- advanced coordinate control for overlays over DTA_Fullscreen images.

This commit is contained in:
Christoph Oelckers 2020-06-06 12:51:03 +02:00
parent 09d163cb2f
commit 9f6d244016
8 changed files with 105 additions and 46 deletions

View file

@ -40,6 +40,7 @@
#include "texturemanager.h"
#include "r_videoscale.h"
#include "c_cvars.h"
#include "intrect.h"
EXTERN_CVAR(Int, vid_aspect)
EXTERN_CVAR(Int, uiscale)
@ -329,6 +330,50 @@ DEFINE_ACTION_FUNCTION(_Screen, GetClipRect)
return MIN(numret, 4);
}
static void CalcFullscreenScale(F2DDrawer* drawer, double srcwidth, double srcheight, int autoaspect, DoubleRect &rect)
{
auto GetWidth = [=]() { return drawer->GetWidth(); };
auto GetHeight = [=]() {return drawer->GetHeight(); };
double aspect;
if (srcheight == 200) aspect = srcwidth / 240.;
else if (srcheight == 400) aspect = srcwidth / 480;
else aspect = srcwidth / srcheight;
rect.left = rect.top = 0;
auto screenratio = ActiveRatio(GetWidth(), GetHeight());
if (autoaspect == 3)
{
if (screenratio >= aspect || aspect < 1.4) autoaspect = 1; // screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxed if the screen is taller than the image
else if (screenratio > 1.32) autoaspect = 2; // on anything 4:3 and wider crop the sides of the image.
else
{
// special case: Crop image to 4:3 and then letterbox this. This avoids too much cropping on narrow windows.
double width4_3 = srcheight * (4. / 3.);
rect.width = (double)GetWidth() * srcwidth / width4_3;
rect.height = GetHeight() * screenratio * (3. / 4.); // use 4:3 for the image
rect.top = (GetHeight() - rect.height) / 2;
rect.left = -(srcwidth - width4_3) / 2;
return;
}
}
if ((screenratio > aspect) ^ (autoaspect == 2))
{
// pillarboxed or vertically cropped (i.e. scale to height)
rect.height = GetHeight();
rect.width = GetWidth() * aspect / screenratio;
rect.left = (GetWidth() - rect.width) / 2;
}
else
{
// letterboxed or horizontally cropped (i.e. scale to width)
rect.width = GetWidth();
rect.height = GetHeight() * screenratio / aspect;
rect.top = (GetHeight() - rect.height) / 2;
}
}
//==========================================================================
//
// Draw parameter parsing
@ -384,49 +429,30 @@ bool SetTextureParms(F2DDrawer * drawer, DrawParms *parms, FGameTexture *img, do
parms->destheight = parms->texheight * CleanYfac_1;
break;
case DTA_Base:
if (parms->fsscalemode != -1)
{
// First calculate the destination rect for an image of the given size and then reposition this object in it.
DoubleRect rect;
CalcFullscreenScale(drawer, parms->virtWidth, parms->virtHeight, parms->fsscalemode, rect);
parms->x = rect.left + parms->x * rect.width / parms->virtWidth;
parms->y = rect.top + parms->y * rect.height / parms->virtHeight;
parms->destwidth = parms->destwidth * rect.width / parms->virtWidth;
parms->destheight = parms->destheight * rect.height / parms->virtHeight;
return false;
}
break;
case DTA_Fullscreen:
case DTA_FullscreenEx:
{
double aspect;
double srcwidth = img->GetDisplayWidth();
double srcheight = img->GetDisplayHeight();
int autoaspect = parms->fsscalemode;
if (srcheight == 200) aspect = srcwidth / 240.;
else if (srcheight == 400) aspect = srcwidth / 480;
else aspect = srcwidth / srcheight;
parms->x = parms->y = 0;
DoubleRect rect;
CalcFullscreenScale(drawer, img->GetDisplayWidth(), img->GetDisplayHeight(), parms->fsscalemode, rect);
parms->keepratio = true;
auto screenratio = ActiveRatio(GetWidth(), GetHeight());
if (autoaspect == 3)
{
if (screenratio >= aspect || aspect < 1.4) autoaspect = 1; // screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxed if the screen is taller than the image
else if (screenratio > 1.32) autoaspect = 2; // on anything 4:3 and wider crop the sides of the image.
else
{
// special case: Crop image to 4:3 and then letterbox this. This avoids too much cropping on narrow windows.
double width4_3 = srcheight * (4. / 3.);
parms->destwidth = (double)GetWidth() * srcwidth / width4_3;
parms->destheight = GetHeight() * screenratio * (3. / 4.); // use 4:3 for the image
parms->y = (GetHeight() - parms->destheight) / 2;
parms->x = -(srcwidth - width4_3) / 2;
return false; // Do not call VirtualToRealCoords for this!
}
}
if ((screenratio > aspect) ^ (autoaspect == 2))
{
// pillarboxed or vertically cropped (i.e. scale to height)
parms->destheight = GetHeight();
parms->destwidth =GetWidth() * aspect / screenratio;
parms->x = (GetWidth() - parms->destwidth) / 2;
}
else
{
// letterboxed or horizontally cropped (i.e. scale to width)
parms->destwidth = GetWidth();
parms->destheight = GetHeight() * screenratio / aspect;
parms->y = (GetHeight() - parms->destheight) / 2;
}
parms->x = rect.left;
parms->y = rect.top;
parms->destwidth = rect.width;
parms->destheight = rect.height;
return false; // Do not call VirtualToRealCoords for this!
}
@ -598,6 +624,7 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
parms->burn = false;
parms->monospace = EMonospacing::Off;
parms->spacing = 0;
parms->fsscalemode = -1;
// Parse the tag list for attributes. (For floating point attributes,
// consider that the C ABI dictates that all floats be promoted to
@ -717,6 +744,14 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
parms->cleanmode = DTA_Base;
parms->virtHeight = ListGetDouble(tags);
break;
case DTA_FullscreenScale:
intval = ListGetInt(tags);
if (intval >= 0 && intval <= 3)
{
parms->fsscalemode = (uint8_t)intval;
}
break;
case DTA_Fullscreen:

View file

@ -88,6 +88,8 @@ enum
DTA_Monospace, // Fonts only: Use a fixed distance between characters.
DTA_FullscreenEx,
DTA_FullscreenScale,
};
enum EMonospacing : int
@ -152,7 +154,7 @@ struct DrawParms
bool fortext;
bool virtBottom;
bool burn;
uint8_t fsscalemode;
int8_t fsscalemode;
double srcx, srcy;
double srcwidth, srcheight;
};

View file

@ -332,7 +332,7 @@ void FSkyVertexBuffer::SetupMatrices(FGameTexture *tex, float x_offset, float y_
modelMatrix.loadIdentity();
modelMatrix.rotate(-180.0f + x_offset, 0.f, 1.f, 0.f);
float xscale = texw < 1024.f ? floor(1024.f / float(texw)) : 1.f;
float xscale = texw < 1024.f ? floorf(1024.f / float(texw)) : 1.f;
float yscale = 1.f;
auto texskyoffset = tex->GetSkyOffset() + skyoffset;
if (texh <= 128 && tiled)

View file

@ -462,7 +462,7 @@ float FTexCoordInfo::TextureAdjustWidth() const
{
float tscale = fabsf(mTempScale.X);
if (tscale == 1.f) return (float)mRenderWidth;
else return mWidth / fabs(tscale);
else return mWidth / fabsf(tscale);
}
else return (float)mWidth;
}

View file

@ -19,3 +19,23 @@ struct FloatRect
height*=yfac;
}
};
struct DoubleRect
{
double left, top;
double width, height;
void Offset(double xofs, double yofs)
{
left += xofs;
top += yofs;
}
void Scale(double xfac, double yfac)
{
left *= xfac;
width *= xfac;
top *= yfac;
height *= yfac;
}
};

View file

@ -1986,10 +1986,10 @@ class CommandAspectRatio : public SBarInfoCommandFlowControl
};
int ratio = ratioTypes[0].second;
float distance = fabs(ratioTypes[0].first - aspect);
float distance = fabsf(ratioTypes[0].first - aspect);
for (int i = 1; ratioTypes[i].first != 0.0f; i++)
{
float d = fabs(ratioTypes[i].first - aspect);
float d = fabsf(ratioTypes[i].first - aspect);
if (d < distance)
{
ratio = ratioTypes[i].second;

View file

@ -601,7 +601,7 @@ void DInterBackground::drawBackground(int state, bool drawsplat, bool snl_pointe
// placing the animations precisely where they belong on the base pic
animwidth = background->GetDisplayWidth();
animheight = background->GetDisplayHeight();
if (gameinfo.fullscreenautoaspect == 3 && animheight == 200 && animwidth > 320) animwidth = 320; // deal with widescreen replacements that keep the original coordinates.
if (gameinfo.fullscreenautoaspect > 0) animwidth = 320; // deal with widescreen replacements that keep the original coordinates.
DrawTexture(twod, background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
}
else
@ -658,7 +658,7 @@ void DInterBackground::drawBackground(int state, bool drawsplat, bool snl_pointe
}
if (a->ctr >= 0)
DrawTexture(twod, a->frames[a->ctr], a->loc.x, a->loc.y,
DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, TAG_DONE);
DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, DTA_FullscreenScale, gameinfo.fullscreenautoaspect, TAG_DONE);
}
if (drawsplat)

View file

@ -193,6 +193,8 @@ enum DrawTextureTags
DTA_Monospace, // Strings only: Use a fixed distance between characters.
DTA_FullscreenEx, // advanced fullscreen control.
DTA_FullscreenScale, // enable DTA_Fullscreen coordinate calculation for placed overlays.
};
class Shape2DTransform : Object native