// 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 "i_system.h" #include "x86.h" #include "i_video.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 "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_data/r_translate.h" #include "f_wipe.h" #include "m_png.h" #include "colormatcher.h" #include "v_palette.h" #include "r_sky.h" #include "r_utility.h" #include "r_renderer.h" #include "menu/menu.h" #include "r_data/voxels.h" FRenderer *Renderer; 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; } bool Is8BitMode() { return false; } #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, *IntermissionFont; 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 (Int, vid_refreshrate, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (screen != NULL) { screen->NewRefreshRate(); } } CUSTOM_CVAR (Float, dimamount, -1.f, CVAR_ARCHIVE) { if (self < 0.f && self != -1.f) { self = -1.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; 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 :: 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; if (dimamount >= 0) { dimmer = PalEntry(dimcolor); amount = dimamount; } else { dimmer = gameinfo.dimcolor; amount = gameinfo.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); } // 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 }; V_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; if (x1 >= Width || y1 >= Height) { return; } if (x1 + w > Width) { w = Width - x1; } if (y1 + h > Height) { h = Height - y1; } if (w <= 0 || h <= 0) { return; } { 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 :: 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 { if (strlen(cstr) == 6) { char *p; int color = strtol(cstr, &p, 16); if (*p == 0) { // RRGGBB string c[0] = (color & 0xff0000) >> 16; c[1] = (color & 0xff00) >> 8; c[2] = (color & 0xff); } else goto normal; } else { normal: // Treat it as a space-delimited 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_FPSTime(); DWORD howlong = ms - LastMS; if ((signed)howlong >= 0) { char fpsbuff[40]; int chars; int rate_x; chars = mysnprintf (fpsbuff, countof(fpsbuff), "%2u ms (%3u fps)", howlong, LastCount); rate_x = Width - chars * 8; Clear (rate_x, 0, Width, 8, GPalette.BlackIndex, 0); DrawText (ConFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0], TAG_DONE); 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 :: NewRefreshRate // // Sets the fullscreen display to the new refresh rate in vid_refreshrate, // if possible. // //========================================================================== void DFrameBuffer::NewRefreshRate () { } //========================================================================== // // 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 :: DrawBlendingRect // // In hardware 2D modes, the blending rect needs to be drawn separately // from transferring the 3D scene to video memory, because the weapon // sprite is drawn on top of that. // //========================================================================== void DFrameBuffer::DrawBlendingRect() { } //========================================================================== // // 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(); } //=========================================================================== // // Create texture hitlist // //=========================================================================== void DFrameBuffer::GetHitlist(BYTE *hitlist) { BYTE *spritelist; int i; spritelist = new BYTE[sprites.Size()]; // Precache textures (and sprites). memset (spritelist, 0, sprites.Size()); { AActor *actor; TThinkerIterator iterator; while ( (actor = iterator.Next ()) ) spritelist[actor->sprite] = 1; } for (i = (int)(sprites.Size () - 1); i >= 0; i--) { if (spritelist[i]) { int j, k; for (j = 0; j < sprites[i].numframes; j++) { const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j]; for (k = 0; k < 16; k++) { FTextureID pic = frame->Texture[k]; if (pic.isValid()) { hitlist[pic.GetIndex()] = 1; } } } } } delete[] spritelist; for (i = numsectors - 1; i >= 0; i--) { hitlist[sectors[i].GetTexture(sector_t::floor).GetIndex()] = hitlist[sectors[i].GetTexture(sector_t::ceiling).GetIndex()] |= 2; } for (i = numsides - 1; i >= 0; i--) { hitlist[sides[i].GetTexture(side_t::top).GetIndex()] = hitlist[sides[i].GetTexture(side_t::mid).GetIndex()] = hitlist[sides[i].GetTexture(side_t::bottom).GetIndex()] |= 1; } // Sky texture is always present. // Note that F_SKY1 is the name used to // indicate a sky floor/ceiling as a flat, // while the sky texture is stored like // a wall texture, with an episode dependant // name. if (sky1texture.isValid()) { hitlist[sky1texture.GetIndex()] |= 1; } if (sky2texture.isValid()) { hitlist[sky2texture.GetIndex()] |= 1; } } //========================================================================== // // DFrameBuffer :: GameRestart // //========================================================================== void DFrameBuffer::GameRestart() { } //=========================================================================== // // // //=========================================================================== 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); int cx1, cx2; if (buff == NULL) { return false; } screen = buff; GC::WriteBarrier(screen); screen->SetGamma (Gamma); // Load fonts now so they can be packed into textures straight away, // if D3DFB is being used for the display. FFont::StaticPreloadFonts(); V_CalcCleanFacs(320, 200, width, height, &CleanXfac, &CleanYfac, &cx1, &cx2); CleanWidth = width / CleanXfac; CleanHeight = height / CleanYfac; assert(CleanWidth >= 320); assert(CleanHeight >= 200); if (width < 800 || width >= 960) { if (cx1 < cx2) { // Special case in which we don't need to scale down. CleanXfac_1 = CleanYfac_1 = cx1; } else { CleanXfac_1 = MAX(CleanXfac - 1, 1); CleanYfac_1 = MAX(CleanYfac - 1, 1); // On larger screens this is not enough so make sure it's at most 3/4 of the screen's width while (CleanXfac_1 * 320 > screen->GetWidth()*3/4 && CleanXfac_1 > 2) { CleanXfac_1--; CleanYfac_1--; } } CleanWidth_1 = width / CleanXfac_1; CleanHeight_1 = height / CleanYfac_1; } else // if the width is between 800 and 960 the ratio between the screensize and CleanXFac-1 becomes too large. { CleanXfac_1 = CleanXfac; CleanYfac_1 = CleanYfac; CleanWidth_1 = CleanWidth; CleanHeight_1 = CleanHeight; } DisplayWidth = width; DisplayHeight = height; DisplayBits = bits; R_OldBlend = ~0; Renderer->OnModeSet(); M_RefreshModesList (); return true; } void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *_cx1, int *_cx2) { int ratio; int cwidth; int cheight; int cx1, cy1, cx2, cy2; ratio = CheckRatio(realwidth, realheight); if (ratio & 4) { cwidth = realwidth; cheight = realheight * BaseRatioSizes[ratio][3] / 48; } else { cwidth = realwidth * BaseRatioSizes[ratio][3] / 48; cheight = realheight; } // Use whichever pair of cwidth/cheight or width/height that produces less difference // between CleanXfac and CleanYfac. cx1 = MAX(cwidth / designwidth, 1); cy1 = MAX(cheight / designheight, 1); cx2 = MAX(realwidth / designwidth, 1); cy2 = MAX(realheight / designheight, 1); if (abs(cx1 - cy1) <= abs(cx2 - cy2)) { // e.g. 640x360 looks better with this. *cleanx = cx1; *cleany = cy1; } else { // e.g. 720x480 looks better with this. *cleanx = cx2; *cleany = cy2; } if (*cleanx > 1 && *cleany > 1 && *cleanx != *cleany) { if (*cleanx < *cleany) *cleany = *cleanx; else *cleanx = *cleany; } if (_cx1 != NULL) *_cx1 = cx1; if (_cx2 != NULL) *_cx2 = cx2; } 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 (bool restart) { const char *i; int width, height, bits; atterm (V_Shutdown); // [RH] Initialize palette management InitPalette (); if (!restart) { width = height = bits = 0; if ( (i = Args->CheckValue ("-width")) ) 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); } // Update screen palette when restarting else { PalEntry *palette = screen->GetPalette (); for (int i = 0; i < 256; ++i) *palette++ = GPalette.BaseColors[i]; screen->UpdatePalette(); } 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; { DFrameBuffer *s = screen; screen = NULL; s->ObjectFlags |= OF_YesReallyDelete; delete s; } 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); Renderer->RemapVoxels(); FBaseCVar::ResetColors (); C_NewModeAdjust(); M_InitVideoModesMenu(); V_SetBorderNeedRefresh(); setsizeneeded = true; } void V_Shutdown() { if (screen) { DFrameBuffer *s = screen; screen = NULL; s->ObjectFlags |= OF_YesReallyDelete; delete s; } V_ClearFonts(); } EXTERN_CVAR (Bool, vid_tft) CUSTOM_CVAR (Bool, vid_nowidescreen, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) { setsizeneeded = true; if (StatusBar != NULL) { StatusBar->ScreenSizeChanged(); } } CUSTOM_CVAR (Int, vid_aspect, 0, 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 // 3: 17:10 // 4: 5:4 int CheckRatio (int width, int height, int *trueratio) { int fakeratio = -1; int ratio; if ((vid_aspect >= 1) && (vid_aspect <= 5)) { // [SP] User wants to force aspect ratio; let them. fakeratio = int(vid_aspect); if (fakeratio == 3) { fakeratio = 0; } else if (fakeratio == 5) { fakeratio = 3; } } if (vid_nowidescreen) { if (!vid_tft) { fakeratio = 0; } else { fakeratio = (height * 5/4 == width) ? 4 : 0; } } // If the size is approximately 16:9, consider it so. if (abs (height * 16/9 - width) < 10) { ratio = 1; } // Consider 17:10 as well. else if (abs (height * 17/10 - width) < 10) { ratio = 3; } // 16:10 has more variance in the pixel dimensions. Grr. else 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)) { ratio = 0; } else { ratio = 2; } } // Unless vid_tft is set, 1280x1024 is 4:3, not 5:4. else if (height * 5/4 == width && vid_tft) { ratio = 4; } // Assume anything else is 4:3. (Which is probably wrong these days...) else { ratio = 0; } if (trueratio != NULL) { *trueratio = ratio; } return (fakeratio >= 0) ? fakeratio : ratio; } // First column: Base width // Second column: Base height (used for wall visibility multiplier) // Third column: Psprite offset (needed for "tallscreen" modes) // Fourth column: Width or height multiplier // For widescreen aspect ratio x:y ... // base_width = 240 * x / y // multiplier = 320 / base_width // base_height = 200 * 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 { 1224, 471, 0, 48*40/51 }, // 17:10 408, 156.8627, multiplied by three { 960, 640, (int)(6.5*FRACUNIT), 48*15/16 } // 5:4 320, 213.3333, multiplied by three }; void IVideo::DumpAdapters () { Printf("Multi-monitor support unavailable.\n"); } CCMD(vid_listadapters) { if (Video != NULL) Video->DumpAdapters(); }