gamma works for D3DFB: In windowed mode, the display is
drawn to a texture, then that texture is copied to the real back buffer
using a gamma-correcting pixel shader. In fullscreen mode, SetGammaRamp
is used.
- Fixed flashing of vid_fps display when fps > 1000.
- Fixed loading of RGB textures for native 2D mode.
- Changed the first rotozoomer's data because it just became too obvious when
the backdrop is drawn with a full 256 distinct colors available.
- Set the player backdrop to update no more frequently than 35 FPS, so opening
the player setup menu before starting a game won't produce a very fast
moving backdrop.
- Changed the player backdrop into a texture so that it can be drawn like
anything else.
- Enhanced TMap so that you can get at the iterator types by accessing them
like class members.

View file

@ -236,7 +236,7 @@ static void maybedrawnow (bool tick, bool force)
if (nowtime - lastprinttime > 1 || force)
{
screen->Lock (false);
C_DrawConsole ();
C_DrawConsole (false);
screen->Update ();
lastprinttime = nowtime;
}
@ -1094,7 +1094,7 @@ void C_SetTicker (unsigned int at, bool forceUpdate)
maybedrawnow (true, TickerVisible ? forceUpdate : false);
}
void C_DrawConsole ()
void C_DrawConsole (bool hw2d)
{
static int oldbottom = 0;
int lines, left, offset;
@ -1138,6 +1138,7 @@ void C_DrawConsole ()
DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(),
DTA_ColorOverlay, conshade,
DTA_Alpha, hw2d ? FRACUNIT*3/4 : FRACUNIT,
DTA_Masked, false,
TAG_DONE);
if (conline && visheight < screen->GetHeight())

View file

@ -63,7 +63,7 @@ void AddToConsole (int printlevel, const char *string);
int PrintString (int printlevel, const char *string);
int VPrintf (int printlevel, const char *format, va_list parms) GCCFORMAT(2);
void C_DrawConsole (void);
void C_DrawConsole (bool hw2d);
void C_ToggleConsole (void);
void C_FullConsole (void);
void C_HideConsole (void);

View file

@ -437,10 +437,11 @@ CVAR (Flag, compat_invisibility,compatflags, COMPATF_INVISIBILITY);
// Draw current display, possibly wiping it from the previous
//
//==========================================================================
CVAR(Bool,test2d,false,0)
void D_Display (bool screenshot)
{
bool wipe;
bool hw2d;
if (nodrawers)
return; // for comparative timing / profiling
@ -521,10 +522,12 @@ void D_Display (bool screenshot)
wipe = false;
}
hw2d = false;
if (testpolymost)
{
drawpolymosttest();
C_DrawConsole();
C_DrawConsole(hw2d);
M_Drawer();
}
else
@ -533,7 +536,11 @@ void D_Display (bool screenshot)
{
case GS_FULLCONSOLE:
screen->SetBlendingRect(0,0,0,0);
C_DrawConsole ();
if (!screenshot)
{
hw2d = screen->Begin2D();
}
C_DrawConsole (false);
M_Drawer ();
if (!screenshot)
screen->Update ();
@ -566,6 +573,14 @@ void D_Display (bool screenshot)
{
AM_Drawer ();
}
if (!screenshot && (!wipe || NoWipe))
{
if ((hw2d = screen->Begin2D()))
{
// Redraw the status bar every frame when using 2D accel
SB_state = screen->GetPageCount();
}
}
if (realviewheight == SCREENHEIGHT && viewactive)
{
StatusBar->Draw (DrawFSHUD ? HUD_Fullscreen : HUD_None);
@ -581,18 +596,30 @@ void D_Display (bool screenshot)
case GS_INTERMISSION:
screen->SetBlendingRect(0,0,0,0);
if (!screenshot && (!wipe || NoWipe))
{
screen->Begin2D();
}
WI_Drawer ();
CT_Drawer ();
break;
case GS_FINALE:
screen->SetBlendingRect(0,0,0,0);
if (!screenshot && (!wipe || NoWipe))
{
screen->Begin2D();
}
F_Drawer ();
CT_Drawer ();
break;
case GS_DEMOSCREEN:
screen->SetBlendingRect(0,0,0,0);
if (!screenshot && (!wipe || NoWipe))
{
screen->Begin2D();
}
D_PageDrawer ();
CT_Drawer ();
break;
@ -601,10 +628,6 @@ void D_Display (bool screenshot)
break;
}
}
if (!screenshot && (!wipe || NoWipe) && test2d)
{
screen->Begin2D();
}
// draw pause pic
if (paused && menuactive == MENU_Off)
{
@ -634,10 +657,10 @@ void D_Display (bool screenshot)
if (!wipe || screenshot || NoWipe < 0)
{
NetUpdate (); // send out any new accumulation
NetUpdate (); // send out any new accumulation
// normal update
C_DrawConsole (); // draw console
M_Drawer (); // menu is drawn even on top of everything
C_DrawConsole (hw2d); // draw console
M_Drawer (); // menu is drawn even on top of everything
FStat::PrintStat ();
if (!screenshot)
{
@ -665,7 +688,7 @@ void D_Display (bool screenshot)
wipestart = nowtime;
screen->Lock (true);
done = wipe_ScreenWipe (tics);
C_DrawConsole ();
C_DrawConsole (hw2d);
M_Drawer (); // menu is drawn even on top of wipes
screen->Update (); // page flip or blit buffer
NetUpdate ();

View file

@ -84,6 +84,27 @@ struct FSaveGameNode : public Node
bool bMissingWads;
};
struct FBackdropTexture : public FTexture
{
public:
FBackdropTexture();
const BYTE *GetColumn(unsigned int column, const Span **spans_out);
const BYTE *GetPixels();
void Unload();
bool CheckModified();
protected:
BYTE Pixels[144*160];
static const Span DummySpan[2];
int LastRenderTic;
angle_t time1, time2, time3, time4;
angle_t t1ang, t2ang, z1ang, z2ang;
void Render();
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void M_DrawSlider (int x, int y, float min, float max, float cur);
@ -223,8 +244,8 @@ static const char cursName[8][8] = // graphic names of Strife menu selector
static oldmenu_t *currentMenu; // current menudef
static oldmenu_t *TopLevelMenu; // The main menu everything hangs off of
static DCanvas *FireScreen;
static BYTE FireRemap[256];
static FBackdropTexture *FireTexture;
static FRemapTable FireRemap(256);
static const char *genders[3] = { "male", "female", "other" };
static FPlayerClass *PlayerClass;
@ -1593,8 +1614,10 @@ void M_NewGame(int choice)
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
PlayerTics = PlayerState->GetTics();
if (FireScreen == NULL)
FireScreen = new DSimpleCanvas (144, 160);
if (FireTexture == NULL)
{
FireTexture = new FBackdropTexture;
}
M_SetupNextMenu (&ClassMenuDef);
}
else if (EpiDef.numitems <= 1)
@ -1669,16 +1692,18 @@ static void M_DrawClassMenu ()
int x = (200-160)*CleanXfac+(SCREENWIDTH>>1);
int y = (ClassMenuDef.y-100)*CleanYfac+(SCREENHEIGHT>>1);
if (!FireScreen)
if (!FireTexture)
{
screen->Clear (x, y, x + 72 * CleanXfac, y + 80 * CleanYfac-1, 0, 0);
}
else
{
FireScreen->Lock ();
M_RenderPlayerBackdrop ();
FireScreen->Unlock ();
screen->DrawPlayerBackdrop (FireScreen, FireRemap, x, y - 1);
screen->DrawTexture (FireTexture, x, y - 1,
DTA_DestWidth, 72 * CleanXfac,
DTA_DestHeight, 80 * CleanYfac,
DTA_Translation, &FireRemap,
DTA_Masked, true,
TAG_DONE);
}
M_DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
@ -1988,8 +2013,10 @@ void M_PlayerSetup (void)
R_GetPlayerTranslation (players[consoleplayer].userinfo.color, &skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
PlayerState = GetDefaultByType (PlayerClass->Type)->SeeState;
PlayerTics = PlayerState->GetTics();
if (FireScreen == NULL)
FireScreen = new DSimpleCanvas (144, 160);
if (FireTexture == NULL)
{
FireTexture = new FBackdropTexture;
}
}
static void M_PlayerSetupTicker (void)
@ -2089,16 +2116,18 @@ static void M_PlayerSetupDrawer ()
x = (x-160)*CleanXfac+(SCREENWIDTH>>1);
y = (y-100)*CleanYfac+(SCREENHEIGHT>>1);
if (!FireScreen)
if (!FireTexture)
{
screen->Clear (x, y, x + 72 * CleanXfac, y + 80 * CleanYfac-1, 0, 0);
}
else
{
FireScreen->Lock ();
M_RenderPlayerBackdrop ();
FireScreen->Unlock ();
screen->DrawPlayerBackdrop (FireScreen, FireRemap, x, y - 1);
screen->DrawTexture (FireTexture, x, y - 1,
DTA_DestWidth, 72 * CleanXfac,
DTA_DestHeight, 80 * CleanYfac,
DTA_Translation, &FireRemap,
DTA_Masked, true,
TAG_DONE);
}
M_DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
@ -2206,45 +2235,45 @@ static void M_PlayerSetupDrawer ()
DTA_Clean, true, TAG_DONE);
}
// Something cut out from a scan and resized to fit in 32x32. Guess what it is.
static BYTE naru[1024] =
// A 32x32 cloud rendered with Photoshop, plus some other filters
static BYTE pattern1[1024] =
{
11,11,11,11,13,15,18,17,16,16,15,14,11, 7, 6,11,14,12,10,10,12,15,13,11, 8, 8,10,13,14,12, 7,16,
17,17,14,12,12,15,10,10, 9,10,10, 7, 6, 3, 1, 6, 9, 9, 5, 6,11,13,11, 8, 9,11, 9,11,14,14, 6,12,
20,19,17,13, 9, 6, 5, 5, 4, 3, 2, 2, 2, 2, 2, 6,12, 8, 1, 1, 7, 6, 6, 9, 2, 9,13,14,15,13, 8,12,
21,20,19,13, 7, 7,11, 8, 4, 2, 8, 6, 2, 0, 1, 7,13,11, 8, 8, 4, 6, 0,14, 7, 6,18,18,15,14,12, 9,
19,19,16,12,11,19,14,11, 7, 8,13, 4, 2, 0, 0, 8,14,16,10,14, 5,13, 4,11,14, 6,14,24,19,17,15, 9,
18,16,14,14,19,26,14,13,10,22,15, 6, 4, 0, 1, 6,14,19,14,14,11,12,10,10,18,11,12,21,21,16,16,17,
18,14,10,10,26,23, 7,10,15,25,16,11,10, 3, 3, 6,12,21,16,17,15, 9,14, 4,19,13,10,12,14,15,16,17,
21, 9, 5,15,22,12, 2, 8,17,13,13,15,11, 4, 6, 6,10,19,16, 9,17,11,14, 1,12,14, 7,13, 9,14,16,19,
22,10, 6,11,14, 5, 4, 7,10, 8,14,14, 7, 4, 5, 5, 5,15,13, 7,10, 7,10, 5, 6,17, 8,13, 7,10,17,20,
21, 7, 6, 8, 6, 6, 6, 5, 6, 7,16,13, 5,10, 8, 5, 3, 7, 9, 6, 4, 3, 3, 5, 4,14, 8,12, 6, 7,17,21,
18, 6, 8, 8, 3, 8, 6, 3, 5, 9,17,16, 7,16,11, 4, 5, 4, 8, 7, 2, 3, 0, 4, 4,14, 9, 7, 8, 4,15,22,
17,11, 9, 8, 4, 8, 5, 4, 5,13,20,18, 7,16,12,10, 3, 3, 4, 9, 4, 7, 3, 5, 4,14,10, 3, 8, 5,15,22,
18,15,11, 8, 3, 9, 3, 3, 5,11,17,17, 7,17,16,14, 4, 5, 6, 9, 7, 1, 2, 6, 6,14, 9, 3, 6, 8,14,22,
16,16,11, 6, 4, 8, 1, 1, 9,18,13, 9, 8,18,20,16,11, 6,11, 4, 3, 4, 4, 8, 3,11, 8, 4, 3, 7,11,20,
13,14, 9, 4,10, 7, 2, 2,12,17,11, 0, 2,13,24,18,16, 7, 2, 1, 3, 0, 0, 6, 4, 8, 7, 4, 2, 4,10,17,
11,11, 7, 5,14, 6, 3, 2, 6, 5, 8, 8, 8, 3,21,26,15, 4, 3,10,16,11, 7, 0, 1, 8, 8, 3, 3, 3,10,15,
9,12, 7, 5,13, 3, 3, 1, 1, 5, 8, 9,15,16,10,26,11, 4, 9,13,18,20,18, 0, 0, 6, 9, 4, 2, 3,10,16,
10,16, 9, 5,11, 3, 5, 0, 2, 7, 8, 9,13,20,13,25,11,10,16,15,16,17,18,11, 0, 6, 9, 4, 0, 3,12,19,
19,21,11, 5,13, 4, 7, 0, 6,10,11,10,12,18,14,18, 8,16,21,18,18,17,17,15, 1, 3, 9, 5, 6, 1,14,21,
23,22,14, 6,16, 9, 8, 0, 9,14,14,11,10,15,15,12,11,18,21,20,19,19,17,14, 4, 4, 8, 6,18, 4,15,21,
22,20,19,11,17,13, 7, 0, 7,17,16,12, 7,11,12,19,20,14,19,18,18,20,17,11, 1, 5, 8, 7,17, 4,15,17,
18,17,19,16,15,11, 5, 1, 7,21,18,13, 6, 9, 9,15,14, 8,12,16,17,19,17, 9, 4, 3, 6, 7,13, 5,14,13,
15,17,18,17,12, 8, 5, 4, 8,13,18,14, 8, 6, 8,11, 9, 8, 6, 7, 9, 8, 7,12, 5, 2, 1, 3, 4, 4,10,11,
16,18,17,16,12, 9, 8, 2, 4,14,10, 8,10,10,13,13, 7, 7,11,12, 9, 8,16,19, 5, 2, 0, 1, 1, 3, 8,10,
6, 7, 5, 6,10, 9,11,10, 6, 7,14,16,17,17,16,14, 8, 8,11,16,19,20,22,18, 4, 2, 0, 2, 1, 2,10,10,
12,12,10,11,11,12,13,13,11, 5,16,18,17,18,17,13,10, 7,11,17,22,22,21,14, 2, 3, 1, 3, 2, 6, 7, 9,
18,18,19,18,13,13,13,12,12, 5, 9,16,16,14,12, 8, 6, 5,10,13,17,23,20, 5, 0, 3, 2, 4, 4, 5,10, 3,
15,18,21,22,17,12,12,10,10, 3, 2, 7,12, 8, 8, 8, 9,10,13,17, 9,15, 6, 2, 4, 6, 9, 4, 4, 0, 5, 6,
15,17,21,24,18,13,11, 9, 6, 2, 3, 2, 1, 9,12,11,10,10,13,16, 9, 0,11, 6, 1, 7,10, 6, 7, 5, 5, 6,
14,15,19,23,19,14,10, 7, 6, 6, 1, 4, 2, 0, 5,10,10, 9,10, 6, 6, 5,13, 8, 2, 5, 8, 4, 8, 8, 5, 5,
15,14,16,21,17,11, 6, 4, 7, 2, 5, 6, 4, 2, 0, 4, 4, 2, 3, 6, 9, 5,10, 8, 1, 5, 5, 3, 5, 4, 2, 4,
9, 8,12,16, 9,10, 7, 5, 7, 5, 9, 7, 6, 4, 5, 8, 5, 4, 6, 8, 8, 4, 8, 8, 3, 5, 6, 4, 3, 4, 6, 6,
5, 9, 7,10, 9,15, 9, 7, 8,10, 5, 3, 5, 7, 9, 8,14, 8, 4, 7, 8, 9, 5, 7,14, 7, 0, 7,13,13, 9, 6,
2, 7, 9, 7, 7,10, 8, 8,11,10, 6, 7,10, 7, 5, 6, 6, 4, 7,13,15,16,11,15,11, 8, 0, 4,13,22,17,11,
5, 9, 9, 7, 9,10, 4, 3, 6, 7, 8, 6, 5, 4, 2, 2, 1, 4, 6,11,15,15,14,13,17, 9, 5, 9,11,12,17,20,
9,16, 9, 8,12,13, 7, 3, 7, 9, 5, 4, 2, 5, 5, 5, 7,11, 6, 7, 6,13,17,10,10, 9,12,17,14,12,16,15,
15,13, 5, 3, 9,10, 4,10,12,12, 7, 9, 8, 8, 8,10, 7, 6, 5, 5, 5, 6,11, 9, 3,13,16,18,21,16,23,18,
23,13, 0, 0, 0, 0, 0,12,18,14,15,16,13, 7, 7, 5, 9, 6, 6, 8, 4, 0, 0, 0, 0,14,19,17,14,20,21,25,
19,20,14,13, 7, 5,13,19,14,13,17,15,14, 7, 3, 5, 6,11, 7, 7, 8, 8,10, 9, 9,18,17,15,14,15,18,16,
16,29,24,23,18, 9,17,20,11, 5,12,15,15,12, 6, 3, 4, 6, 7,10,13,18,18,19,16,12,17,19,23,16,14,14,
9,18,20,26,19, 5,18,18,10, 5,12,15,14,17,11, 6,11, 9,10,13,10,20,24,20,21,20,14,18,15,22,20,19,
0, 6,16,18, 8, 7,15,18,10,13,17,17,13,11,15,11,19,12,13,10, 4,15,19,21,21,24,14, 9,17,20,24,17,
18,17, 7, 7,16,21,22,15, 5,14,20,14,13,21,13, 8,12,14, 7, 8,11,15,13,11,16,17, 7, 5,12,17,19,14,
25,23,17,16,23,18,15, 7, 0, 6,11, 6,11,15,11, 7,12, 7, 4,10,16,13, 7, 7,15,13, 9,15,21,14, 5, 0,
18,22,21,21,21,22,12, 6,14,20,15, 6,10,19,13, 8, 7, 3, 7,12,14,16, 9,12,22,15,12,18,24,19,17, 9,
0,15,18,21,17,25,14,13,19,21,21,11, 6,13,16,16,12,10,12,11,13,20,14,13,18,13, 9,15,16,25,31,20,
5,20,24,16, 7,14,14,11,18,19,19, 6, 0, 5,11,14,17,16,19,14,15,21,19,15,14,14, 8, 0, 7,24,18,16,
9,17,15, 7, 6,14,12, 7,14,16,11, 4, 7, 6,13,16,15,13,12,20,21,20,21,17,18,26,14, 0,13,23,21,11,
9,12,18,11,15,21,13, 8,13,13,10, 7,13, 8, 8,19,13, 7, 4,15,19,18,14,12,14,15, 8, 6,16,22,22,15,
9,17,14,19,15,14,15, 9,11, 9, 6, 8,14,13,13,12, 5, 0, 0, 6,12,13, 7, 7, 9, 7, 0,12,21,16,15,18,
15,16,18,11, 6, 8,15, 9, 2, 0, 5,10,10,16, 9, 0, 4,12,15, 9,12, 9, 7, 7,12, 7, 0, 6,12, 6, 9,13,
12,19,15,14,11, 7, 8, 9,12,10, 5, 5, 7,12,12,10,14,16,16,11, 8,12,10,12,10, 8,10,10,14,12,16,16,
16,17,20,22,12,15,12,14,19,11, 6, 5,10,13,17,17,21,19,15, 9, 6, 9,15,18,10,10,18,14,20,15,16,17,
11,19,19,18,19,14,17,13,12,12, 7,11,18,17,16,15,19,19,10, 2, 0, 8,15,12, 8,11,12,10,19,20,19,19,
6,14,18,13,13,16,16,12, 5, 8,10,12,10,13,18,12, 9,10, 7, 6, 5,11, 8, 6, 7,13,16,13,10,15,20,14,
0, 5,12,12, 4, 0, 9,16, 9,10,12, 8, 0, 9,13, 9, 0, 2, 4, 7,10, 6, 7, 3, 4,11,16,18,10,11,21,21,
16,13,11,15, 8, 0, 5, 9, 8, 7, 6, 3, 0, 9,17, 9, 0, 0, 0, 3, 5, 4, 3, 5, 7,15,16,16,17,14,22,22,
24,14,15,12, 9, 0, 5,10, 8, 4, 7,12,10,11,12, 7, 6, 8, 6, 5, 7, 8, 8,11,13,10,15,14,12,18,20,16,
16,17,17,18,12, 9,12,16,10, 5, 6,20,13,15, 8, 4, 8, 9, 8, 7, 9,11,12,17,16,16,11,10, 9,10, 5, 0,
0,14,18,18,15,16,14, 9,10, 9, 9,15,14,10, 4, 6,10, 8, 8, 7,10, 9,10,16,18,10, 0, 0, 7,12,10, 8,
0,14,19,14, 9,11,11, 8, 8,10,15, 9,10, 7, 4,10,13, 9, 7, 5, 5, 7, 7, 7,13,13, 5, 5,14,22,18,16,
0,10,14,10, 3, 6, 5, 6, 8, 9, 8, 9, 5, 9, 8, 9, 6, 8, 8, 8, 1, 0, 0, 0, 9,17,12,12,17,19,20,13,
6,11,17,11, 5, 5, 8,10, 6, 5, 6, 6, 3, 7, 9, 7, 6, 8,12,10, 4, 8, 6, 6,11,16,16,15,16,17,17,16,
11, 9,10,10, 5, 6,12,10, 5, 1, 6,10, 5, 3, 3, 5, 4, 7,15,10, 7,13, 7, 8,15,11,15,15,15, 8,11,15,
};
// Just a 32x32 cloud rendered with the standard Photoshop filter
static BYTE smoke[1024] =
static BYTE pattern2[1024] =
{
9, 9, 8, 8, 8, 8, 6, 6,13,13,11,21,19,21,23,18,23,24,19,19,24,17,18,12, 9,14, 8,12,12, 5, 8, 6,
11,10, 6, 7, 8, 8, 9,13,10,11,17,15,23,22,23,22,20,26,27,26,17,21,20,14,12, 8,11, 8,11, 7, 8, 7,
@ -2280,25 +2309,70 @@ static BYTE smoke[1024] =
7, 7, 0, 5, 1, 6, 7, 9,12, 9,12,21,22,25,24,22,23,25,24,18,24,22,17,13,10, 9,10, 9, 6,11, 6, 5,
};
const FTexture::Span FBackdropTexture::DummySpan[2] = { { 0, 160 }, { 0, 0 } };
FBackdropTexture::FBackdropTexture()
{
Width = 144;
Height = 160;
WidthBits = 8;
HeightBits = 8;
WidthMask = 255;
LastRenderTic = 0;
time1 = ANGLE_1*180;
time2 = ANGLE_1*56;
time3 = ANGLE_1*99;
time4 = ANGLE_1*1;
t1ang = ANGLE_90;
t2ang = 0;
z1ang = 0;
z2ang = ANGLE_90/2;
}
bool FBackdropTexture::CheckModified()
{
return LastRenderTic != gametic;
}
void FBackdropTexture::Unload()
{
}
const BYTE *FBackdropTexture::GetColumn(unsigned int column, const Span **spans_out)
{
if (LastRenderTic != gametic)
{
Render();
}
column = clamp(column, 0u, 143u);
if (spans_out != NULL)
{
*spans_out = DummySpan;
}
return Pixels + column*160;
}
const BYTE *FBackdropTexture::GetPixels()
{
if (LastRenderTic != gametic)
{
Render();
}
return Pixels;
}
// This is one plasma and two rotozoomers. I think it turned out quite awesome.
static void M_RenderPlayerBackdrop ()
void FBackdropTexture::Render()
{
BYTE *from;
int width, height, pitch;
width = FireScreen->GetWidth();
height = FireScreen->GetHeight();
pitch = FireScreen->GetPitch();
width = 160;
height = 144;
pitch = width;
int x, y;
static angle_t time1 = ANGLE_1*180;
static angle_t time2 = ANGLE_1*56;
static angle_t time3 = ANGLE_1*99;
static angle_t time4 = ANGLE_1*1;
static angle_t t1ang = ANGLE_90;
static angle_t t2ang = 0;
static angle_t z1ang = 0;
static angle_t z2ang = ANGLE_90/2;
const angle_t a1add = ANGLE_1/2;
const angle_t a2add = ANGLE_MAX-ANGLE_1;
@ -2320,7 +2394,7 @@ static void M_RenderPlayerBackdrop ()
DWORD ux, uy, uc, us;
DWORD ltx, lty, lux, luy;
from = FireScreen->GetBuffer ();
from = Pixels;
a3 = time3;
a4 = time4;
@ -2353,8 +2427,8 @@ static void M_RenderPlayerBackdrop ()
c1 = finecosine[a1>>ANGLETOFINESHIFT];
c2 = finecosine[a2>>ANGLETOFINESHIFT];
from[x] = ((c1 + c2 + c3 + c4) >> (FRACBITS+3-7)) + 128 // plasma
+ naru[(tx>>27)+((ty>>22)&992)] // rotozoomer 1
+ smoke[(ux>>27)+((uy>>22)&992)]; // rotozoomer 2
+ pattern1[(tx>>27)+((ty>>22)&992)] // rotozoomer 1
+ pattern2[(ux>>27)+((uy>>22)&992)]; // rotozoomer 2
tx += tc;
ty += ts;
ux += uc;
@ -2375,6 +2449,8 @@ static void M_RenderPlayerBackdrop ()
t2ang += x2add;
z1ang += z1add;
z2ang += z2add;
LastRenderTic = gametic;
}
static void M_ChangeClass (int choice)
@ -3218,10 +3294,10 @@ static void M_ClearSaveStuff ()
//
void M_ClearMenus ()
{
if (FireScreen)
if (FireTexture)
{
delete FireScreen;
FireScreen = NULL;
delete FireTexture;
FireTexture = NULL;
}
M_ClearSaveStuff ();
M_DeactivateMenuInput ();
@ -3436,7 +3512,8 @@ void M_Init (void)
{
for (i = 0; i < 256; i++)
{
FireRemap[i] = ColorMatcher.Pick (i/2+32, 0, i/4);
FireRemap.Remap[i] = ColorMatcher.Pick (i/2+32, 0, i/4);
FireRemap.Palette[i] = PalEntry(i/2+32, 0, i/4);
}
}
else
@ -3444,7 +3521,8 @@ void M_Init (void)
// Hexen palette, so Hexen gets a greenish one instead.
for (i = 0; i < 256; ++i)
{
FireRemap[i] = ColorMatcher.Pick (i/4, i*13/40+7, i/4);
FireRemap.Remap[i] = ColorMatcher.Pick (i/4, i*13/40+7, i/4);
FireRemap.Palette[i] = PalEntry(i/4, i*13/40+7, i/4);
}
}
}

View file

@ -89,7 +89,7 @@ public:
void Unload ();
virtual void SetFrontSkyLayer ();
int CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y);
int CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y);
protected:
BYTE *Pixels;
@ -240,7 +240,7 @@ public:
const BYTE *GetPixels ();
void Unload ();
FTextureFormat GetFormat ();
int CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y);
int CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y);
bool UseBasePalette();
protected:
@ -304,7 +304,7 @@ protected:
void DecompressDXT3 (FWadLump &lump, bool premultiplied, BYTE *tcbuf = NULL);
void DecompressDXT5 (FWadLump &lump, bool premultiplied, BYTE *tcbuf = NULL);
int CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y);
int CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y);
bool UseBasePalette();
friend class FTexture;
@ -320,7 +320,7 @@ public:
const BYTE *GetPixels ();
void Unload ();
FTextureFormat GetFormat ();
int CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y);
int CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y);
bool UseBasePalette();
protected:
@ -371,7 +371,7 @@ public:
void Unload ();
FTextureFormat GetFormat ();
int CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y);
int CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y);
bool UseBasePalette();
protected:
@ -427,7 +427,7 @@ public:
void Unload ();
FTextureFormat GetFormat ();
int CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y);
int CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y);
bool UseBasePalette();
protected:

View file

@ -665,7 +665,7 @@ public:
// Returns the whole texture, stored in column-major order
virtual const BYTE *GetPixels () = 0;
virtual int CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y);
virtual int CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y);
virtual bool UseBasePalette();
virtual void Unload () = 0;
@ -739,6 +739,8 @@ protected:
static void FlipSquareBlockRemap (BYTE *block, int x, int y, const BYTE *remap);
static void FlipNonSquareBlock (BYTE *blockto, const BYTE *blockfrom, int x, int y, int srcpitch);
static void FlipNonSquareBlockRemap (BYTE *blockto, const BYTE *blockfrom, int x, int y, const BYTE *remap);
friend class D3DTex;
};
// Texture manager

View file

@ -468,7 +468,7 @@ void R_ClearPlanes (bool fullclear)
clearbufshort (floorclip, viewwidth, viewheight);
// [RH] clip ceiling to console bottom
clearbufshort (ceilingclip, viewwidth,
ConBottom > viewwindowy && !bRenderingToCanvas
!screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas
? ((ConBottom - viewwindowy) >> detailyshift) : 0);
lastopening = 0;

View file

@ -737,7 +737,7 @@ void FDDSTexture::DecompressDXT5 (FWadLump &lump, bool premultiplied, BYTE *tcbu
//
//===========================================================================
int FDDSTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
int FDDSTexture::CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y)
{
FWadLump lump = Wads.OpenLumpNum (SourceLump);
@ -763,7 +763,7 @@ int FDDSTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_heigh
}
// All formats decompress to RGBA.
screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, TexBuffer, Width, Height, 4, Width*4, CF_RGBA);
screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, TexBuffer, Width, Height, 4, Width*4, CF_RGBA);
delete [] TexBuffer;
return -1;
}

View file

@ -332,7 +332,7 @@ void FJPEGTexture::MakeTexture ()
//
//===========================================================================
int FJPEGTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
int FJPEGTexture::CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y)
{
PalEntry pe[256];
@ -375,18 +375,18 @@ int FJPEGTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_heig
switch (cinfo.out_color_space)
{
case JCS_RGB:
screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, buff, cinfo.output_width, cinfo.output_height,
screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, buff, cinfo.output_width, cinfo.output_height,
3, cinfo.output_width * cinfo.output_components, CF_RGB);
break;
case JCS_GRAYSCALE:
for(int i=0;i<256;i++) pe[i]=PalEntry(0,i,i,i); // default to a gray map
screen->CopyPixelData(buffer, buf_width, buf_height, x, y, buff, cinfo.output_width, cinfo.output_height,
screen->CopyPixelData(buffer, buf_pitch, buf_height, x, y, buff, cinfo.output_width, cinfo.output_height,
1, cinfo.output_width, pe);
break;
case JCS_CMYK:
screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, buff, cinfo.output_width, cinfo.output_height,
screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, buff, cinfo.output_width, cinfo.output_height,
4, cinfo.output_width * cinfo.output_components, CF_CMYK);
break;

View file

@ -379,13 +379,13 @@ void FMultiPatchTexture::CheckForHacks ()
//
//===========================================================================
int FMultiPatchTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
int FMultiPatchTexture::CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y)
{
int retv = -1;
for(int i=0;i<NumParts;i++)
{
int ret = Parts[i].Texture->CopyTrueColorPixels(buffer, buf_width, buf_height,
int ret = Parts[i].Texture->CopyTrueColorPixels(buffer, buf_pitch, buf_height,
x+Parts[i].OriginX, y+Parts[i].OriginY);
if (ret > retv) retv = ret;

View file

@ -418,7 +418,7 @@ void FPCXTexture::MakeTexture()
//
//===========================================================================
int FPCXTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
int FPCXTexture::CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y)
{
PalEntry pe[256];
PCXHeader header;
@ -472,14 +472,14 @@ int FPCXTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_heigh
lump.Seek(sizeof(header), SEEK_SET);
ReadPCX8bits (Pixels, lump, &header);
}
screen->CopyPixelData(buffer, buf_width, buf_height, x, y, Pixels, Width, Height, 1, Width, pe);
screen->CopyPixelData(buffer, buf_pitch, buf_height, x, y, Pixels, Width, Height, 1, Width, pe);
}
else
{
Pixels = new BYTE[Width*Height * 3];
BYTE * row = buffer;
ReadPCX24bits (Pixels, lump, &header, 3);
screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, Pixels, Width, Height, 3, Width*3, CF_RGB);
screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, Pixels, Width, Height, 3, Width*3, CF_RGB);
}
delete [] Pixels;
return 0;

View file

@ -444,7 +444,7 @@ void FPNGTexture::MakeTexture ()
//
//===========================================================================
int FPNGTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
int FPNGTexture::CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y)
{
// Parse pre-IDAT chunks. I skip the CRCs. Is that bad?
PalEntry pe[256];
@ -469,7 +469,9 @@ int FPNGTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_heigh
case MAKE_ID('P','L','T','E'):
for(int i=0;i<PaletteSize;i++)
{
lump >> pe[i].r >> pe[i].g >> pe[i].b;
}
break;
case MAKE_ID('t','R','N','S'):
@ -496,20 +498,20 @@ int FPNGTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_heigh
{
case 0:
case 3:
screen->CopyPixelData(buffer, buf_width, buf_height, x, y, Pixels, Width, Height, 1, Width, pe);
screen->CopyPixelData(buffer, buf_pitch, buf_height, x, y, Pixels, Width, Height, 1, Width, pe);
break;
case 2:
screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, Pixels, Width, Height, 3, pixwidth, CF_RGB);
screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, Pixels, Width, Height, 3, pixwidth, CF_RGB);
break;
case 4:
screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, Pixels, Width, Height, 2, pixwidth, CF_IA);
screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, Pixels, Width, Height, 2, pixwidth, CF_IA);
transpal = -1;
break;
case 6:
screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, Pixels, Width, Height, 4, pixwidth, CF_RGBA);
screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, Pixels, Width, Height, 4, pixwidth, CF_RGBA);
transpal = -1;
break;

View file

@ -481,11 +481,11 @@ void FTexture::FillBuffer(BYTE *buff, int pitch, int height, FTextureFormat fmt)
//
//===========================================================================
int FTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
int FTexture::CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y)
{
PalEntry * palette = screen->GetPalette();
palette[0].a=255; // temporarily modify the first color's alpha
screen->CopyPixelData(buffer, buf_width, buf_height, x, y,
screen->CopyPixelData(buffer, buf_pitch, buf_height, x, y,
GetPixels(), Width, Height, Height, 1,
palette);

View file

@ -384,7 +384,7 @@ void FTGATexture::MakeTexture ()
//
//===========================================================================
int FTGATexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
int FTGATexture::CopyTrueColorPixels(BYTE *buffer, int buf_pitch, int buf_height, int x, int y)
{
PalEntry pe[256];
FWadLump lump = Wads.OpenLumpNum (SourceLump);
@ -469,7 +469,7 @@ int FTGATexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_heigh
switch (hdr.img_type & 7)
{
case 1: // paletted
screen->CopyPixelData(buffer, buf_width, buf_height, x, y, ptr, Width, Height, step_x, Pitch, pe);
screen->CopyPixelData(buffer, buf_pitch, buf_height, x, y, ptr, Width, Height, step_x, Pitch, pe);
break;
case 2: // RGB
@ -477,21 +477,21 @@ int FTGATexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_heigh
{
case 15:
case 16:
screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, ptr, Width, Height, step_x, Pitch, CF_RGB555);
screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, ptr, Width, Height, step_x, Pitch, CF_RGB555);
break;
case 24:
screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, ptr, Width, Height, step_x, Pitch, CF_BGR);
screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, ptr, Width, Height, step_x, Pitch, CF_BGR);
break;
case 32:
if ((hdr.img_desc&15)!=8) // 32 bits without a valid alpha channel
{
screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, ptr, Width, Height, step_x, Pitch, CF_BGR);
screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, ptr, Width, Height, step_x, Pitch, CF_BGR);
}
else
{
screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, ptr, Width, Height, step_x, Pitch, CF_BGRA);
screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, ptr, Width, Height, step_x, Pitch, CF_BGRA);
transval = -1;
}
break;
@ -506,11 +506,11 @@ int FTGATexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_heigh
{
case 8:
for(int i=0;i<256;i++) pe[i]=PalEntry(0,i,i,i); // gray map
screen->CopyPixelData(buffer, buf_width, buf_height, x, y, ptr, Width, Height, step_x, Pitch, pe);
screen->CopyPixelData(buffer, buf_pitch, buf_height, x, y, ptr, Width, Height, step_x, Pitch, pe);
break;
case 16:
screen->CopyPixelDataRGB(buffer, buf_width, buf_height, x, y, ptr, Width, Height, step_x, Pitch, CF_I16);
screen->CopyPixelDataRGB(buffer, buf_pitch, buf_height, x, y, ptr, Width, Height, step_x, Pitch, CF_I16);
break;
default:

View file

@ -633,52 +633,6 @@ void DCanvas::FillBorder (FTexture *img)
}
}
// This was in m_menu.cpp but it's better to be here because
// non-software renderers must be able to override it.
void DCanvas::DrawPlayerBackdrop (DCanvas *src, const BYTE *FireRemap, int x, int y)
{
DCanvas *dest = this;
BYTE *destline, *srcline;
const int destwidth = src->GetWidth() * CleanXfac / 2;
const int destheight = src->GetHeight() * CleanYfac / 2;
const int desty = y;
const int destx = x;
const fixed_t fracxstep = FRACUNIT*2 / CleanXfac;
const fixed_t fracystep = FRACUNIT*2 / CleanYfac;
fixed_t fracx, fracy = 0;
src->Lock();
if (fracxstep == FRACUNIT)
{
for (y = desty; y < desty + destheight; y++, fracy += fracystep)
{
srcline = src->GetBuffer() + (fracy >> FRACBITS) * src->GetPitch();
destline = dest->GetBuffer() + y * dest->GetPitch() + destx;
for (x = 0; x < destwidth; x++)
{
destline[x] = FireRemap[srcline[x]];
}
}
}
else
{
for (y = desty; y < desty + destheight; y++, fracy += fracystep)
{
srcline = src->GetBuffer() + (fracy >> FRACBITS) * src->GetPitch();
destline = dest->GetBuffer() + y * dest->GetPitch() + destx;
for (x = fracx = 0; x < destwidth; x++, fracx += fracxstep)
{
destline[x] = FireRemap[srcline[fracx >> FRACBITS]];
}
}
}
src->Unlock();
}
void DCanvas::PUTTRANSDOT (int xx, int yy, int basecolor, int level)
{
static int oldyy;

View file

@ -123,7 +123,7 @@ protected:
void MakeTexture();
};
const FTexture::Span FPaletteTester::DummySpan[2] = { { 0, 24 }, { 0, 0 } };
const FTexture::Span FPaletteTester::DummySpan[2] = { { 0, 16 }, { 0, 0 } };
int DisplayWidth, DisplayHeight, DisplayBits;
@ -718,7 +718,7 @@ DFrameBuffer::DFrameBuffer (int width, int height)
: DSimpleCanvas (width, height)
{
LastMS = LastSec = FrameCount = LastCount = LastTic = 0;
IsComposited = false;
Accel2D = false;
}
void DFrameBuffer::DrawRateStuff ()
@ -728,7 +728,7 @@ void DFrameBuffer::DrawRateStuff ()
{
DWORD ms = I_MSTime ();
DWORD howlong = ms - LastMS;
if (howlong > 0)
if (howlong >= 0)
{
char fpsbuff[40];
int chars;
@ -893,8 +893,9 @@ void DFrameBuffer::SetBlendingRect (int x1, int y1, int x2, int y2)
{
}
void DFrameBuffer::Begin2D ()
bool DFrameBuffer::Begin2D ()
{
return false;
}
FNativeTexture *DFrameBuffer::CreateTexture(FTexture *gametex)
@ -914,20 +915,20 @@ FNativeTexture *DFrameBuffer::CreatePalette(FRemapTable *remap)
//
//===========================================================================
template<class T>
void iCopyColors(unsigned char * pout, const unsigned char * pin, int count, int step)
void iCopyColors(BYTE *pout, const BYTE *pin, int count, int step)
{
for(int i=0;i<count;i++)
{
pout[0]=T::R(pin);
pout[0]=T::B(pin);
pout[1]=T::G(pin);
pout[2]=T::B(pin);
pout[2]=T::R(pin);
pout[3]=T::A(pin);
pout+=4;
pin+=step;
}
}
typedef void (*CopyFunc)(unsigned char * pout, const unsigned char * pin, int count, int step);
typedef void (*CopyFunc)(BYTE *pout, const BYTE *pin, int count, int step);
static CopyFunc copyfuncs[]={
iCopyColors<cRGB>,
@ -984,16 +985,16 @@ bool DFrameBuffer::ClipCopyPixelRect(int texwidth, int texheight, int &originx,
// True Color texture copy function
//
//===========================================================================
void DFrameBuffer::CopyPixelDataRGB(BYTE * buffer, int texwidth, int texheight, int originx, int originy,
const BYTE * patch, int srcwidth, int srcheight, int step_x, int step_y,
void DFrameBuffer::CopyPixelDataRGB(BYTE *buffer, int texpitch, int texheight, int originx, int originy,
const BYTE *patch, int srcwidth, int srcheight, int step_x, int step_y,
int ct)
{
if (ClipCopyPixelRect(texwidth, texheight, originx, originy, patch, srcwidth, srcheight, step_x, step_y))
if (ClipCopyPixelRect(texpitch/4, texheight, originx, originy, patch, srcwidth, srcheight, step_x, step_y))
{
buffer+=4*originx + 4*texwidth*originy;
buffer+=4*originx + texpitch*originy;
for (int y=0;y<srcheight;y++)
{
copyfuncs[ct](&buffer[4*y*texwidth], &patch[y*step_y], srcwidth, step_x);
copyfuncs[ct](&buffer[y*texpitch], &patch[y*step_y], srcwidth, step_x);
}
}
}
@ -1003,19 +1004,19 @@ void DFrameBuffer::CopyPixelDataRGB(BYTE * buffer, int texwidth, int texheight,
// Paletted to True Color texture copy function
//
//===========================================================================
void DFrameBuffer::CopyPixelData(BYTE * buffer, int texwidth, int texheight, int originx, int originy,
void DFrameBuffer::CopyPixelData(BYTE * buffer, int texpitch, int texheight, int originx, int originy,
const BYTE * patch, int srcwidth, int srcheight,
int step_x, int step_y, PalEntry * palette)
{
int x,y,pos;
if (ClipCopyPixelRect(texwidth, texheight, originx, originy, patch, srcwidth, srcheight, step_x, step_y))
if (ClipCopyPixelRect(texpitch/4, texheight, originx, originy, patch, srcwidth, srcheight, step_x, step_y))
{
buffer+=4*originx + 4*texwidth*originy;
buffer+=4*originx + texpitch*originy;
for (y=0;y<srcheight;y++)
{
pos=4*(y*texwidth);
pos=y*texpitch;
for (x=0;x<srcwidth;x++,pos+=4)
{
int v=(unsigned char)patch[y*step_y+x*step_x];

View file

@ -2,7 +2,7 @@
** v_video.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
@ -167,9 +167,6 @@ public:
// Set an area to a specified color
virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
// renders the player backdrop for the menu
virtual void DrawPlayerBackdrop (DCanvas *src, const BYTE *FireRemap, int x, int y);
// draws a line
virtual void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor);
@ -323,11 +320,12 @@ public:
// Set the rect defining the area effected by blending.
virtual void SetBlendingRect (int x1, int y1, int x2, int y2);
bool IsComposited; // If true, the following functions can be used.
bool Accel2D; // If true, 2D drawing can be accelerated.
// Begin 2D drawing operations. This is like Update, but it doesn't end
// the scene, and it doesn't present the image yet.
virtual void Begin2D();
// the scene, and it doesn't present the image yet. Returns true if
// hardware-accelerated 2D has been entered, false if not.
virtual bool Begin2D();
// DrawTexture calls after Begin2D use native textures.
@ -338,12 +336,12 @@ public:
virtual FNativeTexture *CreatePalette(FRemapTable *remap);
// texture copy functions
virtual void CopyPixelDataRGB(BYTE * buffer, int texwidth, int texheight, int originx, int originy,
const BYTE * patch, int pix_width, int pix_height, int step_x, int step_y,
virtual void CopyPixelDataRGB(BYTE *buffer, int texpitch, int texheight, int originx, int originy,
const BYTE *patch, int pix_width, int pix_height, int step_x, int step_y,
int ct);
virtual void CopyPixelData(BYTE * buffer, int texwidth, int texheight, int originx, int originy,
const BYTE * patch, int pix_width, int pix_height,
virtual void CopyPixelData(BYTE *buffer, int texpitch, int texheight, int originx, int originy,
const BYTE *patch, int pix_width, int pix_height,
int step_x, int step_y, PalEntry * palette);

View file

@ -86,12 +86,15 @@ struct FBVERTEX
class D3DTex : public FNativeTexture
{
public:
D3DTex(FTexture *tex, IDirect3DDevice9 *D3DDevice);
D3DTex(FTexture *tex, D3DFB *fb);
~D3DTex();
FTexture *GameTex;
IDirect3DTexture9 *Tex;
D3DTex **Prev;
D3DTex *Next;
// Texture coordinates to use for the lower-right corner, should this
// texture prove to be larger than the game texture it represents.
FLOAT TX, TY;
@ -110,6 +113,9 @@ public:
D3DPal(FRemapTable *remap, D3DFB *fb);
~D3DPal();
D3DPal **Prev;
D3DPal *Next;
IDirect3DTexture9 *Tex;
bool Update();
@ -156,15 +162,19 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
: BaseWinFB (width, height)
{
D3DPRESENT_PARAMETERS d3dpp;
int i;
D3DDevice = NULL;
VertexBuffer = NULL;
FBTexture = NULL;
WindowedRenderTexture = NULL;
PaletteTexture = NULL;
StencilPaletteTexture = NULL;
ShadedPaletteTexture = NULL;
PalTexShader = NULL;
PlainShader = NULL;
PlainStencilShader = NULL;
DimShader = NULL;
GammaFixerShader = NULL;
FBFormat = D3DFMT_UNKNOWN;
PalFormat = D3DFMT_UNKNOWN;
VSync = vid_vsync;
@ -174,6 +184,9 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
BlendingRect.bottom = FBHeight;
UseBlendingRect = false;
In2D = 0;
Palettes = NULL;
Textures = NULL;
Accel2D = true;
Gamma = 1.0;
FlashConstants[0][3] = FlashConstants[0][2] = FlashConstants[0][1] = FlashConstants[0][0] = 0;
@ -189,10 +202,6 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
return;
}
for (i = 0; i < 256; i++)
{
GammaTable[i] = (BYTE)i;
}
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
Windowed = !(static_cast<Win32Video *>(Video)->GoFullscreen (fullscreen));
@ -242,6 +251,8 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
D3DFB::~D3DFB ()
{
KillNativeTexs();
KillNativePals();
ReleaseResources ();
if (D3DDevice != NULL)
{
@ -302,10 +313,15 @@ bool D3DFB::CreateResources ()
return false;
}
if (FAILED(D3DDevice->CreatePixelShader (PlainShaderDef, &PlainShader)) ||
FAILED(D3DDevice->CreatePixelShader (PlainStencilDef, &PlainStencilShader)) ||
FAILED(D3DDevice->CreatePixelShader (DimShaderDef, &DimShader)))
{
return false;
}
if (FAILED(D3DDevice->CreatePixelShader (GammaFixerDef, &GammaFixerShader)))
{
GammaFixerShader = NULL;
}
CurPixelShader = NULL;
memset(Constant, 0, sizeof(Constant));
if (!CreateFBTexture() ||
@ -332,6 +348,11 @@ void D3DFB::ReleaseResources ()
FBTexture->Release();
FBTexture = NULL;
}
if (WindowedRenderTexture != NULL)
{
WindowedRenderTexture->Release();
WindowedRenderTexture = NULL;
}
if (VertexBuffer != NULL)
{
VertexBuffer->Release();
@ -362,11 +383,21 @@ void D3DFB::ReleaseResources ()
PlainShader->Release();
PlainShader = NULL;
}
if (PlainStencilShader != NULL)
{
PlainStencilShader->Release();
PlainStencilShader = NULL;
}
if (DimShader != NULL)
{
DimShader->Release();
DimShader = NULL;
}
if (GammaFixerShader != NULL)
{
GammaFixerShader->Release();
GammaFixerShader = NULL;
}
}
bool D3DFB::Reset ()
@ -379,6 +410,11 @@ bool D3DFB::Reset ()
FBTexture->Release();
FBTexture = NULL;
}
if (WindowedRenderTexture != NULL)
{
WindowedRenderTexture->Release();
WindowedRenderTexture = NULL;
}
if (VertexBuffer != NULL)
{
VertexBuffer->Release();
@ -396,6 +432,61 @@ bool D3DFB::Reset ()
return true;
}
//==========================================================================
//
// D3DFB :: KillNativePals
//
// Frees all native palettes.
//
//==========================================================================
void D3DFB::KillNativePals()
{
while (Palettes != NULL)
{
delete Palettes;
}
}
//==========================================================================
//
// D3DFB :: KillNativeTexs
//
// Frees all native textures.
//
//==========================================================================
void D3DFB::KillNativeTexs()
{
while (Textures != NULL)
{
delete Textures;
}
}
//==========================================================================
//
// D3DFB :: KillNativeNonPalettedTexs
//
// Frees all native textures that aren't paletted.
//
//==========================================================================
void D3DFB::KillNativeNonPalettedTexs()
{
D3DTex *tex;
D3DTex *next;
for (tex = Textures; tex != NULL; tex = next)
{
next = tex->Next;
if (tex->GetTexFormat() != D3DFMT_L8)
{
delete tex;
}
}
}
bool D3DFB::CreateFBTexture ()
{
if (FAILED(D3DDevice->CreateTexture (Width, Height, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &FBTexture, NULL)))
@ -420,6 +511,13 @@ bool D3DFB::CreateFBTexture ()
FBWidth = Width;
FBHeight = Height;
}
if (Windowed && GammaFixerShader)
{
if (FAILED(D3DDevice->CreateTexture (FBWidth, FBHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &WindowedRenderTexture, NULL)))
{
WindowedRenderTexture = false;
}
}
return true;
}
@ -660,6 +758,7 @@ void D3DFB::Update ()
if (In2D == 2)
{
DrawRateStuff();
DoWindowedGamma();
D3DDevice->EndScene();
D3DDevice->Present(NULL, NULL, NULL, NULL);
In2D = 0;
@ -684,8 +783,24 @@ void D3DFB::Update ()
if (NeedGammaUpdate)
{
float psgamma[4];
float igamma;
NeedGammaUpdate = false;
CalcGamma (Gamma, GammaTable);
igamma = 1 / Gamma;
if (!Windowed)
{
D3DGAMMARAMP ramp;
for (int i = 0; i < 256; ++i)
{
ramp.blue[i] = ramp.green[i] = ramp.red[i] = WORD(65535.f * powf(i / 255.f, igamma));
}
D3DDevice->SetGammaRamp(0, D3DSGR_CALIBRATE, &ramp);
}
psgamma[2] = psgamma[1] = psgamma[0] = igamma;
psgamma[3] = 1;
D3DDevice->SetPixelShaderConstantF(4, psgamma, 1);
NeedPalUpdate = true;
}
@ -701,6 +816,7 @@ void D3DFB::Update ()
PaintToWindow ();
if (In2D == 0)
{
DoWindowedGamma();
D3DDevice->EndScene();
D3DDevice->Present(NULL, NULL, NULL, NULL);
}
@ -767,6 +883,19 @@ void D3DFB::Draw3DPart()
D3DDevice->Clear (2, rects, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.f, 0);
}
D3DDevice->BeginScene();
OldRenderTarget = NULL;
if (WindowedRenderTexture != NULL)
{
IDirect3DSurface9 *targetsurf;
if (FAILED(WindowedRenderTexture->GetSurfaceLevel(0, &targetsurf)) ||
FAILED(D3DDevice->GetRenderTarget(0, &OldRenderTarget)) ||
FAILED(D3DDevice->SetRenderTarget(0, targetsurf)))
{
// Setting the render target failed.
OldRenderTarget = NULL;
}
}
SetTexture (0, FBTexture);
SetPaletteTexture(PaletteTexture, 256);
D3DDevice->SetStreamSource (0, VertexBuffer, 0, sizeof(FBVERTEX));
@ -782,15 +911,42 @@ void D3DFB::Draw3DPart()
{ // The screen split up so that only the 3D view is blended.
D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 24, 2); // middle
// The rest is drawn unblended, so reset the shader constant.
static const float FlashZero[2][4] = { { 0, 0, 0, 0 }, { 1, 1, 1, 1 } };
D3DDevice->SetPixelShaderConstantF (0, FlashZero[0], 2);
memcpy(Constant, FlashZero, sizeof(FlashZero));
if (!In2D || 1)
{
// The rest is drawn unblended, so reset the shader constant.
static const float FlashZero[2][4] = { { 0, 0, 0, 0 }, { 1, 1, 1, 1 } };
D3DDevice->SetPixelShaderConstantF (0, FlashZero[0], 2);
memcpy(Constant, FlashZero, sizeof(FlashZero));
D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 4, 2); // left
D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 8, 2); // right
D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 12, 4); // bottom
D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 18, 4); // top
D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 4, 2); // left
D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 8, 2); // right
D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 12, 4); // bottom
D3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 18, 4); // top
}
}
}
//==========================================================================
//
// D3DFB :: DoWindowedGamma
//
// Draws the render target texture to the real back buffer using a gamma-
// correcting pixel shader.
//
//==========================================================================
void D3DFB::DoWindowedGamma()
{
if (OldRenderTarget != NULL)
{
D3DDevice->SetRenderTarget(0, OldRenderTarget);
D3DDevice->SetStreamSource(0, VertexBuffer, 0, sizeof(FBVERTEX));
D3DDevice->SetFVF(D3DFVF_FBVERTEX);
SetTexture(0, WindowedRenderTexture);
SetPixelShader(GammaFixerShader);
SetAlphaBlend(FALSE);
D3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
OldRenderTarget = NULL;
}
}
@ -804,9 +960,9 @@ void D3DFB::UploadPalette ()
BYTE *pix = (BYTE *)lockrect.pBits;
for (i = 0; i < 256; ++i, pix += 4)
{
pix[0] = GammaTable[SourcePalette[i].b];
pix[1] = GammaTable[SourcePalette[i].g];
pix[2] = GammaTable[SourcePalette[i].r];
pix[0] = SourcePalette[i].b;
pix[1] = SourcePalette[i].g;
pix[2] = SourcePalette[i].r;
pix[3] = (i == 0 ? 0 : 255);
// To let masked textures work, the first palette entry's alpha is 0.
}
@ -909,13 +1065,22 @@ void D3DFB::SetBlendingRect(int x1, int y1, int x2, int y2)
//
//==========================================================================
D3DTex::D3DTex(FTexture *tex, IDirect3DDevice9 *D3DDevice)
D3DTex::D3DTex(FTexture *tex, D3DFB *fb)
{
// Attach to the texture list for the D3DFB
Next = fb->Textures;
if (Next != NULL)
{
Next->Prev = &Next;
}
Prev = &fb->Textures;
fb->Textures = this;
GameTex = tex;
Tex = NULL;
IsGray = false;
Create(D3DDevice);
Create(fb->D3DDevice);
}
//==========================================================================
@ -931,6 +1096,17 @@ D3DTex::~D3DTex()
Tex->Release();
Tex = NULL;
}
// Detach from the texture list
*Prev = Next;
if (Next != NULL)
{
Next->Prev = Prev;
}
// Remove link from the game texture
if (GameTex != NULL)
{
GameTex->Native = NULL;
}
}
//==========================================================================
@ -1080,6 +1256,15 @@ D3DPal::D3DPal(FRemapTable *remap, D3DFB *fb)
{
int count;
// Attach to the palette list for the D3DFB
Next = fb->Palettes;
if (Next != NULL)
{
Next->Prev = &Next;
}
Prev = &fb->Palettes;
fb->Palettes = this;
// Palette textures must be 256 entries for Shader Model 1.4
if (fb->SM14)
{
@ -1119,6 +1304,17 @@ D3DPal::~D3DPal()
Tex->Release();
Tex = NULL;
}
// Detach from the palette list
*Prev = Next;
if (Next != NULL)
{
Next->Prev = Prev;
}
// Remove link from the remap table
if (Remap != NULL)
{
Remap->Native = NULL;
}
}
//==========================================================================
@ -1145,16 +1341,10 @@ bool D3DPal::Update()
pal = Remap->Palette;
// Should I allow the source palette to specify alpha values?
buff[0] = D3DCOLOR_ARGB(0,
static_cast<D3DFB *>(screen)->GammaTable[pal[0].r],
static_cast<D3DFB *>(screen)->GammaTable[pal[0].g],
static_cast<D3DFB *>(screen)->GammaTable[pal[0].b]);
buff[0] = D3DCOLOR_ARGB(0, pal[0].r, pal[0].g, pal[0].b);
for (int i = 1; i < Remap->NumEntries; ++i)
{
buff[i] = D3DCOLOR_XRGB(
static_cast<D3DFB *>(screen)->GammaTable[pal[i].r],
static_cast<D3DFB *>(screen)->GammaTable[pal[i].g],
static_cast<D3DFB *>(screen)->GammaTable[pal[i].b]);
buff[i] = D3DCOLOR_XRGB(pal[i].r, pal[i].g, pal[i].b);
}
Tex->UnlockRect(0);
return true;
@ -1169,11 +1359,13 @@ bool D3DPal::Update()
//
//==========================================================================
void D3DFB::Begin2D()
CVAR(Bool,test2d,true,0)
bool D3DFB::Begin2D()
{
if (!test2d) return false;
if (In2D)
{
return;
return true;
}
In2D = 1;
Update();
@ -1181,6 +1373,8 @@ void D3DFB::Begin2D()
// Set default state for 2D rendering.
SetAlphaBlend(TRUE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
return true;
}
//==========================================================================
@ -1193,7 +1387,7 @@ void D3DFB::Begin2D()
FNativeTexture *D3DFB::CreateTexture(FTexture *gametex)
{
D3DTex *tex = new D3DTex(gametex, D3DDevice);
D3DTex *tex = new D3DTex(gametex, this);
if (tex->Tex == NULL)
{
delete tex;
@ -1208,8 +1402,6 @@ FNativeTexture *D3DFB::CreateTexture(FTexture *gametex)
//
// Returns a native texture that contains a palette.
//
// Pre: count is a power of 2
//
//==========================================================================
FNativeTexture *D3DFB::CreatePalette(FRemapTable *remap)
@ -1379,7 +1571,7 @@ void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, int x, int y, uint32 tags_fi
{ x0, y1, 0.5f, 1.f, u0, v1 }
};
if (!SetStyle(parms))
if (!SetStyle(tex, parms))
{
return;
}
@ -1396,8 +1588,9 @@ void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, int x, int y, uint32 tags_fi
//
//==========================================================================
bool D3DFB::SetStyle(DrawParms &parms)
bool D3DFB::SetStyle(D3DTex *tex, DrawParms &parms)
{
D3DFORMAT fmt = tex->GetTexFormat();
ERenderStyle style = parms.style;
D3DBLEND fglevel, bglevel;
float alpha;
@ -1476,7 +1669,15 @@ bool D3DFB::SetStyle(DrawParms &parms)
{
SetAlphaBlend(FALSE);
SetColorOverlay(parms.colorOverlay, 1);
SetPaletteTexture(PaletteTexture, 256);
if (fmt == D3DFMT_L8 && !tex->IsGray)
{
SetPaletteTexture(PaletteTexture, 256);
SetPixelShader(PalTexShader);
}
else
{
SetPixelShader(PlainShader);
}
}
else
{
@ -1484,21 +1685,44 @@ bool D3DFB::SetStyle(DrawParms &parms)
if (!stencilling)
{
if (parms.remap != NULL)
if (fmt == D3DFMT_L8)
{
D3DPal *pal = reinterpret_cast<D3DPal *>(parms.remap->GetNative());
SetPaletteTexture(pal->Tex, pal->RoundedPaletteSize);
if (parms.remap != NULL)
{
D3DPal *pal = reinterpret_cast<D3DPal *>(parms.remap->GetNative());
SetPaletteTexture(pal->Tex, pal->RoundedPaletteSize);
}
else if (tex->IsGray)
{
SetPixelShader(PlainShader);
}
else
{
SetPaletteTexture(PaletteTexture, 256);
}
SetPixelShader(PalTexShader);
}
else
{
SetPaletteTexture(PaletteTexture, 256);
SetPixelShader(PlainShader);
}
SetColorOverlay(parms.colorOverlay, alpha);
}
else
{
SetConstant(1, RPART(parms.fillcolor)/255.f, GPART(parms.fillcolor)/255.f, BPART(parms.fillcolor)/255.f, alpha);
SetPaletteTexture(StencilPaletteTexture, 256);
SetConstant(1,
RPART(parms.fillcolor)/255.f,
GPART(parms.fillcolor)/255.f,
BPART(parms.fillcolor)/255.f, alpha);
if (fmt == D3DFMT_L8)
{
SetPaletteTexture(StencilPaletteTexture, 256);
SetPixelShader(PalTexShader);
}
else
{
SetPixelShader(PlainStencilShader);
}
}
}
return true;
@ -1591,7 +1815,7 @@ void D3DFB::SetTexture(int tnum, IDirect3DTexture9 *texture)
void D3DFB::SetPaletteTexture(IDirect3DTexture9 *texture, int count)
{
if (SM14)
if (count == 256 || SM14)
{
// Shader Model 1.4 only uses 256-color palettes.
SetConstant(2, 255 / 256.f, 0.5f / 256.f, 0, 0);

View file

@ -1,7 +1,7 @@
#define HLSL_SOURCE_CODE 0
#define SHADER_ASSEMBLY_CODE 0
// A paletted texture shader
// A paletted texture shader ------------------------------------------------
#if HLSL_SOURCE_CODE
// Technically, Palette only needs to be a sampler1D, but that
@ -114,7 +114,7 @@ const DWORD PalTexShader20Def[] =
0x0000ffff
};
// A texture that doesn't look up colors from a palette.
// A shader that doesn't look up colors from a palette. ---------------------
// Can be used for RGB textures.
#if HLSL_SOURCE_CODE
@ -172,7 +172,63 @@ const DWORD PlainShaderDef[] =
0xa0e40001, 0xa0e40000, 0x0000ffff
};
// A shader that just returns the value of c1
// A shader that returns the value of c1 for color --------------------------
// but keeps the texture's alpha.
#if HLSL_SOURCE_CODE
sampler2D Image : register(s0);
float4 StencilColor : register(c1);
float4 main (float2 texCoord : TEXCOORD0) : COLOR
{
float4 color = tex2D (Image, texCoord);
color.rgb = StencilColor.rgb;
return color;
}
#elif SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// fxc plainstencil.ps /Tps_1_1 /VnPlainStencilDef /Fh
//
//
// Parameters:
//
// sampler2D Image;
// float4 StencilColor;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// StencilColor c1 1
// Image s0 1
//
ps_1_1
tex t0
mov r0.xyz, c1
+ mov r0.w, t0.w
// approximately 2 instruction slots used (1 texture, 1 arithmetic)
#endif
const DWORD PlainStencilDef[] =
{
0xffff0101, 0x002ffffe, 0x42415443, 0x0000001c, 0x00000083, 0xffff0101,
0x00000002, 0x0000001c, 0x00000100, 0x0000007c, 0x00000044, 0x00000003,
0x00000001, 0x0000004c, 0x00000000, 0x0000005c, 0x00010002, 0x00020001,
0x0000006c, 0x00000000, 0x67616d49, 0xabab0065, 0x000c0004, 0x00010001,
0x00000001, 0x00000000, 0x6e657453, 0x436c6963, 0x726f6c6f, 0xababab00,
0x00030001, 0x00040001, 0x00000001, 0x00000000, 0x315f7370, 0x4d00315f,
0x6f726369, 0x74666f73, 0x29522820, 0x44334420, 0x53203958, 0x65646168,
0x6f432072, 0x6c69706d, 0x39207265, 0x2e35312e, 0x2e393737, 0x30303030,
0xababab00, 0x00000042, 0xb00f0000, 0x00000001, 0x80070000, 0xa0e40001,
0x40000001, 0x80080000, 0xb0ff0000, 0x0000ffff
};
// A shader that just returns the value of c1 -------------------------------
#if HLSL_SOURCE_CODE
float4 Color : register(c1);
@ -216,3 +272,70 @@ const DWORD DimShaderDef[] =
0x6c69706d, 0x39207265, 0x2e35312e, 0x2e393737, 0x30303030, 0xababab00,
0x00000001, 0x800f0000, 0xa0e40001, 0x0000ffff
};
// A shader that just corrects gamma for windowed mode ----------------------
#if HLSL_SOURCE_CODE
sampler2D Image : register(s0);
float4 Gamma : register(c4);
float4 main (float2 texCoord : TEXCOORD0) : COLOR
{
float4 color = tex2D (Image, texCoord);
color.xyz = pow(color.xyz, Gamma.xyz);
return color;
}
#elif SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// fxc gammafixer.ps /Tps_2_0 /VnGammaFixerDef /Fh
//
//
// Parameters:
//
// float4 Gamma;
// sampler2D Image;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// Gamma c4 1
// Image s0 1
//
ps_2_0
dcl t0.xy
dcl_2d s0
texld r0, t0, s0
log r0.x, r0.x
log r0.y, r0.y
log r0.z, r0.z
mul r0.xyz, r0, c4
exp r0.x, r0.x
exp r0.y, r0.y
exp r0.z, r0.z
mov oC0, r0
// approximately 9 instruction slots used (1 texture, 8 arithmetic)
#endif
const DWORD GammaFixerDef[] =
{
0xffff0200, 0x002dfffe, 0x42415443, 0x0000001c, 0x0000007b, 0xffff0200,
0x00000002, 0x0000001c, 0x00000100, 0x00000074, 0x00000044, 0x00040002,
0x00020001, 0x0000004c, 0x00000000, 0x0000005c, 0x00000003, 0x00000001,
0x00000064, 0x00000000, 0x6d6d6147, 0xabab0061, 0x00030001, 0x00040001,
0x00000001, 0x00000000, 0x67616d49, 0xabab0065, 0x000c0004, 0x00010001,
0x00000001, 0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73,
0x29522820, 0x44334420, 0x53203958, 0x65646168, 0x6f432072, 0x6c69706d,
0x39207265, 0x2e35312e, 0x2e393737, 0x30303030, 0xababab00, 0x0200001f,
0x80000000, 0xb0030000, 0x0200001f, 0x90000000, 0xa00f0800, 0x03000042,
0x800f0000, 0xb0e40000, 0xa0e40800, 0x0200000f, 0x80010000, 0x80000000,
0x0200000f, 0x80020000, 0x80550000, 0x0200000f, 0x80040000, 0x80aa0000,
0x03000005, 0x80070000, 0x80e40000, 0xa0e40004, 0x0200000e, 0x80010000,
0x80000000, 0x0200000e, 0x80020000, 0x80550000, 0x0200000e, 0x80040000,
0x80aa0000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff
};

View file

@ -2,7 +2,7 @@
** win32iface.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
@ -233,7 +233,7 @@ public:
bool PaintToWindow ();
void SetVSync (bool vsync);
void SetBlendingRect (int x1, int y1, int x2, int y2);
void Begin2D ();
bool Begin2D ();
FNativeTexture *CreateTexture (FTexture *gametex);
FNativeTexture *CreatePalette (FRemapTable *remap);
void STACK_ARGS DrawTextureV (FTexture *img, int x, int y, uint32 tag, va_list tags);
@ -242,10 +242,14 @@ public:
HRESULT GetHR ();
private:
friend class D3DTex;
friend class D3DPal;
bool CreateResources();
void ReleaseResources();
bool CreateFBTexture();
bool CreatePaletteTexture();
bool CreateGrayPaletteTexture();
bool CreateStencilPaletteTexture();
bool CreateShadedPaletteTexture();
bool CreateVertexes();
@ -253,9 +257,13 @@ private:
void FillPresentParameters (D3DPRESENT_PARAMETERS *pp, bool fullscreen, bool vsync);
bool UploadVertices();
bool Reset();
void KillNativePals();
void KillNativeTexs();
void KillNativeNonPalettedTexs();
void Draw3DPart();
bool SetStyle(DCanvas::DrawParms &parms);
bool SetStyle(D3DTex *tex, DCanvas::DrawParms &parms);
void SetColorOverlay(DWORD color, float alpha);
void DoWindowedGamma();
// State
void SetAlphaBlend(BOOL enabled, D3DBLEND srcblend=D3DBLEND(0), D3DBLEND destblend=D3DBLEND(0));
@ -271,7 +279,6 @@ private:
IDirect3DPixelShader9 *CurPixelShader;
IDirect3DTexture9 *Texture[2];
BYTE GammaTable[256];
PalEntry SourcePalette[256];
float FlashConstants[2][4];
PalEntry FlashColor;
@ -289,20 +296,24 @@ private:
bool UseBlendingRect;
int In2D;
bool SM14;
D3DPal *Palettes;
D3DTex *Textures;
IDirect3DDevice9 *D3DDevice;
IDirect3DVertexBuffer9 *VertexBuffer;
IDirect3DTexture9 *FBTexture;
IDirect3DTexture9 *WindowedRenderTexture;
IDirect3DTexture9 *PaletteTexture;
IDirect3DTexture9 *StencilPaletteTexture;
IDirect3DTexture9 *ShadedPaletteTexture;
IDirect3DPixelShader9 *PalTexShader;
IDirect3DPixelShader9 *PlainShader;
IDirect3DPixelShader9 *PlainStencilShader;
IDirect3DPixelShader9 *DimShader;
IDirect3DPixelShader9 *GammaFixerShader;
IDirect3DSurface9 *OldRenderTarget;
D3DFB() {}
friend class D3DPal;
};
#if 0