Commit graph

183 commits

Author SHA1 Message Date
Randy Heit
59c8faa7df - The mouse is no longer grabbed at all unless you're actually in a level,
since I couldn't think of any reason why it should be grabbed at any other
  time. (This only applies to windowed mode, where it makes sense to let the
  OS have control of the pointer.)


SVN r661 (trunk)
2008-01-02 05:21:48 +00:00
Randy Heit
db54c43175 - Started writing Direct3D-friendly wipe code. It's just a Q&D crossfade for
now. More to come later.
- What is it about updaterevision.vcproj that makes it keep changing?

SVN r658 (trunk)
2007-12-30 04:18:39 +00:00
Randy Heit
522e7fe07f - Removed DCanvas::Blit(), as it's no longer used.
- Added a function to create a texture from a stand-alone PNG file. The save/
  load menus now use this to get their thumbnails.


SVN r652 (trunk)
2007-12-28 01:54:14 +00:00
Christoph Oelckers
e19cd0bec3 - Fixed: DFrameBuffer::CopyPixelData copied data as RGBA instead of BGRA.
- Temporarily changed FPNGTexture and FDDSTexture to always create True Color
  native textures to preserve the original colors.


SVN r650 (trunk)
2007-12-27 11:53:09 +00:00
Randy Heit
834e4bef32 - Changed the way gamma works for D3DFB: In windowed mode, the display is
drawn to a texture, then that texture is copied to the real back buffer
  using a gamma-correcting pixel shader. In fullscreen mode, SetGammaRamp
  is used.
- Fixed flashing of vid_fps display when fps > 1000.
- Fixed loading of RGB textures for native 2D mode.
- Changed the first rotozoomer's data because it just became too obvious when
  the backdrop is drawn with a full 256 distinct colors available.
- Set the player backdrop to update no more frequently than 35 FPS, so opening
  the player setup menu before starting a game won't produce a very fast
  moving backdrop.
- Changed the player backdrop into a texture so that it can be drawn like
  anything else.


SVN r648 (trunk)
2007-12-27 04:30:12 +00:00
Christoph Oelckers
0535d15df3 - Split off the entire translation code from r_draw.cpp into r_translate.cpp.
- Moved the common code of ACS and DECORATE translation generation into the
  FRemapTable class.
- Fixed: The DECORATE translation code was not changed for the new data structures.
- Expanded range of ACS and DECORATE translations to 65535. 
- Fixed: R_CopyTranslation was not altered for the new functionality.
  I removed the function and replaced the one use with a simple assignment.


SVN r644 (trunk)
2007-12-26 16:06:03 +00:00
Randy Heit
1acc3d00c4 - 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
Christoph Oelckers
3eb741e391 - added some functionality to FDynamicColormap to allow not creating
the colormap data if it isn't needed by the renderer.


SVN r635 (trunk)
2007-12-24 21:56:49 +00:00
Randy Heit
dddc781f18 - Added versions of Dim and Clear to D3DFB for use in 2D mode.
- Added a new color parameter to DCanvas::Clear() that specifies the
  ARGB value of the color. This is used if the old color parameter,
  which specifies a palette entry, is -1.


SVN r617 (trunk)
2007-12-22 04:52:51 +00:00
Randy Heit
e84bece8eb - Fixed: TEAMINFO broke bot parsing for bots with invalid team names by
redefining TEAM_None from 255 to -1.


SVN r616 (trunk)
2007-12-22 04:00:25 +00:00
Christoph Oelckers
28db2d9f15 - Fixed: FTexture::~FTexture() must destroy the associated native texture
if present.
- Modified GZDoom's true color texture copy functions and added them
  to generate 32 bit D3D textures. Paletted TGAs and PCXs are also handled
  this way but I don't think these 2 formats are worth some more special
  handling.
  (Question: Is it worth it to implement special handling for paletted PNGs
   so that they are used as 8 bit textures internally?)


SVN r608 (trunk)
2007-12-20 18:53:35 +00:00
Christoph Oelckers
457976d88d - Fixed: DCanvas::Blit unlocked the destination twice instead of unlocking
both dest and src. Also changed this function so that it is owned by the
  destination canvas of the operation which is necessary if it needs to 
  be overridden by subclasses.


SVN r607 (trunk)
2007-12-20 14:05:08 +00:00
Randy Heit
111853e623 - Added a framework for drawing the 2D screen elements with Direct3D textures.
They are not actually drawn with it yet, nor is it complete, but it's
  something to start with.
- Split up DCanvas::DrawTexture() into more pieces to make it easier to
  virtualize.
- Removed support for non-32-bit palette textures from D3DFB. What kind of
  card supports pixel shaders but not 32-bit textures?


SVN r605 (trunk)
2007-12-20 04:36:43 +00:00
Randy Heit
4c8bf4552a - Fixed: Clean scaling at 720x480 looked borked.
SVN r602 (trunk)
2007-12-18 02:15:32 +00:00
Christoph Oelckers
37f701a462 - Fixed: The rewrite of FMemLump broke the non-standard use of it in
P_TranslateLinedefs.
- Fixed: ShowErrorPane can be called before ST_NetDone is valid so it has to
  check whether it is NULL.
- Fixed: The Megasphere had an incorrect pickup sound.
- Fixed: The new video initialization code could set the screen's Font pointer
  to NULL, causing a crash with levels that start in a secret sector.


SVN r464 (trunk)
2007-01-26 21:46:47 +00:00
Randy Heit
0b5e4b1f1f - Changed the vertheight and rounding-error-checking code in
DCanvas::DrawTexture() to calculate off the actual bottom of the image
  instead of the height, improving precision. Now the scaled status bar is
  flush with the bottom of the screen at 1280x1024, for instance.


SVN r458 (trunk)
2007-01-22 23:14:00 +00:00
Randy Heit
83373fba88 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
Randy Heit
2dcc70dd31 - The DSimpleCanvas constructor now fills MemBuffer with zeros.
- Fixed: If the FBTexture wasn't exactly the same size as the screen,
  D3DFB::PaintToWindow() would still lock it with D3DLOCK_DISCARD. Alas,
  I saw no speedup for using a dirty region. (Side note: The Radeons are
  apparently slower compared to DirectDraw because they must do
  power-of-2 textures. If they ever add non-power-of-2 support like nvidia,
  I assume they will also see a speed gain.)
- Changed fb_d3d9.cpp so that instead of trying to compensate for Geforce
  off-by-one errors in the pixel shader, it automatically detects where
  the error occurs and modifies the way the palette is uploaded to
  compensate. Palette color 255 is then represented using the texture
  border color instead of actually being part of the palette. This should
  work correctly with all cards, since I had a report of an FX where the
  off-by-one occurred in a different spot from the place where I observed
  it on a 6 and 7 series cards. Since the shader now has one fewer
  instruction, I notice a very marginal speedup. (Interestingly, removing
  the flash blending from the shader had no perceivable performance gain.)


SVN r399 (trunk)
2006-12-01 01:17:45 +00:00
Randy Heit
93b18c3bfa SVN r383 (trunk) 2006-11-19 02:10:25 +00:00
Randy Heit
35ca16ba4f - Added the MF2_PASSMOBJ for P_Thing_Spawn() from January 4, 2003, to
DLevelScript::DoSpawn().
- Changed VectorNormalize() (and VectorNormalize2) to use doubles for storing
  the vector lengths, fixing desyncs between GCC/VC++ games that happened
  because the two compilers produced slightly different results for some
  slopes. GCC kept them in registers, so they were never truncated to floats.
  VC++ stored them to memory and reloaded them in order to truncate them to
  the defined precision. Lesson learned: Floating point numbers in local
  variables should always be doubles to produce the best code with VC++ that
  has the best chance of matching GCC's default behavior.
- Removed netget and netsend function pointers. PacketGet and PacketSend are
  now called directly.
- Fixed: Watching a demo from the point of view of someone other than the
  first player could cause a crash when the demo ended.
- Removed invcount from the expression evaluator at Grubber's suggestion,
  because it doesn't work.
- Fixed: vid_nowidescreen should fire off setsizeneeded so that changes to it
  can happen immediately instead of at the next resolution change.


SVN r355 (trunk)
2006-10-20 01:58:26 +00:00
Christoph Oelckers
3dabd38359 - Fixed: Hires texture replacements must call AddPatch if the texture
isn't defined yet in order to replace lumps that are not in the
  list of preinitialized graphics.
- Changed font initialization to occur after textures have been completely
  initialized. This is necessary so that the font characters can be
  replaced with hires versions.


SVN r351 (trunk)
2006-10-06 21:07:58 +00:00
Randy Heit
419724dd02 - Assembly code is disabled when building with __APPLE__ defined, for now.
- If you aren't targeting x86, m_fixed.h only includes basicinlines.h now.
- Moved x64inlines.h into basicinlines.h.
- Replaced uses of __int64 with types from doomtype.h.
- The stop console command no longer ends single player games, just the demo
  that was being recorded.
- In C mode, the sc_man parser no longer allows multi-line string constants
  without using the \ character to preface the newline character. This makes
  it much easier to diagnose errors where you forget the closing quote of a
  string.
- Fixed: V_BreakLines() added the terminating '\0' to the last line of the
  input string.
- Added font as a parameter to V_BreakLines and removed its keepspace
  parameter, which was never passed as anything other than the default.


SVN r331 (trunk)
2006-09-19 23:25:51 +00:00
Randy Heit
b951721c1b - Moved the vid_fps display to the upper-right of the screen.
- The stat display can now show multiple stats at once.


SVN r328 (trunk)
2006-09-14 03:06:09 +00:00
Randy Heit
c412b42703 - Fixed: cycle_t was still a DWORD and not a QWORD under GCC.
- The stat meters now return an FString instead of sprintfing into a fixed
  output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
  - For consistancy with the other integral types, byte is no longer a
    synonym for BYTE.
  - Most uses of BOOL have been change to the standard C++ bool type. Those
    that weren't were changed to INTBOOL to indicate they may contain values
    other than 0 or 1 but are still used as a boolean.
  - Compiler-provided types with explicit bit sizes are now used. In
    particular, DWORD is no longer a long so it will work with both 64-bit
    Windows and Linux.
  - Since some files need to include Windows headers, uint32 is a synonym
    for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
  was all it contained.


SVN r326 (trunk)
2006-09-14 00:02:31 +00:00
Randy Heit
2fb55622e7 - Moved the text color definitions out of the executable and into an external
data file.
- Removed the setcolor CCMD. It's been obsolete for years, ever since color-
  aware cvars were added.
- Changed V_GetColorStringByName() to return an FString, because it did a
  copystring() call.
- Extended V_GetColorFromString() so that it accepts HTML-style #RRGGBB and
  #RGB color strings.


SVN r313 (trunk)
2006-08-30 02:38:39 +00:00
Randy Heit
b25c7722f3 - Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
      optional bool not_mid, optional bool not_upper, optional bool not_floor,
      optional bool not_ceiling); and
  SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
      str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
  correction. When this is enabled, the only display ratio available is 4:3
  (and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
  through decorate. Just enclose it within parentheses, and the expression
  will be evaluated exactly as-is without the normal Doom damage calculation.
  So if you want something that does exactly 6 damage, use a "Damage (6)"
  property. To deal normal Doom missile damage, you can use
  "Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
  maintained by ObtainInventory.


SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
Christoph Oelckers
cf7d8ab43b - Removed the unused sfx_ variables for the chainsaw sounds.
- Fixed map name checks in idclev, hxvisit, for +map and the titlemap.
- Changed handling of Zips so that the patches/, graphics/, sounds/ and
  music/ subdirectories no longer are placed in the global namespace. Instead
  new namespaces are defined. These namespaces aren't merged, however and 
  searching in them either returns a lump inside it or one from the global
  namespace when it doesn't come from a Zip file. Proper order of files is
  still observed though. As a result proper use of the directories inside Zips 
  is strictly enforced now so that for example anything used as a patch must be 
  in the patches/ directory and won't be found anywhere else.


SVN r199 (trunk)
2006-06-19 15:31:10 +00:00
Randy Heit
90b5130db0 - Fixed: The C code in AltSoundRenderer::CopyAndClip() did not shift the sample
data enough (2 bits instead of 8), so it was super loud and aliased.
- Fixes for GCC 4.1: Several type-punned pointer warnings, but more
  importantly, declaring a friend function inside a class body is no longer
  enough to declare that function globally; you must declare it again outside
  the class.
- Upgraded FArchive::SerializePointer so that it can store 32-bit indices.
- ACS printing pcodes now build their string in an FSttring instead of a fixed
  sized buffer on the stack.


SVN r145 (trunk)
2006-05-26 04:38:22 +00:00
Randy Heit
8fcf93d65a - Merged a lot of these static destructor-only structs into regular
functions added to the exit chain with atterm so that they can be called
  in a deterministic order and not whatever order the linker decides to put
  them in.
- Fixed: DCajunMaster did not free its getspawned.
- Fixed: P_FreeLevelData() did not free ACS scripts.
- Fixed: Level snapshots were not freed at exit.
- Fixed: The save/load menu list was not freed at exit.
- Fixed: FCompressedMemFile needs a destructor to free the m_ImplodedBuffer.
- Fixed: G_DoLoadGame() did not free the engine string.
- Fixed: M_ReadSaveStrings() did not free the engine string.
- Fixed: Processing DEM_SAVEGAME did not free the pathname string.
- Added a check for truncated flats to FFlatTexture::MakeTexture() because
  Heretic's F_SKY1 is only four bytes long.
- Added a dump of the offending state to the "Cannot find state..." diagnostic.
- Fixed: FCompressedFile did not initialize m_Mode in its default constructor.
- Fixed: Heretic and Hexen status bars did not initialize ArtiRefresh.
- Fixed: PNGHandle destructor should use delete[] to free TextChunks.


SVN r111 (trunk)
2006-05-12 03:14:40 +00:00
Randy Heit
981f663319 - Updated Jim's Makefile.linux.
- Added support for wrapping midtextures vertically.
- Since zdoom.wad is now zdoom.pk3, the default mapinfos can use full pathnames.
  So now they do.
- Fixed: The DSimpleCanvas constructor used a pitch too narrow on screens wider
  than 640 pixels when using a non-AMD processor and the processor's L1 cache
  line size could not be determined. I think this should fix the issue of
  weirdly rendered 8 pixel wide borders on the left and right of the screen that
  some people experienced.
- Fixed: The secnodes were never freed.


SVN r93 (trunk)
2006-05-09 21:30:31 +00:00
Randy Heit
201e17082c - Blends created with the ACS fade commands now degrade to transparent overlays
when the menu is visible, so they can no longer obscure the menu.


SVN r87 (trunk)
2006-05-09 00:28:01 +00:00
Christoph Oelckers
e06ba32525 SVN r26 (trunk) 2006-04-11 08:36:23 +00:00
Randy Heit
cf11cbdb30 Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
2006-02-24 04:48:15 +00:00