mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 01:02:03 +00:00
- Fixed: The mouse was being grabbed in windowed mode again.
- Modified M_DrawFrame() and R_DrawTopBorder() so that they call FlatFill() to draw the edges of the frames. This at least seems a bit faster for hardware 2D. - Implemented FlatFill() for D3DFB. It seems to be exactly as fast as the default implementation that just calls DrawTexture() to tile the pieces onto the screen, so I'm not sure it was worth the bother. SVN r686 (trunk)
This commit is contained in:
parent
0b4092e98e
commit
9839cbfc82
8 changed files with 190 additions and 59 deletions
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@ -1,4 +1,11 @@
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January 9, 2008
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- Fixed: The mouse was being grabbed in windowed mode again.
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- Modified M_DrawFrame() and R_DrawTopBorder() so that they call FlatFill() to
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draw the edges of the frames. This at least seems a bit faster for hardware
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2D.
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- Implemented FlatFill() for D3DFB. It seems to be exactly as fast as the
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default implementation that just calls DrawTexture() to tile the pieces onto
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the screen, so I'm not sure it was worth the bother.
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- Merged the separate line and quad vertex buffers in D3DFB back into a single
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vertex buffer, made line batching automatic, and added an index buffer for
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use when batching quads. The index buffer actually offered more of a
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@ -16,7 +23,7 @@ January 8, 2008
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because it used gametic for timing.
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- Added DoubleAmmoFactor as a skill property for the DF2_YES_DOUBLEAMMO flag.
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- Renumbered the dmflags2 entries to match Skulltag's again.
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- Added Karate Chris's infinite ammo patch.
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- Added Karate Chris's infinite inventory patch.
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January 7, 2008
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- Added support for user-defined crosshairs in the Display Options menu. See
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@ -1241,33 +1241,23 @@ static void M_DrawSaveLoadCommon ()
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// frame graphics. The border is drawn outside the area, not in it.
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void M_DrawFrame (int left, int top, int width, int height)
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{
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FTexture *p1, *p2;
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FTexture *p;
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const gameborder_t *border = gameinfo.border;
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int offset = border->offset;
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int size = border->size;
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int x, y;
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int right = left + width;
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int bottom = top + height;
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// Draw top and bottom sides.
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p1 = TexMan[border->t];
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p2 = TexMan[border->b];
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for (x = left; x < left + width; x += size)
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{
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if (x + size > left + width)
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x = left + width - size;
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screen->DrawTexture (p1, x, top - offset, TAG_DONE);
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screen->DrawTexture (p2, x, top + height, TAG_DONE);
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}
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p = TexMan[border->t];
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screen->FlatFill(left, top - p->GetHeight(), right, top, p, true);
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p = TexMan[border->b];
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screen->FlatFill(left, bottom, right, bottom + p->GetHeight(), p, true);
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// Draw left and right sides.
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p1 = TexMan[border->l];
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p2 = TexMan[border->r];
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for (y = top; y < top + height; y += size)
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{
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if (y + size > top + height)
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y = top + height - size;
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screen->DrawTexture (p1, left - offset, y, TAG_DONE);
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screen->DrawTexture (p2, left + width, y, TAG_DONE);
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}
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p = TexMan[border->l];
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screen->FlatFill(left - p->GetWidth(), top, left, bottom, p, true);
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p = TexMan[border->r];
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screen->FlatFill(right, top, right + p->GetWidth(), bottom, p, true);
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// Draw beveled corners.
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screen->DrawTexture (TexMan[border->tl], left-offset, top-offset, TAG_DONE);
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@ -1481,41 +1481,35 @@ int BorderTopRefresh;
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void R_DrawTopBorder ()
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{
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FTexture *p1, *p2;
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int x, y;
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FTexture *p;
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int offset;
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int size;
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if (realviewwidth == SCREENWIDTH)
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return;
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offset = gameinfo.border->offset;
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size = gameinfo.border->size;
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if (viewwindowy < 34)
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{
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R_DrawBorder (0, 0, viewwindowx, 34);
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R_DrawBorder (viewwindowx, 0, viewwindowx+realviewwidth, viewwindowy);
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R_DrawBorder (viewwindowx+realviewwidth, 0, SCREENWIDTH, 34);
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p1 = TexMan(gameinfo.border->t);
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for (x = viewwindowx; x < viewwindowx + realviewwidth; x += size)
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{
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screen->DrawTexture (p1, x, viewwindowy - offset, TAG_DONE);
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}
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p = TexMan(gameinfo.border->t);
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screen->FlatFill(viewwindowx, viewwindowy - p->GetHeight(),
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viewwindowx + realviewwidth, viewwindowy, p, true);
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p1 = TexMan(gameinfo.border->l);
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p2 = TexMan(gameinfo.border->r);
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for (y = viewwindowy; y < 35; y += size)
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{
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screen->DrawTexture (p1, viewwindowx - offset, y, TAG_DONE);
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screen->DrawTexture (p2, viewwindowx + realviewwidth, y, TAG_DONE);
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}
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p = TexMan(gameinfo.border->l);
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screen->FlatFill(viewwindowx - p->GetWidth(), viewwindowy,
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viewwindowx, 35, p, true);
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p = TexMan(gameinfo.border->r);
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screen->FlatFill(viewwindowx + realviewwidth, viewwindowy,
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viewwindowx + realviewwidth + p->GetWidth(), 35, p, true);
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p1 = TexMan(gameinfo.border->tl);
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screen->DrawTexture (p1, viewwindowx-offset, viewwindowy - offset, TAG_DONE);
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p = TexMan(gameinfo.border->tl);
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screen->DrawTexture (p, viewwindowx-offset, viewwindowy - offset, TAG_DONE);
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p1 = TexMan(gameinfo.border->tr);
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screen->DrawTexture (p1, viewwindowx+realviewwidth, viewwindowy - offset, TAG_DONE);
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p = TexMan(gameinfo.border->tr);
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screen->DrawTexture (p, viewwindowx+realviewwidth, viewwindowy - offset, TAG_DONE);
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}
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else
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{
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@ -224,25 +224,32 @@ bool DCanvas::IsValid ()
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return false;
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}
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// [RH] Fill an area with a 64x64 flat texture
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// right and bottom are one pixel *past* the boundaries they describe.
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void DCanvas::FlatFill (int left, int top, int right, int bottom, FTexture *src)
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//==========================================================================
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//
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// DCanvas :: FlatFill
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//
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// Fill an area with a texture. If local_origin is false, then the origin
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// used for the wrapping is (0,0). Otherwise, (left,right) is used.
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//
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//==========================================================================
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void DCanvas::FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin)
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{
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int w = src->GetWidth();
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int h = src->GetHeight();
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// Repeatedly draw the texture, left-to-right, top-to-bottom. The
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// texture is positioned so that no matter what coordinates you pass
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// to FlatFill, the origin of the repeating pattern is always (0,0).
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for (int y = top / h * h; y < bottom; y += h)
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// Repeatedly draw the texture, left-to-right, top-to-bottom.
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for (int y = local_origin ? top : (top / h * h); y < bottom; y += h)
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{
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for (int x = left / w * w; x < right; x += w)
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for (int x = local_origin ? left : (left / w * w); x < right; x += w)
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{
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DrawTexture (src, x, y,
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DTA_ClipLeft, left,
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DTA_ClipRight, right,
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DTA_ClipTop, top,
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DTA_ClipBottom, bottom,
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DTA_TopOffset, 0,
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DTA_LeftOffset, 0,
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TAG_DONE);
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}
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}
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@ -161,7 +161,7 @@ public:
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virtual void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
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// Fill an area with a texture
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virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src);
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virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin=false);
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// Set an area to a specified color
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virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
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@ -133,6 +133,7 @@ enum
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BQF_StencilPalette = 4,
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BQF_Paletted = 7,
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BQF_Bilinear = 8,
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BQF_WrapUV = 16,
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};
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// Shaders for a buffered quad
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Texture[0] = NULL;
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Texture[1] = NULL;
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D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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IndexPos += 6;
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}
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//==========================================================================
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//
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// D3DFB :: FlatFill
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//
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// Fills an area with a repeating copy of the texture.
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//
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//==========================================================================
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void D3DFB::FlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin)
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{
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if (In2D < 2)
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{
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Super::FlatFill(left, top, right, bottom, src, local_origin);
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return;
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}
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if (!InScene)
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{
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return;
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}
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D3DTex *tex = static_cast<D3DTex *>(src->GetNative());
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if (tex == NULL)
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{
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return;
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}
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float yoffs = GatheringWipeScreen ? 0.5f : 0.5f - LBOffset;
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float x0 = float(left);
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float y0 = float(top);
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float x1 = float(right);
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float y1 = float(bottom);
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float itw = 1.f / float(src->GetWidth());
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float ith = 1.f / float(src->GetHeight());
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float xo = local_origin ? x0 : 0;
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float yo = local_origin ? y0 : 0;
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float u0 = (x0 - xo) * itw;
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float v0 = (y0 - yo) * ith;
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float u1 = (x1 - xo) * itw;
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float v1 = (y1 - yo) * ith;
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x0 -= 0.5f;
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y0 -= yoffs;
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x1 -= 0.5f;
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y1 -= yoffs;
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CheckQuadBatch();
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BufferedQuad *quad = &QuadExtra[QuadBatchPos];
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FBVERTEX *vert = &VertexData[VertexPos];
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if (tex->GetTexFormat() == D3DFMT_L8 && !tex->IsGray)
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{
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quad->Flags = BQF_WrapUV | BQF_GamePalette;
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quad->ShaderNum = BQS_PalTex;
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}
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else
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{
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quad->Flags = BQF_WrapUV;
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quad->ShaderNum = BQS_Plain;
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}
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quad->SrcBlend = 0;
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quad->DestBlend = 0;
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quad->Palette = NULL;
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quad->Texture = tex;
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vert[0].x = x0;
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vert[0].y = y0;
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vert[0].z = 0;
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vert[0].rhw = 1;
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vert[0].color0 = 0;
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vert[0].color1 = 0xFFFFFFFF;
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vert[0].tu = u0;
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vert[0].tv = v0;
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vert[1].x = x1;
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vert[1].y = y0;
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vert[1].z = 0;
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vert[1].rhw = 1;
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vert[1].color0 = 0;
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vert[1].color1 = 0xFFFFFFFF;
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vert[1].tu = u1;
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vert[1].tv = v0;
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vert[2].x = x1;
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vert[2].y = y1;
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vert[2].z = 0;
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vert[2].rhw = 1;
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vert[2].color0 = 0;
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vert[2].color1 = 0xFFFFFFFF;
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vert[2].tu = u1;
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vert[2].tv = v1;
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vert[3].x = x0;
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vert[3].y = y1;
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vert[3].z = 0;
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vert[3].rhw = 1;
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vert[3].color0 = 0;
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vert[3].color1 = 0xFFFFFFFF;
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vert[3].tu = u0;
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vert[3].tv = v1;
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IndexData[IndexPos ] = VertexPos;
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IndexData[IndexPos + 1] = VertexPos + 1;
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IndexData[IndexPos + 2] = VertexPos + 2;
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IndexData[IndexPos + 3] = VertexPos;
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IndexData[IndexPos + 4] = VertexPos + 2;
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IndexData[IndexPos + 5] = VertexPos + 3;
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QuadBatchPos++;
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VertexPos += 4;
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IndexPos += 6;}
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//==========================================================================
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//
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// D3DFB :: AddColorOnlyQuad
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@ -1883,6 +1993,9 @@ void D3DFB::EndQuadBatch()
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}
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D3DDevice->SetStreamSource(0, VertexBuffer, 0, sizeof(FBVERTEX));
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D3DDevice->SetIndices(IndexBuffer);
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bool uv_wrapped = false;
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bool uv_should_wrap;
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for (int i = 0; i < QuadBatchPos; )
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{
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const BufferedQuad *quad = &QuadExtra[i];
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@ -1952,6 +2065,16 @@ void D3DFB::EndQuadBatch()
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SetPixelShader(ColorOnlyShader);
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}
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// Set the texture clamp addressing mode
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uv_should_wrap = !!(quad->Flags & BQF_WrapUV);
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if (uv_wrapped != uv_should_wrap)
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{
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DWORD mode = uv_should_wrap ? D3DTADDRESS_WRAP : D3DTADDRESS_BORDER;
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uv_wrapped = uv_should_wrap;
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D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, mode);
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D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, mode);
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}
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// Set the texture
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if (quad->Texture != NULL)
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{
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@ -1962,6 +2085,11 @@ void D3DFB::EndQuadBatch()
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D3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 4 * i, 4 * (j - i), 6 * i, 2 * (j - i));
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i = j;
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}
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if (uv_wrapped)
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{
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D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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}
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QuadBatchPos = -1;
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VertexPos = -1;
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IndexPos = -1;
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@ -132,7 +132,7 @@ static void SetCursorState (int visible);
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static HRESULT InitJoystick ();
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static bool GUICapture;
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static bool NativeMouse;
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static int NativeMouse;
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static bool MakeMouseEvents;
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static POINT UngrabbedPointerPos;
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@ -420,11 +420,10 @@ void I_CheckNativeMouse (bool preferNative)
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bool wantNative = !HaveFocus ||
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((!screen || !screen->IsFullscreen()) && (gamestate != GS_LEVEL || GUICapture || paused || preferNative || !use_mouse || demoplayback));
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//Printf ("%d %d %d %d\n", HaveFocus, GetFocus() == Window, AppActive, GetForegroundWindow() == Window);
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//Printf ("%d %d %d\n", wantNative, preferNative, NativeMouse);
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if (wantNative != NativeMouse)
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if (int(wantNative) != NativeMouse)
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{
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NativeMouse = wantNative;
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if (wantNative)
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{
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if (mousemode == dinput)
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@ -442,7 +441,10 @@ void I_CheckNativeMouse (bool preferNative)
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{
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if (mousemode == win32)
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{
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GetCursorPos (&UngrabbedPointerPos);
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if (NativeMouse >= 0)
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{
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GetCursorPos (&UngrabbedPointerPos);
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}
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GrabMouse_Win32 ();
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}
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else
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@ -450,6 +452,7 @@ void I_CheckNativeMouse (bool preferNative)
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DI_Acquire (g_pMouse);
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}
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}
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NativeMouse = wantNative;
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}
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}
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@ -1397,7 +1400,8 @@ bool I_InitInput (void *hwnd)
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Printf ("I_InitInput\n");
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atterm (I_ShutdownInput);
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NativeMouse = true;
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NativeMouse = -1;
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GetCursorPos (&UngrabbedPointerPos);
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noidle = !!Args.CheckParm ("-noidle");
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g_pdi = NULL;
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@ -244,6 +244,7 @@ public:
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void STACK_ARGS DrawTextureV (FTexture *img, int x, int y, uint32 tag, va_list tags);
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void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
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void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
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void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin);
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void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor);
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void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
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bool WipeStartScreen(int type);
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