mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 00:21:43 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
d128e28044
11 changed files with 87 additions and 72 deletions
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@ -14,6 +14,11 @@ list( APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR} )
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include( CreateLaunchers )
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include( FindPackageHandleStandardArgs )
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# Produce a warning if XP support will be missing.
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if( MSVC14 AND NOT CMAKE_GENERATOR_TOOLSET STREQUAL "v140_xp" )
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message( WARNING "This project supports Windows XP (including XP x64), but you must set the optional toolset to v140_xp manually to have it in your build! Use -T \"v140_xp\" from the command prompt." )
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endif()
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# Support cross compiling
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option( FORCE_CROSSCOMPILE "Turn on cross compiling." NO )
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if( FORCE_CROSSCOMPILE )
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@ -115,7 +115,6 @@ if( WIN32 )
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set( FMOD_LIB_PATH_SUFFIXES PATH_SUFFIXES lib )
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set( NASM_NAMES nasmw nasm )
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if( NOT MSVC )
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find_path( D3D_INCLUDE_DIR d3d9.h
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PATHS ENV DXSDK_DIR
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PATH_SUFFIXES Include )
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@ -154,20 +153,11 @@ if( WIN32 )
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message( FATAL_ERROR "Could not find DirectX 9 libraries" )
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endif()
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set( DX_LIBS
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"${DX_dxguid_LIBRARY}"
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"${DX_dinput8_LIBRARY}"
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)
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else()
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set( DX_LIBS
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dxguid
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dinput8
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)
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endif()
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set( ZDOOM_LIBS ${DX_LIBS}
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set( ZDOOM_LIBS
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wsock32
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winmm
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"${DX_dxguid_LIBRARY}"
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"${DX_dinput8_LIBRARY}"
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ole32
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user32
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gdi32
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@ -291,10 +291,9 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
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if (!(quake->m_Flags & QF_WAVE))
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{
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jiggers.Falloff = MAX(falloff, jiggers.Falloff);
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jiggers.RollIntensity = MAX(r, jiggers.RollIntensity) * jiggers.Falloff;
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jiggers.RollIntensity = MAX(r, jiggers.RollIntensity) * falloff;
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intensity *= jiggers.Falloff;
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intensity *= falloff;
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if (quake->m_Flags & QF_RELATIVE)
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{
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jiggers.RelIntensity.X = MAX(intensity.X, jiggers.RelIntensity.X);
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@ -310,14 +309,13 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
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}
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else
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{
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jiggers.Falloff = MAX(falloff, jiggers.Falloff);
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jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave) * jiggers.Falloff * strength;
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jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave) * falloff * strength;
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intensity.X *= quake->GetModWave(quake->m_WaveSpeed.X);
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intensity.Y *= quake->GetModWave(quake->m_WaveSpeed.Y);
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intensity.Z *= quake->GetModWave(quake->m_WaveSpeed.Z);
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intensity *= strength * jiggers.Falloff;
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intensity *= strength * falloff;
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// [RH] This only gives effect to the last sine quake. I would
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// prefer if some way was found to make multiples coexist
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@ -153,7 +153,6 @@ struct FQuakeJiggers
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DVector3 RelIntensity;
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DVector3 Offset;
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DVector3 RelOffset;
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double Falloff;
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double RollIntensity, RollWave;
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};
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@ -300,7 +300,7 @@ void DBaseStatusBar::SetScaled (bool scale, bool force)
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ST_X = 0;
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ST_Y = VirticalResolution - RelTop;
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float aspect = ActiveRatio(SCREENWIDTH, SCREENHEIGHT);
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if (aspect >= 1.3f)
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if (!AspectTallerThanWide(aspect))
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{ // Normal resolution
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::ST_Y = Scale (ST_Y, SCREENHEIGHT, VirticalResolution);
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}
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@ -318,7 +318,7 @@ void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight,
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virtwidth = virtwidth2 = fullWidth;
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virtheight = virtheight2 = fullHeight;
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if (trueratio < 1.3f)
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if (AspectTallerThanWide(trueratio))
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{
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virtheight2 = virtheight2 * AspectMultiplier(trueratio) / 48;
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}
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@ -327,7 +327,7 @@ void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight,
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virtwidth2 = virtwidth2 * AspectMultiplier(trueratio) / 48;
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}
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if (WidescreenRatio < 1.3f)
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if (AspectTallerThanWide(WidescreenRatio))
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{
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virtheight = virtheight * AspectMultiplier(WidescreenRatio) / 48;
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}
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@ -948,7 +948,7 @@ void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
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RenderTarget = canvas;
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bRenderingToCanvas = true;
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R_SetWindow (12, width, height, height);
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R_SetWindow (12, width, height, height, true);
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viewwindowx = x;
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viewwindowy = y;
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viewactive = true;
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@ -198,7 +198,7 @@ void R_SetViewSize (int blocks)
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//
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//==========================================================================
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void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
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void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas)
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{
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float trueratio;
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@ -220,7 +220,15 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
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freelookviewheight = ((setblocks*fullHeight)/10)&~7;
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}
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WidescreenRatio = ActiveRatio (fullWidth, fullHeight, &trueratio);
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if (renderingToCanvas)
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{
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WidescreenRatio = fullWidth / (float)fullHeight;
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trueratio = WidescreenRatio;
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}
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else
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{
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WidescreenRatio = ActiveRatio(fullWidth, fullHeight, &trueratio);
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}
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DrawFSHUD = (windowSize == 11);
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@ -229,7 +237,7 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
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centery = viewheight/2;
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centerx = viewwidth/2;
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if (WidescreenRatio < 1.3f)
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if (AspectTallerThanWide(WidescreenRatio))
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{
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centerxwide = centerx;
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}
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@ -95,7 +95,7 @@ void R_ExecuteSetViewSize (void);
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// Called by M_Responder.
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void R_SetViewSize (int blocks);
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void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight);
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void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas = false);
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extern void R_FreePastViewers ();
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@ -874,7 +874,7 @@ void DCanvas::VirtualToRealCoords(double &x, double &y, double &w, double &h,
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double right = x + w;
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double bottom = y + h;
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if (myratio > 1.4f)
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if (myratio > 1.334f)
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{ // The target surface is either 16:9 or 16:10, so expand the
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// specified virtual size to avoid undesired stretching of the
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// image. Does not handle non-4:3 virtual sizes. I'll worry about
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@ -887,7 +887,7 @@ void DCanvas::VirtualToRealCoords(double &x, double &y, double &w, double &h,
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x = x * Width / vwidth;
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w = right * Width / vwidth - x;
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}
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if (myratio < 1.3f)
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if (AspectTallerThanWide(myratio))
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{ // The target surface is 5:4
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y = (y - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5;
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h = (bottom - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5 - y;
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@ -950,7 +950,7 @@ void DCanvas::FillBorder (FTexture *img)
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return;
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}
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int bordtop, bordbottom, bordleft, bordright, bord;
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if (myratio < 1.3f)
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if (AspectTallerThanWide(myratio))
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{ // Screen is taller than it is wide
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bordleft = bordright = 0;
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bord = Height - Height * AspectMultiplier(myratio) / 48;
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@ -1362,7 +1362,7 @@ void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int real
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int cx1, cy1, cx2, cy2;
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ratio = ActiveRatio(realwidth, realheight);
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if (ratio < 1.3f)
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if (AspectTallerThanWide(ratio))
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{
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cwidth = realwidth;
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cheight = realheight * AspectMultiplier(ratio) / 48;
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@ -1708,17 +1708,31 @@ int AspectBaseWidth(float aspect)
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int AspectBaseHeight(float aspect)
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{
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return (int)round(200.0f * (320.0f / (240.0f * aspect)) * 3.0f);
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if (!AspectTallerThanWide(aspect))
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return (int)round(200.0f * (320.0f / (AspectBaseWidth(aspect) / 3.0f)) * 3.0f);
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else
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return (int)round((200.0f * (4.0f / 3.0f)) / aspect * 3.0f);
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}
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int AspectPspriteOffset(float aspect)
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double AspectPspriteOffset(float aspect)
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{
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return aspect < 1.3f ? (int)(6.5*FRACUNIT) : 0;
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if (!AspectTallerThanWide(aspect))
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return 0.0;
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else
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return ((4.0 / 3.0) / aspect - 1.0) * 97.5;
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}
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int AspectMultiplier(float aspect)
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{
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return (int)round(320.0f / (240.0f * aspect) * 48.0f);
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if (!AspectTallerThanWide(aspect))
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return (int)round(320.0f / (AspectBaseWidth(aspect) / 3.0f) * 48.0f);
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else
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return (int)round(200.0f / (AspectBaseHeight(aspect) / 3.0f) * 48.0f);
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}
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bool AspectTallerThanWide(float aspect)
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{
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return aspect < 1.333f;
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}
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void IVideo::DumpAdapters ()
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@ -523,8 +523,9 @@ static inline double ActiveRatio (double width, double height) { return ActiveRa
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int AspectBaseWidth(float aspect);
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int AspectBaseHeight(float aspect);
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int AspectPspriteOffset(float aspect);
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double AspectPspriteOffset(float aspect);
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int AspectMultiplier(float aspect);
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bool AspectTallerThanWide(float aspect);
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EXTERN_CVAR(Int, uiscale);
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