Commit Graph

87 Commits

Author SHA1 Message Date
Christoph Oelckers 9843f16cc0 - some rework of vectors.h, mostly to remove all those silenced double->float conversions. 2016-03-10 22:36:28 +01:00
Michael Labbe 97821a3036 21:9 aspect ratio support
- vid_aspect 6 forces 21:9
2016-03-03 17:31:12 -06:00
Randy Heit 55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Randy Heit 03c3621bb4 Use a different var to track unset DTA_FillColor instead of a default value
- 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().
2015-04-22 22:18:44 -05:00
Randy Heit 9b6756114b Scale mouse coordinates based on window size
- 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.
2015-04-16 17:45:57 -05:00
Randy Heit e259087c19 Change RGB32k to a union of BYTE[32][32][32] and BYTE[32*32*32]
- 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]
2015-03-08 18:05:02 -05:00
Braden Obrzut d8ff4ec281 - Fixed: All clang 5.0 warnings.
- Renamed autostart/autozend since Xcode’s build process links in strictly alphabetical order.
2014-01-05 19:50:09 -05:00
Randy Heit be0845acf1 - Moved all BorderNeedRefresh and SB_state updating code into separate functions that won't crash if screen is NULL.
SVN r4167 (trunk)
2013-02-27 03:10:25 +00:00
Randy Heit 6760a3bfe9 - Fixed: hud_scale is supposed use strictly integral scaling factors.
SVN r3776 (trunk)
2012-07-21 02:32:04 +00:00
Randy Heit 8673743139 - Do not set the mouse pointer if the display is 8 bit, since such displays don't support color cursors.
SVN r3734 (trunk)
2012-07-05 21:46:03 +00:00
Randy Heit e4728ba6f0 - Fixed: DCanvas::DrawTextV needs to accept the entire tag list in one parameter. Otherwise, it
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)
2012-02-11 00:15:03 +00:00
Randy Heit 68fbd75897 - Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
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)
2012-02-10 00:53:50 +00:00
Christoph Oelckers 5bfcaab25c - separation of software renderer from the rest of the code complete. All external access to the renderer is routed through the FRenderer interface class now, with two exceptions (2D texture drawing to a canvas and polymost testing code) that are handled by #defines.
SVN r3263 (trunk)
2011-07-07 15:37:47 +00:00
Christoph Oelckers 5c6fd66ed5 - rename src/resources to src/r_data.
SVN r3254 (trunk)
2011-07-06 07:35:36 +00:00
Christoph Oelckers 5bf6398d85 - moved render style and border drawing code out of r_draw.cpp.
SVN r3251 (trunk)
2011-07-05 20:41:53 +00:00
Randy Heit 2add3fb381 - Merge voxels back into trunk. Even if it needs further tweaking, it should at least be stable now.
SVN r3086 (trunk)
2011-01-02 18:02:27 +00:00
Christoph Oelckers 419a998bdf - warning removal
SVN r3043 (trunk)
2010-12-15 18:57:39 +00:00
Christoph Oelckers b42952b85c - added a 'restart' CCMD that allows restarting the engine with different WADs being loaded without quitting first
SVN r3042 (trunk)
2010-12-15 11:45:39 +00:00
Christoph Oelckers c948fd08f2 - fixed: GUI mouse events did not take letterboxing into account.
SVN r2788 (trunk)
2010-09-15 21:53:12 +00:00
Christoph Oelckers 5fcac9b5f1 - fixed: The default GetPixelDoubling function in DFrameBuffer returned 1 instead of 0.
- copied a NULL pointer check for screen from GZDoom.


SVN r2776 (trunk)
2010-09-14 20:53:12 +00:00
Christoph Oelckers 579502ab74 - merged menu branch back into trunk.
SVN r2768 (trunk)
2010-09-14 17:28:18 +00:00
Christoph Oelckers 9a4abe0915 - merged automap branch into trunk.
SVN r2609 (trunk)
2010-08-27 15:20:05 +00:00
Christoph Oelckers e1f06da5e3 - separated hitlist generation for texture precaching into a virtual function of DFrameBuffer.
SVN r2466 (trunk)
2010-07-28 21:48:24 +00:00
Randy Heit b3986a0235 - The options menu no longer scales up so quickly, so it can fit wider text
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)
2009-12-25 05:55:51 +00:00
Randy Heit 51eb6465a2 - Fixed two bugs in FMODSoundRenderer::HandleChannelDelay():
* 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)
2009-11-18 04:45:20 +00:00
Christoph Oelckers 3a198a29dc - fixed: fullscreen images with texture scaling used the unscaled size for
positioning. To avoid future problems with them I added a new DTA_Fullscreen
  option for DrawTexture.


SVN r1983 (trunk)
2009-11-15 14:33:35 +00:00
Christoph Oelckers d8acbf71fa - fixed: The 'new format only' flag for MAPINFO options was never checked.
(ZDoom itself doesn't use it yet so it's only relevant for child ports.)



SVN r1964 (trunk)
2009-11-06 06:56:25 +00:00
Randy Heit 4ebfdac887 - Changed all coordinates for DrawTexture() to floating point so that the
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)
2009-11-01 01:27:33 +00:00
Christoph Oelckers cc2b0b0dcf - made max. view pitch a property of the renderer so that it's overridable without
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)
2009-10-25 15:26:19 +00:00
Christoph Oelckers c285f38a02 - Fixed: When drawing with a special colormap the quad's flags weren't cleared
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)
2009-09-21 13:15:36 +00:00
Christoph Oelckers d51c0c047d - Changed call to R_DrawRemainingPlayerSprites into a virtual function
of DFrameBuffer because its implementation is specific to the software
  renderer and needs to be overridable.

SVN r1859 (trunk)
2009-09-20 06:23:10 +00:00
Randy Heit b8eb530a0d - Fixed: Wall drawing handled fixed light levels improperly (but did not
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)
2009-09-20 03:50:05 +00:00
Christoph Oelckers 635d71e660 - Added code submissions for non-piercing railguns and new skill options.
SVN r1706 (trunk)
2009-07-04 18:17:44 +00:00
Randy Heit 6e83d231fe - The co-op summary screen now has a totals row at the bottom (if it fits).
- 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)
2008-11-27 17:43:36 +00:00
Randy Heit 00b21e4b96 - Apparently, YASM is not a suitable substitute for NASM when doing Win32 builds.
- 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)
2008-09-17 20:24:08 +00:00
Christoph Oelckers 760f70d3f1 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
so that all files are included by a central one instead of compiling 
  each one separately. This speeds up the compilation process by 25%
  when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.

SVN r1226 (trunk)
2008-09-15 14:11:05 +00:00
Christoph Oelckers db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Randy Heit dda5ddd3c2 - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
  modifying code for maximum performance. The additional registers do allow
  for further optimization over the x86 version by allowing all four pixels
  to be in flight at the same time. The end result is that AMD64 ASM is about
  2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
  (For further comparison, AMD64 C and x86 C are practically the same for
  this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
  most likely candidate, but it's not used enough at this point to bother.
  Also, this may or may not work with Linux at the moment, since it doesn't
  have the eh_handler metadata. Win64 is easier, since I just need to
  structure the function prologue and epilogue properly and use some
  assembler directives/macros to automatically generate the metadata. And
  that brings up another point: You need YASM to assemble the AMD64 code,
  because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
  VC++ still throws around unneccessary register moves. GCC seems to be
  pretty close to optimal, requiring only about 2 cycles/color. They're
  both faster than my hand-written MMX routine, so I don't need to feel
  bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
  instructions, and unrolled it once, shaving off about 80 cycles from the
  time required to blend 256 palette entries. Why? Because I tried writing
  a C version of the routine using compiler intrinsics and was appalled by
  all the extra movq's VC++ added to the code. GCC was better, but still
  generated extra instructions. I only wanted a C version because I can't
  use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
  of a pain. (It's a pain because Linux and Windows have different calling
  conventions, and you need to maintain extra metadata for functions.) So,
  the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
  were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
  only for AMD processors, so we must not use it on other architectures, or
  we end up overwriting the L1 cache line size with 0 or some other number
  we don't actually understand.


SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
Christoph Oelckers ce5d4dba02 - Changed true color texture creation to use a newly defined Bitmap class
instead of having the copy functions in the frame buffer class.
- Fixed: The WolfSS didn't have its obituary defined.


SVN r915 (trunk)
2008-04-15 18:05:39 +00:00
Christoph Oelckers adc9f090ef - Added rotation 90° angles only) and mirroring to the Multipatch texture
composition code.
- Fixed: The game crashed when a level was ended while a player was morphed
  by a powerup. 

SVN r912 (trunk)
2008-04-14 18:51:05 +00:00
Christoph Oelckers b54b9bad7a - Fixed: A_VileAttack positioned the fire on the wrong side of the target.
- Reorganized the HackHack code so that the image creation was moved into
  MakeTexture. This was necessary because Unload deleted the pixel data
  and broke the whole thing.
- Fixed: FPatchTexture::HackHack and FDoomStatusbarTexture::DrawToBar used the
  obsolete and uninitialized variable Near255. 
- Removed the span creation code specific to FPatchTexture. It only has an
  advantage when the lump has already been loaded in memory but since that
  is no longer the case now the generic version in FTexture is actually better.
- Changed: FTexture::CopyToBlock no longer uses the spans but the pixel buffer
  directly. Since most patches in multipatch textures are non transparent
  the added overhead from creating the spans far outweighs any savings they
  might provide. It is also simpler to handle for mirrored or rotated patches now.
- Changed: Textures only create the spans when really needed. Flats and native
  textures, for example, do not and it only created needless overhead that they
  were always created along with the pixel buffer.
- Made use of player and actor variables consistent in a_hereticweaps.cpp.
- Fixed: A few calls to P_SpawnPlayerMissile passed 0 as angle



SVN r911 (trunk)
2008-04-14 12:10:45 +00:00
Christoph Oelckers ebd17de30a - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but
P_FindFloorCeiling never did that.
- Merged Check_Sides and PIT_CrossLine into A_PainShootSkull.
- Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was
  used. This also allowed to remove all the global variable saving in
  P_CreateSecNodeList.
- Added a new FBlockLinesIterator class that doesn't need a callback
  function because debugging the previous bug proved to be a bit annoying
  because it involved a P_BlockLinesIterator loop.
- Fixed: The MBF code to move monsters away from dropoffs did not work as 
  intended due to some random decisions in P_DoNewChaseDir. When in the
  avoiding dropoff mode these are ignored now. This should cure the problem
  that monsters hanging over a dropoff tended to drop down. 

SVN r887 (trunk)
2008-04-06 17:33:43 +00:00
Randy Heit f2c9227243 - Added vid_refreshrate cvar to override Windows' automatic refresh rate
selection.


SVN r754 (trunk)
2008-02-19 02:48:56 +00:00
Randy Heit d1e27e533f - Applied a modified version of Karate Chris's screenshot naming patch.
- Sbarinfo optimization: Creating and destroying bar textures every frame is
  a relatively expensive operation. We can skip the custom texture entirely
  and just draw the bars directly to the screen, using the clipping parameters
  for DrawTexture(). This also means bars are no longer limited to the game
  palette, and the bar itself has the same resolution as the screen.


SVN r731 (trunk)
2008-02-05 05:29:31 +00:00
Christoph Oelckers 465bcfd199 - Added a PrecacheTexture virtual function to DFrameBuffer because it's the
renderer which should decide how to precache a texture.


SVN r723 (trunk)
2008-01-28 10:23:18 +00:00
Randy Heit e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
Christoph Oelckers 2e613c3557 - Moved renderer dependent part of savegame pic creation into DFrameBuffer
as a virtual function so that it can be overridden.


SVN r700 (trunk)
2008-01-12 12:49:05 +00:00
Randy Heit 9902d73a24 - Added support for 24-bit screenshots, so now accelerated 2D screenshots
can work.
- Tweaked the box splitting algorithm for packed textures to hopefully
  produce less wasted space.


SVN r696 (trunk)
2008-01-12 06:27:13 +00:00
Christoph Oelckers e06c645310 - Moved the code that renders the view from D_Display into a virtual function
of the frame buffer so I can get rid of the last remaining renderer check
  outside the display code in GZDoom.
- made V_SetResolution a virtual function in IVideo. It's probably not a perfect
  solution but at least it allows overriding it (which I need in GZDoom.)
  Note: There's a lot of redundancy between hardware.cpp/h in the SDL and Win32
  folders so some cleaning up might be a good idea.


SVN r692 (trunk)
2008-01-11 21:04:22 +00:00
Randy Heit ca0b61d066 - Added texture packing to D3DFB so that textures that are temporally related
can share the same hardware texture. This greatly reduces the number of
  DrawPrimitive calls that need to be made when drawing text (or any 2D
  graphics in general), so now hardware text is much faster than software text
  all around. (As an example, one scenario went from 315 fps to over 1635 fps
  for hardware, compared to 540 fps for software.)


SVN r687 (trunk)
2008-01-10 04:11:38 +00:00