Commit graph

58 commits

Author SHA1 Message Date
Randy Heit
f330a81909 Rename packing textures to texture atlases for the D3D code
- I figure since I now know the "proper" name for these things, I should
  call them by it.
2016-01-08 20:08:10 -06:00
Christoph Oelckers
f983f778f2 - moved ScaleCoordsFromWindow to the BaseWinFB base class to eliminate two identical implementations.
(GZDoom would have had to implement a third identical copy in its GL framebuffer as well.)
2015-04-17 21:39:07 +02:00
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
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
11ca707485 - Added vid_maxfps cvar to limit the frame rate to some arbitrary rate between 35 and 1000 FPS. It
defaults to 200. Setting it to 0 will restore the previous behavior of having no frame rate
  limit. Note that vid_maxfps 35 is NOT the same as cl_capfps 1. cl_capfps caps the frame rate
  by tying the video update directly to the game timer. With vid_maxfps 35, the video update and
  game timer are running on separate timers, and results will not be as good as with cl_capfps 1,
  which uses only one timer.

SVN r3872 (trunk)
2012-09-16 04:40:56 +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
ca33d55bd3 - Fixed: DDrawFB should not recreate all its resources when the palette changes if we were
the one responsible for the palette change.
- Fixed: DDrawFB::CreateSurfacesComplex() starting tries at 2 instead of 0 is not "debugging cruft"
  since it counts down, not up. (Partially reverts r3195)

SVN r3733 (trunk)
2012-07-05 21:05:06 +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
Randy Heit
59b6c5ef5c - Removed a couple warnings about implicit vector truncation reported by fxc. (Apparently, it
also decided to compile some other shaders slightly differently, too.)
- Fixed: The InGameColormap had been designed without taking alpha into consideration.
  As the least likely parameter to be used, desaturation has been moved into a constant
  register to make room for the alpha parameter to live in the vertex's color value.

SVN r3208 (trunk)
2011-05-15 22:30:20 +00:00
Randy Heit
11c24334c5 - Fixed: DDrawFB::Lock() should only act on NeedResRecreate when going from LockCount 0 -> 1.
- Fixed: When DDrawFB::Lock() has to recreate resources, it left the LockCount at 0. This causes
  problems if something else locks it before it is unlocked, because the second locker will
  think it is the first. This happens in R_RenderViewToCanvas(). See DDrawFB::PaletteChanged()
  for the most common reason why Lock() would need to recreate resources.
- Fixed: DDrawFB::CreateSurfacesComplex() had debugging cruft left in that skipped all but the
  last attempts.
- Fixed logging of video debug info to a file to not multiply define dbg.


SVN r3195 (trunk)
2011-05-08 04:35:00 +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
579502ab74 - merged menu branch back into trunk.
SVN r2768 (trunk)
2010-09-14 17:28:18 +00:00
Randy Heit
c25f206fbb - Disable framebuffer debug spew. All those OutputDebugString messages from DCanvas::DrawLine()'s
Lock and Unlock calls were slowing things down extremely when looking at a software-drawn
  automap.

SVN r2661 (trunk)
2010-09-01 04:13:36 +00:00
Christoph Oelckers
9a4abe0915 - merged automap branch into trunk.
SVN r2609 (trunk)
2010-08-27 15:20:05 +00:00
Randy Heit
e379658143 - Added multimonitor support, as per Tom Seddon's code. vid_adapter controls which one to use,
and vid_listadapters prints them.

SVN r2417 (trunk)
2010-07-08 23:59:45 +00:00
Randy Heit
24f23718b7 - Added GetHR support to D3DFB for querying the error code when device creation fails.
- Should still check for a NULL device when CreateDevice() returns D3DERR_DEVICELOST.

SVN r2328 (trunk)
2010-05-14 04:06:30 +00:00
Randy Heit
88b4ab52ad - For windowed and pixel doubled modes, use a chain of two TempRenderTextures and
swap between them each frame. The one that's not the TempRenderTexture is used
  as the FrontCopySurface without the need for a copy operation. This removes the
  performance penalty the previous commit introduced for these modes.

SVN r2014 (trunk)
2009-12-02 05:49:45 +00:00
Randy Heit
d924575b1e - Fixed: After the previous screenwipe changes, the melt type no longer worked
properly in letterboxed modes.
- Added another surface to receive a copy of the top back buffer immediately
  before it is presented. This effectively produces a copy of the front
  buffer without the performance penalty of GetFrontBufferData, so fullscreen
  wipe preparation and screenshots are faster now. At lower resolutions,
  always copying the backbuffer does incur a slight FPS hit, but it's
  practically free at higher resolutions.


SVN r2013 (trunk)
2009-12-02 05:02:40 +00:00
Randy Heit
80034135ef - The initial wipe screen is now kept in video memory. I had previously
assumed that since the wipes only run at 35 FPS, the time spent DMA'ing
  it from system to video memory would be acceptable. Apparently I was wrong.
  In particular, updating the same surface several times probably has to
  synchronize between each one, making melt particularly slower than it
  needs to be.


SVN r2012 (trunk)
2009-12-01 03:15:00 +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
Randy Heit
09866b2cff - Reinstated the off-by-one check in D3DFB from r399. I thought I could get by
at just fixing it at a specific value, since the supply of SM14 cards isn't
  all that diverse and all from ATI, but apparently Radeon 8500s and 9000s
  have different precision levels in their pixel shaders. See bug report
  <http://forum.zdoom.org/viewtopic.php?p=444523>
- Removed unused variables FBFormat and PalFormat.

SVN r1901 (trunk)
2009-10-08 23:44:50 +00:00
Randy Heit
da31d9f8a3 - Since I am currently without a primary video card and stuck with this
Mobility Radeon 9000 (on a PCI card, no less!), I have decided to give the
  PS14 support some loving: D3D windowed gamma now works on these cards using
  a texture lookup for the gamma table. Sadly, this halves my framerate, so
  setting gamma to 1 will skip the gamma correction, as it was before, for
  full speed. (On my 8800 GT, the gamma correction was free.)


SVN r1898 (trunk)
2009-10-08 04:03:32 +00:00
Randy Heit
11fbc57178 - Added a technique to try and minimize input lag with vsync enabled: Two
surfaces are alternately locked for read-only access each frame, forcing
  the driver to stop buffering more than one frame at a time. The input lag
  on my system doesn't seem to be as bad as it once was (I can no longer
  see it obviously with my naked eye), but turning antilag on "feels"
  slightly more responsive. The cvar d3d_antilag turns this technique on and
  off. See <http://www.xyzw.de/c120.html> for more details.


SVN r1870 (trunk)
2009-09-22 20:17:54 +00:00
Randy Heit
d502655866 - For hardware 2D, apply fixed colormaps when copying to video memory instead
of doing it directly during the rendering, in order to improve visual
  fidelity for colormaps that aren't grayscale.


SVN r1866 (trunk)
2009-09-22 04:21:27 +00:00
Randy Heit
84a018f05a - Added support for defining the full color range of a special colormap.
SVN r1865 (trunk)
2009-09-22 02:54:19 +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
Randy Heit
a5b118cf7c - The reorganized DirectInput game controller code finally compiles. (Ugh! It
took far too long to reach this point.) Manual axis configuration is
  currently disabled, since I need to rewrite that, too. The eventual point of
  this is that the code will be modular enough that I can just plop in
  routines for XInput controllers and driver-less PlayStation 2 adapters
  without much fuss, since the old joystick code was very much DirectInput-
  centric.


SVN r1672 (trunk)
2009-06-20 03:16:08 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Randy Heit
d22f3ebfa6 - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
  are any cards that no longer have antialised lines on the automap, please
  let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
  Direct3D renderer, in case it doesn't really support them.


SVN r1210 (trunk)
2008-09-10 03:33:02 +00:00
Randy Heit
fae19e87b7 - Implemented some more controllers for the OPL player:
* RPN select (controllers 100 and 101)
  *  RPN 0 (pitch bend sensitivity)
  * NPRN select (controllers 98 and 99)
  * Data entry (controllers 6 and 38)
  * All notes off (controller 123)
  * All sounds off (controller 120)
  * Reset controllers (controller 121)


SVN r1195 (trunk)
2008-09-05 02:04:50 +00:00
Randy Heit
fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +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
59801d2b00 - Added pixel-doubled and -quadrupled screen modes to D3DFB so that users with
recent NVidia drivers can still use resolutions below 640x480, since NVidia
  saw fit to remove all support for them.


SVN r724 (trunk)
2008-01-29 18:20:05 +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
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
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
Randy Heit
9839cbfc82 - Fixed: The mouse was being grabbed in windowed mode again.
- Modified M_DrawFrame() and R_DrawTopBorder() so that they call FlatFill() to
  draw the edges of the frames. This at least seems a bit faster for hardware
  2D.
- Implemented FlatFill() for D3DFB. It seems to be exactly as fast as the
  default implementation that just calls DrawTexture() to tile the pieces onto
  the screen, so I'm not sure it was worth the bother.


SVN r686 (trunk)
2008-01-09 23:04:49 +00:00
Randy Heit
0b4092e98e - Merged the separate line and quad vertex buffers in D3DFB back into a single
vertex buffer, made line batching automatic, and added an index buffer for
  use when batching quads. The index buffer actually offered more of a
  performance boost than simply batching the quads alone did.


SVN r685 (trunk)
2008-01-09 21:04:21 +00:00
Randy Heit
51461aa010 - Added back the code to allow some variation to the players' shades when
players are on teams.
- Set TEAM_None back to 255. Since a player's team has already been accessible
  through ACS, needlessly redefining this is a bad thing to do, since it can
  break existing maps. 255 different teams should still be more than enough.
- Fixed: At certain resolutions, there was a one pixel row between the status
  bar and the rest of the screen, thanks to rounding error.
- Added automatic batching of quads to D3DFB. Screens with a lot of text are
  ever-so-slightly faster now, though still only about half the speed of
  sofware-only text. I suppose the only way to see a marked improvement is
  going to be by stuffing multiple glyphs in a single texture.
- Fixed: Crosshairgrow's animation was not framerate-independent.


SVN r668 (trunk)
2008-01-06 04:03:33 +00:00
Randy Heit
5cbb2bd472 - Moved the pixel shaders' color information out of the constant registers
and into the vertex data.
- Added functions for doing line drawing with Direct3D, including a new pair
  of functions to do batched line drawing so that the map can actually be
  drawn faster in hardware than in software (instead of an order of magnitude
  slower).


SVN r663 (trunk)
2008-01-04 05:22:30 +00:00
Randy Heit
5d9d2a9088 - Tried adding bilinear filtering support for paletted textures, but the
shader seems to be producing crappy output, so it's disabled for now.
  Specifically, it produces distorted output at regular intervals for
  textures that aren't power-of-2-sized, and it's still doing visible
  filtering when the texture is rendered at its original size, so
  obviously it's not doing something right.
- Fixed the use of power-of-2-sized native textures for smaller game
  textures again.
- Fixed: D3DFB did not restore all the state it needed to after resetting
  the device.
- Fixed: R_DrawTopBorder() must clip itself around the 3D view, since it's
  now drawn later.
- With full software rendering, palette flashes once again effect the whole
  screen.

Changes I neglected to put in the previous commit log:

- Moved the view border drawing into the 2D mode part. When using Begin2D()
  now, the only part of the software buffer that gets updated to the screen
  is the part with the actual 3D scene and only if you tell it to.
- Fixed a D3D memory leak on every frame in windowed mode and the same thing
  for the screen wipes. Note to self: If it's an interface, be sure to
  Release it, because it will be AddRef'ed before being returned to you.
- Moved the BlendView() call out of FBaseStatusBar::Draw() so that it can be
  applied before copying the 3D scene to the screen underneath the 2D parts.
- Restored the console's darkening level to its old table-based amount.
- Fixed D3DFB::SetColorOverlay()'s incorrect calculations.
- Fixed the D3D screen wipes for letterboxed modes.

SVN r662 (trunk)
2008-01-03 05:39:36 +00:00
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
dc98279403 - Removed the screenshot parameter from D_Display(), since it was a relic of
a long-abandoned experiment to write directly to video memory instead of
  to a temporary buffer in system meroy.
- Added Direct3D versions of the melt and burn screenwipes.
- Fixed the strip sizes for the melt screenwipe to match what Doom would have
  produced on a 320x200 screen, rather than producing more, thinner strips
  for wider screens.


SVN r659 (trunk)
2008-01-01 03:07:05 +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
37f9c50b4e - Fixed cases where a larger power-of-2-sized native texture had to be
allocated. (I wonder if D3D actually handles this automatically when you use
  D3DPOOL_MANAGED, because I'm pretty sure my laptops's x300 doesn't support
  non-power-of-2 texture sizes, yet it worked just fine before.) 
- Fixed vertical positioning of 2D elements in letterboxed modes.

SVN r653 (trunk)
2007-12-28 03:30:05 +00:00
Christoph Oelckers
c911e995a9 - Changes for MinGW compile.
SVN r651 (trunk)
2007-12-27 14:22:45 +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
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
671cf5a888 - added UseInventory/UseActorInventory ACS functions.
SVN r636 (trunk)
2007-12-25 08:44:13 +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