qzdoom/src/v_video.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Functions to draw patches (by post) directly to screen->
// Functions to blit a block to the screen->
//
//-----------------------------------------------------------------------------
#include <stdio.h>
#include "m_alloc.h"
#include "i_system.h"
#include "i_video.h"
#include "r_local.h"
#include "r_draw.h"
#include "r_plane.h"
#include "r_state.h"
#include "doomdef.h"
#include "doomdata.h"
#include "doomstat.h"
#include "c_console.h"
#include "hu_stuff.h"
#include "m_argv.h"
#include "m_bbox.h"
#include "m_swap.h"
#include "m_menu.h"
#include "i_video.h"
#include "v_video.h"
#include "v_text.h"
#include "w_wad.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "cmdlib.h"
#include "gi.h"
#include "templates.h"
#include "sbar.h"
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
#include "hardware.h"
#include "r_translate.h"
IMPLEMENT_ABSTRACT_CLASS (DCanvas)
IMPLEMENT_ABSTRACT_CLASS (DFrameBuffer)
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
#if defined(_DEBUG) && defined(_M_IX86)
#define DBGBREAK { __asm int 3 }
#else
#define DBGBREAK
#endif
class DDummyFrameBuffer : public DFrameBuffer
{
DECLARE_CLASS (DDummyFrameBuffer, DFrameBuffer);
public:
DDummyFrameBuffer (int width, int height)
: DFrameBuffer (0, 0)
{
Width = width;
Height = height;
}
bool Lock(bool buffered) { DBGBREAK; return false; }
void Update() { DBGBREAK; }
PalEntry *GetPalette() { DBGBREAK; return NULL; }
void GetFlashedPalette(PalEntry palette[256]) { DBGBREAK; }
void UpdatePalette() { DBGBREAK; }
bool SetGamma(float gamma) { Gamma = gamma; return true; }
bool SetFlash(PalEntry rgb, int amount) { DBGBREAK; return false; }
void GetFlash(PalEntry &rgb, int &amount) { DBGBREAK; }
int GetPageCount() { DBGBREAK; return 0; }
bool IsFullscreen() { DBGBREAK; return 0; }
#ifdef _WIN32
void PaletteChanged() {}
int QueryNewPalette() { return 0; }
#endif
float Gamma;
};
IMPLEMENT_ABSTRACT_CLASS (DDummyFrameBuffer)
// SimpleCanvas is not really abstract, but this macro does not
// try to generate a CreateNew() function.
IMPLEMENT_ABSTRACT_CLASS (DSimpleCanvas)
- 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
class FPaletteTester : public FTexture
{
public:
FPaletteTester ();
const BYTE *GetColumn(unsigned int column, const Span **spans_out);
const BYTE *GetPixels();
void Unload();
bool CheckModified();
void SetTranslation(int num);
protected:
BYTE Pixels[16*16];
int CurTranslation;
int WantTranslation;
static const Span DummySpan[2];
void MakeTexture();
};
const FTexture::Span FPaletteTester::DummySpan[2] = { { 0, 24 }, { 0, 0 } };
int DisplayWidth, DisplayHeight, DisplayBits;
FFont *SmallFont, *SmallFont2, *BigFont, *ConFont;
extern "C" {
DWORD *Col2RGB8_LessPrecision[65];
DWORD Col2RGB8[65][256];
BYTE RGB32k[32][32][32];
}
static DWORD Col2RGB8_2[63][256];
// [RH] The framebuffer is no longer a mere byte array.
// There's also only one, not four.
DFrameBuffer *screen;
CVAR (Int, vid_defwidth, 640, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, vid_defheight, 480, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, vid_defbits, 8, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, vid_fps, false, 0)
CVAR (Bool, ticker, false, 0)
CVAR (Int, vid_showpalette, 0, 0)
2006-11-19 02:10:25 +00:00
CUSTOM_CVAR (Bool, vid_vsync, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (screen != NULL)
{
screen->SetVSync (*self);
}
}
CUSTOM_CVAR (Float, dimamount, 0.2f, CVAR_ARCHIVE)
{
if (self < 0.f)
{
self = 0.f;
}
else if (self > 1.f)
{
self = 1.f;
}
}
CVAR (Color, dimcolor, 0xffd700, CVAR_ARCHIVE)
// [RH] Set true when vid_setmode command has been executed
bool setmodeneeded = false;
// [RH] Resolution to change to when setmodeneeded is true
int NewWidth, NewHeight, NewBits;
//
// V_MarkRect
//
void V_MarkRect (int x, int y, int width, int height)
{
}
DCanvas *DCanvas::CanvasChain = NULL;
DCanvas::DCanvas (int _width, int _height)
{
// Init member vars
Buffer = NULL;
Font = NULL;
LockCount = 0;
Width = _width;
Height = _height;
// Add to list of active canvases
Next = CanvasChain;
CanvasChain = this;
}
DCanvas::~DCanvas ()
{
// Remove from list of active canvases
DCanvas *probe = CanvasChain, **prev;
prev = &CanvasChain;
probe = CanvasChain;
while (probe != NULL)
{
if (probe == this)
{
*prev = probe->Next;
break;
}
prev = &probe->Next;
probe = probe->Next;
}
}
bool DCanvas::IsValid ()
{
// A nun-subclassed DCanvas is never valid
return false;
}
// [RH] Fill an area with a 64x64 flat texture
// right and bottom are one pixel *past* the boundaries they describe.
void DCanvas::FlatFill (int left, int top, int right, int bottom, FTexture *src)
{
int w = src->GetWidth();
int h = src->GetHeight();
// Repeatedly draw the texture, left-to-right, top-to-bottom. The
// texture is positioned so that no matter what coordinates you pass
// to FlatFill, the origin of the repeating pattern is always (0,0).
for (int y = top / h * h; y < bottom; y += h)
{
for (int x = left / w * w; x < right; x += w)
{
DrawTexture (src, x, y,
DTA_ClipLeft, left,
DTA_ClipRight, right,
DTA_ClipTop, top,
DTA_ClipBottom, bottom,
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)
{
int x, y;
BYTE *dest;
if (left == right || top == bottom)
{
return;
}
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));
}
}
dest = Buffer + top * Pitch + left;
x = right - left;
for (y = top; y < bottom; y++)
{
memset(dest, palcolor, x);
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)
{
PalEntry dimmer;
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);
}
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);
}
- 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)
{
if (damount == 0.f)
return;
DWORD *bg2rgb;
DWORD fg;
int gap;
BYTE *spot;
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;
}
}
bool DCanvas::UsesColormap() const
{
return true;
}
int V_GetColorFromString (const DWORD *palette, const char *cstr)
{
int c[3], i, p;
char val[3];
val[2] = '\0';
// Check for HTML-style #RRGGBB or #RGB color string
if (cstr[0] == '#')
{
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)
{
// Extract each four-bit component into c[], expanding to eight bits.
for (i = 0; i < 3; ++i)
{
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)
{
val[p] = *cstr;
}
}
if (p == 0)
{
c[i] = 0;
}
else
{
if (p == 1)
{
val[1] = val[0];
}
c[i] = ParseHex (val);
}
}
}
if (palette)
return ColorMatcher.Pick (c[0]>>8, c[1]>>8, c[2]>>8);
else
return MAKERGB(c[0], c[1], c[2]);
}
FString V_GetColorStringByName (const char *name)
{
FMemLump rgbNames;
char *rgbEnd;
char *rgb, *endp;
int rgblump;
int c[3], step;
size_t namelen;
if (Wads.GetNumLumps()==0) return FString();
2006-04-11 08:36:23 +00:00
rgblump = Wads.CheckNumForName ("X11R6RGB");
if (rgblump == -1)
{
Printf ("X11R6RGB lump not found\n");
return FString();
}
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)
{
FString descr;
descr.Format ("#%02x%02x%02x", c[0], c[1], c[2]);
return descr;
}
rgb = endp;
step = 0;
}
}
if (rgb < rgbEnd)
{
Printf ("X11R6RGB lump is corrupt\n");
}
return FString();
}
int V_GetColor (const DWORD *palette, const char *str)
{
FString string = V_GetColorStringByName (str);
int res;
if (!string.IsEmpty())
{
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::Blit (int destx, int desty, int destwidth, int destheight, DCanvas *src,
int srcx, int srcy, int srcwidth, int srcheight)
{
fixed_t fracxstep, fracystep;
fixed_t fracx, fracy;
int x, y;
bool lockthis, locksrc;
if ( (lockthis = (LockCount == 0)) )
{
if (Lock ())
{ // Surface was lost, so nothing to blit
Unlock ();
return;
}
}
if ( (locksrc = (src->LockCount == 0)) )
{
src->Lock ();
}
fracy = srcy << FRACBITS;
fracystep = (srcheight << FRACBITS) / destheight;
fracxstep = (srcwidth << FRACBITS) / destwidth;
BYTE *destline, *srcline;
BYTE *destbuffer = Buffer;
BYTE *srcbuffer = src->Buffer;
if (fracxstep == FRACUNIT)
{
for (y = desty; y < desty + destheight; y++, fracy += fracystep)
{
memcpy (destbuffer + y * Pitch + destx,
srcbuffer + (fracy >> FRACBITS) * src->Pitch + srcx,
destwidth);
}
}
else
{
for (y = desty; y < desty + destheight; y++, fracy += fracystep)
{
srcline = srcbuffer + (fracy >> FRACBITS) * src->Pitch + srcx;
destline = destbuffer + y * Pitch + destx;
for (x = fracx = 0; x < destwidth; x++, fracx += fracxstep)
{
destline[x] = srcline[fracx >> FRACBITS];
}
}
}
if (lockthis)
{
Unlock ();
}
if (locksrc)
{
src->Unlock ();
}
}
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
{
// 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;
}
// 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
{
Pitch = width + MAX(0, CPU.DataL1LineSize - 8);
}
}
MemBuffer = new BYTE[Pitch * height];
memset (MemBuffer, 0, Pitch * height);
}
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;
IsComposited = false;
}
void DFrameBuffer::DrawRateStuff ()
{
// Draws frame time and cumulative fps
if (vid_fps)
{
DWORD ms = I_MSTime ();
DWORD howlong = ms - LastMS;
if (howlong > 0)
{
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;
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);
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);
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();
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);
}
}
// 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;
- 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)
{
- 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;
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;
}
- 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;
}
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)
{
}
void DFrameBuffer::SetBlendingRect (int x1, int y1, int x2, int y2)
{
}
void DFrameBuffer::Begin2D ()
{
}
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)
{
return NULL;
}
//===========================================================================
//
// multi-format pixel copy with colormap application
// requires one of the previously defined conversion classes to work
//
//===========================================================================
template<class T>
void iCopyColors(unsigned char * pout, const unsigned char * pin, int count, int step)
{
for(int i=0;i<count;i++)
{
pout[0]=T::R(pin);
pout[1]=T::G(pin);
pout[2]=T::B(pin);
pout[3]=T::A(pin);
pout+=4;
pin+=step;
}
}
typedef void (*CopyFunc)(unsigned char * pout, const unsigned char * pin, int count, int step);
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
//
//===========================================================================
void DFrameBuffer::CopyPixelDataRGB(BYTE * buffer, int texwidth, int texheight, int originx, int originy,
const BYTE * patch, int srcwidth, int srcheight, int step_x, int step_y,
int ct)
{
if (ClipCopyPixelRect(texwidth, texheight, originx, originy, patch, srcwidth, srcheight, step_x, step_y))
{
buffer+=4*originx + 4*texwidth*originy;
for (int y=0;y<srcheight;y++)
{
copyfuncs[ct](&buffer[4*y*texwidth], &patch[y*step_y], srcwidth, step_x);
}
}
}
//===========================================================================
//
// Paletted to True Color texture copy function
//
//===========================================================================
void DFrameBuffer::CopyPixelData(BYTE * buffer, int texwidth, int texheight, int originx, int originy,
const BYTE * patch, int srcwidth, int srcheight,
int step_x, int step_y, PalEntry * palette)
{
int x,y,pos;
if (ClipCopyPixelRect(texwidth, texheight, originx, originy, patch, srcwidth, srcheight, step_x, step_y))
{
buffer+=4*originx + 4*texwidth*originy;
for (y=0;y<srcheight;y++)
{
pos=4*(y*texwidth);
for (x=0;x<srcwidth;x++,pos+=4)
{
int v=(unsigned char)patch[y*step_y+x*step_x];
if (palette[v].a==0)
{
buffer[pos]=palette[v].r;
buffer[pos+1]=palette[v].g;
buffer[pos+2]=palette[v].b;
buffer[pos+3]=255-palette[v].a;
}
else if (palette[v].a!=255)
{
buffer[pos ] = (buffer[pos ] * palette[v].a + palette[v].r * (1-palette[v].a)) / 255;
buffer[pos+1] = (buffer[pos+1] * palette[v].a + palette[v].g * (1-palette[v].a)) / 255;
buffer[pos+2] = (buffer[pos+2] * palette[v].a + palette[v].b * (1-palette[v].a)) / 255;
buffer[pos+3] = clamp<int>(buffer[pos+3] + (( 255-buffer[pos+3]) * (255-palette[v].a))/255, 0, 255);
}
}
}
}
}
FNativeTexture::~FNativeTexture()
{
}
CCMD(clean)
{
Printf ("CleanXfac: %d\nCleanYfac: %d\n", CleanXfac, CleanYfac);
}
//
// 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;
int cx1, cy1, cx2, cy2;
ratio = CheckRatio (width, height);
if (ratio & 4)
{
cwidth = width;
cheight = height * BaseRatioSizes[ratio][3] / 48;
}
else
{
cwidth = width * BaseRatioSizes[ratio][3] / 48;
cheight = height;
}
// 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;
}
}
if (CleanXfac > 1 && CleanYfac > 1 && CleanXfac != CleanYfac)
{
if (CleanXfac < CleanYfac)
CleanYfac = CleanXfac;
else
CleanXfac = CleanYfac;
}
CleanWidth = width / CleanXfac;
CleanHeight = height / CleanYfac;
assert(CleanWidth >= 320);
assert(CleanHeight >= 200);
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)
{
bool goodmode = false;
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;
atterm (V_Shutdown);
// [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;
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);
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);
if (font != NULL) screen->SetFont (font);
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;
}
void V_Shutdown()
{
if (screen != NULL)
{
delete screen;
screen = NULL;
}
while (FFont::FirstFont != NULL)
{
delete FFont::FirstFont;
}
}
EXTERN_CVAR (Bool, vid_tft)
CUSTOM_CVAR (Bool, vid_nowidescreen, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{
setsizeneeded = true;
if (StatusBar != NULL)
{
StatusBar->ScreenSizeChanged();
}
}
// 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)
{
if (vid_nowidescreen)
{
if (!vid_tft)
{
return 0;
}
return (height * 5/4 == width) ? 4 : 0;
}
// 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] =
{
{ 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
{ 960, 600, 0, 48 },
{ 960, 640, (int)(6.5*FRACUNIT), 48*15/16 } // 5:4 320, 213.3333, multiplied by three
};