gzdoom/src/v_video.cpp
Christoph Oelckers 9bffe4ee50 - scriptified the main statusbar interface and the Strife status bar.
Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.

Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00

1805 lines
41 KiB
C++

// 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 <stdio.h>
#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 "sc_man.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"
EXTERN_CVAR(Bool, r_blendmethod)
int active_con_scale();
FRenderer *Renderer;
IMPLEMENT_CLASS(DCanvas, true, false)
IMPLEMENT_CLASS(DFrameBuffer, true, false)
EXTERN_CVAR (Bool, swtruecolor)
EXTERN_CVAR (Bool, fullscreen)
#if defined(_DEBUG) && defined(_M_IX86) && !defined(__MINGW32__)
#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, false)
{
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_CLASS(DDummyFrameBuffer, true, false)
// SimpleCanvas is not really abstract, but this macro does not
// try to generate a CreateNew() function.
IMPLEMENT_CLASS(DSimpleCanvas, true, false)
class FPaletteTester : public FTexture
{
public:
FPaletteTester ();
const uint8_t *GetColumn(unsigned int column, const Span **spans_out);
const uint8_t *GetPixels();
bool CheckModified();
void SetTranslation(int num);
protected:
uint8_t 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;
uint32_t Col2RGB8[65][256];
uint32_t *Col2RGB8_LessPrecision[65];
uint32_t Col2RGB8_Inverse[65][256];
ColorTable32k RGB32k;
ColorTable256k RGB256k;
static uint32_t 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, bool _bgra)
{
// Init member vars
Buffer = NULL;
LockCount = 0;
Width = _width;
Height = _height;
Bgra = _bgra;
// 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<float> (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 (uint8_t(dim[0]*255), uint8_t(dim[1]*255), uint8_t(dim[2]*255));
amount = dim[3];
}
Dim (dimmer, amount, 0, 0, Width, Height);
}
DEFINE_ACTION_FUNCTION(_Screen, Dim)
{
PARAM_PROLOGUE;
PARAM_INT(color);
PARAM_FLOAT(amount);
PARAM_INT(x1);
PARAM_INT(y1);
PARAM_INT(w);
PARAM_INT(h);
screen->Dim(color, float(amount), x1, y1, w, h);
return 0;
}
//==========================================================================
//
// 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 uint8_t *&buffer, int &pitch, ESSType &color_type)
{
Lock(true);
buffer = GetBuffer();
pitch = IsBgra() ? GetPitch() * 4 : GetPitch();
color_type = IsBgra() ? SS_BGRA : 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 uint32_t *palette, const char *cstr, FScriptPosition *sc)
{
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, sc);
}
}
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, sc);
}
}
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, sc);
}
}
}
}
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, FScriptPosition *sc)
{
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)
{
if (!sc) Printf ("X11R6RGB lump not found\n");
else sc->Message(MSG_WARNING, "X11R6RGB lump not found");
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)
{
if (!sc) Printf ("X11R6RGB lump is corrupt\n");
else sc->Message(MSG_WARNING, "X11R6RGB lump is corrupt");
}
return FString();
}
//==========================================================================
//
// V_GetColor
//
// Works like V_GetColorFromString(), but also understands X11 color names.
//
//==========================================================================
int V_GetColor (const uint32_t *palette, const char *str, FScriptPosition *sc)
{
FString string = V_GetColorStringByName (str, sc);
int res;
if (!string.IsEmpty())
{
res = V_GetColorFromString (palette, string, sc);
}
else
{
res = V_GetColorFromString (palette, str, sc);
}
return res;
}
int V_GetColor(const uint32_t *palette, FScanner &sc)
{
FScriptPosition scc = sc;
return V_GetColor(palette, sc.String, &scc);
}
//==========================================================================
//
// 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.RGB[r][g][b] = ColorMatcher.Pick ((r<<3)|(r>>2), (g<<3)|(g>>2), (b<<3)|(b>>2));
// create the RGB666 lookup table
for (r = 0; r < 64; r++)
for (g = 0; g < 64; g++)
for (b = 0; b < 64; b++)
RGB256k.RGB[r][g][b] = ColorMatcher.Pick ((r<<2)|(r>>4), (g<<2)|(g>>4), (b<<2)|(b>>4));
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, uint8_t gammalookup[256])
{
// I found this formula on the web at
// <http://panda.mostang.com/sane/sane-gamma.html>,
// but that page no longer exits.
double invgamma = 1.f / gamma;
int i;
for (i = 0; i < 256; i++)
{
gammalookup[i] = (uint8_t)(255.0 * pow (i / 255.0, invgamma) + 0.5);
}
}
//==========================================================================
//
// DSimpleCanvas Constructor
//
// A simple canvas just holds a buffer in main memory.
//
//==========================================================================
DSimpleCanvas::DSimpleCanvas (int width, int height, bool bgra)
: DCanvas (width, height, bgra)
{
MemBuffer = nullptr;
Resize(width, height);
}
void DSimpleCanvas::Resize(int width, int height)
{
Width = width;
Height = height;
if (MemBuffer != NULL)
{
delete[] MemBuffer;
MemBuffer = NULL;
}
// 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);
}
}
int bytes_per_pixel = Bgra ? 4 : 1;
MemBuffer = new uint8_t[Pitch * height * bytes_per_pixel];
memset (MemBuffer, 0, Pitch * height * bytes_per_pixel);
}
//==========================================================================
//
// DSimpleCanvas Destructor
//
//==========================================================================
DSimpleCanvas::~DSimpleCanvas ()
{
if (MemBuffer != NULL)
{
delete[] MemBuffer;
MemBuffer = NULL;
}
}
//==========================================================================
//
// DSimpleCanvas :: IsValid
//
//==========================================================================
bool DSimpleCanvas::IsValid ()
{
return (MemBuffer != NULL);
}
//==========================================================================
//
// DSimpleCanvas :: Lock
//
//==========================================================================
bool DSimpleCanvas::Lock (bool)
{
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, bool bgra)
: DSimpleCanvas (width, height, bgra)
{
LastMS = LastSec = FrameCount = LastCount = LastTic = 0;
Accel2D = false;
VideoWidth = width;
VideoHeight = height;
}
//==========================================================================
//
// DFrameBuffer :: PostprocessBgra
//
// Copies data to destination buffer while performing gamma and flash.
// This is only needed if a target cannot do this with shaders.
//
//==========================================================================
void DFrameBuffer::CopyWithGammaBgra(void *output, int pitch, const uint8_t *gammared, const uint8_t *gammagreen, const uint8_t *gammablue, PalEntry flash, int flash_amount)
{
const uint8_t *gammatables[3] = { gammared, gammagreen, gammablue };
if (flash_amount > 0)
{
uint16_t inv_flash_amount = 256 - flash_amount;
uint16_t flash_red = flash.r * flash_amount;
uint16_t flash_green = flash.g * flash_amount;
uint16_t flash_blue = flash.b * flash_amount;
for (int y = 0; y < Height; y++)
{
uint8_t *dest = (uint8_t*)output + y * pitch;
uint8_t *src = MemBuffer + y * Pitch * 4;
for (int x = 0; x < Width; x++)
{
uint16_t fg_red = src[2];
uint16_t fg_green = src[1];
uint16_t fg_blue = src[0];
uint16_t red = (fg_red * inv_flash_amount + flash_red) >> 8;
uint16_t green = (fg_green * inv_flash_amount + flash_green) >> 8;
uint16_t blue = (fg_blue * inv_flash_amount + flash_blue) >> 8;
dest[0] = gammatables[2][blue];
dest[1] = gammatables[1][green];
dest[2] = gammatables[0][red];
dest[3] = 0xff;
dest += 4;
src += 4;
}
}
}
else
{
for (int y = 0; y < Height; y++)
{
uint8_t *dest = (uint8_t*)output + y * pitch;
uint8_t *src = MemBuffer + y * Pitch * 4;
for (int x = 0; x < Width; x++)
{
dest[0] = gammatables[2][src[0]];
dest[1] = gammatables[1][src[1]];
dest[2] = gammatables[0][src[2]];
dest[3] = 0xff;
dest += 4;
src += 4;
}
}
}
}
//==========================================================================
//
// DFrameBuffer :: DrawRateStuff
//
// Draws the fps counter, dot ticker, and palette debug.
//
//==========================================================================
void DFrameBuffer::DrawRateStuff ()
{
// Draws frame time and cumulative fps
if (vid_fps)
{
uint32_t ms = I_FPSTime();
uint32_t howlong = ms - LastMS;
if ((signed)howlong >= 0)
{
char fpsbuff[40];
int chars;
int rate_x;
int textScale = active_con_scale();
chars = mysnprintf (fpsbuff, countof(fpsbuff), "%2u ms (%3u fps)", howlong, LastCount);
rate_x = Width / textScale - ConFont->StringWidth(&fpsbuff[0]);
Clear (rate_x * textScale, 0, Width, ConFont->GetHeight() * textScale, GPalette.BlackIndex, 0);
if (textScale == 1)
DrawText (ConFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0], TAG_DONE);
else
DrawText (ConFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0],
DTA_VirtualWidth, screen->GetWidth() / textScale,
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);
uint32_t 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;
uint8_t *buffer = GetBuffer();
LastTic = i;
if (tics > 20) tics = 20;
// Buffer can be NULL if we're doing hardware accelerated 2D
if (buffer != NULL)
{
if (IsBgra())
{
uint32_t *buffer32 = (uint32_t*)buffer;
buffer32 += (GetHeight() - 1) * GetPitch();
for (i = 0; i < tics * 2; i += 2) buffer32[i] = 0xffffffff;
for (; i < 20 * 2; i += 2) buffer32[i] = 0xff000000;
}
else
{
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;
int size = screen->GetHeight() < 800 ? 16 * 7 : 16 * 7 * 2;
palette.SetTranslation(vid_showpalette);
DrawTexture(&palette, 0, 0,
DTA_DestWidth, size,
DTA_DestHeight, size,
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 :: GetColumn
//
//==========================================================================
const uint8_t *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 uint8_t *FPaletteTester::GetPixels ()
{
if (CurTranslation != WantTranslation)
{
MakeTexture();
}
return Pixels;
}
//==========================================================================
//
// FPaletteTester :: MakeTexture
//
//==========================================================================
void FPaletteTester::MakeTexture()
{
int i, j, k, t;
uint8_t *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 (uint8_t *src, int srcPitch, int width, int height, uint8_t *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();
}
//==========================================================================
//
// 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);
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();
DisplayBits = bits;
V_UpdateModeSize(width, height);
M_RefreshModesList ();
return true;
}
void V_UpdateModeSize (int width, int height)
{
int cx1, cx2;
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;
R_OldBlend = ~0;
Renderer->OnModeSet();
}
void V_OutputResized (int width, int height)
{
V_UpdateModeSize(width, height);
setsizeneeded = true;
if (StatusBar != NULL)
{
StatusBar->CallScreenSizeChanged();
}
C_NewModeAdjust();
}
void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *_cx1, int *_cx2)
{
float ratio;
int cwidth;
int cheight;
int cx1, cy1, cx2, cy2;
// For larger screems always use at least a 16:9 ratio for clean factor calculation, even if the actual ratio is narrower.
if (realwidth > 1280 && (double)realwidth / realheight < 16./9)
{
realheight = realwidth * 9 / 16;
}
ratio = ActiveRatio(realwidth, realheight);
if (AspectTallerThanWide(ratio))
{
cwidth = realwidth;
cheight = realheight * AspectMultiplier(ratio) / 48;
}
else
{
cwidth = realwidth * AspectMultiplier(ratio) / 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) || MAX(cx1, cx2) >= 4)
{ // 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 < *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 (!fullscreen)
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 <width> <height> <mode>\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<DDummyFrameBuffer *>(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->CallScreenSizeChanged();
}
}
CUSTOM_CVAR (Int, vid_aspect, 0, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{
setsizeneeded = true;
if (StatusBar != NULL)
{
StatusBar->CallScreenSizeChanged();
}
}
// Helper for ActiveRatio and CheckRatio. Returns the forced ratio type, or -1 if none.
int ActiveFakeRatio(int width, int height)
{
int fakeratio = -1;
if ((vid_aspect >= 1) && (vid_aspect <= 6))
{
// [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;
}
}
return fakeratio;
}
// Active screen ratio based on cvars and size
float ActiveRatio(int width, int height, float *trueratio)
{
static float forcedRatioTypes[] =
{
4 / 3.0f,
16 / 9.0f,
16 / 10.0f,
17 / 10.0f,
5 / 4.0f,
17 / 10.0f,
21 / 9.0f
};
float ratio = width / (float)height;
int fakeratio = ActiveFakeRatio(width, height);
if (trueratio)
*trueratio = ratio;
return (fakeratio != -1) ? forcedRatioTypes[fakeratio] : ratio;
}
// 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);
}
int AspectBaseHeight(float aspect)
{
if (!AspectTallerThanWide(aspect))
return (int)round(200.0f * (320.0f / (AspectBaseWidth(aspect) / 3.0f)) * 3.0f);
else
return (int)round((200.0f * (4.0f / 3.0f)) / aspect * 3.0f);
}
double AspectPspriteOffset(float aspect)
{
if (!AspectTallerThanWide(aspect))
return 0.0;
else
return ((4.0 / 3.0) / aspect - 1.0) * 97.5;
}
int AspectMultiplier(float aspect)
{
if (!AspectTallerThanWide(aspect))
return (int)round(320.0f / (AspectBaseWidth(aspect) / 3.0f) * 48.0f);
else
return (int)round(200.0f / (AspectBaseHeight(aspect) / 3.0f) * 48.0f);
}
bool AspectTallerThanWide(float aspect)
{
return aspect < 1.333f;
}
void IVideo::DumpAdapters ()
{
Printf("Multi-monitor support unavailable.\n");
}
CCMD(vid_listadapters)
{
if (Video != NULL)
Video->DumpAdapters();
}
DEFINE_GLOBAL(SmallFont)
DEFINE_GLOBAL(SmallFont2)
DEFINE_GLOBAL(BigFont)
DEFINE_GLOBAL(ConFont)
DEFINE_GLOBAL(IntermissionFont)
DEFINE_GLOBAL(CleanXfac)
DEFINE_GLOBAL(CleanYfac)
DEFINE_GLOBAL(CleanWidth)
DEFINE_GLOBAL(CleanHeight)
DEFINE_GLOBAL(CleanXfac_1)
DEFINE_GLOBAL(CleanYfac_1)
DEFINE_GLOBAL(CleanWidth_1)
DEFINE_GLOBAL(CleanHeight_1)