2006-02-24 04:48:15 +00:00
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Functions to draw patches (by post) directly to screen->
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// Functions to blit a block to the screen->
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//
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//-----------------------------------------------------------------------------
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#include <stdio.h>
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#include "m_alloc.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "r_local.h"
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#include "r_draw.h"
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#include "r_plane.h"
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#include "r_state.h"
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#include "doomdef.h"
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#include "doomdata.h"
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#include "doomstat.h"
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#include "c_console.h"
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#include "hu_stuff.h"
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#include "m_argv.h"
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#include "m_bbox.h"
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#include "m_swap.h"
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#include "m_menu.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "w_wad.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "cmdlib.h"
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#include "gi.h"
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#include "templates.h"
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2006-05-09 00:28:01 +00:00
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#include "sbar.h"
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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
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#include "hardware.h"
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2007-12-26 16:06:03 +00:00
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#include "r_translate.h"
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2007-12-30 04:18:39 +00:00
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#include "f_wipe.h"
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2006-02-24 04:48:15 +00:00
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IMPLEMENT_ABSTRACT_CLASS (DCanvas)
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IMPLEMENT_ABSTRACT_CLASS (DFrameBuffer)
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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
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#if defined(_DEBUG) && defined(_M_IX86)
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#define DBGBREAK { __asm int 3 }
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#else
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#define DBGBREAK
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#endif
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class DDummyFrameBuffer : public DFrameBuffer
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{
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DECLARE_CLASS (DDummyFrameBuffer, DFrameBuffer);
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public:
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DDummyFrameBuffer (int width, int height)
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: DFrameBuffer (0, 0)
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{
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Width = width;
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Height = height;
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}
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bool Lock(bool buffered) { DBGBREAK; return false; }
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void Update() { DBGBREAK; }
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PalEntry *GetPalette() { DBGBREAK; return NULL; }
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void GetFlashedPalette(PalEntry palette[256]) { DBGBREAK; }
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void UpdatePalette() { DBGBREAK; }
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bool SetGamma(float gamma) { Gamma = gamma; return true; }
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bool SetFlash(PalEntry rgb, int amount) { DBGBREAK; return false; }
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void GetFlash(PalEntry &rgb, int &amount) { DBGBREAK; }
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int GetPageCount() { DBGBREAK; return 0; }
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bool IsFullscreen() { DBGBREAK; return 0; }
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#ifdef _WIN32
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void PaletteChanged() {}
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int QueryNewPalette() { return 0; }
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#endif
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float Gamma;
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};
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IMPLEMENT_ABSTRACT_CLASS (DDummyFrameBuffer)
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2006-02-24 04:48:15 +00:00
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// SimpleCanvas is not really abstract, but this macro does not
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// try to generate a CreateNew() function.
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IMPLEMENT_ABSTRACT_CLASS (DSimpleCanvas)
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- 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
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class FPaletteTester : public FTexture
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{
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public:
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FPaletteTester ();
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const BYTE *GetColumn(unsigned int column, const Span **spans_out);
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const BYTE *GetPixels();
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void Unload();
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bool CheckModified();
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void SetTranslation(int num);
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protected:
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BYTE Pixels[16*16];
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int CurTranslation;
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int WantTranslation;
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static const Span DummySpan[2];
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void MakeTexture();
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};
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2007-12-27 04:30:12 +00:00
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const FTexture::Span FPaletteTester::DummySpan[2] = { { 0, 16 }, { 0, 0 } };
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- 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
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2006-02-24 04:48:15 +00:00
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int DisplayWidth, DisplayHeight, DisplayBits;
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FFont *SmallFont, *SmallFont2, *BigFont, *ConFont;
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extern "C" {
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DWORD *Col2RGB8_LessPrecision[65];
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DWORD Col2RGB8[65][256];
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2006-09-14 00:02:31 +00:00
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BYTE RGB32k[32][32][32];
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2006-02-24 04:48:15 +00:00
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}
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static DWORD Col2RGB8_2[63][256];
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// [RH] The framebuffer is no longer a mere byte array.
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// There's also only one, not four.
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DFrameBuffer *screen;
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CVAR (Int, vid_defwidth, 640, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Int, vid_defheight, 480, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Int, vid_defbits, 8, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, vid_fps, false, 0)
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CVAR (Bool, ticker, false, 0)
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CVAR (Int, vid_showpalette, 0, 0)
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2006-11-19 02:10:25 +00:00
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CUSTOM_CVAR (Bool, vid_vsync, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (screen != NULL)
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{
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screen->SetVSync (*self);
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}
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}
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2006-02-24 04:48:15 +00:00
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CUSTOM_CVAR (Float, dimamount, 0.2f, CVAR_ARCHIVE)
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{
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if (self < 0.f)
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{
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self = 0.f;
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}
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else if (self > 1.f)
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{
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self = 1.f;
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}
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}
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CVAR (Color, dimcolor, 0xffd700, CVAR_ARCHIVE)
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// [RH] Set true when vid_setmode command has been executed
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2006-09-14 00:02:31 +00:00
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bool setmodeneeded = false;
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2006-02-24 04:48:15 +00:00
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// [RH] Resolution to change to when setmodeneeded is true
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int NewWidth, NewHeight, NewBits;
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//
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// V_MarkRect
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//
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void V_MarkRect (int x, int y, int width, int height)
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{
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}
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DCanvas *DCanvas::CanvasChain = NULL;
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DCanvas::DCanvas (int _width, int _height)
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{
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// Init member vars
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Buffer = NULL;
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Font = NULL;
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LockCount = 0;
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Width = _width;
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Height = _height;
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// Add to list of active canvases
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Next = CanvasChain;
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CanvasChain = this;
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}
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DCanvas::~DCanvas ()
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{
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// Remove from list of active canvases
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DCanvas *probe = CanvasChain, **prev;
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prev = &CanvasChain;
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probe = CanvasChain;
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while (probe != NULL)
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{
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if (probe == this)
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{
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*prev = probe->Next;
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break;
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}
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prev = &probe->Next;
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probe = probe->Next;
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}
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}
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bool DCanvas::IsValid ()
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{
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// A nun-subclassed DCanvas is never valid
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return false;
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}
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2008-01-09 23:04:49 +00:00
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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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2006-02-24 04:48:15 +00:00
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{
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int w = src->GetWidth();
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int h = src->GetHeight();
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2008-01-09 23:04:49 +00:00
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|
|
// Repeatedly draw the texture, left-to-right, top-to-bottom.
|
|
|
|
for (int y = local_origin ? top : (top / h * h); y < bottom; y += h)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2008-01-09 23:04:49 +00:00
|
|
|
for (int x = local_origin ? left : (left / w * w); x < right; x += w)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
DrawTexture (src, x, y,
|
|
|
|
DTA_ClipLeft, left,
|
|
|
|
DTA_ClipRight, right,
|
|
|
|
DTA_ClipTop, top,
|
|
|
|
DTA_ClipBottom, bottom,
|
2008-01-09 23:04:49 +00:00
|
|
|
DTA_TopOffset, 0,
|
|
|
|
DTA_LeftOffset, 0,
|
2006-02-24 04:48:15 +00:00
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// [RH] 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
|
|
|
void DCanvas::Clear (int left, int top, int right, int bottom, int palcolor, uint32 color)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
int x, y;
|
2006-09-14 00:02:31 +00:00
|
|
|
BYTE *dest;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-09-19 23:25:51 +00:00
|
|
|
if (left == right || top == bottom)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2007-12-22 04:52:51 +00:00
|
|
|
assert(left < right);
|
|
|
|
assert(top < bottom);
|
|
|
|
|
|
|
|
if (palcolor < 0)
|
|
|
|
{
|
|
|
|
if (APART(color) != 255)
|
|
|
|
{
|
|
|
|
Dim(color, APART(color)/255.f, left, top, right - left, bottom - top);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Quick check for black.
|
|
|
|
if (color == MAKEARGB(255,0,0,0))
|
|
|
|
{
|
|
|
|
palcolor = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
palcolor = ColorMatcher.Pick(RPART(color), GPART(color), BPART(color));
|
|
|
|
}
|
|
|
|
}
|
2006-09-14 03:06:09 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
dest = Buffer + top * Pitch + left;
|
|
|
|
x = right - left;
|
|
|
|
for (y = top; y < bottom; y++)
|
|
|
|
{
|
2007-12-22 04:52:51 +00:00
|
|
|
memset(dest, palcolor, x);
|
2006-02-24 04:48:15 +00:00
|
|
|
dest += Pitch;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
- 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
|
|
|
void DCanvas::Dim (PalEntry color)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-05-09 00:28:01 +00:00
|
|
|
PalEntry dimmer;
|
2006-02-24 04:48:15 +00:00
|
|
|
float amount = dimamount;
|
|
|
|
|
|
|
|
if (gameinfo.gametype == GAME_Hexen && gamestate == GS_DEMOSCREEN)
|
|
|
|
{ // On the Hexen title screen, the default dimming is not
|
|
|
|
// enough to make the menus readable.
|
|
|
|
amount = MIN<float> (1.f, amount*2.f);
|
|
|
|
}
|
2006-05-09 00:28:01 +00:00
|
|
|
dimmer = PalEntry(dimcolor);
|
|
|
|
// Add the cvar's dimming on top of the color passed to the function
|
|
|
|
if (color.a != 0)
|
|
|
|
{
|
|
|
|
float dim[4] = { color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f };
|
|
|
|
FBaseStatusBar::AddBlend (dimmer.r/255.f, dimmer.g/255.f, dimmer.b/255.f, amount, dim);
|
|
|
|
dimmer = PalEntry (BYTE(dim[0]*255), BYTE(dim[1]*255), BYTE(dim[2]*255));
|
|
|
|
amount = dim[3];
|
|
|
|
}
|
|
|
|
Dim (dimmer, amount, 0, 0, Width, Height);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
- 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
|
|
|
void DCanvas::Dim (PalEntry color, float damount, int x1, int y1, int w, int h)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (damount == 0.f)
|
|
|
|
return;
|
|
|
|
|
|
|
|
DWORD *bg2rgb;
|
|
|
|
DWORD fg;
|
|
|
|
int gap;
|
2006-09-14 00:02:31 +00:00
|
|
|
BYTE *spot;
|
2006-02-24 04:48:15 +00:00
|
|
|
int x, y;
|
|
|
|
|
|
|
|
{
|
|
|
|
int amount;
|
|
|
|
|
|
|
|
amount = (int)(damount * 64);
|
|
|
|
bg2rgb = Col2RGB8[64-amount];
|
|
|
|
|
|
|
|
fg = (((color.r * amount) >> 4) << 20) |
|
|
|
|
((color.g * amount) >> 4) |
|
|
|
|
(((color.b * amount) >> 4) << 10);
|
|
|
|
}
|
|
|
|
|
|
|
|
spot = Buffer + x1 + y1*Pitch;
|
|
|
|
gap = Pitch - w;
|
|
|
|
for (y = h; y != 0; y--)
|
|
|
|
{
|
|
|
|
for (x = w; x != 0; x--)
|
|
|
|
{
|
|
|
|
DWORD bg;
|
|
|
|
|
|
|
|
bg = bg2rgb[(*spot)&0xff];
|
|
|
|
bg = (fg+bg) | 0x1f07c1f;
|
|
|
|
*spot = RGB32k[0][0][bg&(bg>>15)];
|
|
|
|
spot++;
|
|
|
|
}
|
|
|
|
spot += gap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2007-12-24 21:56:49 +00:00
|
|
|
bool DCanvas::UsesColormap() const
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
int V_GetColorFromString (const DWORD *palette, const char *cstr)
|
|
|
|
{
|
|
|
|
int c[3], i, p;
|
2006-08-30 02:38:39 +00:00
|
|
|
char val[3];
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-08-30 02:38:39 +00:00
|
|
|
val[2] = '\0';
|
|
|
|
|
|
|
|
// Check for HTML-style #RRGGBB or #RGB color string
|
|
|
|
if (cstr[0] == '#')
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-08-30 02:38:39 +00:00
|
|
|
size_t len = strlen (cstr);
|
|
|
|
|
|
|
|
if (len == 7)
|
|
|
|
{
|
|
|
|
// Extract each eight-bit component into c[].
|
|
|
|
for (i = 0; i < 3; ++i)
|
|
|
|
{
|
|
|
|
val[0] = cstr[1 + i*2];
|
|
|
|
val[1] = cstr[2 + i*2];
|
|
|
|
c[i] = ParseHex (val);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (len == 4)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-08-30 02:38:39 +00:00
|
|
|
// Extract each four-bit component into c[], expanding to eight bits.
|
|
|
|
for (i = 0; i < 3; ++i)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-08-30 02:38:39 +00:00
|
|
|
val[1] = val[0] = cstr[1 + i];
|
|
|
|
c[i] = ParseHex (val);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Bad HTML-style; pretend it's black.
|
|
|
|
c[2] = c[1] = c[0] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Treat it as a space-delemited hexadecimal string
|
|
|
|
for (i = 0; i < 3; ++i)
|
|
|
|
{
|
|
|
|
// Skip leading whitespace
|
|
|
|
while (*cstr <= ' ' && *cstr != '\0')
|
|
|
|
{
|
|
|
|
cstr++;
|
|
|
|
}
|
|
|
|
// Extract a component and convert it to eight-bit
|
|
|
|
for (p = 0; *cstr > ' '; ++p, ++cstr)
|
|
|
|
{
|
|
|
|
if (p < 2)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-08-30 02:38:39 +00:00
|
|
|
val[p] = *cstr;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
2006-08-30 02:38:39 +00:00
|
|
|
if (p == 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-08-30 02:38:39 +00:00
|
|
|
c[i] = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (p == 1)
|
|
|
|
{
|
|
|
|
val[1] = val[0];
|
|
|
|
}
|
|
|
|
c[i] = ParseHex (val);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (palette)
|
|
|
|
return ColorMatcher.Pick (c[0]>>8, c[1]>>8, c[2]>>8);
|
|
|
|
else
|
2006-08-30 02:38:39 +00:00
|
|
|
return MAKERGB(c[0], c[1], c[2]);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
2006-08-30 02:38:39 +00:00
|
|
|
FString V_GetColorStringByName (const char *name)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
FMemLump rgbNames;
|
|
|
|
char *rgbEnd;
|
|
|
|
char *rgb, *endp;
|
|
|
|
int rgblump;
|
|
|
|
int c[3], step;
|
|
|
|
size_t namelen;
|
|
|
|
|
2006-08-30 02:38:39 +00:00
|
|
|
if (Wads.GetNumLumps()==0) return FString();
|
2006-04-11 08:36:23 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
rgblump = Wads.CheckNumForName ("X11R6RGB");
|
|
|
|
if (rgblump == -1)
|
|
|
|
{
|
|
|
|
Printf ("X11R6RGB lump not found\n");
|
2006-08-30 02:38:39 +00:00
|
|
|
return FString();
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
rgbNames = Wads.ReadLump (rgblump);
|
|
|
|
rgb = (char *)rgbNames.GetMem();
|
|
|
|
rgbEnd = rgb + Wads.LumpLength (rgblump);
|
|
|
|
step = 0;
|
|
|
|
namelen = strlen (name);
|
|
|
|
|
|
|
|
while (rgb < rgbEnd)
|
|
|
|
{
|
|
|
|
// Skip white space
|
|
|
|
if (*rgb <= ' ')
|
|
|
|
{
|
|
|
|
do
|
|
|
|
{
|
|
|
|
rgb++;
|
|
|
|
} while (rgb < rgbEnd && *rgb <= ' ');
|
|
|
|
}
|
|
|
|
else if (step == 0 && *rgb == '!')
|
|
|
|
{ // skip comment lines
|
|
|
|
do
|
|
|
|
{
|
|
|
|
rgb++;
|
|
|
|
} while (rgb < rgbEnd && *rgb != '\n');
|
|
|
|
}
|
|
|
|
else if (step < 3)
|
|
|
|
{ // collect RGB values
|
|
|
|
c[step++] = strtoul (rgb, &endp, 10);
|
|
|
|
if (endp == rgb)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
rgb = endp;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Check color name
|
|
|
|
endp = rgb;
|
|
|
|
// Find the end of the line
|
|
|
|
while (endp < rgbEnd && *endp != '\n')
|
|
|
|
endp++;
|
|
|
|
// Back up over any whitespace
|
|
|
|
while (endp > rgb && *endp <= ' ')
|
|
|
|
endp--;
|
|
|
|
if (endp == rgb)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
size_t checklen = ++endp - rgb;
|
|
|
|
if (checklen == namelen && strnicmp (rgb, name, checklen) == 0)
|
|
|
|
{
|
2006-08-30 02:38:39 +00:00
|
|
|
FString descr;
|
|
|
|
descr.Format ("#%02x%02x%02x", c[0], c[1], c[2]);
|
|
|
|
return descr;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
rgb = endp;
|
|
|
|
step = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (rgb < rgbEnd)
|
|
|
|
{
|
|
|
|
Printf ("X11R6RGB lump is corrupt\n");
|
|
|
|
}
|
2006-08-30 02:38:39 +00:00
|
|
|
return FString();
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
int V_GetColor (const DWORD *palette, const char *str)
|
|
|
|
{
|
2006-08-30 02:38:39 +00:00
|
|
|
FString string = V_GetColorStringByName (str);
|
2006-02-24 04:48:15 +00:00
|
|
|
int res;
|
|
|
|
|
2006-08-30 02:38:39 +00:00
|
|
|
if (!string.IsEmpty())
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
res = V_GetColorFromString (palette, string);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
res = V_GetColorFromString (palette, str);
|
|
|
|
}
|
|
|
|
return res;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Build the tables necessary for blending
|
|
|
|
static void BuildTransTable (const PalEntry *palette)
|
|
|
|
{
|
|
|
|
int r, g, b;
|
|
|
|
|
|
|
|
// create the RGB555 lookup table
|
|
|
|
for (r = 0; r < 32; r++)
|
|
|
|
for (g = 0; g < 32; g++)
|
|
|
|
for (b = 0; b < 32; b++)
|
|
|
|
RGB32k[r][g][b] = ColorMatcher.Pick ((r<<3)|(r>>2), (g<<3)|(g>>2), (b<<3)|(b>>2));
|
|
|
|
|
|
|
|
int x, y;
|
|
|
|
|
|
|
|
// create the swizzled palette
|
|
|
|
for (x = 0; x < 65; x++)
|
|
|
|
for (y = 0; y < 256; y++)
|
|
|
|
Col2RGB8[x][y] = (((palette[y].r*x)>>4)<<20) |
|
|
|
|
((palette[y].g*x)>>4) |
|
|
|
|
(((palette[y].b*x)>>4)<<10);
|
|
|
|
|
|
|
|
// create the swizzled palette with the lsb of red and blue forced to 0
|
|
|
|
// (for green, a 1 is okay since it never gets added into)
|
|
|
|
for (x = 1; x < 64; x++)
|
|
|
|
{
|
|
|
|
Col2RGB8_LessPrecision[x] = Col2RGB8_2[x-1];
|
|
|
|
for (y = 0; y < 256; y++)
|
|
|
|
{
|
|
|
|
Col2RGB8_2[x-1][y] = Col2RGB8[x][y] & 0x3feffbff;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Col2RGB8_LessPrecision[0] = Col2RGB8[0];
|
|
|
|
Col2RGB8_LessPrecision[64] = Col2RGB8[64];
|
|
|
|
}
|
|
|
|
|
|
|
|
void DCanvas::CalcGamma (float gamma, BYTE gammalookup[256])
|
|
|
|
{
|
|
|
|
// I found this formula on the web at
|
|
|
|
// <http://panda.mostang.com/sane/sane-gamma.html>,
|
|
|
|
// but that page no longer exits.
|
|
|
|
|
|
|
|
double invgamma = 1.f / gamma;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0; i < 256; i++)
|
|
|
|
{
|
|
|
|
gammalookup[i] = (BYTE)(255.0 * pow (i / 255.0, invgamma));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DSimpleCanvas::DSimpleCanvas (int width, int height)
|
|
|
|
: DCanvas (width, height)
|
|
|
|
{
|
|
|
|
// Making the pitch a power of 2 is very bad for performance
|
|
|
|
// Try to maximize the number of cache lines that can be filled
|
|
|
|
// for each column drawing operation by making the pitch slightly
|
|
|
|
// longer than the width. The values used here are all based on
|
|
|
|
// empirical evidence.
|
|
|
|
|
|
|
|
if (width <= 640)
|
|
|
|
{
|
|
|
|
// For low resolutions, just keep the pitch the same as the width.
|
|
|
|
// Some speedup can be seen using the technique below, but the speedup
|
|
|
|
// is so marginal that I don't consider it worthwhile.
|
|
|
|
Pitch = width;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2006-05-09 21:30:31 +00:00
|
|
|
// If we couldn't figure out the CPU's L1 cache line size, assume
|
|
|
|
// it's 32 bytes wide.
|
|
|
|
if (CPU.DataL1LineSize == 0)
|
|
|
|
{
|
|
|
|
CPU.DataL1LineSize = 32;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
// The Athlon and P3 have very different caches, apparently.
|
|
|
|
// I am going to generalize the Athlon's performance to all AMD
|
|
|
|
// processors and the P3's to all non-AMD processors. I don't know
|
|
|
|
// how smart that is, but I don't have a vast plethora of
|
|
|
|
// processors to test with.
|
|
|
|
if (CPU.bIsAMD)
|
|
|
|
{
|
|
|
|
Pitch = width + CPU.DataL1LineSize;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2006-05-09 21:30:31 +00:00
|
|
|
Pitch = width + MAX(0, CPU.DataL1LineSize - 8);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
MemBuffer = new BYTE[Pitch * height];
|
2006-12-01 01:17:45 +00:00
|
|
|
memset (MemBuffer, 0, Pitch * height);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
DSimpleCanvas::~DSimpleCanvas ()
|
|
|
|
{
|
|
|
|
if (MemBuffer != NULL)
|
|
|
|
{
|
|
|
|
delete[] MemBuffer;
|
|
|
|
MemBuffer = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool DSimpleCanvas::IsValid ()
|
|
|
|
{
|
|
|
|
return (MemBuffer != NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool DSimpleCanvas::Lock ()
|
|
|
|
{
|
|
|
|
if (LockCount == 0)
|
|
|
|
{
|
|
|
|
Buffer = MemBuffer;
|
|
|
|
}
|
|
|
|
LockCount++;
|
|
|
|
return false; // System surfaces are never lost
|
|
|
|
}
|
|
|
|
|
|
|
|
void DSimpleCanvas::Unlock ()
|
|
|
|
{
|
|
|
|
if (--LockCount <= 0)
|
|
|
|
{
|
|
|
|
LockCount = 0;
|
|
|
|
Buffer = NULL; // Enforce buffer access only between Lock/Unlock
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DFrameBuffer::DFrameBuffer (int width, int height)
|
|
|
|
: DSimpleCanvas (width, height)
|
|
|
|
{
|
|
|
|
LastMS = LastSec = FrameCount = LastCount = LastTic = 0;
|
2007-12-27 04:30:12 +00:00
|
|
|
Accel2D = false;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void DFrameBuffer::DrawRateStuff ()
|
|
|
|
{
|
|
|
|
// Draws frame time and cumulative fps
|
|
|
|
if (vid_fps)
|
|
|
|
{
|
2006-09-14 00:02:31 +00:00
|
|
|
DWORD ms = I_MSTime ();
|
|
|
|
DWORD howlong = ms - LastMS;
|
2007-12-27 04:30:12 +00:00
|
|
|
if (howlong >= 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
char fpsbuff[40];
|
|
|
|
int chars;
|
- 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
|
|
|
int rate_x;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-09-14 00:02:31 +00:00
|
|
|
chars = sprintf (fpsbuff, "%2u ms (%3u fps)", howlong, LastCount);
|
- 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
|
|
|
rate_x = Width - chars * 8;
|
|
|
|
Clear (rate_x, 0, Width, 8, 0, 0);
|
2006-02-24 04:48:15 +00:00
|
|
|
SetFont (ConFont);
|
- 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
|
|
|
DrawText (CR_WHITE, rate_x, 0, (char *)&fpsbuff[0], TAG_DONE);
|
2006-02-24 04:48:15 +00:00
|
|
|
SetFont (SmallFont);
|
|
|
|
|
|
|
|
DWORD thisSec = ms/1000;
|
|
|
|
if (LastSec < thisSec)
|
|
|
|
{
|
|
|
|
LastCount = FrameCount / (thisSec - LastSec);
|
|
|
|
LastSec = thisSec;
|
|
|
|
FrameCount = 0;
|
|
|
|
}
|
|
|
|
FrameCount++;
|
|
|
|
}
|
|
|
|
LastMS = ms;
|
|
|
|
}
|
|
|
|
|
|
|
|
// draws little dots on the bottom of the screen
|
|
|
|
if (ticker)
|
|
|
|
{
|
|
|
|
int i = I_GetTime(false);
|
|
|
|
int tics = i - LastTic;
|
- 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
|
|
|
BYTE *buffer = GetBuffer();
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
LastTic = i;
|
|
|
|
if (tics > 20) tics = 20;
|
- 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
|
|
|
|
|
|
|
// Buffer can be NULL if we're doing hardware accelerated 2D
|
|
|
|
if (buffer != NULL)
|
|
|
|
{
|
|
|
|
buffer += (GetHeight()-1)*GetPitch();
|
|
|
|
|
|
|
|
for (i = 0; i < tics*2; i += 2) buffer[i] = 0xff;
|
|
|
|
for ( ; i < 20*2; i += 2) buffer[i] = 0x00;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (i = 0; i < tics*2; i += 2) Clear(i, Height-1, i+1, Height, 255, 0);
|
|
|
|
for ( ; i < 20*2; i += 2) Clear(i, Height-1, i+1, Height, 0, 0);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// draws the palette for debugging
|
|
|
|
if (vid_showpalette)
|
|
|
|
{
|
- 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
|
|
|
// This used to just write the palette to the display buffer.
|
|
|
|
// With hardware-accelerated 2D, that doesn't work anymore.
|
|
|
|
// Drawing it as a texture does and continues to show how
|
|
|
|
// well the PalTex shader is working.
|
|
|
|
static FPaletteTester palette;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
- 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
|
|
|
palette.SetTranslation(vid_showpalette);
|
|
|
|
DrawTexture(&palette, 0, 0,
|
|
|
|
DTA_DestWidth, 16*7,
|
|
|
|
DTA_DestHeight, 16*7,
|
|
|
|
DTA_Masked, false,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
FPaletteTester::FPaletteTester()
|
|
|
|
{
|
|
|
|
Width = 16;
|
|
|
|
Height = 16;
|
|
|
|
WidthBits = 4;
|
|
|
|
HeightBits = 4;
|
|
|
|
WidthMask = 15;
|
|
|
|
CurTranslation = 0;
|
|
|
|
WantTranslation = 1;
|
|
|
|
MakeTexture();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool FPaletteTester::CheckModified()
|
|
|
|
{
|
|
|
|
return CurTranslation != WantTranslation;
|
|
|
|
}
|
|
|
|
|
|
|
|
void FPaletteTester::SetTranslation(int num)
|
|
|
|
{
|
|
|
|
if (num >= 1 && num <= 9)
|
|
|
|
{
|
|
|
|
WantTranslation = num;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FPaletteTester::Unload()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
const BYTE *FPaletteTester::GetColumn (unsigned int column, const Span **spans_out)
|
|
|
|
{
|
|
|
|
if (CurTranslation != WantTranslation)
|
|
|
|
{
|
|
|
|
MakeTexture();
|
|
|
|
}
|
|
|
|
column &= 15;
|
|
|
|
if (spans_out != NULL)
|
|
|
|
{
|
|
|
|
*spans_out = DummySpan;
|
|
|
|
}
|
|
|
|
return Pixels + column*16;
|
|
|
|
}
|
|
|
|
|
|
|
|
const BYTE *FPaletteTester::GetPixels ()
|
|
|
|
{
|
|
|
|
if (CurTranslation != WantTranslation)
|
|
|
|
{
|
|
|
|
MakeTexture();
|
|
|
|
}
|
|
|
|
return Pixels;
|
|
|
|
}
|
|
|
|
|
|
|
|
void FPaletteTester::MakeTexture()
|
|
|
|
{
|
|
|
|
int i, j, k, t;
|
|
|
|
BYTE *p;
|
|
|
|
|
|
|
|
t = WantTranslation;
|
|
|
|
p = Pixels;
|
|
|
|
k = 0;
|
|
|
|
for (i = 0; i < 16; ++i)
|
|
|
|
{
|
|
|
|
for (j = 0; j < 16; ++j)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
- 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
|
|
|
*p++ = (t > 1) ? translationtables[TRANSLATION_Standard][t - 2]->Remap[k] : k;
|
2006-02-24 04:48:15 +00:00
|
|
|
k += 16;
|
|
|
|
}
|
- 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
|
|
|
k -= 255;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
- 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
|
|
|
CurTranslation = t;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void DFrameBuffer::CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest)
|
|
|
|
{
|
|
|
|
if (Pitch == width && Pitch == Width && srcPitch == width)
|
|
|
|
{
|
|
|
|
memcpy (dest, src, Width * Height);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (int y = 0; y < height; y++)
|
|
|
|
{
|
|
|
|
memcpy (dest, src, width);
|
|
|
|
dest += Pitch;
|
|
|
|
src += srcPitch;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-11-19 02:10:25 +00:00
|
|
|
void DFrameBuffer::SetVSync (bool vsync)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
2007-12-20 04:36:43 +00:00
|
|
|
void DFrameBuffer::SetBlendingRect (int x1, int y1, int x2, int y2)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
2008-01-02 05:21:48 +00:00
|
|
|
bool DFrameBuffer::Begin2D (bool copy3d)
|
2007-12-20 04:36:43 +00:00
|
|
|
{
|
2007-12-27 04:30:12 +00:00
|
|
|
return false;
|
2007-12-20 04:36:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FNativeTexture *DFrameBuffer::CreateTexture(FTexture *gametex)
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
- 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
|
|
|
FNativeTexture *DFrameBuffer::CreatePalette(FRemapTable *remap)
|
2007-12-20 04:36:43 +00:00
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2007-12-30 04:18:39 +00:00
|
|
|
bool DFrameBuffer::WipeStartScreen(int type)
|
|
|
|
{
|
|
|
|
return wipe_StartScreen(type);
|
|
|
|
}
|
|
|
|
|
|
|
|
void DFrameBuffer::WipeEndScreen()
|
|
|
|
{
|
|
|
|
wipe_EndScreen();
|
|
|
|
Unlock();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool DFrameBuffer::WipeDo(int ticks)
|
|
|
|
{
|
|
|
|
Lock(true);
|
|
|
|
return wipe_ScreenWipe(ticks);
|
|
|
|
}
|
|
|
|
|
|
|
|
void DFrameBuffer::WipeCleanup()
|
|
|
|
{
|
|
|
|
wipe_Cleanup();
|
|
|
|
}
|
|
|
|
|
2007-12-20 18:53:35 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// multi-format pixel copy with colormap application
|
|
|
|
// requires one of the previously defined conversion classes to work
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
template<class T>
|
2007-12-27 04:30:12 +00:00
|
|
|
void iCopyColors(BYTE *pout, const BYTE *pin, int count, int step)
|
2007-12-20 18:53:35 +00:00
|
|
|
{
|
|
|
|
for(int i=0;i<count;i++)
|
|
|
|
{
|
2007-12-27 04:30:12 +00:00
|
|
|
pout[0]=T::B(pin);
|
2007-12-20 18:53:35 +00:00
|
|
|
pout[1]=T::G(pin);
|
2007-12-27 04:30:12 +00:00
|
|
|
pout[2]=T::R(pin);
|
2007-12-20 18:53:35 +00:00
|
|
|
pout[3]=T::A(pin);
|
|
|
|
pout+=4;
|
|
|
|
pin+=step;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2007-12-27 04:30:12 +00:00
|
|
|
typedef void (*CopyFunc)(BYTE *pout, const BYTE *pin, int count, int step);
|
2007-12-20 18:53:35 +00:00
|
|
|
|
|
|
|
static CopyFunc copyfuncs[]={
|
|
|
|
iCopyColors<cRGB>,
|
|
|
|
iCopyColors<cRGBA>,
|
|
|
|
iCopyColors<cIA>,
|
|
|
|
iCopyColors<cCMYK>,
|
|
|
|
iCopyColors<cBGR>,
|
|
|
|
iCopyColors<cBGRA>,
|
|
|
|
iCopyColors<cI16>,
|
|
|
|
iCopyColors<cRGB555>,
|
|
|
|
iCopyColors<cPalEntry>
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Clips the copy area for CopyPixelData functions
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
bool DFrameBuffer::ClipCopyPixelRect(int texwidth, int texheight, int &originx, int &originy,
|
|
|
|
const BYTE *&patch, int &srcwidth, int &srcheight, int step_x, int step_y)
|
|
|
|
{
|
|
|
|
// clip source rectangle to destination
|
|
|
|
if (originx<0)
|
|
|
|
{
|
|
|
|
srcwidth+=originx;
|
|
|
|
patch-=originx*step_x;
|
|
|
|
originx=0;
|
|
|
|
if (srcwidth<=0) return false;
|
|
|
|
}
|
|
|
|
if (originx+srcwidth>texwidth)
|
|
|
|
{
|
|
|
|
srcwidth=texwidth-originx;
|
|
|
|
if (srcwidth<=0) return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (originy<0)
|
|
|
|
{
|
|
|
|
srcheight+=originy;
|
|
|
|
patch-=originy*step_y;
|
|
|
|
originy=0;
|
|
|
|
if (srcheight<=0) return false;
|
|
|
|
}
|
|
|
|
if (originy+srcheight>texheight)
|
|
|
|
{
|
|
|
|
srcheight=texheight-originy;
|
|
|
|
if (srcheight<=0) return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// True Color texture copy function
|
|
|
|
//
|
|
|
|
//===========================================================================
|
2007-12-27 04:30:12 +00:00
|
|
|
void DFrameBuffer::CopyPixelDataRGB(BYTE *buffer, int texpitch, int texheight, int originx, int originy,
|
|
|
|
const BYTE *patch, int srcwidth, int srcheight, int step_x, int step_y,
|
2007-12-20 18:53:35 +00:00
|
|
|
int ct)
|
|
|
|
{
|
2007-12-27 04:30:12 +00:00
|
|
|
if (ClipCopyPixelRect(texpitch/4, texheight, originx, originy, patch, srcwidth, srcheight, step_x, step_y))
|
2007-12-20 18:53:35 +00:00
|
|
|
{
|
2007-12-27 04:30:12 +00:00
|
|
|
buffer+=4*originx + texpitch*originy;
|
2007-12-20 18:53:35 +00:00
|
|
|
for (int y=0;y<srcheight;y++)
|
|
|
|
{
|
2007-12-27 04:30:12 +00:00
|
|
|
copyfuncs[ct](&buffer[y*texpitch], &patch[y*step_y], srcwidth, step_x);
|
2007-12-20 18:53:35 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Paletted to True Color texture copy function
|
|
|
|
//
|
|
|
|
//===========================================================================
|
2007-12-27 04:30:12 +00:00
|
|
|
void DFrameBuffer::CopyPixelData(BYTE * buffer, int texpitch, int texheight, int originx, int originy,
|
2007-12-20 18:53:35 +00:00
|
|
|
const BYTE * patch, int srcwidth, int srcheight,
|
|
|
|
int step_x, int step_y, PalEntry * palette)
|
|
|
|
{
|
|
|
|
int x,y,pos;
|
|
|
|
|
2007-12-27 04:30:12 +00:00
|
|
|
if (ClipCopyPixelRect(texpitch/4, texheight, originx, originy, patch, srcwidth, srcheight, step_x, step_y))
|
2007-12-20 18:53:35 +00:00
|
|
|
{
|
2007-12-27 04:30:12 +00:00
|
|
|
buffer+=4*originx + texpitch*originy;
|
2007-12-20 18:53:35 +00:00
|
|
|
|
|
|
|
for (y=0;y<srcheight;y++)
|
|
|
|
{
|
2007-12-27 04:30:12 +00:00
|
|
|
pos=y*texpitch;
|
2007-12-20 18:53:35 +00:00
|
|
|
for (x=0;x<srcwidth;x++,pos+=4)
|
|
|
|
{
|
|
|
|
int v=(unsigned char)patch[y*step_y+x*step_x];
|
|
|
|
if (palette[v].a==0)
|
|
|
|
{
|
2007-12-27 11:53:09 +00:00
|
|
|
buffer[pos]=palette[v].b;
|
2007-12-20 18:53:35 +00:00
|
|
|
buffer[pos+1]=palette[v].g;
|
2007-12-27 11:53:09 +00:00
|
|
|
buffer[pos+2]=palette[v].r;
|
2008-01-08 01:08:27 +00:00
|
|
|
buffer[pos+3]=255;
|
2007-12-20 18:53:35 +00:00
|
|
|
}
|
|
|
|
else if (palette[v].a!=255)
|
|
|
|
{
|
2008-01-08 01:08:27 +00:00
|
|
|
// [RH] Err... This can't be right, can it?
|
2007-12-27 11:53:09 +00:00
|
|
|
buffer[pos ] = (buffer[pos ] * palette[v].a + palette[v].b * (1-palette[v].a)) / 255;
|
2007-12-20 18:53:35 +00:00
|
|
|
buffer[pos+1] = (buffer[pos+1] * palette[v].a + palette[v].g * (1-palette[v].a)) / 255;
|
2007-12-27 11:53:09 +00:00
|
|
|
buffer[pos+2] = (buffer[pos+2] * palette[v].a + palette[v].r * (1-palette[v].a)) / 255;
|
2007-12-20 18:53:35 +00:00
|
|
|
buffer[pos+3] = clamp<int>(buffer[pos+3] + (( 255-buffer[pos+3]) * (255-palette[v].a))/255, 0, 255);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2007-12-20 04:36:43 +00:00
|
|
|
FNativeTexture::~FNativeTexture()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
2007-12-18 02:15:32 +00:00
|
|
|
CCMD(clean)
|
|
|
|
{
|
|
|
|
Printf ("CleanXfac: %d\nCleanYfac: %d\n", CleanXfac, CleanYfac);
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
//
|
|
|
|
// V_SetResolution
|
|
|
|
//
|
|
|
|
bool V_DoModeSetup (int width, int height, int bits)
|
|
|
|
{
|
|
|
|
DFrameBuffer *buff = I_SetMode (width, height, screen);
|
|
|
|
|
|
|
|
if (buff == NULL)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
screen = buff;
|
|
|
|
screen->SetFont (SmallFont);
|
|
|
|
screen->SetGamma (Gamma);
|
|
|
|
|
|
|
|
{
|
|
|
|
int ratio;
|
|
|
|
int cwidth;
|
|
|
|
int cheight;
|
2007-12-18 02:15:32 +00:00
|
|
|
int cx1, cy1, cx2, cy2;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
ratio = CheckRatio (width, height);
|
|
|
|
if (ratio & 4)
|
|
|
|
{
|
|
|
|
cwidth = width;
|
|
|
|
cheight = height * BaseRatioSizes[ratio][3] / 48;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
cwidth = width * BaseRatioSizes[ratio][3] / 48;
|
|
|
|
cheight = height;
|
|
|
|
}
|
2007-12-18 02:15:32 +00:00
|
|
|
// Use whichever pair of cwidth/cheight or width/height that produces less difference
|
|
|
|
// between CleanXfac and CleanYfac.
|
|
|
|
cx1 = MAX(cwidth / 320, 1);
|
|
|
|
cy1 = MAX(cheight / 200, 1);
|
|
|
|
cx2 = MAX(width / 320, 1);
|
|
|
|
cy2 = MAX(height / 200, 1);
|
|
|
|
if (abs(cx1 - cy1) <= abs(cx2 - cy2))
|
|
|
|
{ // e.g. 640x360 looks better with this.
|
|
|
|
CleanXfac = cx1;
|
|
|
|
CleanYfac = cy1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // e.g. 720x480 looks better with this.
|
|
|
|
CleanXfac = cx2;
|
|
|
|
CleanYfac = cy2;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (CleanXfac > 1 && CleanYfac > 1 && CleanXfac != CleanYfac)
|
|
|
|
{
|
|
|
|
if (CleanXfac < CleanYfac)
|
|
|
|
CleanYfac = CleanXfac;
|
|
|
|
else
|
|
|
|
CleanXfac = CleanYfac;
|
|
|
|
}
|
|
|
|
|
|
|
|
CleanWidth = width / CleanXfac;
|
|
|
|
CleanHeight = height / CleanYfac;
|
2007-12-18 02:15:32 +00:00
|
|
|
assert(CleanWidth >= 320);
|
|
|
|
assert(CleanHeight >= 200);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
DisplayWidth = width;
|
|
|
|
DisplayHeight = height;
|
|
|
|
DisplayBits = bits;
|
|
|
|
|
|
|
|
R_MultiresInit ();
|
|
|
|
|
|
|
|
RenderTarget = screen;
|
|
|
|
screen->Lock (true);
|
|
|
|
R_SetupBuffer (false);
|
|
|
|
screen->Unlock ();
|
|
|
|
|
|
|
|
M_RefreshModesList ();
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool V_SetResolution (int width, int height, int bits)
|
|
|
|
{
|
|
|
|
int oldwidth, oldheight;
|
|
|
|
int oldbits;
|
|
|
|
|
|
|
|
if (screen)
|
|
|
|
{
|
|
|
|
oldwidth = SCREENWIDTH;
|
|
|
|
oldheight = SCREENHEIGHT;
|
|
|
|
oldbits = DisplayBits;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Harmless if screen wasn't allocated
|
|
|
|
oldwidth = width;
|
|
|
|
oldheight = height;
|
|
|
|
oldbits = bits;
|
|
|
|
}
|
|
|
|
|
|
|
|
I_ClosestResolution (&width, &height, bits);
|
|
|
|
if (!I_CheckResolution (width, height, bits))
|
|
|
|
{ // Try specified resolution
|
|
|
|
if (!I_CheckResolution (oldwidth, oldheight, oldbits))
|
|
|
|
{ // Try previous resolution (if any)
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
width = oldwidth;
|
|
|
|
height = oldheight;
|
|
|
|
bits = oldbits;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return V_DoModeSetup (width, height, bits);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (vid_setmode)
|
|
|
|
{
|
2006-09-14 00:02:31 +00:00
|
|
|
bool goodmode = false;
|
2006-02-24 04:48:15 +00:00
|
|
|
int width = 0, height = SCREENHEIGHT;
|
|
|
|
int bits = DisplayBits;
|
|
|
|
|
|
|
|
if (argv.argc() > 1)
|
|
|
|
{
|
|
|
|
width = atoi (argv[1]);
|
|
|
|
if (argv.argc() > 2)
|
|
|
|
{
|
|
|
|
height = atoi (argv[2]);
|
|
|
|
if (argv.argc() > 3)
|
|
|
|
{
|
|
|
|
bits = atoi (argv[3]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (width && I_CheckResolution (width, height, bits))
|
|
|
|
{
|
|
|
|
goodmode = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (goodmode)
|
|
|
|
{
|
|
|
|
// The actual change of resolution will take place
|
|
|
|
// near the beginning of D_Display().
|
|
|
|
if (gamestate != GS_STARTUP)
|
|
|
|
{
|
|
|
|
setmodeneeded = true;
|
|
|
|
NewWidth = width;
|
|
|
|
NewHeight = height;
|
|
|
|
NewBits = bits;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (width)
|
|
|
|
{
|
|
|
|
Printf ("Unknown resolution %d x %d x %d\n", width, height, bits);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf ("Usage: vid_setmode <width> <height> <mode>\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// V_Init
|
|
|
|
//
|
|
|
|
|
|
|
|
void V_Init (void)
|
|
|
|
{
|
|
|
|
char *i;
|
|
|
|
int width, height, bits;
|
|
|
|
|
2006-05-12 03:14:40 +00:00
|
|
|
atterm (V_Shutdown);
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
// [RH] Initialize palette management
|
|
|
|
InitPalette ();
|
|
|
|
|
|
|
|
width = height = bits = 0;
|
|
|
|
|
|
|
|
if ( (i = Args.CheckValue ("-width")) )
|
|
|
|
width = atoi (i);
|
|
|
|
|
|
|
|
if ( (i = Args.CheckValue ("-height")) )
|
|
|
|
height = atoi (i);
|
|
|
|
|
|
|
|
if ( (i = Args.CheckValue ("-bits")) )
|
|
|
|
bits = atoi (i);
|
|
|
|
|
|
|
|
if (width == 0)
|
|
|
|
{
|
|
|
|
if (height == 0)
|
|
|
|
{
|
|
|
|
width = vid_defwidth;
|
|
|
|
height = vid_defheight;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
width = (height * 8) / 6;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (height == 0)
|
|
|
|
{
|
|
|
|
height = (width * 6) / 8;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (bits == 0)
|
|
|
|
{
|
|
|
|
bits = vid_defbits;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
screen = new DDummyFrameBuffer (width, height);
|
|
|
|
|
|
|
|
BuildTransTable (GPalette.BaseColors);
|
|
|
|
}
|
|
|
|
|
|
|
|
void V_Init2()
|
|
|
|
{
|
|
|
|
assert (screen->IsKindOf(RUNTIME_CLASS(DDummyFrameBuffer)));
|
|
|
|
int width = screen->GetWidth();
|
|
|
|
int height = screen->GetHeight();
|
|
|
|
float gamma = static_cast<DDummyFrameBuffer *>(screen)->Gamma;
|
|
|
|
FFont *font = screen->Font;
|
|
|
|
|
|
|
|
delete screen;
|
|
|
|
screen = NULL;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
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
|
|
|
I_InitGraphics();
|
|
|
|
I_ClosestResolution (&width, &height, 8);
|
|
|
|
|
|
|
|
if (!V_SetResolution (width, height, 8))
|
|
|
|
I_FatalError ("Could not set resolution to %d x %d x %d", width, height, 8);
|
2006-02-24 04:48:15 +00:00
|
|
|
else
|
|
|
|
Printf ("Resolution: %d x %d\n", SCREENWIDTH, SCREENHEIGHT);
|
|
|
|
|
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
|
|
|
screen->SetGamma (gamma);
|
2007-01-26 21:46:47 +00:00
|
|
|
if (font != NULL) screen->SetFont (font);
|
2006-02-24 04:48:15 +00:00
|
|
|
FBaseCVar::ResetColors ();
|
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
|
|
|
C_NewModeAdjust();
|
|
|
|
M_InitVideoModesMenu();
|
|
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
|
|
setsizeneeded = true;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
2006-05-12 03:14:40 +00:00
|
|
|
void V_Shutdown()
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (screen != NULL)
|
|
|
|
{
|
|
|
|
delete screen;
|
2006-05-26 04:38:22 +00:00
|
|
|
screen = NULL;
|
|
|
|
}
|
|
|
|
while (FFont::FirstFont != NULL)
|
|
|
|
{
|
|
|
|
delete FFont::FirstFont;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EXTERN_CVAR (Bool, vid_tft)
|
2006-10-20 01:58:26 +00:00
|
|
|
CUSTOM_CVAR (Bool, vid_nowidescreen, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
|
|
|
|
{
|
|
|
|
setsizeneeded = true;
|
|
|
|
if (StatusBar != NULL)
|
|
|
|
{
|
|
|
|
StatusBar->ScreenSizeChanged();
|
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
// Tries to guess the physical dimensions of the screen based on the
|
|
|
|
// screen's pixel dimensions. Can return:
|
|
|
|
// 0: 4:3
|
|
|
|
// 1: 16:9
|
|
|
|
// 2: 16:10
|
|
|
|
// 4: 5:4
|
|
|
|
int CheckRatio (int width, int height)
|
|
|
|
{
|
- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
|
|
|
if (vid_nowidescreen)
|
|
|
|
{
|
|
|
|
if (!vid_tft)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
return (height * 5/4 == width) ? 4 : 0;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
// If the size is approximately 16:9, consider it so.
|
|
|
|
if (abs (height * 16/9 - width) < 10)
|
|
|
|
{
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
// 16:10 has more variance in the pixel dimensions. Grr.
|
|
|
|
if (abs (height * 16/10 - width) < 60)
|
|
|
|
{
|
|
|
|
// 320x200 and 640x400 are always 4:3, not 16:10
|
|
|
|
if ((width == 320 && height == 200) || (width == 640 && height == 400))
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
return 2;
|
|
|
|
}
|
|
|
|
// Unless vid_tft is set, 1280x1024 is 4:3, not 5:4.
|
|
|
|
if (height * 5/4 == width && vid_tft)
|
|
|
|
{
|
|
|
|
return 4;
|
|
|
|
}
|
|
|
|
// Assume anything else is 4:3.
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// First column: Base width (unused)
|
|
|
|
// Second column: Base height (used for wall visibility multiplier)
|
|
|
|
// Third column: Psprite offset (needed for "tallscreen" modes)
|
|
|
|
// Fourth column: Width or height multiplier
|
|
|
|
const int BaseRatioSizes[5][4] =
|
|
|
|
{
|
2007-01-22 23:14:00 +00:00
|
|
|
{ 960, 600, 0, 48 }, // 4:3 320, 200, multiplied by three
|
|
|
|
{ 1280, 450, 0, 48*3/4 }, // 16:9 426.6667, 150, multiplied by three
|
|
|
|
{ 1152, 500, 0, 48*5/6 }, // 16:10 386, 166.6667, multiplied by three
|
2006-02-24 04:48:15 +00:00
|
|
|
{ 960, 600, 0, 48 },
|
2007-01-22 23:14:00 +00:00
|
|
|
{ 960, 640, (int)(6.5*FRACUNIT), 48*15/16 } // 5:4 320, 213.3333, multiplied by three
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|