Commit graph

101 commits

Author SHA1 Message Date
Randy Heit
3c2ed52442 Fix 21:9 base width and height values 2016-03-03 18:00:06 -06:00
Michael Labbe
3ac4968218 Slightly improve 21:9 ar 2016-03-03 17:31:12 -06:00
Michael Labbe
97821a3036 21:9 aspect ratio support
- vid_aspect 6 forces 21:9
2016-03-03 17:31:12 -06:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
bf066763b7 - fixed: The FPS display should use the actual font info to calculate its size, not just assume that each character is 8*8 pixels. 2016-02-04 01:20:35 +01:00
Braden Obrzut
a34a7ace18 - Some resolutions between 320x200 and 640x400 had non-square clean scaling factors. Maybe there was a reason for this in the past, but I can't think of a case where it'd actually look better to have 1:2 scaling in the menus and someone reported it. 2016-01-29 23:37:38 -05:00
Christoph Oelckers
74f4ae86d8 - forgot to save this... 2015-04-01 11:57:10 +02:00
Christoph Oelckers
ad9e4413fa - made the texture precaching code a bit more self-descriptive after finding a discrepancy in handling between ZDoom and GZDoom's versions. 2015-04-01 11:48:47 +02:00
Randy Heit
e259087c19 Change RGB32k to a union of BYTE[32][32][32] and BYTE[32*32*32]
- Clang's optional runtime array bounds checking doesn't understand when we
  intentionally "overflow" by doing this:
    RGB32k[0][0][colorval]
  It will warn that it was accessed at an index will past the bounds
  of type 'BYTE [32]', which makes it less than useful for catching real
  array bounds overflows. So now do this:
    RGB32k.All[colorval]
  And if you want this:
    RGB32k[r][g][b]
  Now do this:
    RGB32k.RGB[r][g][b]
2015-03-08 18:05:02 -05:00
Braden Obrzut
d8ff4ec281 - Fixed: All clang 5.0 warnings.
- Renamed autostart/autozend since Xcode’s build process links in strictly alphabetical order.
2014-01-05 19:50:09 -05:00
Randy Heit
be0845acf1 - Moved all BorderNeedRefresh and SB_state updating code into separate functions that won't crash if screen is NULL.
SVN r4167 (trunk)
2013-02-27 03:10:25 +00:00
Randy Heit
a4312fb106 - Fix spelling errors spotted by Gez in a few comments.
SVN r3957 (trunk)
2012-11-09 23:13:50 +00:00
Braden Obrzut
cb413c600e - Fixed: Memory error when loading BMF palettes.
- Fixed: When locating WhiteIndex and BlackIndex in the palette index 0 was skipped.
- Fixed: When filling an area black for vid_fps or pillarbox/letterbox use GPalette.BlackIndex instead of assuming palette index 0 is black.

SVN r3807 (trunk)
2012-08-06 09:49:15 +00:00
Randy Heit
6760a3bfe9 - Fixed: hud_scale is supposed use strictly integral scaling factors.
SVN r3776 (trunk)
2012-07-21 02:32:04 +00:00
Randy Heit
8673743139 - Do not set the mouse pointer if the display is 8 bit, since such displays don't support color cursors.
SVN r3734 (trunk)
2012-07-05 21:46:03 +00:00
Christoph Oelckers
75dc6cb0b2 - changed damage screen blending code so that the same version can be used by any renderer.
- added GZDoom's version of blending for Strife's hazard sectors as an option to the paletteflash CVAR.


SVN r3613 (trunk)
2012-05-01 11:27:54 +00:00
Randy Heit
23e88c88c9 - Add 17:10 aspect ratio, for 1024x600 screens.
SVN r3482 (trunk)
2012-03-25 02:57:28 +00:00
Randy Heit
0552f04e4c - Fixed: DCanvas::Dim() and DCanvas::Clear() did not clamp their coordinates to the screen.
SVN r3457 (trunk)
2012-03-20 02:20:06 +00:00
Randy Heit
c23b918596 - Fixed: restart ccmd did not reset the palette.
SVN r3307 (trunk)
2011-11-01 01:59:47 +00:00
Christoph Oelckers
5bfcaab25c - separation of software renderer from the rest of the code complete. All external access to the renderer is routed through the FRenderer interface class now, with two exceptions (2D texture drawing to a canvas and polymost testing code) that are handled by #defines.
SVN r3263 (trunk)
2011-07-07 15:37:47 +00:00
Christoph Oelckers
03177090c0 - removed some unnecessary r_ header #includes.
SVN r3257 (trunk)
2011-07-06 10:55:04 +00:00
Christoph Oelckers
fbff5ca932 - moved r_interpolate.cpp and r_translate.cpp to r_data.
- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.


SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Christoph Oelckers
5c6fd66ed5 - rename src/resources to src/r_data.
SVN r3254 (trunk)
2011-07-06 07:35:36 +00:00
Christoph Oelckers
7308e05ed0 - separated all voxel related resource maintenance code from r_things.cpp and r_data.cpp into its own file.
SVN r3246 (trunk)
2011-07-04 20:22:55 +00:00
Christoph Oelckers
1993e969b7 - GCC warning fixes (GCC stupidity for the most part.)
SVN r3154 (trunk)
2011-02-19 08:59:43 +00:00
Randy Heit
2add3fb381 - Merge voxels back into trunk. Even if it needs further tweaking, it should at least be stable now.
SVN r3086 (trunk)
2011-01-02 18:02:27 +00:00
Christoph Oelckers
419a998bdf - warning removal
SVN r3043 (trunk)
2010-12-15 18:57:39 +00:00
Christoph Oelckers
b42952b85c - added a 'restart' CCMD that allows restarting the engine with different WADs being loaded without quitting first
SVN r3042 (trunk)
2010-12-15 11:45:39 +00:00
Christoph Oelckers
770a879f6a - fixed: The TouchedActors array in the Dehacked parser was not freed after parsing was done.
- Initialize the alt HUD explicitly in D_DoomMain.
- don't let S_UnloadReverbDef leave a broken list of sound environments behind.
- Added more code to explicitly delete data before initializing it.

SVN r3039 (trunk)
2010-12-15 00:09:31 +00:00
Christoph Oelckers
a5be18c1c1 - try not to scale the option menu to more than 3/4 of the screen's width if doable.
SVN r2796 (trunk)
2010-09-16 12:48:58 +00:00
Christoph Oelckers
579502ab74 - merged menu branch back into trunk.
SVN r2768 (trunk)
2010-09-14 17:28:18 +00:00
Christoph Oelckers
096edb0817 - move vid_listadapters CCMD into common code.
SVN r2509 (trunk)
2010-08-11 06:31:47 +00:00
Christoph Oelckers
e1f06da5e3 - separated hitlist generation for texture precaching into a virtual function of DFrameBuffer.
SVN r2466 (trunk)
2010-07-28 21:48:24 +00:00
Randy Heit
5da2885d88 - Changed DArgs to use a TArray of FStrings instead of doing its own string vector management
in preparation for doing GatherFiles the "right" way.

SVN r2183 (trunk)
2010-03-02 04:51:16 +00:00
Christoph Oelckers
87f3c9c5b7 - fixed: The floor waggle code used FloatBobOffsets as sine table but this
only has 64 entries and is not precise enough. It now uses finesine instead.
- fixed: When compositing a multipatch texture any patch that is a multpatch
  texture itself and contains rotations may not be composited directly into
  the destination buffer. This must be done with an intermediate buffer.
- Fixed: Drawing a slider in the options menu did not scale the x-coordinate.
- Fixed: If the alt HUD had to draw negative numbers the minus sign was misplaced
  due to incorrect texture coordinate calculations.
- changed option menu scaling for widescreen modes so that it doesn't scale down
  so quickly. 
- made some error messages in DECORATE that don't affect the parsing non-fatal
  so that the parser can continue to find more problems.

SVN r2076 (trunk)
2010-01-02 11:38:27 +00:00
Christoph Oelckers
3d40dbb659 - merged all portals with the same displacement together. While this provides
a mild performance increase it's not what I hoped it would do...
- Moved portal initialization for the portal things to P_SpawnSpecials
  instead of having the things self-initialize in PostBeginPlay. This was
  done to ensure that the portals are fully set up when the game begins.
  Otherwise there is no decent way to let the renderer post-process this
  information during setup.
- Changed: For 800x600 the default scaling handling of the options menu
  makes it become too small so for any resolution with a width between 
  800 and 959 it has been reverted to the regular clean scaling factor.


SVN r2055 (trunk)
2009-12-28 17:13:30 +00:00
Randy Heit
b3986a0235 - The options menu no longer scales up so quickly, so it can fit wider text
onscreen. In addition, it now uses the whole height available to it. Also,
  at lower resolutions, items on the compatibility options menu now cut off
  the beginning of the option label rather than the option setting, making
  this menu useable where previously it was not.


SVN r2044 (trunk)
2009-12-25 05:55:51 +00:00
Randy Heit
26f14f439b - Fixed: The FPS meter cannot use I_MSTime(), because if the game is started
with +vid_fps 1, it can need the time before the timer is ready to start.


SVN r2009 (trunk)
2009-11-29 02:57:09 +00:00
Christoph Oelckers
cc2b0b0dcf - made max. view pitch a property of the renderer so that it's overridable without
changing game code.
- made SpawningMapThing an argument of AActor::StaticSpawn instead of a global
  variable.
- added a stub to the DECORATE parser for defining dynamic lights directly
  in DECORATE. This is needed so that ZDoom remains compatible with any DECORATE 
  which uses this GZDoom feature in the future.


SVN r1935 (trunk)
2009-10-25 15:26:19 +00:00
Christoph Oelckers
d51c0c047d - Changed call to R_DrawRemainingPlayerSprites into a virtual function
of DFrameBuffer because its implementation is specific to the software
  renderer and needs to be overridable.

SVN r1859 (trunk)
2009-09-20 06:23:10 +00:00
Randy Heit
b8eb530a0d - Fixed: Wall drawing handled fixed light levels improperly (but did not
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
  Using a fixed light level (e.g. PowerTorch) will no longer wipe out
  colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
  doing it while copying the 3D view window to the display now blends
  underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
  closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
  executable and into zdoom.pk3. Shaders are still precompiled so I don't need
  to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
  lighting models. These are accessed with the new DrawTexture tags
  DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
  benefits thereof.


SVN r1858 (trunk)
2009-09-20 03:50:05 +00:00
Christoph Oelckers
44974ff28f - made menu dimming a mapping option but kept the CVARS as user override.
SVN r1790 (trunk)
2009-09-04 22:25:46 +00:00
Christoph Oelckers
a1aba60d8d - Added Hirogen2's unlimited pickup patch.
- Added railgun performance customization CVARs by Spleen.
- Added aspect ratio override submission by SoulPriestess.



SVN r1643 (trunk)
2009-06-06 15:21:57 +00:00
Christoph Oelckers
bf63041585 - fixed: Parsing of color strings with 6 characters and spaces did not work.
- fixed: State labels must be evaluated for the state's owner, not the calling actor.



SVN r1354 (trunk)
2009-01-06 00:03:18 +00:00
Christoph Oelckers
081658d3d5 - Fixed: The save percentage for Doom's green armor was slightly too low
which caused roundoff errors that made it less than 1/3 effective.
- Added support for "RRGGBB" strings to V_GetColor.
- Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly.
- Changed GetSpriteIndex to cache the last used sprite name so that the code
  using this function doesn't have to do it itself.
- Moved some more code for the state parser into p_states.cpp.
- Fixed: TDeletingArray should not try to delete NULL pointers.

SVN r1312 (trunk)
2008-12-07 12:11:59 +00:00
Randy Heit
6e83d231fe - The co-op summary screen now has a totals row at the bottom (if it fits).
- Changed WI_drawPercent() when wi_percents is false so that the total
  display is optional, and it formats it like Heretic's intermission, with
  a slash and a fixed-width right column.
- Font is no longer a property of the screen object. Pass the font to
  DrawText and DrawChar directly instead.
- Doom's intermission characters are now collected together as a font
  so they can be colorized.


SVN r1294 (trunk)
2008-11-27 17:43:36 +00:00
Christoph Oelckers
760f70d3f1 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
so that all files are included by a central one instead of compiling 
  each one separately. This speeds up the compilation process by 25%
  when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.

SVN r1226 (trunk)
2008-09-15 14:11:05 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Randy Heit
ad96225213 - Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
  processors. Windows will need to be updated accordingly.



SVN r1142 (trunk)
2008-08-10 03:25:08 +00:00
Randy Heit
dda5ddd3c2 - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
  modifying code for maximum performance. The additional registers do allow
  for further optimization over the x86 version by allowing all four pixels
  to be in flight at the same time. The end result is that AMD64 ASM is about
  2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
  (For further comparison, AMD64 C and x86 C are practically the same for
  this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
  most likely candidate, but it's not used enough at this point to bother.
  Also, this may or may not work with Linux at the moment, since it doesn't
  have the eh_handler metadata. Win64 is easier, since I just need to
  structure the function prologue and epilogue properly and use some
  assembler directives/macros to automatically generate the metadata. And
  that brings up another point: You need YASM to assemble the AMD64 code,
  because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
  VC++ still throws around unneccessary register moves. GCC seems to be
  pretty close to optimal, requiring only about 2 cycles/color. They're
  both faster than my hand-written MMX routine, so I don't need to feel
  bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
  instructions, and unrolled it once, shaving off about 80 cycles from the
  time required to blend 256 palette entries. Why? Because I tried writing
  a C version of the routine using compiler intrinsics and was appalled by
  all the extra movq's VC++ added to the code. GCC was better, but still
  generated extra instructions. I only wanted a C version because I can't
  use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
  of a pain. (It's a pain because Linux and Windows have different calling
  conventions, and you need to maintain extra metadata for functions.) So,
  the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
  were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
  only for AMD processors, so we must not use it on other architectures, or
  we end up overwriting the L1 cache line size with 0 or some other number
  we don't actually understand.


SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00