// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Functions to draw patches (by post) directly to screen-> // Functions to blit a block to the screen-> // //----------------------------------------------------------------------------- #include #include "m_alloc.h" #include "i_system.h" #include "i_video.h" #include "r_local.h" #include "r_draw.h" #include "r_plane.h" #include "r_state.h" #include "doomdef.h" #include "doomdata.h" #include "doomstat.h" #include "c_console.h" #include "hu_stuff.h" #include "m_argv.h" #include "m_bbox.h" #include "m_swap.h" #include "m_menu.h" #include "i_video.h" #include "v_video.h" #include "v_text.h" #include "w_wad.h" #include "c_cvars.h" #include "c_dispatch.h" #include "cmdlib.h" #include "gi.h" #include "templates.h" #include "sbar.h" #include "hardware.h" #include "r_translate.h" #include "f_wipe.h" #include "m_png.h" IMPLEMENT_ABSTRACT_CLASS (DCanvas) IMPLEMENT_ABSTRACT_CLASS (DFrameBuffer) #if defined(_DEBUG) && defined(_M_IX86) #define DBGBREAK { __asm int 3 } #else #define DBGBREAK #endif class DDummyFrameBuffer : public DFrameBuffer { DECLARE_CLASS (DDummyFrameBuffer, DFrameBuffer); public: DDummyFrameBuffer (int width, int height) : DFrameBuffer (0, 0) { Width = width; Height = height; } bool Lock(bool buffered) { DBGBREAK; return false; } void Update() { DBGBREAK; } PalEntry *GetPalette() { DBGBREAK; return NULL; } void GetFlashedPalette(PalEntry palette[256]) { DBGBREAK; } void UpdatePalette() { DBGBREAK; } bool SetGamma(float gamma) { Gamma = gamma; return true; } bool SetFlash(PalEntry rgb, int amount) { DBGBREAK; return false; } void GetFlash(PalEntry &rgb, int &amount) { DBGBREAK; } int GetPageCount() { DBGBREAK; return 0; } bool IsFullscreen() { DBGBREAK; return 0; } #ifdef _WIN32 void PaletteChanged() {} int QueryNewPalette() { return 0; } #endif float Gamma; }; IMPLEMENT_ABSTRACT_CLASS (DDummyFrameBuffer) // SimpleCanvas is not really abstract, but this macro does not // try to generate a CreateNew() function. IMPLEMENT_ABSTRACT_CLASS (DSimpleCanvas) class FPaletteTester : public FTexture { public: FPaletteTester (); const BYTE *GetColumn(unsigned int column, const Span **spans_out); const BYTE *GetPixels(); void Unload(); bool CheckModified(); void SetTranslation(int num); protected: BYTE Pixels[16*16]; int CurTranslation; int WantTranslation; static const Span DummySpan[2]; void MakeTexture(); }; const FTexture::Span FPaletteTester::DummySpan[2] = { { 0, 16 }, { 0, 0 } }; int DisplayWidth, DisplayHeight, DisplayBits; FFont *SmallFont, *SmallFont2, *BigFont, *ConFont; extern "C" { DWORD Col2RGB8[65][256]; DWORD *Col2RGB8_LessPrecision[65]; DWORD Col2RGB8_Inverse[65][256]; BYTE RGB32k[32][32][32]; } static DWORD Col2RGB8_2[63][256]; // [RH] The framebuffer is no longer a mere byte array. // There's also only one, not four. DFrameBuffer *screen; CVAR (Int, vid_defwidth, 640, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Int, vid_defheight, 480, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Int, vid_defbits, 8, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Bool, vid_fps, false, 0) CVAR (Bool, ticker, false, 0) CVAR (Int, vid_showpalette, 0, 0) CUSTOM_CVAR (Bool, vid_vsync, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (screen != NULL) { screen->SetVSync (*self); } } CUSTOM_CVAR (Float, dimamount, 0.2f, CVAR_ARCHIVE) { if (self < 0.f) { self = 0.f; } else if (self > 1.f) { self = 1.f; } } CVAR (Color, dimcolor, 0xffd700, CVAR_ARCHIVE) // [RH] Set true when vid_setmode command has been executed bool setmodeneeded = false; // [RH] Resolution to change to when setmodeneeded is true int NewWidth, NewHeight, NewBits; // // V_MarkRect // void V_MarkRect (int x, int y, int width, int height) { } DCanvas *DCanvas::CanvasChain = NULL; //========================================================================== // // DCanvas Constructor // //========================================================================== DCanvas::DCanvas (int _width, int _height) { // Init member vars Buffer = NULL; Font = NULL; LockCount = 0; Width = _width; Height = _height; // Add to list of active canvases Next = CanvasChain; CanvasChain = this; } //========================================================================== // // DCanvas Destructor // //========================================================================== DCanvas::~DCanvas () { // Remove from list of active canvases DCanvas *probe = CanvasChain, **prev; prev = &CanvasChain; probe = CanvasChain; while (probe != NULL) { if (probe == this) { *prev = probe->Next; break; } prev = &probe->Next; probe = probe->Next; } } //========================================================================== // // DCanvas :: IsValid // //========================================================================== bool DCanvas::IsValid () { // A nun-subclassed DCanvas is never valid return false; } //========================================================================== // // DCanvas :: FlatFill // // Fill an area with a texture. If local_origin is false, then the origin // used for the wrapping is (0,0). Otherwise, (left,right) is used. // //========================================================================== void DCanvas::FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin) { int w = src->GetWidth(); int h = src->GetHeight(); // Repeatedly draw the texture, left-to-right, top-to-bottom. for (int y = local_origin ? top : (top / h * h); y < bottom; y += h) { for (int x = local_origin ? left : (left / w * w); x < right; x += w) { DrawTexture (src, x, y, DTA_ClipLeft, left, DTA_ClipRight, right, DTA_ClipTop, top, DTA_ClipBottom, bottom, DTA_TopOffset, 0, DTA_LeftOffset, 0, TAG_DONE); } } } //========================================================================== // // DCanvas :: Clear // // Set an area to a specified color. // //========================================================================== void DCanvas::Clear (int left, int top, int right, int bottom, int palcolor, uint32 color) { int x, y; BYTE *dest; if (left == right || top == bottom) { return; } assert(left < right); assert(top < bottom); if (palcolor < 0) { if (APART(color) != 255) { Dim(color, APART(color)/255.f, left, top, right - left, bottom - top); return; } // Quick check for black. if (color == MAKEARGB(255,0,0,0)) { palcolor = 0; } else { palcolor = ColorMatcher.Pick(RPART(color), GPART(color), BPART(color)); } } dest = Buffer + top * Pitch + left; x = right - left; for (y = top; y < bottom; y++) { memset(dest, palcolor, x); dest += Pitch; } } //========================================================================== // // DCanvas :: Dim // // Applies a colored overlay to the entire screen, with the opacity // determined by the dimamount cvar. // //========================================================================== void DCanvas::Dim (PalEntry color) { PalEntry dimmer; float amount = dimamount; if (gameinfo.gametype == GAME_Hexen && gamestate == GS_DEMOSCREEN) { // On the Hexen title screen, the default dimming is not // enough to make the menus readable. amount = MIN (1.f, amount*2.f); } dimmer = PalEntry(dimcolor); // Add the cvar's dimming on top of the color passed to the function if (color.a != 0) { float dim[4] = { color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f }; FBaseStatusBar::AddBlend (dimmer.r/255.f, dimmer.g/255.f, dimmer.b/255.f, amount, dim); dimmer = PalEntry (BYTE(dim[0]*255), BYTE(dim[1]*255), BYTE(dim[2]*255)); amount = dim[3]; } Dim (dimmer, amount, 0, 0, Width, Height); } //========================================================================== // // DCanvas :: Dim // // Applies a colored overlay to an area of the screen. // //========================================================================== void DCanvas::Dim (PalEntry color, float damount, int x1, int y1, int w, int h) { if (damount == 0.f) return; DWORD *bg2rgb; DWORD fg; int gap; BYTE *spot; int x, y; { int amount; amount = (int)(damount * 64); bg2rgb = Col2RGB8[64-amount]; fg = (((color.r * amount) >> 4) << 20) | ((color.g * amount) >> 4) | (((color.b * amount) >> 4) << 10); } spot = Buffer + x1 + y1*Pitch; gap = Pitch - w; for (y = h; y != 0; y--) { for (x = w; x != 0; x--) { DWORD bg; bg = bg2rgb[(*spot)&0xff]; bg = (fg+bg) | 0x1f07c1f; *spot = RGB32k[0][0][bg&(bg>>15)]; spot++; } spot += gap; } } //========================================================================== // // DCanvas :: UsesColormap // //========================================================================== bool DCanvas::UsesColormap() const { return true; } //========================================================================== // // DCanvas :: GetScreenshotBuffer // // Returns a buffer containing the most recently displayed frame. The // width and height of this buffer are the same as the canvas. // //========================================================================== void DCanvas::GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type) { Lock(true); buffer = GetBuffer(); pitch = GetPitch(); color_type = SS_PAL; } //========================================================================== // // DCanvas :: ReleaseScreenshotBuffer // // Releases the buffer obtained through GetScreenshotBuffer. These calls // must not be nested. // //========================================================================== void DCanvas::ReleaseScreenshotBuffer() { Unlock(); } //========================================================================== // // V_GetColorFromString // // Passed a string of the form "#RGB", "#RRGGBB", "R G B", or "RR GG BB", // returns a number representing that color. If palette is non-NULL, the // index of the best match in the palette is returned, otherwise the // RRGGBB value is returned directly. // //========================================================================== int V_GetColorFromString (const DWORD *palette, const char *cstr) { int c[3], i, p; char val[3]; val[2] = '\0'; // Check for HTML-style #RRGGBB or #RGB color string if (cstr[0] == '#') { size_t len = strlen (cstr); if (len == 7) { // Extract each eight-bit component into c[]. for (i = 0; i < 3; ++i) { val[0] = cstr[1 + i*2]; val[1] = cstr[2 + i*2]; c[i] = ParseHex (val); } } else if (len == 4) { // Extract each four-bit component into c[], expanding to eight bits. for (i = 0; i < 3; ++i) { val[1] = val[0] = cstr[1 + i]; c[i] = ParseHex (val); } } else { // Bad HTML-style; pretend it's black. c[2] = c[1] = c[0] = 0; } } else { // Treat it as a space-delemited hexadecimal string for (i = 0; i < 3; ++i) { // Skip leading whitespace while (*cstr <= ' ' && *cstr != '\0') { cstr++; } // Extract a component and convert it to eight-bit for (p = 0; *cstr > ' '; ++p, ++cstr) { if (p < 2) { val[p] = *cstr; } } if (p == 0) { c[i] = 0; } else { if (p == 1) { val[1] = val[0]; } c[i] = ParseHex (val); } } } if (palette) return ColorMatcher.Pick (c[0], c[1], c[2]); else return MAKERGB(c[0], c[1], c[2]); } //========================================================================== // // V_GetColorStringByName // // Searches for the given color name in x11r6rgb.txt and returns an // HTML-ish "#RRGGBB" string for it if found or the empty string if not. // //========================================================================== FString V_GetColorStringByName (const char *name) { FMemLump rgbNames; char *rgbEnd; char *rgb, *endp; int rgblump; int c[3], step; size_t namelen; if (Wads.GetNumLumps()==0) return FString(); rgblump = Wads.CheckNumForName ("X11R6RGB"); if (rgblump == -1) { Printf ("X11R6RGB lump not found\n"); return FString(); } rgbNames = Wads.ReadLump (rgblump); rgb = (char *)rgbNames.GetMem(); rgbEnd = rgb + Wads.LumpLength (rgblump); step = 0; namelen = strlen (name); while (rgb < rgbEnd) { // Skip white space if (*rgb <= ' ') { do { rgb++; } while (rgb < rgbEnd && *rgb <= ' '); } else if (step == 0 && *rgb == '!') { // skip comment lines do { rgb++; } while (rgb < rgbEnd && *rgb != '\n'); } else if (step < 3) { // collect RGB values c[step++] = strtoul (rgb, &endp, 10); if (endp == rgb) { break; } rgb = endp; } else { // Check color name endp = rgb; // Find the end of the line while (endp < rgbEnd && *endp != '\n') endp++; // Back up over any whitespace while (endp > rgb && *endp <= ' ') endp--; if (endp == rgb) { break; } size_t checklen = ++endp - rgb; if (checklen == namelen && strnicmp (rgb, name, checklen) == 0) { FString descr; descr.Format ("#%02x%02x%02x", c[0], c[1], c[2]); return descr; } rgb = endp; step = 0; } } if (rgb < rgbEnd) { Printf ("X11R6RGB lump is corrupt\n"); } return FString(); } //========================================================================== // // V_GetColor // // Works like V_GetColorFromString(), but also understands X11 color names. // //========================================================================== int V_GetColor (const DWORD *palette, const char *str) { FString string = V_GetColorStringByName (str); int res; if (!string.IsEmpty()) { res = V_GetColorFromString (palette, string); } else { res = V_GetColorFromString (palette, str); } return res; } //========================================================================== // // 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[r][g][b] = ColorMatcher.Pick ((r<<3)|(r>>2), (g<<3)|(g>>2), (b<<3)|(b>>2)); 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; } } //========================================================================== // // DCanvas :: CalcGamma // //========================================================================== void DCanvas::CalcGamma (float gamma, BYTE gammalookup[256]) { // I found this formula on the web at // , // but that page no longer exits. double invgamma = 1.f / gamma; int i; for (i = 0; i < 256; i++) { gammalookup[i] = (BYTE)(255.0 * pow (i / 255.0, invgamma)); } } //========================================================================== // // DSimpleCanvas Constructor // // A simple canvas just holds a buffer in main memory. // //========================================================================== DSimpleCanvas::DSimpleCanvas (int width, int height) : DCanvas (width, height) { // Making the pitch a power of 2 is very bad for performance // Try to maximize the number of cache lines that can be filled // for each column drawing operation by making the pitch slightly // longer than the width. The values used here are all based on // empirical evidence. if (width <= 640) { // 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]; memset (MemBuffer, 0, Pitch * height); } //========================================================================== // // DSimpleCanvas Destructor // //========================================================================== DSimpleCanvas::~DSimpleCanvas () { if (MemBuffer != NULL) { delete[] MemBuffer; MemBuffer = NULL; } } //========================================================================== // // DSimpleCanvas :: IsValid // //========================================================================== bool DSimpleCanvas::IsValid () { return (MemBuffer != NULL); } //========================================================================== // // DSimpleCanvas :: Lock // //========================================================================== bool DSimpleCanvas::Lock () { if (LockCount == 0) { Buffer = MemBuffer; } LockCount++; return false; // System surfaces are never lost } //========================================================================== // // DSimpleCanvas :: Unlock // //========================================================================== void DSimpleCanvas::Unlock () { if (--LockCount <= 0) { LockCount = 0; Buffer = NULL; // Enforce buffer access only between Lock/Unlock } } //========================================================================== // // DFrameBuffer Constructor // // A frame buffer canvas is the most common and represents the image that // gets drawn to the screen. // //========================================================================== DFrameBuffer::DFrameBuffer (int width, int height) : DSimpleCanvas (width, height) { LastMS = LastSec = FrameCount = LastCount = LastTic = 0; Accel2D = false; } //========================================================================== // // DFrameBuffer :: DrawRateStuff // // Draws the fps counter, dot ticker, and palette debug. // //========================================================================== void DFrameBuffer::DrawRateStuff () { // Draws frame time and cumulative fps if (vid_fps) { DWORD ms = I_MSTime (); DWORD howlong = ms - LastMS; if (howlong >= 0) { char fpsbuff[40]; int chars; int rate_x; chars = sprintf (fpsbuff, "%2u ms (%3u fps)", howlong, LastCount); rate_x = Width - chars * 8; Clear (rate_x, 0, Width, 8, 0, 0); SetFont (ConFont); DrawText (CR_WHITE, rate_x, 0, (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(); LastTic = i; if (tics > 20) tics = 20; // Buffer can be NULL if we're doing hardware accelerated 2D if (buffer != NULL) { buffer += (GetHeight()-1)*GetPitch(); for (i = 0; i < tics*2; i += 2) buffer[i] = 0xff; for ( ; i < 20*2; i += 2) buffer[i] = 0x00; } else { for (i = 0; i < tics*2; i += 2) Clear(i, Height-1, i+1, Height, 255, 0); for ( ; i < 20*2; i += 2) Clear(i, Height-1, i+1, Height, 0, 0); } } // draws the palette for debugging if (vid_showpalette) { // This used to just write the palette to the display buffer. // With hardware-accelerated 2D, that doesn't work anymore. // Drawing it as a texture does and continues to show how // well the PalTex shader is working. static FPaletteTester palette; palette.SetTranslation(vid_showpalette); DrawTexture(&palette, 0, 0, DTA_DestWidth, 16*7, DTA_DestHeight, 16*7, DTA_Masked, false, TAG_DONE); } } //========================================================================== // // FPaleteTester Constructor // // This is just a 16x16 image with every possible color value. // //========================================================================== FPaletteTester::FPaletteTester() { Width = 16; Height = 16; WidthBits = 4; HeightBits = 4; WidthMask = 15; CurTranslation = 0; WantTranslation = 1; MakeTexture(); } //========================================================================== // // FPaletteTester :: CheckModified // //========================================================================== bool FPaletteTester::CheckModified() { return CurTranslation != WantTranslation; } //========================================================================== // // FPaletteTester :: SetTranslation // //========================================================================== void FPaletteTester::SetTranslation(int num) { if (num >= 1 && num <= 9) { WantTranslation = num; } } //========================================================================== // // FPaletteTester :: Unload // //========================================================================== void FPaletteTester::Unload() { } //========================================================================== // // FPaletteTester :: GetColumn // //========================================================================== const BYTE *FPaletteTester::GetColumn (unsigned int column, const Span **spans_out) { if (CurTranslation != WantTranslation) { MakeTexture(); } column &= 15; if (spans_out != NULL) { *spans_out = DummySpan; } return Pixels + column*16; } //========================================================================== // // FPaletteTester :: GetPixels // //========================================================================== const BYTE *FPaletteTester::GetPixels () { if (CurTranslation != WantTranslation) { MakeTexture(); } return Pixels; } //========================================================================== // // FPaletteTester :: MakeTexture // //========================================================================== void FPaletteTester::MakeTexture() { int i, j, k, t; BYTE *p; t = WantTranslation; p = Pixels; k = 0; for (i = 0; i < 16; ++i) { for (j = 0; j < 16; ++j) { *p++ = (t > 1) ? translationtables[TRANSLATION_Standard][t - 2]->Remap[k] : k; k += 16; } k -= 255; } CurTranslation = t; } //========================================================================== // // DFrameBuffer :: CopyFromBuff // // Copies pixels from main memory to video memory. This is only used by // DDrawFB. // //========================================================================== 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; } } } //========================================================================== // // DFrameBuffer :: SetVSync // // Turns vertical sync on and off, if supported. // //========================================================================== void DFrameBuffer::SetVSync (bool vsync) { } //========================================================================== // // DFrameBuffer :: SetBlendingRect // // Defines the area of the screen containing the 3D view. // //========================================================================== void DFrameBuffer::SetBlendingRect (int x1, int y1, int x2, int y2) { } //========================================================================== // // DFrameBuffer :: Begin2D // // Signal that 3D rendering is complete, and the rest of the operations on // the canvas until Unlock() will be 2D ones. // //========================================================================== bool DFrameBuffer::Begin2D (bool copy3d) { return false; } //========================================================================== // // DFrameBuffer :: CreateTexture // // Creates a native texture for a game texture, if supported. // //========================================================================== FNativeTexture *DFrameBuffer::CreateTexture(FTexture *gametex, bool wrapping) { return NULL; } //========================================================================== // // DFrameBuffer :: CreatePalette // // Creates a native palette from a remap table, if supported. // //========================================================================== FNativePalette *DFrameBuffer::CreatePalette(FRemapTable *remap) { return NULL; } //========================================================================== // // DFrameBuffer :: WipeStartScreen // // Grabs a copy of the screen currently displayed to serve as the initial // frame of a screen wipe. Also determines which screenwipe will be // performed. // //========================================================================== bool DFrameBuffer::WipeStartScreen(int type) { return wipe_StartScreen(type); } //========================================================================== // // DFrameBuffer :: WipeEndScreen // // Grabs a copy of the most-recently drawn, but not yet displayed, screen // to serve as the final frame of a screen wipe. // //========================================================================== void DFrameBuffer::WipeEndScreen() { wipe_EndScreen(); Unlock(); } //========================================================================== // // DFrameBuffer :: WipeDo // // Draws one frame of a screenwipe. Should be called no more than 35 // times per second. If called less than that, ticks indicates how many // ticks have passed since the last call. // //========================================================================== bool DFrameBuffer::WipeDo(int ticks) { Lock(true); return wipe_ScreenWipe(ticks); } //========================================================================== // // DFrameBuffer :: WipeCleanup // //========================================================================== void DFrameBuffer::WipeCleanup() { wipe_Cleanup(); } //=========================================================================== // // multi-format pixel copy with colormap application // requires one of the previously defined conversion classes to work // //=========================================================================== template void iCopyColors(BYTE *pout, const BYTE *pin, int count, int step) { for(int i=0;i, iCopyColors, iCopyColors, iCopyColors, iCopyColors, iCopyColors, iCopyColors, iCopyColors, iCopyColors }; //=========================================================================== // // Clips the copy area for CopyPixelData functions // //=========================================================================== bool DFrameBuffer::ClipCopyPixelRect(int texwidth, int texheight, int &originx, int &originy, const BYTE *&patch, int &srcwidth, int &srcheight, int step_x, int step_y) { // clip source rectangle to destination if (originx<0) { srcwidth+=originx; patch-=originx*step_x; originx=0; if (srcwidth<=0) return false; } if (originx+srcwidth>texwidth) { srcwidth=texwidth-originx; if (srcwidth<=0) return false; } if (originy<0) { srcheight+=originy; patch-=originy*step_y; originy=0; if (srcheight<=0) return false; } if (originy+srcheight>texheight) { srcheight=texheight-originy; if (srcheight<=0) return false; } return true; } //=========================================================================== // // True Color texture copy function // //=========================================================================== 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(texpitch/4, texheight, originx, originy, patch, srcwidth, srcheight, step_x, step_y)) { buffer+=4*originx + texpitch*originy; for (int y=0;y(buffer[pos+3] + (( 255-buffer[pos+3]) * (255-palette[v].a))/255, 0, 255); } } } } } //=========================================================================== // // Render the view // //=========================================================================== void DFrameBuffer::RenderView(player_t *player) { R_RenderActorView (player->mo); R_DetailDouble (); // [RH] Apply detail mode expansion // [RH] Let cameras draw onto textures that were visible this frame. FCanvasTextureInfo::UpdateAll (); } //=========================================================================== // // Render the view to a savegame picture // //=========================================================================== void DFrameBuffer::WriteSavePic (player_t *player, FILE *file, int width, int height) { DCanvas *pic = new DSimpleCanvas (width, height); PalEntry palette[256]; // Take a snapshot of the player's view pic->Lock (); R_RenderViewToCanvas (player->mo, pic, 0, 0, width, height); GetFlashedPalette (palette); M_CreatePNG (file, pic->GetBuffer(), palette, SS_PAL, width, height, pic->GetPitch()); pic->Unlock (); delete pic; } FNativePalette::~FNativePalette() { } FNativeTexture::~FNativeTexture() { } bool FNativeTexture::CheckWrapping(bool wrapping) { return true; } CCMD(clean) { Printf ("CleanXfac: %d\nCleanYfac: %d\n", CleanXfac, CleanYfac); } // // 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; int cx1, cy1, cx2, cy2; ratio = CheckRatio (width, height); if (ratio & 4) { cwidth = width; cheight = height * BaseRatioSizes[ratio][3] / 48; } else { cwidth = width * BaseRatioSizes[ratio][3] / 48; cheight = height; } // Use whichever pair of cwidth/cheight or width/height that produces less difference // between CleanXfac and CleanYfac. cx1 = MAX(cwidth / 320, 1); cy1 = MAX(cheight / 200, 1); cx2 = MAX(width / 320, 1); cy2 = MAX(height / 200, 1); if (abs(cx1 - cy1) <= abs(cx2 - cy2)) { // e.g. 640x360 looks better with this. CleanXfac = cx1; CleanYfac = cy1; } else { // e.g. 720x480 looks better with this. CleanXfac = cx2; CleanYfac = cy2; } } if (CleanXfac > 1 && CleanYfac > 1 && CleanXfac != CleanYfac) { if (CleanXfac < CleanYfac) CleanYfac = CleanXfac; else CleanXfac = CleanYfac; } CleanWidth = width / CleanXfac; CleanHeight = height / CleanYfac; assert(CleanWidth >= 320); assert(CleanHeight >= 200); DisplayWidth = width; DisplayHeight = height; DisplayBits = bits; R_MultiresInit (); RenderTarget = screen; screen->Lock (true); R_SetupBuffer (false); screen->Unlock (); M_RefreshModesList (); return true; } bool IVideo::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 \n"); } } // // V_Init // void V_Init (void) { char *i; int width, height, bits; atterm (V_Shutdown); // [RH] Initialize palette management InitPalette (); 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; } screen = new DDummyFrameBuffer (width, height); BuildTransTable (GPalette.BaseColors); } void V_Init2() { assert (screen->IsKindOf(RUNTIME_CLASS(DDummyFrameBuffer))); int width = screen->GetWidth(); int height = screen->GetHeight(); float gamma = static_cast(screen)->Gamma; FFont *font = screen->Font; delete screen; screen = NULL; I_InitGraphics(); I_ClosestResolution (&width, &height, 8); if (!Video->SetResolution (width, height, 8)) I_FatalError ("Could not set resolution to %d x %d x %d", width, height, 8); else Printf ("Resolution: %d x %d\n", SCREENWIDTH, SCREENHEIGHT); screen->SetGamma (gamma); if (font != NULL) screen->SetFont (font); FBaseCVar::ResetColors (); C_NewModeAdjust(); M_InitVideoModesMenu(); BorderNeedRefresh = screen->GetPageCount (); setsizeneeded = true; } void V_Shutdown() { if (screen != NULL) { delete screen; screen = NULL; } while (FFont::FirstFont != NULL) { delete FFont::FirstFont; } } EXTERN_CVAR (Bool, vid_tft) CUSTOM_CVAR (Bool, vid_nowidescreen, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) { setsizeneeded = true; if (StatusBar != NULL) { StatusBar->ScreenSizeChanged(); } } // 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 }, // 4:3 320, 200, multiplied by three { 1280, 450, 0, 48*3/4 }, // 16:9 426.6667, 150, multiplied by three { 1152, 500, 0, 48*5/6 }, // 16:10 386, 166.6667, multiplied by three { 960, 600, 0, 48 }, { 960, 640, (int)(6.5*FRACUNIT), 48*15/16 } // 5:4 320, 213.3333, multiplied by three };