qzdoom/src/v_video.h

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/*
** v_video.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __V_VIDEO_H__
#define __V_VIDEO_H__
#include "doomtype.h"
#include "doomdef.h"
#include "dobject.h"
#include "r_blend.h"
#include "c_cvars.h"
extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac;
extern int DisplayWidth, DisplayHeight, DisplayBits;
bool V_DoModeSetup (int width, int height, int bits);
class FTexture;
// TagItem definitions for DrawTexture. As far as I know, tag lists
// originated on the Amiga.
//
// Think of TagItems as an array of the following structure:
//
// struct TagItem {
// DWORD ti_Tag;
// DWORD ti_Data;
// };
2006-05-24 15:31:21 +00:00
#define TAG_DONE (0) /* Used to indicate the end of the Tag list */
#define TAG_END (0) /* Ditto */
#define TAG_IGNORE (1) /* Ignore this Tag */
#define TAG_MORE (2) /* Ends this list and continues with the */
/* list pointed to in ti_Data */
#define TAG_USER ((DWORD)(1u<<30))
enum
{
DTA_Base = TAG_USER + 5000,
DTA_DestWidth, // width of area to draw to
DTA_DestHeight, // height of area to draw to
DTA_Alpha, // alpha value for translucency
DTA_FillColor, // color to stencil onto the destination
DTA_Translation, // translation table to recolor the source
DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
DTA_ShadowColor, // color of shadow
DTA_ShadowAlpha, // alpha of shadow
DTA_Shadow, // set shadow color and alphas to defaults
DTA_VirtualWidth, // pretend the canvas is this wide
DTA_VirtualHeight, // pretend the canvas is this tall
DTA_TopOffset, // override texture's top offset
DTA_LeftOffset, // override texture's left offset
DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle
DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle
DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
DTA_ClipTop, // don't draw anything above this row (on dest, not source)
DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
DTA_Masked, // true(default)=use masks from texture, false=ignore masks
DTA_HUDRules, // use fullscreen HUD rules to position and size textures
DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
DTA_RenderStyle, // same as render style for actors
- Tried adding bilinear filtering support for paletted textures, but the shader seems to be producing crappy output, so it's disabled for now. Specifically, it produces distorted output at regular intervals for textures that aren't power-of-2-sized, and it's still doing visible filtering when the texture is rendered at its original size, so obviously it's not doing something right. - Fixed the use of power-of-2-sized native textures for smaller game textures again. - Fixed: D3DFB did not restore all the state it needed to after resetting the device. - Fixed: R_DrawTopBorder() must clip itself around the 3D view, since it's now drawn later. - With full software rendering, palette flashes once again effect the whole screen. Changes I neglected to put in the previous commit log: - Moved the view border drawing into the 2D mode part. When using Begin2D() now, the only part of the software buffer that gets updated to the screen is the part with the actual 3D scene and only if you tell it to. - Fixed a D3D memory leak on every frame in windowed mode and the same thing for the screen wipes. Note to self: If it's an interface, be sure to Release it, because it will be AddRef'ed before being returned to you. - Moved the BlendView() call out of FBaseStatusBar::Draw() so that it can be applied before copying the 3D scene to the screen underneath the 2D parts. - Restored the console's darkening level to its old table-based amount. - Fixed D3DFB::SetColorOverlay()'s incorrect calculations. - Fixed the D3D screen wipes for letterboxed modes. SVN r662 (trunk)
2008-01-03 05:39:36 +00:00
DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software
DTA_BilinearFilter, // bool: apply bilinear filtering to the image
DTA_SpecialColormap,// pointer to FSpecialColormapParameters (likely to be forever hardware-only)
DTA_ColormapStyle, // pointer to FColormapStyle (hardware-only)
DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
// floating point duplicates of some of the above:
DTA_DestWidthF,
DTA_DestHeightF,
DTA_TopOffsetF,
DTA_LeftOffsetF,
DTA_VirtualWidthF,
DTA_VirtualHeightF,
DTA_WindowLeftF,
DTA_WindowRightF,
// For DrawText calls:
DTA_TextLen, // stop after this many characters, even if \0 not hit
DTA_CellX, // horizontal size of character cell
DTA_CellY, // vertical size of character cell
};
enum
{
HUD_Normal,
HUD_HorizCenter
};
class FFont;
struct FRemapTable;
class player_t;
//
// VIDEO
//
// [RH] Made screens more implementation-independant:
//
class DCanvas : public DObject
{
DECLARE_ABSTRACT_CLASS (DCanvas, DObject)
public:
DCanvas (int width, int height);
virtual ~DCanvas ();
// Member variable access
inline BYTE *GetBuffer () const { return Buffer; }
inline int GetWidth () const { return Width; }
inline int GetHeight () const { return Height; }
inline int GetPitch () const { return Pitch; }
virtual bool IsValid ();
// Access control
virtual bool Lock () = 0; // Returns true if the surface was lost since last time
virtual bool Lock (bool usesimplecanvas) { return Lock(); }
virtual void Unlock () = 0;
virtual bool IsLocked () { return Buffer != NULL; } // Returns true if the surface is locked
// Draw a linear block of pixels into the canvas
virtual void DrawBlock (int x, int y, int width, int height, const BYTE *src) const;
// Reads a linear block of pixels into the view buffer.
virtual void GetBlock (int x, int y, int width, int height, BYTE *dest) const;
// Dim the entire canvas for the menus
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
virtual void Dim (PalEntry color = 0);
// Dim part of the canvas
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
virtual void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
// Fill an area with a texture
virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin=false);
// Set an area to a specified color
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
// Draws a line
virtual void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor);
// Draws a single pixel
virtual void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
// Calculate gamma table
void CalcGamma (float gamma, BYTE gammalookup[256]);
// Can be overridden so that the colormaps for sector color/fade won't be built.
virtual bool UsesColormap() const;
// Retrieves a buffer containing image data for a screenshot.
// Hint: Pitch can be negative for upside-down images, in which case buffer
// points to the last row in the buffer, which will be the first row output.
virtual void GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type);
// Releases the screenshot buffer.
virtual void ReleaseScreenshotBuffer();
// Text drawing functions -----------------------------------------------
// 2D Texture drawing
void STACK_ARGS DrawTexture (FTexture *img, double x, double y, int tags, ...);
void FillBorder (FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
void VirtualToRealCoords(double &x, double &y, double &w, double &h, double vwidth, double vheight, bool vbottom=false, bool handleaspect=true) const;
// Code that uses these (i.e. SBARINFO) should probably be evaluated for using doubles all around instead.
void VirtualToRealCoordsFixed(fixed_t &x, fixed_t &y, fixed_t &w, fixed_t &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
void VirtualToRealCoordsInt(int &x, int &y, int &w, int &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
// 2D Text drawing
void STACK_ARGS DrawText (FFont *font, int normalcolor, int x, int y, const char *string, ...);
void STACK_ARGS DrawChar (FFont *font, int normalcolor, int x, int y, BYTE character, ...);
struct DrawParms
{
double x, y;
double texwidth;
double texheight;
double destwidth;
double destheight;
double virtWidth;
double virtHeight;
double windowleft;
double windowright;
int dclip;
int uclip;
int lclip;
int rclip;
double top;
double left;
fixed_t alpha;
uint32 fillcolor;
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
FRemapTable *remap;
const BYTE *translation;
DWORD colorOverlay;
INTBOOL alphaChannel;
INTBOOL flipX;
fixed_t shadowAlpha;
int shadowColor;
INTBOOL keepratio;
INTBOOL masked;
- Tried adding bilinear filtering support for paletted textures, but the shader seems to be producing crappy output, so it's disabled for now. Specifically, it produces distorted output at regular intervals for textures that aren't power-of-2-sized, and it's still doing visible filtering when the texture is rendered at its original size, so obviously it's not doing something right. - Fixed the use of power-of-2-sized native textures for smaller game textures again. - Fixed: D3DFB did not restore all the state it needed to after resetting the device. - Fixed: R_DrawTopBorder() must clip itself around the 3D view, since it's now drawn later. - With full software rendering, palette flashes once again effect the whole screen. Changes I neglected to put in the previous commit log: - Moved the view border drawing into the 2D mode part. When using Begin2D() now, the only part of the software buffer that gets updated to the screen is the part with the actual 3D scene and only if you tell it to. - Fixed a D3D memory leak on every frame in windowed mode and the same thing for the screen wipes. Note to self: If it's an interface, be sure to Release it, because it will be AddRef'ed before being returned to you. - Moved the BlendView() call out of FBaseStatusBar::Draw() so that it can be applied before copying the 3D scene to the screen underneath the 2D parts. - Restored the console's darkening level to its old table-based amount. - Fixed D3DFB::SetColorOverlay()'s incorrect calculations. - Fixed the D3D screen wipes for letterboxed modes. SVN r662 (trunk)
2008-01-03 05:39:36 +00:00
INTBOOL bilinear;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
FRenderStyle style;
struct FSpecialColormap *specialcolormap;
struct FColormapStyle *colormapstyle;
};
protected:
BYTE *Buffer;
int Width;
int Height;
int Pitch;
int LockCount;
bool ClipBox (int &left, int &top, int &width, int &height, const BYTE *&src, const int srcpitch) const;
virtual void STACK_ARGS DrawTextureV (FTexture *img, double x, double y, uint32 tag, va_list tags);
bool ParseDrawTextureTags (FTexture *img, double x, double y, uint32 tag, va_list tags, DrawParms *parms, bool hw) const;
2006-11-19 02:10:25 +00:00
DCanvas() {}
private:
// Keep track of canvases, for automatic destruction at exit
DCanvas *Next;
static DCanvas *CanvasChain;
void PUTTRANSDOT (int xx, int yy, int basecolor, int level);
};
// A canvas in system memory.
class DSimpleCanvas : public DCanvas
{
DECLARE_CLASS (DSimpleCanvas, DCanvas)
public:
DSimpleCanvas (int width, int height);
~DSimpleCanvas ();
bool IsValid ();
bool Lock ();
void Unlock ();
protected:
BYTE *MemBuffer;
2006-11-19 02:10:25 +00:00
DSimpleCanvas() {}
};
// This class represents a native texture, as opposed to an FTexture.
class FNativeTexture
{
public:
virtual ~FNativeTexture();
virtual bool Update() = 0;
virtual bool CheckWrapping(bool wrapping);
};
// This class represents a texture lookup palette.
class FNativePalette
{
public:
virtual ~FNativePalette();
virtual bool Update() = 0;
};
// A canvas that represents the actual display. The video code is responsible
// for actually implementing this. Built on top of SimpleCanvas, because it
// needs a system memory buffer when buffered output is enabled.
class DFrameBuffer : public DSimpleCanvas
{
DECLARE_ABSTRACT_CLASS (DFrameBuffer, DSimpleCanvas)
public:
DFrameBuffer (int width, int height);
// Force the surface to use buffered output if true is passed.
virtual bool Lock (bool buffered) = 0;
// Make the surface visible. Also implies Unlock().
virtual void Update () = 0;
// Return a pointer to 256 palette entries that can be written to.
virtual PalEntry *GetPalette () = 0;
// Stores the palette with flash blended in into 256 dwords
virtual void GetFlashedPalette (PalEntry palette[256]) = 0;
// Mark the palette as changed. It will be updated on the next Update().
virtual void UpdatePalette () = 0;
// Sets the gamma level. Returns false if the hardware does not support
// gamma changing. (Always true for now, since palettes can always be
// gamma adjusted.)
virtual bool SetGamma (float gamma) = 0;
// Sets a color flash. RGB is the color, and amount is 0-256, with 256
// being all flash and 0 being no flash. Returns false if the hardware
// does not support this. (Always true for now, since palettes can always
// be flashed.)
virtual bool SetFlash (PalEntry rgb, int amount) = 0;
// Converse of SetFlash
virtual void GetFlash (PalEntry &rgb, int &amount) = 0;
// Returns the number of video pages the frame buffer is using.
virtual int GetPageCount () = 0;
// Returns true if running fullscreen.
virtual bool IsFullscreen () = 0;
2006-11-19 02:10:25 +00:00
// Changes the vsync setting, if supported by the device.
virtual void SetVSync (bool vsync);
// Tells the device to recreate itself with the new setting from vid_refreshrate.
virtual void NewRefreshRate ();
// Set the rect defining the area affected by blending.
virtual void SetBlendingRect (int x1, int y1, int x2, int y2);
// render 3D view
virtual void RenderView(player_t *player);
// renders view to a savegame picture
virtual void WriteSavePic (player_t *player, FILE *file, int width, int height);
// draws player sprites with hardware acceleration (only useful for software rendering)
virtual void DrawRemainingPlayerSprites();
// notifies the renderer that an actor has changed state.
virtual void StateChanged(AActor *actor);
// notify the renderer that serialization of the curent level is about to start/end
virtual void StartSerialize(FArchive &arc);
virtual void EndSerialize(FArchive &arc);
virtual int GetMaxViewPitch(bool down);
bool Accel2D; // If true, 2D drawing can be accelerated.
// Begin 2D drawing operations. This is like Update, but it doesn't end
// the scene, and it doesn't present the image yet. If you are going to
// be covering the entire screen with 2D elements, then pass false to
// avoid copying the software buffer to the screen.
// Returns true if hardware-accelerated 2D has been entered, false if not.
virtual bool Begin2D(bool copy3d);
// DrawTexture calls after Begin2D use native textures.
// Draws the blending rectangle over the viewwindow if in hardware-
// accelerated 2D mode.
virtual void DrawBlendingRect();
// Create a native texture from a game texture.
virtual FNativeTexture *CreateTexture(FTexture *gametex, bool wrapping);
// Create a palette texture from a remap/palette table.
virtual FNativePalette *CreatePalette(FRemapTable *remap);
// Precaches or unloads a texture
virtual void PrecacheTexture(FTexture *tex, int cache);
// Screen wiping
virtual bool WipeStartScreen(int type);
virtual void WipeEndScreen();
virtual bool WipeDo(int ticks);
virtual void WipeCleanup();
DWORD GetLastFPS() const { return LastCount; }
#ifdef _WIN32
virtual void PaletteChanged () = 0;
virtual int QueryNewPalette () = 0;
#endif
protected:
void DrawRateStuff ();
void CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest);
2006-11-19 02:10:25 +00:00
DFrameBuffer () {}
private:
DWORD LastMS, LastSec, FrameCount, LastCount, LastTic;
};
// This is the screen updated by I_FinishUpdate.
extern DFrameBuffer *screen;
#define SCREENWIDTH (screen->GetWidth ())
#define SCREENHEIGHT (screen->GetHeight ())
#define SCREENPITCH (screen->GetPitch ())
EXTERN_CVAR (Float, Gamma)
// Translucency tables
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
// RGB32k is a normal R5G5B5 -> palette lookup table.
extern "C" BYTE RGB32k[32][32][32];
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
// Col2RGB8 is a pre-multiplied palette for color lookup. It is stored in a
// special R10B10G10 format for efficient blending computation.
// --RRRRRrrr--BBBBBbbb--GGGGGggg-- at level 64
// --------rrrr------bbbb------gggg at level 1
extern "C" DWORD Col2RGB8[65][256];
// Col2RGB8_LessPrecision is the same as Col2RGB8, but the LSB for red
// and blue are forced to zero, so if the blend overflows, it won't spill
// over into the next component's value.
// --RRRRRrrr-#BBBBBbbb-#GGGGGggg-- at level 64
// --------rrr#------bbb#------gggg at level 1
extern "C" DWORD *Col2RGB8_LessPrecision[65];
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
// Col2RGB8_Inverse is the same as Col2RGB8_LessPrecision, except the source
// palette has been inverted.
extern "C" DWORD Col2RGB8_Inverse[65][256];
// "Magic" numbers used during the blending:
// --000001111100000111110000011111 = 0x01f07c1f
// -0111111111011111111101111111111 = 0x3FEFFBFF
// -1000000000100000000010000000000 = 0x40100400
// ------10000000001000000000100000 = 0x40100400 >> 5
// --11111-----11111-----11111----- = 0x40100400 - (0x40100400 >> 5) aka "white"
// --111111111111111111111111111111 = 0x3FFFFFFF
// Allocates buffer screens, call before R_Init.
void V_Init ();
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
// Initializes graphics mode for the first time.
void V_Init2 ();
void V_Shutdown ();
void V_MarkRect (int x, int y, int width, int height);
// Returns the closest color to the one desired. String
// should be of the form "rr gg bb".
int V_GetColorFromString (const DWORD *palette, const char *colorstring);
// Scans through the X11R6RGB lump for a matching color
// and returns a color string suitable for V_GetColorFromString.
FString V_GetColorStringByName (const char *name);
// Tries to get color by name, then by string
int V_GetColor (const DWORD *palette, const char *str);
- 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
#if defined(X86_ASM) || defined(X64_ASM)
extern "C" void ASM_PatchPitch (void);
#endif
int CheckRatio (int width, int height);
static inline int CheckRatio (double width, double height) { return CheckRatio(int(width), int(height)); }
extern const int BaseRatioSizes[5][4];
#endif // __V_VIDEO_H__