* store the frame time in the current screen buffer from where all render code can access it.
* replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
I have no idea why they were even in there, as they intentionally circumvented all GC related features - they declared themselves fixed if prone to getting collected, they all used OF_YesReallyDelete when destroying themselves and they never used any of the object creation or RTTI features, aside from a single assert in V_Init2.
Essentially they were a drag on the system and OF_YesReallyDelete was effectively added just to deal with the canvases which were DObjects but not supposed to behave like them in the first place.
- all 5 settings affected by uiscale have been changed to have the exact same semantics: -1, if supported means special scaling, this is available for HUD and status bar, 0 means to use uiscale, any larger value is a direct scaling factor.
- scaling is cut off when the factor is larger than screenwidth/320 or screenheight/200 because anything larger will definitely not fit.
- a lot of code has been cleaned up and consolidated. Especially the message code had an incredible amount of redundancy.
- all scaling options have been moved into a submenu. This menu is not complete, though - it still requires a special menu widget to convey the intended information without confusing the user.
This allows using the UI scale or its own value, like all other scaling values.
In addition there is a choice between preserving equal pixel size or aspect ratio because the squashed non-corrected versions tend to look odd, but since proper scaling requires ununiform pixel sizes it is an option.
- changed how status bar sizes are being handled.
This has to recalculate all scaling and positioning factors, which can cause problems if the drawer leaves with some temporary values that do not reflect the status bar as a whole.
Changed it so that the status bar stores the base values and restores them after drawing is complete.
Currently this is only being used for draw operations that are not automap related, i.e. DrawLine, DrawPixel and FillSimplePoly are not subjected to it.
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
Most of those which still rely on ZDoom's own definition should be gone, unfortunately the code in files that include Windows headers is a gigantic mess with DWORDs being longs there intead of ints, so this needs to be done with care. DWORD should only remain where the Windows type is actually wanted.
This means that with the exception of 3 pointers the DrawTexture interface only accepts numeric values now.
Still need to get rid of the last 3 to have this ready for scripting.
error: use of undeclared identifier 'op'
error: no matching function for call to 'ListEnd'
error: no matching function for call to 'ListGetInt'
error: no matching function for call to 'ListGetDouble'
...
- Polygons will be clipped to bottomclip. If this is zero or below, they
will be clipped to the bottom of the screen instead. This keeps the
polygons from overwriting the status bar border for sofware 2D. The
hardware version ignores it, since it always draws the status bar border
every frame.
- some reorganization of texture precaching so that the renderer can decide what to do with actors.
Just marking the sprite textures loses too much info if more is needed than just loading the images into memory.
The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl.
Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
This means that the varargs functions themselves are now responsible for parsing them into DrawParms.
This was done because DrawTextV made a blanket assumption that every single vararg has the size of a 32 bit integer and caused crashes when anything else was passed. It also failed to eliminate any tag that is incompatible with text display. These will now abort DrawText and trigger an assert.
In order to avoid passing around tag lists, DrawTextV needs to parse everything itself and then pass a fully initialized structure to DrawTexture. This cannot be done if all variants require a varargs tag list.
Apparently the only reason for the old approach was the 'hw' parameter which was never used.
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
- If palette index 255 happens to be white (e.g. as in Hexen), trying to
use white with DTA_FillColor would treat it as if you had never passed
it to DrawTexture().
- Fixed: If you enlarged the game window (in windowed mode) so that the
window is bigger than the selected resolution, the menu would still take
its inputs from the portion in the upper left that matched the
resolution.
- Clang's optional runtime array bounds checking doesn't understand when we
intentionally "overflow" by doing this:
RGB32k[0][0][colorval]
It will warn that it was accessed at an index will past the bounds
of type 'BYTE [32]', which makes it less than useful for catching real
array bounds overflows. So now do this:
RGB32k.All[colorval]
And if you want this:
RGB32k[r][g][b]
Now do this:
RGB32k.RGB[r][g][b]
can't pass it to DrawTexture with a simple TAG_MORE. (Not sure why I thought the initial tag
needed to be separate, though it did catch one case where it wasn't provided.)
SVN r3351 (trunk)
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
FMODs, the following have been added:
* snd_drawoutput now labels its outputs with the speakers they represent.
* DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
DrawText to a Unicode/non-Unicode variant.
* The loopsound console command was added to spawn an actor at the player's location and
have it loop a sound infinitely.
Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
my code, though I don't really know where to begin looking for the problem.
SVN r3350 (trunk)
onscreen. In addition, it now uses the whole height available to it. Also,
at lower resolutions, items on the compatibility options menu now cut off
the beginning of the option label rather than the option setting, making
this menu useable where previously it was not.
SVN r2044 (trunk)
* Looping sounds that have been playing for a very long time, were evicted,
and then were restarted need to have their positions clamped to lie
within the bounds of the sounds. If we try to set a start position very
far beyond the end, it will overflow inside FMOD and not work.
* A start time of 0 is not actually valid and means the sound was never
assigned a start time.
- The latter bug also reveals a problem with starting looped sounds evicted:
They need to be assigned a start time so if they should have the opportunity
to start later, they will be properly synchronized.
SVN r1987 (trunk)
player sprites will retain the same precision they had when they were
rendered as part of the 3D view. (needed for propery alignment of flashes
on top of weapon sprites) It worked just fine for D3D, but software
rendering was another matter. I consequently did battle with imprecisions
in the whole masked texture drawing routines that had previously been
partially masked by only drawing on whole pixel boundaries. Particularly,
the tops of posts are calculated by multiplying by spryscale, and the
texture mapping coordinates are calculated by multiplying by dc_iscale
(where dc_iscale = 1 / spryscale). Since these are both 16.16 fixed point
values, there is a significant variance. For best results, the drawing
routines should only use one of these values, but that would mean
introducing division into the inner loop. If the division removed the
necessity for the fudge code in R_DrawMaskedColumn(), would it be worth it?
Or would the divide be slower than the fudging? Or would I be better off
doing it like Build and using transparent pixel checks instead, not
bothering with skipping transparent areas? For now, I chop off the
fractional part of the top coordinate for software drawing, since it was
the easiest thing to do (even if it wasn't the most correct thing to do).
SVN r1955 (trunk)
changing game code.
- made SpawningMapThing an argument of AActor::StaticSpawn instead of a global
variable.
- added a stub to the DECORATE parser for defining dynamic lights directly
in DECORATE. This is needed so that ZDoom remains compatible with any DECORATE
which uses this GZDoom feature in the future.
SVN r1935 (trunk)
which could cause crashes.
- Added custom special colormaps to DECORATE.
- Cleaned up special colormap code and removed lots of dependencies on the
knowledge of the tables' contents.
SVN r1860 (trunk)
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
Using a fixed light level (e.g. PowerTorch) will no longer wipe out
colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
doing it while copying the 3D view window to the display now blends
underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
executable and into zdoom.pk3. Shaders are still precompiled so I don't need
to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
lighting models. These are accessed with the new DrawTexture tags
DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
benefits thereof.
SVN r1858 (trunk)
- Changed WI_drawPercent() when wi_percents is false so that the total
display is optional, and it formats it like Heretic's intermission, with
a slash and a fixed-width right column.
- Font is no longer a property of the screen object. Pass the font to
DrawText and DrawChar directly instead.
- Doom's intermission characters are now collected together as a font
so they can be colorized.
SVN r1294 (trunk)
- Removed extraneous printf parameter for Texman.Init startup message.
- Added newlines to the ends of a few headers that were missing them.
- Fixed more GCC errors/warnings.
SVN r1232 (trunk)