- implemented better aspect ratio control for fullscreen images.

Due to backwards compatibility needs and for flexibility this needs to be controlled by a gameinfo setting (fullscreenautoaspect):

0: Treat all images as having an aspect ratio of 4:3, this is the default for compatibility reasons
1: Scale all images to fit the screen, i.e. either pillarbox or letterbox them.
2: Scale all images to fill the screen.
3: Scale all images so that the center 4:3 area is always fully visible. This is the recommended mode for 16:9 images designed to be shown with the sides being cropped on narrower displays.

A new DTA_ tag - DTA_FullscreenEx also exists which allows specifying the scale mode directly
This commit is contained in:
Christoph Oelckers 2020-03-15 09:27:02 +01:00
parent 2edbbac759
commit db5efddf12
5 changed files with 64 additions and 76 deletions

View file

@ -116,6 +116,7 @@ const char* GameInfoBorders[] =
NULL
};
#define GAMEINFOKEY_CSTRING(key, variable, length) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
@ -382,6 +383,7 @@ void FMapInfoParser::ParseGameInfo()
GAMEINFOKEY_DOUBLE(telefogheight, "telefogheight")
GAMEINFOKEY_DOUBLE(gibfactor, "gibfactor")
GAMEINFOKEY_INT(defKickback, "defKickback")
GAMEINFOKEY_INT(fullscreenautoaspect, "fullscreenautoaspect")
GAMEINFOKEY_STRING(SkyFlatName, "SkyFlatName")
GAMEINFOKEY_STRING(translator, "translator")
GAMEINFOKEY_COLOR(pickupcolor, "pickupcolor")

View file

@ -204,6 +204,7 @@ struct gameinfo_t
int berserkpic;
double normforwardmove[2];
double normsidemove[2];
int fullscreenautoaspect = 3;
const char *GetFinalePage(unsigned int num) const;
};

View file

@ -375,8 +375,48 @@ bool DFrameBuffer::SetTextureParms(DrawParms *parms, FTexture *img, double xx, d
break;
case DTA_Fullscreen:
case DTA_FullscreenEx:
{
double aspect;
double srcwidth = img->GetDisplayWidthDouble();
double srcheight = img->GetDisplayHeightDouble();
int autoaspect = parms->fsscalemode;
aspect = autoaspect == 0 || (srcwidth == 320 && srcheight == 200) || (srcwidth == 640 && srcheight == 200)? 1.333 : srcwidth / srcheight;
parms->x = parms->y = 0;
break;
parms->keepratio = true;
auto screenratio = ActiveRatio(GetWidth(), GetHeight());
if (autoaspect == 3)
{
if (screenratio >= aspect || aspect < 1.4) autoaspect = 1; // screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxes if the screen is taller than the image
else if (screenratio > 1.32) autoaspect = 2; // on anything 4:3 and wider crop the sides of the image.
else
{
// special case: Crop image to 4:3 and then letterbox this. This avoids too much cropping on narrow windows.
double width4_3 = srcheight * (4. / 3.);
parms->destwidth = (double)GetWidth() * srcwidth / width4_3;
parms->destheight = GetHeight() * screenratio * (3. / 4.); // use 4:3 for the image
parms->y = (GetHeight() - parms->destheight) / 2;
parms->x = -(srcwidth - width4_3) / 2;
return false; // Do not call VirtualToRealCoords for this!
}
}
if ((screenratio > aspect) ^ (autoaspect == 2))
{
// pillarboxed or vertically cropped (i.e. scale to height)
parms->destheight = GetHeight();
parms->destwidth =GetWidth() * aspect / screenratio;
parms->x = (GetWidth() - parms->destwidth) / 2;
}
else
{
// letterboxed or horizontally cropped (i.e. scale to width)
parms->destwidth = GetWidth();
parms->destheight = GetHeight() * screenratio / aspect;
parms->y = (GetHeight() - parms->destheight) / 2;
}
return false; // Do not call VirtualToRealCoords for this!
}
case DTA_HUDRules:
case DTA_HUDRulesC:
@ -667,12 +707,28 @@ bool DFrameBuffer::ParseDrawTextureTags(FTexture *img, double x, double y, uint3
break;
case DTA_Fullscreen:
boolval = ListGetInt(tags);
if (boolval)
{
assert(fortext == false);
if (img == NULL) return false;
parms->cleanmode = DTA_Fullscreen;
parms->fsscalemode = (uint8_t)gameinfo.fullscreenautoaspect;
parms->virtWidth = img->GetDisplayWidthDouble();
parms->virtHeight = img->GetDisplayHeightDouble();
}
break;
case DTA_FullscreenEx:
intval = ListGetInt(tags);
if (intval >= 0 && intval <= 3)
{
assert(fortext == false);
if (img == NULL) return false;
parms->cleanmode = DTA_Fullscreen;
parms->fsscalemode = (uint8_t)intval;
parms->virtWidth = img->GetDisplayWidthDouble();
parms->virtHeight = img->GetDisplayHeightDouble();
}

View file

@ -702,51 +702,6 @@ DEFINE_ACTION_FUNCTION(_Screen, GetAspectRatio)
ACTION_RETURN_FLOAT(ActiveRatio(screen->GetWidth(), screen->GetHeight(), nullptr));
}
// 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
// 3: 17:10
// 4: 5:4
// 5: 17:10 (redundant, never returned)
// 6: 21:9
int CheckRatio (int width, int height, int *trueratio)
{
float aspect = width / (float)height;
static std::pair<float, int> ratioTypes[] =
{
{ 21 / 9.0f , 6 },
{ 16 / 9.0f , 1 },
{ 17 / 10.0f , 3 },
{ 16 / 10.0f , 2 },
{ 4 / 3.0f , 0 },
{ 5 / 4.0f , 4 },
{ 0.0f, 0 }
};
int ratio = ratioTypes[0].second;
float distance = fabs(ratioTypes[0].first - aspect);
for (int i = 1; ratioTypes[i].first != 0.0f; i++)
{
float d = fabs(ratioTypes[i].first - aspect);
if (d < distance)
{
ratio = ratioTypes[i].second;
distance = d;
}
}
int fakeratio = ActiveFakeRatio(width, height);
if (fakeratio == -1)
fakeratio = ratio;
if (trueratio)
*trueratio = ratio;
return fakeratio;
}
int AspectBaseWidth(float aspect)
{
return (int)round(240.0f * aspect * 3.0f);
@ -781,32 +736,6 @@ bool AspectTallerThanWide(float aspect)
return aspect < 1.333f;
}
void ScaleWithAspect (int &w, int &h, int Width, int Height)
{
int resRatio = CheckRatio (Width, Height);
int screenRatio;
CheckRatio (w, h, &screenRatio);
if (resRatio == screenRatio)
return;
double yratio;
switch(resRatio)
{
case 0: yratio = 4./3.; break;
case 1: yratio = 16./9.; break;
case 2: yratio = 16./10.; break;
case 3: yratio = 17./10.; break;
case 4: yratio = 5./4.; break;
case 6: yratio = 21./9.; break;
default: return;
}
double y = w/yratio;
if (y > h)
w = static_cast<int>(h * yratio);
else
h = static_cast<int>(y);
}
CCMD(vid_setsize)
{
if (argv.argc() < 3)

View file

@ -240,6 +240,8 @@ enum
DTA_Burn, // activates the burn shader for this element
DTA_Spacing, // Strings only: Additional spacing between characters
DTA_Monospace, // Fonts only: Use a fixed distance between characters.
DTA_FullscreenEx,
};
enum EMonospacing : int
@ -303,9 +305,10 @@ struct DrawParms
int maxstrlen;
bool fortext;
bool virtBottom;
bool burn;
uint8_t fsscalemode;
double srcx, srcy;
double srcwidth, srcheight;
bool burn;
};
struct Va_List
@ -621,8 +624,6 @@ FString V_GetColorStringByName (const char *name, FScriptPosition *sc = nullptr)
int V_GetColor (const uint32_t *palette, const char *str, FScriptPosition *sc = nullptr);
int V_GetColor(const uint32_t *palette, FScanner &sc);
int CheckRatio (int width, int height, int *trueratio=NULL);
static inline int CheckRatio (double width, double height) { return CheckRatio(int(width), int(height)); }
inline bool IsRatioWidescreen(int ratio) { return (ratio & 3) != 0; }
float ActiveRatio (int width, int height, float *trueratio = NULL);
@ -633,7 +634,6 @@ int AspectBaseHeight(float aspect);
double AspectPspriteOffset(float aspect);
int AspectMultiplier(float aspect);
bool AspectTallerThanWide(float aspect);
void ScaleWithAspect(int &w, int &h, int Width, int Height);
int GetUIScale(int altval);
int GetConScale(int altval);