mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-02 08:22:25 +00:00
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
This commit is contained in:
commit
0fc5ee1ffd
27 changed files with 382 additions and 217 deletions
|
@ -281,6 +281,10 @@ if( NOT NO_FMOD )
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|||
if( FMOD_INCLUDE_DIR )
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message( STATUS "FMOD include files found at ${FMOD_INCLUDE_DIR}" )
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include_directories( "${FMOD_INCLUDE_DIR}" )
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if( EXISTS "${FMOD_INCLUDE_DIR}/fmod_common.h" )
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set( FMOD_STUDIO YES )
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endif()
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else()
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message( STATUS "Could not find FMOD include files" )
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set( NO_FMOD ON )
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@ -1481,7 +1485,16 @@ endif()
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if( MSVC )
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option( ZDOOM_GENERATE_MAPFILE "Generate .map file for debugging." OFF )
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set( LINKERSTUFF "/MANIFEST:NO /DELAYLOAD:\"fmodex${X64}.dll\"" )
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set( LINKERSTUFF "/MANIFEST:NO" )
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if( NOT NO_FMOD )
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if( FMOD_STUDIO )
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set( LINKERSTUFF "${LINKERSTUFF} /DELAYLOAD:\"fmod${X64}.dll\"" )
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else()
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set( LINKERSTUFF "${LINKERSTUFF} /DELAYLOAD:\"fmodex${X64}.dll\"" )
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endif()
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endif()
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if( ZDOOM_GENERATE_MAPFILE )
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set( LINKERSTUFF "${LINKERSTUFF} /MAP" )
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endif()
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@ -1521,17 +1534,23 @@ if( APPLE )
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MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/posix/osx/zdoom-info.plist" )
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if( NOT NO_FMOD )
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if( FMOD_STUDIO )
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set( FMOD_DYLIB libfmod.dylib )
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else()
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set( FMOD_DYLIB libfmodex.dylib )
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endif()
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# Fix fmod link so that it can be found in the app bundle.
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find_program( OTOOL otool HINTS "/usr/bin" "${OSX_DEVELOPER_ROOT}/usr/bin" )
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find_program( INSTALL_NAME_TOOL install_name_tool HINTS "/usr/bin" "${OSX_DEVELOPER_ROOT}/usr/bin" )
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execute_process( COMMAND "${OTOOL}" -L "${FMOD_LIBRARY}"
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COMMAND grep "libfmodex.dylib (compat"
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COMMAND grep "${FMOD_DYLIB} (compat"
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COMMAND head -n1
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COMMAND awk "{print $1}"
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OUTPUT_VARIABLE FMOD_LINK
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OUTPUT_STRIP_TRAILING_WHITESPACE )
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add_custom_command( TARGET zdoom POST_BUILD
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COMMAND "${INSTALL_NAME_TOOL}" -change "${FMOD_LINK}" @executable_path/../Frameworks/libfmodex.dylib "$<TARGET_FILE:zdoom>"
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COMMAND "${INSTALL_NAME_TOOL}" -change "${FMOD_LINK}" @executable_path/../Frameworks/${FMOD_DYLIB} "$<TARGET_FILE:zdoom>"
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COMMENT "Relinking FMOD Ex" )
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endif()
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endif()
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|
|
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@ -811,8 +811,8 @@ static void C_DrawNotifyText ()
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DTA_KeepRatio, true,
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DTA_AlphaF, alpha, TAG_DONE);
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else
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screen->DrawText (SmallFont, color, (screen->GetWidth() / active_con_scaletext() -
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SmallFont->StringWidth (NotifyStrings[i].Text))/ active_con_scaletext(),
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screen->DrawText (SmallFont, color, (screen->GetWidth() -
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SmallFont->StringWidth (NotifyStrings[i].Text) * active_con_scaletext()) / 2 / active_con_scaletext(),
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line, NotifyStrings[i].Text,
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DTA_VirtualWidth, screen->GetWidth() / active_con_scaletext(),
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DTA_VirtualHeight, screen->GetHeight() / active_con_scaletext(),
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|
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@ -1914,7 +1914,7 @@ class CommandAspectRatio : public SBarInfoCommandFlowControl
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{
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SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
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SetTruth(ratioMap[CheckRatio(screen->GetWidth(), screen->GetHeight())] == ratio, block, statusBar);
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SetTruth(ratioMap[FindRatio()] == ratio, block, statusBar);
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}
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protected:
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enum Ratio
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@ -1931,6 +1931,37 @@ class CommandAspectRatio : public SBarInfoCommandFlowControl
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static Ratio ratioMap[5];
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Ratio ratio;
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private:
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int FindRatio()
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{
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float aspect = ActiveRatio(screen->GetWidth(), screen->GetHeight());
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static std::pair<float, int> ratioTypes[] =
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{
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{ 21 / 9.0f , ASPECTRATIO_16_9 },
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{ 16 / 9.0f , ASPECTRATIO_16_9 },
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{ 17 / 10.0f , ASPECTRATIO_17_10 },
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{ 16 / 10.0f , ASPECTRATIO_16_10 },
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{ 4 / 3.0f , ASPECTRATIO_4_3 },
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{ 5 / 4.0f , ASPECTRATIO_5_4 },
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{ 0.0f, 0 }
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};
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int ratio = ratioTypes[0].second;
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float distance = fabs(ratioTypes[0].first - aspect);
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for (int i = 1; ratioTypes[i].first != 0.0f; i++)
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{
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float d = fabs(ratioTypes[i].first - aspect);
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if (d < distance)
|
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{
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ratio = ratioTypes[i].second;
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distance = d;
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}
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}
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return ratio;
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}
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};
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CommandAspectRatio::Ratio CommandAspectRatio::ratioMap[5] = {ASPECTRATIO_4_3,ASPECTRATIO_16_9,ASPECTRATIO_16_10,ASPECTRATIO_16_10,ASPECTRATIO_5_4};
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|
|
|
@ -1108,13 +1108,13 @@ void DrawHUD()
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}
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else
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{
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if (WidescreenRatio == 4)
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if (CheckRatio(SCREENWIDTH, SCREENHEIGHT) == 4)
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{
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hudheight = hudwidth * 30 / BaseRatioSizes[WidescreenRatio][3]; // BaseRatioSizes is inverted for this mode
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hudheight = hudwidth * 30 / AspectMultiplier(WidescreenRatio); // BaseRatioSizes is inverted for this mode
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}
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else
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{
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hudheight = hudwidth * 30 / (48*48/BaseRatioSizes[WidescreenRatio][3]);
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hudheight = hudwidth * 30 / (48*48/AspectMultiplier(WidescreenRatio));
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}
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}
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}
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|
|
|
@ -299,14 +299,15 @@ void DBaseStatusBar::SetScaled (bool scale, bool force)
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{
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ST_X = 0;
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ST_Y = VirticalResolution - RelTop;
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if (CheckRatio(SCREENWIDTH, SCREENHEIGHT) != 4)
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float aspect = ActiveRatio(SCREENWIDTH, SCREENHEIGHT);
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if (aspect >= 1.3f)
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{ // Normal resolution
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::ST_Y = Scale (ST_Y, SCREENHEIGHT, VirticalResolution);
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}
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else
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{ // 5:4 resolution
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::ST_Y = Scale(ST_Y - VirticalResolution/2, SCREENHEIGHT*3, Scale(VirticalResolution, BaseRatioSizes[4][1], 200)) + SCREENHEIGHT/2
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+ (SCREENHEIGHT - SCREENHEIGHT * BaseRatioSizes[4][3] / 48) / 2;
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::ST_Y = Scale(ST_Y - VirticalResolution/2, SCREENHEIGHT*3, Scale(VirticalResolution, AspectBaseHeight(aspect), 200)) + SCREENHEIGHT/2
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+ (SCREENHEIGHT - SCREENHEIGHT * AspectMultiplier(aspect) / 48) / 2;
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}
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Displacement = 0;
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}
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@ -1035,10 +1036,10 @@ void DBaseStatusBar::DrSmallNumberOuter (int val, int x, int y, bool center) con
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|||
|
||||
void DBaseStatusBar::RefreshBackground () const
|
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{
|
||||
int x, x2, y, ratio;
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int x, x2, y;
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ratio = CheckRatio (SCREENWIDTH, SCREENHEIGHT);
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x = (!IsRatioWidescreen(ratio) || !Scaled) ? ST_X : SCREENWIDTH*(48-BaseRatioSizes[ratio][3])/(48*2);
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float ratio = ActiveRatio (SCREENWIDTH, SCREENHEIGHT);
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x = (ratio < 1.5f || !Scaled) ? ST_X : SCREENWIDTH*(48-AspectMultiplier(ratio))/(48*2);
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||||
y = x == ST_X && x > 0 ? ST_Y : ::ST_Y;
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||||
|
||||
if(!CompleteBorder)
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||||
|
@ -1058,8 +1059,8 @@ void DBaseStatusBar::RefreshBackground () const
|
|||
{
|
||||
if(!CompleteBorder)
|
||||
{
|
||||
x2 = !IsRatioWidescreen(ratio) || !Scaled ? ST_X+HorizontalResolution :
|
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SCREENWIDTH - (SCREENWIDTH*(48-BaseRatioSizes[ratio][3])+48*2-1)/(48*2);
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x2 = ratio < 1.5f || !Scaled ? ST_X+HorizontalResolution :
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SCREENWIDTH - (SCREENWIDTH*(48-AspectMultiplier(ratio))+48*2-1)/(48*2);
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||||
}
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||||
else
|
||||
{
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||||
|
|
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@ -120,7 +120,7 @@ angle_t FGLRenderer::FrustumAngle()
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|||
|
||||
// ok, this is a gross hack that barely works...
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// but at least it doesn't overestimate too much...
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double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/BaseRatioSizes[WidescreenRatio][3]/90.0;
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double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/AspectMultiplier(WidescreenRatio)/90.0;
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angle_t a1 = DAngle(floatangle).BAMs();
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||||
if (a1>=ANGLE_180) return 0xffffffff;
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return a1;
|
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@ -915,14 +915,10 @@ void FGLRenderer::RenderView (player_t* player)
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NoInterpolateView = saved_niv;
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||||
|
||||
|
||||
// I stopped using BaseRatioSizes here because the information there wasn't well presented.
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||||
// 4:3 16:9 16:10 17:10 5:4
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static float ratios[]={1.333333f, 1.777777f, 1.6f, 1.7f, 1.25f, 1.7f, 2.333333f};
|
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|
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// now render the main view
|
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float fovratio;
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float ratio = ratios[WidescreenRatio];
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if (! Is54Aspect(WidescreenRatio))
|
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float ratio = WidescreenRatio;
|
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if (WidescreenRatio >= 1.3f)
|
||||
{
|
||||
fovratio = 1.333333f;
|
||||
}
|
||||
|
|
|
@ -135,7 +135,6 @@ void GLSprite::CalculateVertices(FVector3 *v)
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|||
|
||||
// [Nash] is a flat sprite
|
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const bool isFlatSprite = (actor != nullptr) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
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const bool dontFlip = (actor != nullptr) && (actor->renderflags & RF_DONTFLIP);
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const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER);
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|
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// [Nash] check for special sprite drawing modes
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@ -176,37 +175,8 @@ void GLSprite::CalculateVertices(FVector3 *v)
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yawvecY = actor->Angles.Yaw.Sin();
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}
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|
||||
// [MC] This is the only thing that I changed in Nash's submission which
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// was constantly applying roll to everything. That was wrong. Flat sprites
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// with roll literally look like paper thing space ships trying to swerve.
|
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// However, it does well with wall sprites.
|
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// Also, renamed FLOORSPRITE to FLATSPRITE because that's technically incorrect.
|
||||
// I plan on adding proper FLOORSPRITEs which can actually curve along sloped
|
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// 3D floors later... if possible.
|
||||
|
||||
// Here we need some form of priority in order to work.
|
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if (spritetype == RF_FLATSPRITE)
|
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{
|
||||
float pitchDegrees = -actor->Angles.Pitch.Degrees;
|
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DVector3 apos = { x, y, z };
|
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DVector3 diff = ViewPos - apos;
|
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DAngle angto = diff.Angle();
|
||||
|
||||
angto = deltaangle(actor->Angles.Yaw, angto);
|
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|
||||
bool noFlipSprite = (!dontFlip || (fabs(angto) < 90.));
|
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mat.Rotate(0, 1, 0, (noFlipSprite) ? 0 : 180);
|
||||
|
||||
mat.Rotate(-yawvecY, 0, yawvecX, (noFlipSprite) ? -pitchDegrees : pitchDegrees);
|
||||
if (drawRollSpriteActor)
|
||||
{
|
||||
if (useOffsets) mat.Translate(xx, zz, yy);
|
||||
mat.Rotate(yawvecX, 0, yawvecY, (noFlipSprite) ? -rollDegrees : rollDegrees);
|
||||
if (useOffsets) mat.Translate(-xx, -zz, -yy);
|
||||
}
|
||||
}
|
||||
// [fgsfds] Rotate the sprite about the sight vector (roll)
|
||||
else if (spritetype == RF_WALLSPRITE)
|
||||
if (spritetype == RF_WALLSPRITE)
|
||||
{
|
||||
mat.Rotate(0, 1, 0, 0);
|
||||
if (drawRollSpriteActor)
|
||||
|
@ -405,7 +375,13 @@ void GLSprite::Draw(int pass)
|
|||
gl_RenderState.Apply();
|
||||
|
||||
FVector3 v[4];
|
||||
CalculateVertices(v);
|
||||
if ((actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
CalculateVertices(v);
|
||||
}
|
||||
|
||||
|
||||
FQuadDrawer qd;
|
||||
|
@ -461,7 +437,7 @@ inline void GLSprite::PutSprite(bool translucent)
|
|||
{
|
||||
int list;
|
||||
// [BB] Allow models to be drawn in the GLDL_TRANSLUCENT pass.
|
||||
if (translucent || !modelframe)
|
||||
if (translucent || (!modelframe && (actor->renderflags & RF_SPRITETYPEMASK) != RF_WALLSPRITE))
|
||||
{
|
||||
list = GLDL_TRANSLUCENT;
|
||||
}
|
||||
|
@ -711,7 +687,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
|
|||
x = thingpos.X;
|
||||
z = thingpos.Z;
|
||||
y = thingpos.Y;
|
||||
if (spritetype != RF_FLATSPRITE) z -= thing->Floorclip;
|
||||
if (spritetype == RF_FACESPRITE) z -= thing->Floorclip; // wall and flat sprites are to be considered level geometry so this may not apply.
|
||||
|
||||
// [RH] Make floatbobbing a renderer-only effect.
|
||||
if (thing->flags2 & MF2_FLOATBOB)
|
||||
|
@ -727,9 +703,19 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
|
|||
DAngle ang = (thingpos - ViewPos).Angle();
|
||||
FTextureID patch;
|
||||
if (thing->flags7 & MF7_SPRITEANGLE)
|
||||
{
|
||||
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (thing->SpriteAngle).BAMs(), &mirror);
|
||||
else
|
||||
}
|
||||
else if (!(thing->renderflags & RF_FLATSPRITE))
|
||||
{
|
||||
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (thing->Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Flat sprites cannot rotate in a predictable manner.
|
||||
patch = gl_GetSpriteFrame(spritenum, thing->frame, 0, 0, &mirror);
|
||||
}
|
||||
|
||||
if (!patch.isValid()) return;
|
||||
int type = thing->renderflags & RF_SPRITETYPEMASK;
|
||||
gltexture = FMaterial::ValidateTexture(patch, (type == RF_FACESPRITE), false);
|
||||
|
@ -781,6 +767,9 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
|
|||
break;
|
||||
|
||||
case RF_FLATSPRITE:
|
||||
// needs careful rethinking
|
||||
return;
|
||||
|
||||
case RF_WALLSPRITE:
|
||||
viewvecX = thing->Angles.Yaw.Cos();
|
||||
viewvecY = thing->Angles.Yaw.Sin();
|
||||
|
@ -910,8 +899,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
|
|||
// This is a non-translucent sprite (i.e. STYLE_Normal or equivalent)
|
||||
trans=1.f;
|
||||
|
||||
|
||||
if (!gl_sprite_blend || modelframe)
|
||||
if (!gl_sprite_blend || modelframe || (thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
|
||||
{
|
||||
RenderStyle.SrcAlpha = STYLEALPHA_One;
|
||||
RenderStyle.DestAlpha = STYLEALPHA_Zero;
|
||||
|
|
|
@ -81,8 +81,6 @@ void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float
|
|||
float scale;
|
||||
float scalex;
|
||||
float ftexturemid;
|
||||
// 4:3 16:9 16:10 17:10 5:4 17:10 21:9
|
||||
static float xratio[] = {1.f, 3.f/4, 5.f/6, 40.f/51, 1.f, 40.f/51, 4.f/7};
|
||||
|
||||
// [BB] In the HUD model step we just render the model and break out.
|
||||
if ( hudModelStep )
|
||||
|
@ -108,7 +106,7 @@ void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float
|
|||
tex->GetSpriteRect(&r);
|
||||
|
||||
// calculate edges of the shape
|
||||
scalex = xratio[WidescreenRatio] * vw / 320;
|
||||
scalex = (320.0f / (240.0f * WidescreenRatio)) * vw / 320;
|
||||
|
||||
tx = sx - (160 - r.left);
|
||||
x1 = tx * scalex + vw/2;
|
||||
|
|
|
@ -45,17 +45,38 @@ QuadStereo::QuadStereo(double ipdMeters)
|
|||
// Check whether quad-buffered stereo is supported in the current context
|
||||
// We are assuming the OpenGL context is already current at this point,
|
||||
// i.e. this constructor is called "just in time".
|
||||
GLboolean supportsStereo, supportsBuffered;
|
||||
glGetBooleanv(GL_STEREO, &supportsStereo);
|
||||
glGetBooleanv(GL_DOUBLEBUFFER, &supportsBuffered);
|
||||
bQuadStereoSupported = supportsStereo && supportsBuffered;
|
||||
leftEye.bQuadStereoSupported = bQuadStereoSupported;
|
||||
rightEye.bQuadStereoSupported = bQuadStereoSupported;
|
||||
|
||||
eye_ptrs.Push(&leftEye);
|
||||
// If stereo is not supported, just draw scene once (left eye view only)
|
||||
if (bQuadStereoSupported) {
|
||||
eye_ptrs.Push(&rightEye);
|
||||
// First initialize to mono-ish initial state
|
||||
bQuadStereoSupported = leftEye.bQuadStereoSupported = rightEye.bQuadStereoSupported = false;
|
||||
eye_ptrs.Push(&leftEye); // We ALWAYS want to show at least this one view...
|
||||
// We will possibly advance to true stereo mode in the Setup() method...
|
||||
}
|
||||
|
||||
// Sometimes the stereo render context is not ready immediately at start up
|
||||
/* private */
|
||||
void QuadStereo::checkInitialRenderContextState()
|
||||
{
|
||||
// Keep trying until we see at least one good OpenGL context to render to
|
||||
static bool bDecentContextWasFound = false;
|
||||
if (!bDecentContextWasFound) {
|
||||
// I'm using a "random" OpenGL call (glGetFramebufferAttachmentParameteriv)
|
||||
// that appears to correlate with whether the context is ready
|
||||
GLint attachmentType = GL_NONE;
|
||||
glGetFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachmentType);
|
||||
if (attachmentType != GL_NONE) // Finally, a useful OpenGL context
|
||||
{
|
||||
// This block will be executed exactly ONCE during a game run
|
||||
bDecentContextWasFound = true; // now we can stop checking every frame...
|
||||
// Now check whether this context supports hardware stereo
|
||||
GLboolean supportsStereo, supportsBuffered;
|
||||
glGetBooleanv(GL_STEREO, &supportsStereo);
|
||||
glGetBooleanv(GL_DOUBLEBUFFER, &supportsBuffered);
|
||||
bQuadStereoSupported = supportsStereo && supportsBuffered;
|
||||
leftEye.bQuadStereoSupported = bQuadStereoSupported;
|
||||
rightEye.bQuadStereoSupported = bQuadStereoSupported;
|
||||
if (bQuadStereoSupported)
|
||||
eye_ptrs.Push(&rightEye); // Use the other eye too, if we can do stereo
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -81,11 +102,18 @@ void QuadStereo::Present() const
|
|||
{
|
||||
GLRenderer->mBuffers->BindOutputFB();
|
||||
GLRenderer->ClearBorders();
|
||||
GLRenderer->mBuffers->BindEyeTexture(1, 0);
|
||||
GLRenderer->mBuffers->BindEyeTexture(0, 0);
|
||||
GLRenderer->DrawPresentTexture(GLRenderer->mOutputLetterbox, true);
|
||||
}
|
||||
}
|
||||
|
||||
void QuadStereo::SetUp() const
|
||||
{
|
||||
Stereo3DMode::SetUp();
|
||||
// Maybe advance to true stereo mode (ONCE), after the stereo context is finally ready
|
||||
const_cast<QuadStereo*>(this)->checkInitialRenderContextState();
|
||||
}
|
||||
|
||||
/* static */
|
||||
const QuadStereo& QuadStereo::getInstance(float ipd)
|
||||
{
|
||||
|
|
|
@ -69,11 +69,13 @@ class QuadStereo : public Stereo3DMode
|
|||
public:
|
||||
QuadStereo(double ipdMeters);
|
||||
void Present() const override;
|
||||
void SetUp() const override;
|
||||
static const QuadStereo& getInstance(float ipd);
|
||||
private:
|
||||
QuadStereoLeftPose leftEye;
|
||||
QuadStereoRightPose rightEye;
|
||||
bool bQuadStereoSupported;
|
||||
void checkInitialRenderContextState();
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -192,12 +192,23 @@ void OpenGLFrameBuffer::Update()
|
|||
DrawRateStuff();
|
||||
GLRenderer->Flush();
|
||||
|
||||
GLRenderer->SetOutputViewport(nullptr);
|
||||
|
||||
Swap();
|
||||
swapped = false;
|
||||
Unlock();
|
||||
CheckBench();
|
||||
|
||||
if (Windowed)
|
||||
{
|
||||
int clientWidth = GetClientWidth();
|
||||
int clientHeight = GetClientHeight();
|
||||
if (clientWidth > 0 && clientHeight > 0 && (Width != clientWidth || Height != clientHeight))
|
||||
{
|
||||
Resize(clientWidth, clientHeight);
|
||||
V_OutputResized(Width, Height);
|
||||
}
|
||||
}
|
||||
|
||||
GLRenderer->SetOutputViewport(nullptr);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -309,6 +309,11 @@ void FUDMFKeys::Sort()
|
|||
|
||||
FUDMFKey *FUDMFKeys::Find(FName key)
|
||||
{
|
||||
if (!mSorted)
|
||||
{
|
||||
mSorted = true;
|
||||
Sort();
|
||||
}
|
||||
int min = 0, max = Size()-1;
|
||||
|
||||
while (min <= max)
|
||||
|
|
|
@ -483,7 +483,7 @@ NSOpenGLPixelFormat* CreatePixelFormat(const OpenGLProfile profile)
|
|||
attributes[i++] = NSOpenGLPFAAllowOfflineRenderers;
|
||||
}
|
||||
|
||||
if (NSAppKitVersionNumber >= AppKit10_7 && OpenGLProfile::Core == profile)
|
||||
if (NSAppKitVersionNumber >= AppKit10_7 && OpenGLProfile::Core == profile && 1 == vid_renderer)
|
||||
{
|
||||
NSOpenGLPixelFormatAttribute profile = NSOpenGLProfileVersion3_2Core;
|
||||
const char* const glversion = Args->CheckValue("-glversion");
|
||||
|
|
|
@ -245,6 +245,7 @@ struct FUDMFKey
|
|||
|
||||
class FUDMFKeys : public TArray<FUDMFKey>
|
||||
{
|
||||
bool mSorted = false;
|
||||
public:
|
||||
void Sort();
|
||||
FUDMFKey *Find(FName key);
|
||||
|
|
|
@ -232,7 +232,7 @@ void R_SetVisibility(double vis)
|
|||
else
|
||||
r_WallVisibility = r_BaseVisibility;
|
||||
|
||||
r_WallVisibility = (InvZtoScale * SCREENWIDTH*BaseRatioSizes[WidescreenRatio][1] /
|
||||
r_WallVisibility = (InvZtoScale * SCREENWIDTH*AspectBaseHeight(WidescreenRatio) /
|
||||
(viewwidth*SCREENHEIGHT*3)) * (r_WallVisibility * FocalTangent);
|
||||
|
||||
// Prevent overflow on floors/ceilings. Note that the calculation of
|
||||
|
@ -295,7 +295,7 @@ CCMD (r_visibility)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio)
|
||||
void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio)
|
||||
{
|
||||
int virtheight, virtwidth, virtwidth2, virtheight2;
|
||||
|
||||
|
@ -318,22 +318,22 @@ void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight,
|
|||
virtwidth = virtwidth2 = fullWidth;
|
||||
virtheight = virtheight2 = fullHeight;
|
||||
|
||||
if (Is54Aspect(trueratio))
|
||||
if (trueratio < 1.3f)
|
||||
{
|
||||
virtheight2 = virtheight2 * BaseRatioSizes[trueratio][3] / 48;
|
||||
virtheight2 = virtheight2 * AspectMultiplier(trueratio) / 48;
|
||||
}
|
||||
else
|
||||
{
|
||||
virtwidth2 = virtwidth2 * BaseRatioSizes[trueratio][3] / 48;
|
||||
virtwidth2 = virtwidth2 * AspectMultiplier(trueratio) / 48;
|
||||
}
|
||||
|
||||
if (Is54Aspect(WidescreenRatio))
|
||||
if (WidescreenRatio < 1.3f)
|
||||
{
|
||||
virtheight = virtheight * BaseRatioSizes[WidescreenRatio][3] / 48;
|
||||
virtheight = virtheight * AspectMultiplier(WidescreenRatio) / 48;
|
||||
}
|
||||
else
|
||||
{
|
||||
virtwidth = virtwidth * BaseRatioSizes[WidescreenRatio][3] / 48;
|
||||
virtwidth = virtwidth * AspectMultiplier(WidescreenRatio) / 48;
|
||||
}
|
||||
|
||||
BaseYaspectMul = 320.0 * virtheight2 / (r_Yaspect * virtwidth2);
|
||||
|
@ -678,7 +678,7 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
|
|||
ViewPos.X = (x1 + r * dx)*2 - x;
|
||||
ViewPos.Y = (y1 + r * dy)*2 - y;
|
||||
}
|
||||
ViewAngle = pds->src->Delta().Angle() - startang;
|
||||
ViewAngle = pds->src->Delta().Angle() * 2 - startang;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -55,7 +55,7 @@ struct FRenderer
|
|||
virtual void ErrorCleanup () {}
|
||||
virtual void ClearBuffer(int color) = 0;
|
||||
virtual void Init() = 0;
|
||||
virtual void SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio) {}
|
||||
virtual void SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio) {}
|
||||
virtual void SetupFrame(player_t *player) {}
|
||||
virtual void CopyStackedViewParameters() {}
|
||||
virtual void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov) = 0;
|
||||
|
|
|
@ -45,7 +45,7 @@
|
|||
|
||||
|
||||
class FArchive;
|
||||
void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio);
|
||||
void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio);
|
||||
void R_SetupColormap(player_t *);
|
||||
void R_SetupFreelook();
|
||||
void R_InitRenderer();
|
||||
|
@ -275,7 +275,7 @@ void FSoftwareRenderer::ClearBuffer(int color)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void FSoftwareRenderer::SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio)
|
||||
void FSoftwareRenderer::SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio)
|
||||
{
|
||||
R_SWRSetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
|
||||
}
|
||||
|
|
|
@ -30,7 +30,7 @@ struct FSoftwareRenderer : public FRenderer
|
|||
void ErrorCleanup ();
|
||||
void ClearBuffer(int color);
|
||||
void Init();
|
||||
void SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio);
|
||||
void SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio);
|
||||
void SetupFrame(player_t *player);
|
||||
void CopyStackedViewParameters();
|
||||
void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov);
|
||||
|
|
|
@ -1393,7 +1393,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
|
|||
}
|
||||
if (pspr->GetID() < PSP_TARGETCENTER)
|
||||
{ // Move the weapon down for 1280x1024.
|
||||
vis->texturemid -= BaseRatioSizes[WidescreenRatio][2];
|
||||
vis->texturemid -= AspectPspriteOffset(WidescreenRatio);
|
||||
}
|
||||
vis->x1 = x1 < 0 ? 0 : x1;
|
||||
vis->x2 = x2 >= viewwidth ? viewwidth : x2;
|
||||
|
|
|
@ -138,7 +138,7 @@ angle_t LocalViewAngle;
|
|||
int LocalViewPitch;
|
||||
bool LocalKeyboardTurner;
|
||||
|
||||
int WidescreenRatio;
|
||||
float WidescreenRatio;
|
||||
int setblocks;
|
||||
int extralight;
|
||||
bool setsizeneeded;
|
||||
|
@ -200,7 +200,7 @@ void R_SetViewSize (int blocks)
|
|||
|
||||
void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
|
||||
{
|
||||
int trueratio;
|
||||
float trueratio;
|
||||
|
||||
if (windowSize >= 11)
|
||||
{
|
||||
|
@ -220,8 +220,7 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
|
|||
freelookviewheight = ((setblocks*fullHeight)/10)&~7;
|
||||
}
|
||||
|
||||
// If the screen is approximately 16:9 or 16:10, consider it widescreen.
|
||||
WidescreenRatio = CheckRatio (fullWidth, fullHeight, &trueratio);
|
||||
WidescreenRatio = ActiveRatio (fullWidth, fullHeight, &trueratio);
|
||||
|
||||
DrawFSHUD = (windowSize == 11);
|
||||
|
||||
|
@ -230,13 +229,13 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
|
|||
|
||||
centery = viewheight/2;
|
||||
centerx = viewwidth/2;
|
||||
if (Is54Aspect(WidescreenRatio))
|
||||
if (WidescreenRatio < 1.3f)
|
||||
{
|
||||
centerxwide = centerx;
|
||||
}
|
||||
else
|
||||
{
|
||||
centerxwide = centerx * BaseRatioSizes[WidescreenRatio][3] / 48;
|
||||
centerxwide = centerx * AspectMultiplier(WidescreenRatio) / 48;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -33,7 +33,7 @@ extern int validcount;
|
|||
extern angle_t LocalViewAngle; // [RH] Added to consoleplayer's angle
|
||||
extern int LocalViewPitch; // [RH] Used directly instead of consoleplayer's pitch
|
||||
extern bool LocalKeyboardTurner; // [RH] The local player used the keyboard to turn, so interpolate
|
||||
extern int WidescreenRatio;
|
||||
extern float WidescreenRatio;
|
||||
|
||||
extern double r_TicFracF;
|
||||
extern DWORD r_FrameTime;
|
||||
|
|
|
@ -971,6 +971,7 @@ bool FMODSoundRenderer::Init()
|
|||
|
||||
#if FMOD_STUDIO
|
||||
FMOD_ADVANCEDSETTINGS advSettings = {};
|
||||
advSettings.cbSize = sizeof advSettings;
|
||||
advSettings.resamplerMethod = resampler;
|
||||
result = Sys->setAdvancedSettings(&advSettings);
|
||||
if (result != FMOD_OK)
|
||||
|
@ -1370,11 +1371,8 @@ void FMODSoundRenderer::PrintStatus()
|
|||
{
|
||||
FMOD_OUTPUTTYPE output;
|
||||
FMOD_SPEAKERMODE speakermode;
|
||||
FMOD_SOUND_FORMAT format;
|
||||
FMOD_DSP_RESAMPLER resampler;
|
||||
int driver;
|
||||
int samplerate;
|
||||
int numoutputchannels;
|
||||
unsigned int bufferlength;
|
||||
int numbuffers;
|
||||
|
||||
|
@ -1413,6 +1411,9 @@ void FMODSoundRenderer::PrintStatus()
|
|||
#endif
|
||||
}
|
||||
#if !FMOD_STUDIO
|
||||
FMOD_SOUND_FORMAT format;
|
||||
FMOD_DSP_RESAMPLER resampler;
|
||||
int numoutputchannels;
|
||||
if (FMOD_OK == Sys->getSoftwareFormat(&samplerate, &format, &numoutputchannels, NULL, &resampler, NULL))
|
||||
{
|
||||
Printf (TEXTCOLOR_LIGHTBLUE "Software mixer sample rate: " TEXTCOLOR_GREEN "%d\n", samplerate);
|
||||
|
@ -2758,6 +2759,16 @@ std::pair<SoundHandle,bool> FMODSoundRenderer::LoadSoundRaw(BYTE *sfxdata, int l
|
|||
exinfo.defaultfrequency = frequency;
|
||||
switch (bits)
|
||||
{
|
||||
#if FMOD_STUDIO
|
||||
case -8:
|
||||
// Need to convert sample data from signed to unsigned.
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
sfxdata[i] ^= 0x80;
|
||||
}
|
||||
|
||||
case 8:
|
||||
#else // !FMOD_STUDIO
|
||||
case 8:
|
||||
// Need to convert sample data from unsigned to signed.
|
||||
for (int i = 0; i < length; ++i)
|
||||
|
@ -2766,6 +2777,7 @@ std::pair<SoundHandle,bool> FMODSoundRenderer::LoadSoundRaw(BYTE *sfxdata, int l
|
|||
}
|
||||
|
||||
case -8:
|
||||
#endif // FMOD_STUDIO
|
||||
exinfo.format = FMOD_SOUND_FORMAT_PCM8;
|
||||
numsamples = length;
|
||||
break;
|
||||
|
|
|
@ -863,37 +863,37 @@ bool DCanvas::ParseDrawTextureTags (FTexture *img, double x, double y, DWORD tag
|
|||
void DCanvas::VirtualToRealCoords(double &x, double &y, double &w, double &h,
|
||||
double vwidth, double vheight, bool vbottom, bool handleaspect) const
|
||||
{
|
||||
int myratio = handleaspect ? CheckRatio (Width, Height) : 0;
|
||||
float myratio = handleaspect ? ActiveRatio (Width, Height) : (4.0f / 3.0f);
|
||||
|
||||
// if 21:9 AR, map to 16:9 for all callers.
|
||||
// this allows for black bars and stops the stretching of fullscreen images
|
||||
if (myratio == 6) {
|
||||
myratio = 2;
|
||||
if (myratio > 1.7f) {
|
||||
myratio = 16.0f / 9.0f;
|
||||
}
|
||||
|
||||
double right = x + w;
|
||||
double bottom = y + h;
|
||||
|
||||
if (myratio != 0 && myratio != 4)
|
||||
if (myratio > 1.4f)
|
||||
{ // The target surface is either 16:9 or 16:10, so expand the
|
||||
// specified virtual size to avoid undesired stretching of the
|
||||
// image. Does not handle non-4:3 virtual sizes. I'll worry about
|
||||
// those if somebody expresses a desire to use them.
|
||||
x = (x - vwidth * 0.5) * Width * 960 / (vwidth * BaseRatioSizes[myratio][0]) + Width * 0.5;
|
||||
w = (right - vwidth * 0.5) * Width * 960 / (vwidth * BaseRatioSizes[myratio][0]) + Width * 0.5 - x;
|
||||
x = (x - vwidth * 0.5) * Width * 960 / (vwidth * AspectBaseWidth(myratio)) + Width * 0.5;
|
||||
w = (right - vwidth * 0.5) * Width * 960 / (vwidth * AspectBaseWidth(myratio)) + Width * 0.5 - x;
|
||||
}
|
||||
else
|
||||
{
|
||||
x = x * Width / vwidth;
|
||||
w = right * Width / vwidth - x;
|
||||
}
|
||||
if (myratio == 4)
|
||||
if (myratio < 1.3f)
|
||||
{ // The target surface is 5:4
|
||||
y = (y - vheight * 0.5) * Height * 600 / (vheight * BaseRatioSizes[myratio][1]) + Height * 0.5;
|
||||
h = (bottom - vheight * 0.5) * Height * 600 / (vheight * BaseRatioSizes[myratio][1]) + Height * 0.5 - y;
|
||||
y = (y - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5;
|
||||
h = (bottom - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5 - y;
|
||||
if (vbottom)
|
||||
{
|
||||
y += (Height - Height * BaseRatioSizes[myratio][3] / 48.0) * 0.5;
|
||||
y += (Height - Height * AspectMultiplier(myratio) / 48.0) * 0.5;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -937,30 +937,30 @@ void DCanvas::VirtualToRealCoordsInt(int &x, int &y, int &w, int &h,
|
|||
|
||||
void DCanvas::FillBorder (FTexture *img)
|
||||
{
|
||||
int myratio = CheckRatio (Width, Height);
|
||||
float myratio = ActiveRatio (Width, Height);
|
||||
|
||||
// if 21:9 AR, fill borders akin to 16:9, since all fullscreen
|
||||
// images are being drawn to that scale.
|
||||
if (myratio == 6) {
|
||||
myratio = 2;
|
||||
if (myratio > 1.7f) {
|
||||
myratio = 16 / 9.0f;
|
||||
}
|
||||
|
||||
if (myratio == 0)
|
||||
if (myratio >= 1.3f && myratio <= 1.4f)
|
||||
{ // This is a 4:3 display, so no border to show
|
||||
return;
|
||||
}
|
||||
int bordtop, bordbottom, bordleft, bordright, bord;
|
||||
if (Is54Aspect(myratio))
|
||||
if (myratio < 1.3f)
|
||||
{ // Screen is taller than it is wide
|
||||
bordleft = bordright = 0;
|
||||
bord = Height - Height * BaseRatioSizes[myratio][3] / 48;
|
||||
bord = Height - Height * AspectMultiplier(myratio) / 48;
|
||||
bordtop = bord / 2;
|
||||
bordbottom = bord - bordtop;
|
||||
}
|
||||
else
|
||||
{ // Screen is wider than it is tall
|
||||
bordtop = bordbottom = 0;
|
||||
bord = Width - Width * BaseRatioSizes[myratio][3] / 48;
|
||||
bord = Width - Width * AspectMultiplier(myratio) / 48;
|
||||
bordleft = bord / 2;
|
||||
bordright = bord - bordleft;
|
||||
}
|
||||
|
|
218
src/v_video.cpp
218
src/v_video.cpp
|
@ -725,6 +725,21 @@ void DCanvas::CalcGamma (float gamma, BYTE gammalookup[256])
|
|||
DSimpleCanvas::DSimpleCanvas (int width, int height)
|
||||
: DCanvas (width, height)
|
||||
{
|
||||
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
|
||||
|
@ -761,7 +776,7 @@ DSimpleCanvas::DSimpleCanvas (int width, int height)
|
|||
}
|
||||
}
|
||||
MemBuffer = new BYTE[Pitch * height];
|
||||
memset (MemBuffer, 0, Pitch * height);
|
||||
memset(MemBuffer, 0, Pitch * height);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1259,7 +1274,6 @@ CCMD(clean)
|
|||
bool V_DoModeSetup (int width, int height, int bits)
|
||||
{
|
||||
DFrameBuffer *buff = I_SetMode (width, height, screen);
|
||||
int cx1, cx2;
|
||||
|
||||
if (buff == NULL)
|
||||
{
|
||||
|
@ -1274,6 +1288,17 @@ bool V_DoModeSetup (int width, int height, int bits)
|
|||
// 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;
|
||||
|
@ -1314,32 +1339,37 @@ bool V_DoModeSetup (int width, int height, int bits)
|
|||
|
||||
DisplayWidth = width;
|
||||
DisplayHeight = height;
|
||||
DisplayBits = bits;
|
||||
|
||||
R_OldBlend = ~0;
|
||||
Renderer->OnModeSet();
|
||||
|
||||
M_RefreshModesList ();
|
||||
}
|
||||
|
||||
return true;
|
||||
void V_OutputResized (int width, int height)
|
||||
{
|
||||
V_UpdateModeSize(width, height);
|
||||
setsizeneeded = true;
|
||||
if (StatusBar != NULL)
|
||||
{
|
||||
StatusBar->ScreenSizeChanged();
|
||||
}
|
||||
}
|
||||
|
||||
void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *_cx1, int *_cx2)
|
||||
{
|
||||
int ratio;
|
||||
float ratio;
|
||||
int cwidth;
|
||||
int cheight;
|
||||
int cx1, cy1, cx2, cy2;
|
||||
|
||||
ratio = CheckRatio(realwidth, realheight);
|
||||
if (Is54Aspect(ratio))
|
||||
ratio = ActiveRatio(realwidth, realheight);
|
||||
if (ratio < 1.3f)
|
||||
{
|
||||
cwidth = realwidth;
|
||||
cheight = realheight * BaseRatioSizes[ratio][3] / 48;
|
||||
cheight = realheight * AspectMultiplier(ratio) / 48;
|
||||
}
|
||||
else
|
||||
{
|
||||
cwidth = realwidth * BaseRatioSizes[ratio][3] / 48;
|
||||
cwidth = realwidth * AspectMultiplier(ratio) / 48;
|
||||
cheight = realheight;
|
||||
}
|
||||
// Use whichever pair of cwidth/cheight or width/height that produces less difference
|
||||
|
@ -1573,20 +1603,10 @@ CUSTOM_CVAR (Int, vid_aspect, 0, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
|
|||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
// 6: 21:9
|
||||
int CheckRatio (int width, int height, int *trueratio)
|
||||
// Helper for ActiveRatio and CheckRatio. Returns the forced ratio type, or -1 if none.
|
||||
int ActiveFakeRatio(int width, int height)
|
||||
{
|
||||
int fakeratio = -1;
|
||||
int ratio;
|
||||
|
||||
if ((vid_aspect >= 1) && (vid_aspect <= 6))
|
||||
{
|
||||
// [SP] User wants to force aspect ratio; let them.
|
||||
|
@ -1598,7 +1618,7 @@ int CheckRatio (int width, int height, int *trueratio)
|
|||
else if (fakeratio == 5)
|
||||
{
|
||||
fakeratio = 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (vid_nowidescreen)
|
||||
{
|
||||
|
@ -1608,74 +1628,98 @@ int CheckRatio (int width, int height, int *trueratio)
|
|||
}
|
||||
else
|
||||
{
|
||||
fakeratio = (height * 5/4 == width) ? 4 : 0;
|
||||
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;
|
||||
}
|
||||
// test for 21:9 (actually 64:27, 21:9 is a semi-accurate ratio used in marketing)
|
||||
else if (abs (height * 64/27 - width) < 30)
|
||||
{
|
||||
ratio = 6;
|
||||
}
|
||||
// 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;
|
||||
return fakeratio;
|
||||
}
|
||||
|
||||
// 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[7][4] =
|
||||
// Active screen ratio based on cvars and size
|
||||
float ActiveRatio(int width, int height, float *trueratio)
|
||||
{
|
||||
{ 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
|
||||
{ 1224, 471, 0, 48*40/51 }, // 17:10 408, 156.8627, multiplied by three (REDUNDANT)
|
||||
{ 1707, 338, 0, 48*9/16 } // 21:9 568.8889, 337.5, multiplied by three
|
||||
};
|
||||
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)
|
||||
{
|
||||
return (int)round(200.0f * (320.0f / (240.0f * aspect)) * 3.0f);
|
||||
}
|
||||
|
||||
int AspectPspriteOffset(float aspect)
|
||||
{
|
||||
return aspect < 1.3f ? (int)(6.5*FRACUNIT) : 0;
|
||||
}
|
||||
|
||||
int AspectMultiplier(float aspect)
|
||||
{
|
||||
return (int)round(320.0f / (240.0f * aspect) * 48.0f);
|
||||
}
|
||||
|
||||
void IVideo::DumpAdapters ()
|
||||
{
|
||||
|
|
|
@ -47,6 +47,8 @@ extern int CleanWidth_1, CleanHeight_1, CleanXfac_1, CleanYfac_1;
|
|||
extern int DisplayWidth, DisplayHeight, DisplayBits;
|
||||
|
||||
bool V_DoModeSetup (int width, int height, int bits);
|
||||
void V_UpdateModeSize (int width, int height);
|
||||
void V_OutputResized (int width, int height);
|
||||
void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *cx1=NULL, int *cx2=NULL);
|
||||
|
||||
class FTexture;
|
||||
|
@ -300,6 +302,8 @@ public:
|
|||
void Unlock ();
|
||||
|
||||
protected:
|
||||
void Resize(int width, int height);
|
||||
|
||||
BYTE *MemBuffer;
|
||||
|
||||
DSimpleCanvas() {}
|
||||
|
@ -512,15 +516,15 @@ extern "C" void ASM_PatchPitch (void);
|
|||
|
||||
int CheckRatio (int width, int height, int *trueratio=NULL);
|
||||
static inline int CheckRatio (double width, double height) { return CheckRatio(int(width), int(height)); }
|
||||
extern const int BaseRatioSizes[7][4];
|
||||
inline bool IsRatioWidescreen(int ratio) { return (ratio & 3) != 0; }
|
||||
|
||||
inline bool IsRatioWidescreen(int ratio) {
|
||||
return (ratio & 3)!=0;
|
||||
}
|
||||
float ActiveRatio (int width, int height, float *trueratio = NULL);
|
||||
static inline double ActiveRatio (double width, double height) { return ActiveRatio(int(width), int(height)); }
|
||||
|
||||
inline bool Is54Aspect(int ratio) {
|
||||
return ratio == 4;
|
||||
}
|
||||
int AspectBaseWidth(float aspect);
|
||||
int AspectBaseHeight(float aspect);
|
||||
int AspectPspriteOffset(float aspect);
|
||||
int AspectMultiplier(float aspect);
|
||||
|
||||
EXTERN_CVAR(Int, uiscale);
|
||||
|
||||
|
|
|
@ -1220,6 +1220,24 @@ void D3DFB::Flip()
|
|||
CurrRenderTexture ^= RenderTextureToggle;
|
||||
TempRenderTexture = RenderTexture[CurrRenderTexture];
|
||||
}
|
||||
|
||||
if (Windowed)
|
||||
{
|
||||
RECT box;
|
||||
GetClientRect(Window, &box);
|
||||
if (box.right > 0 && box.right > 0 && (Width != box.right || Height != box.bottom))
|
||||
{
|
||||
Resize(box.right, box.bottom);
|
||||
|
||||
TrueHeight = Height;
|
||||
PixelDoubling = 0;
|
||||
LBOffsetI = 0;
|
||||
LBOffset = 0.0f;
|
||||
Reset();
|
||||
|
||||
V_OutputResized(Width, Height);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -537,10 +537,18 @@ LRESULT CALLBACK WndProc (HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
|||
if (screen && !VidResizing)
|
||||
{
|
||||
LPMINMAXINFO mmi = (LPMINMAXINFO)lParam;
|
||||
RECT rect = { 0, 0, screen->GetWidth(), screen->GetHeight() };
|
||||
AdjustWindowRectEx(&rect, WS_VISIBLE|WS_OVERLAPPEDWINDOW, FALSE, WS_EX_APPWINDOW);
|
||||
mmi->ptMinTrackSize.x = rect.right - rect.left;
|
||||
mmi->ptMinTrackSize.y = rect.bottom - rect.top;
|
||||
if (screen->IsFullscreen())
|
||||
{
|
||||
RECT rect = { 0, 0, screen->GetWidth(), screen->GetHeight() };
|
||||
AdjustWindowRectEx(&rect, WS_VISIBLE | WS_OVERLAPPEDWINDOW, FALSE, WS_EX_APPWINDOW);
|
||||
mmi->ptMinTrackSize.x = rect.right - rect.left;
|
||||
mmi->ptMinTrackSize.y = rect.bottom - rect.top;
|
||||
}
|
||||
else
|
||||
{
|
||||
mmi->ptMinTrackSize.x = 320;
|
||||
mmi->ptMinTrackSize.y = 200;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
break;
|
||||
|
|
Loading…
Reference in a new issue