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https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 07:12:02 +00:00
- use the Dim function to draw the palette tester.
This looks better, consumes less resources and removes one ugly special texture from the engine.
This commit is contained in:
parent
33ee0f3c27
commit
ed856085f4
3 changed files with 24 additions and 164 deletions
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@ -1020,7 +1020,6 @@ set (PCH_SOURCES
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v_font.cpp
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v_framebuffer.cpp
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v_palette.cpp
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v_paltest.cpp
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v_pfx.cpp
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v_text.cpp
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v_video.cpp
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@ -59,8 +59,6 @@ EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Int, screenblocks)
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void V_DrawPaletteTester(int pal);
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//==========================================================================
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//
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// DCanvas :: CalcGamma
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@ -182,6 +180,30 @@ void DFrameBuffer::SetSize(int width, int height)
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Height = ViewportScaledHeight(width, height);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void V_DrawPaletteTester(int paletteno)
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{
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int blocksize = screen->GetHeight() / 50;
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int t = paletteno;
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int k = 0;
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for (int i = 0; i < 16; ++i)
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{
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for (int j = 0; j < 16; ++j)
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{
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int palindex = (t > 1) ? translationtables[TRANSLATION_Standard][t - 2]->Remap[k] : k;
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PalEntry pe = GPalette.BaseColors[palindex];
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k++;
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screen->Dim(pe, 1.f, j*blocksize, i*blocksize, blocksize, blocksize);
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}
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}
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}
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//==========================================================================
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//
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// DFrameBuffer :: DrawRateStuff
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@ -1,161 +0,0 @@
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/*
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 1999-2016 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "v_video.h"
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class FPaletteTester : public FTexture
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{
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public:
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FPaletteTester ();
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const uint8_t *GetPixels(FRenderStyle);
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bool CheckModified(FRenderStyle);
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void SetTranslation(int num);
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protected:
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uint8_t Pixels[16*16];
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int CurTranslation;
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int WantTranslation;
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void MakeTexture();
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};
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//==========================================================================
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//
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// FPaleteTester Constructor
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//
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// This is just a 16x16 image with every possible color value.
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//
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//==========================================================================
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FPaletteTester::FPaletteTester()
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{
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Width = 16;
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Height = 16;
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WidthBits = 4;
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HeightBits = 4;
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WidthMask = 15;
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CurTranslation = 0;
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WantTranslation = 1;
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MakeTexture();
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}
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//==========================================================================
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//
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// FPaletteTester :: CheckModified
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//
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//==========================================================================
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bool FPaletteTester::CheckModified(FRenderStyle)
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{
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return CurTranslation != WantTranslation;
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}
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//==========================================================================
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//
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// FPaletteTester :: SetTranslation
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//
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//==========================================================================
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void FPaletteTester::SetTranslation(int num)
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{
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if (num >= 1 && num <= 9)
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{
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WantTranslation = num;
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}
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}
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//==========================================================================
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//
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// FPaletteTester :: GetPixels
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//
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//==========================================================================
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const uint8_t *FPaletteTester::GetPixels (FRenderStyle)
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{
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if (CurTranslation != WantTranslation)
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{
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MakeTexture();
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}
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return Pixels;
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}
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//==========================================================================
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//
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// FPaletteTester :: MakeTexture
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//
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//==========================================================================
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void FPaletteTester::MakeTexture()
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{
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int i, j, k, t;
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uint8_t *p;
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t = WantTranslation;
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p = Pixels;
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k = 0;
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for (i = 0; i < 16; ++i)
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{
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for (j = 0; j < 16; ++j)
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{
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*p++ = (t > 1) ? translationtables[TRANSLATION_Standard][t - 2]->Remap[k] : k;
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k += 16;
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}
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k -= 255;
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}
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CurTranslation = t;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void V_DrawPaletteTester(int paletteno)
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{
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// This used to just write the palette to the display buffer.
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// With hardware-accelerated 2D, that doesn't work anymore.
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// Drawing it as a texture does and continues to show how
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// well the PalTex shader is working.
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static FPaletteTester palette;
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int size = screen->GetHeight() < 800 ? 16 * 7 : 16 * 7 * 2;
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palette.SetTranslation(paletteno);
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screen->DrawTexture(&palette, 0, 0,
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DTA_DestWidth, size,
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DTA_DestHeight, size,
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DTA_Masked, false,
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TAG_DONE);
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}
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