mirror of
https://github.com/ZDoom/qzdoom.git
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629 lines
20 KiB
C++
629 lines
20 KiB
C++
/*
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** v_video.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __V_VIDEO_H__
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#define __V_VIDEO_H__
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#include <functional>
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#include "doomtype.h"
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#include "vectors.h"
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#include "doomdef.h"
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#include "dobject.h"
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#include "r_data/renderstyle.h"
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#include "c_cvars.h"
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#include "v_colortables.h"
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#include "v_2ddrawer.h"
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#include "hwrenderer/dynlights/hw_shadowmap.h"
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struct sector_t;
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class IShaderProgram;
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class FTexture;
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struct FPortalSceneState;
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class FSkyVertexBuffer;
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class IIndexBuffer;
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class IVertexBuffer;
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class IDataBuffer;
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class FFlatVertexBuffer;
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class GLViewpointBuffer;
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class FLightBuffer;
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struct HWDrawInfo;
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enum EHWCaps
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{
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// [BB] Added texture compression flags.
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RFL_TEXTURE_COMPRESSION = 1,
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RFL_TEXTURE_COMPRESSION_S3TC = 2,
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RFL_SHADER_STORAGE_BUFFER = 4,
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RFL_BUFFER_STORAGE = 8,
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RFL_NO_CLIP_PLANES = 32,
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RFL_INVALIDATE_BUFFER = 64,
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RFL_DEBUG = 128,
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};
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struct IntRect
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{
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int left, top;
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int width, height;
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void Offset(int xofs, int yofs)
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{
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left += xofs;
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top += yofs;
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}
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void AddToRect(int x, int y)
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{
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if (x < left)
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left = x;
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if (x > left + width)
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width = x - left;
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if (y < top)
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top = y;
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if (y > top + height)
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height = y - top;
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}
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};
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extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac;
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extern int CleanWidth_1, CleanHeight_1, CleanXfac_1, CleanYfac_1;
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extern int DisplayWidth, DisplayHeight;
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void V_UpdateModeSize (int width, int height);
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void V_OutputResized (int width, int height);
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void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *cx1=NULL, int *cx2=NULL);
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EXTERN_CVAR(Int, vid_rendermode)
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EXTERN_CVAR(Bool, fullscreen)
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EXTERN_CVAR(Int, win_x)
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EXTERN_CVAR(Int, win_y)
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EXTERN_CVAR(Int, win_w)
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EXTERN_CVAR(Int, win_h)
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EXTERN_CVAR(Bool, win_maximized)
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inline bool V_IsHardwareRenderer()
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{
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return vid_rendermode == 4;
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}
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inline bool V_IsSoftwareRenderer()
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{
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return vid_rendermode < 2;
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}
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inline bool V_IsPolyRenderer()
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{
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return vid_rendermode == 2 || vid_rendermode == 3;
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}
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inline bool V_IsTrueColor()
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{
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return vid_rendermode == 1 || vid_rendermode == 3 || vid_rendermode == 4;
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}
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class FTexture;
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struct FColormap;
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class FileWriter;
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enum FTextureFormat : uint32_t;
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class FModelRenderer;
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struct SamplerUniform;
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// TagItem definitions for DrawTexture. As far as I know, tag lists
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// originated on the Amiga.
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//
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// Think of TagItems as an array of the following structure:
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//
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// struct TagItem {
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// uint32_t ti_Tag;
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// uint32_t ti_Data;
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// };
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#define TAG_DONE (0) /* Used to indicate the end of the Tag list */
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#define TAG_END (0) /* Ditto */
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/* list pointed to in ti_Data */
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#define TAG_USER ((uint32_t)(1u<<30))
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enum
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{
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DTA_Base = TAG_USER + 5000,
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DTA_DestWidth, // width of area to draw to
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DTA_DestHeight, // height of area to draw to
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DTA_Alpha, // alpha value for translucency
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DTA_FillColor, // color to stencil onto the destination
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DTA_TranslationIndex, // translation table to recolor the source
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DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
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DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
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DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
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DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
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DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
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DTA_CleanNoMove_1, // bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead
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DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
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DTA_ShadowColor, // color of shadow
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DTA_ShadowAlpha, // alpha of shadow
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DTA_Shadow, // set shadow color and alphas to defaults
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DTA_VirtualWidth, // pretend the canvas is this wide
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DTA_VirtualHeight, // pretend the canvas is this tall
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DTA_TopOffset, // override texture's top offset
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DTA_LeftOffset, // override texture's left offset
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DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle
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DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle
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DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
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DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
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DTA_ClipTop, // don't draw anything above this row (on dest, not source)
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DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
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DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
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DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
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DTA_Masked, // true(default)=use masks from texture, false=ignore masks
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DTA_HUDRules, // use fullscreen HUD rules to position and size textures
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DTA_HUDRulesC, // only used internally for marking HUD_HorizCenter
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DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
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DTA_RenderStyle, // same as render style for actors
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DTA_ColorOverlay, // uint32_t: ARGB to overlay on top of image; limited to black for software
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DTA_BilinearFilter, // bool: apply bilinear filtering to the image
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DTA_SpecialColormap,// pointer to FSpecialColormapParameters
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DTA_Desaturate, // explicit desaturation factor (does not do anything in Legacy OpenGL)
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DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
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// floating point duplicates of some of the above:
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DTA_DestWidthF,
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DTA_DestHeightF,
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DTA_TopOffsetF,
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DTA_LeftOffsetF,
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DTA_VirtualWidthF,
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DTA_VirtualHeightF,
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DTA_WindowLeftF,
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DTA_WindowRightF,
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// For DrawText calls:
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DTA_TextLen, // stop after this many characters, even if \0 not hit
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DTA_CellX, // horizontal size of character cell
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DTA_CellY, // vertical size of character cell
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// New additions.
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DTA_Color,
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DTA_FlipY, // bool: flip image vertically
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DTA_SrcX, // specify a source rectangle (this supersedes the poorly implemented DTA_WindowLeft/Right
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DTA_SrcY,
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DTA_SrcWidth,
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DTA_SrcHeight,
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DTA_LegacyRenderStyle, // takes an old-style STYLE_* constant instead of an FRenderStyle
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DTA_Burn, // activates the burn shader for this element
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};
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enum
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{
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HUD_Normal,
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HUD_HorizCenter
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};
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class FFont;
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struct FRemapTable;
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class player_t;
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typedef uint32_t angle_t;
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struct DrawParms
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{
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double x, y;
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double texwidth;
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double texheight;
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double destwidth;
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double destheight;
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double virtWidth;
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double virtHeight;
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double windowleft;
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double windowright;
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int cleanmode;
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int dclip;
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int uclip;
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int lclip;
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int rclip;
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double top;
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double left;
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float Alpha;
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PalEntry fillcolor;
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FRemapTable *remap;
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PalEntry colorOverlay;
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PalEntry color;
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INTBOOL alphaChannel;
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INTBOOL flipX;
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INTBOOL flipY;
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//float shadowAlpha;
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int shadowColor;
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INTBOOL keepratio;
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INTBOOL masked;
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INTBOOL bilinear;
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FRenderStyle style;
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struct FSpecialColormap *specialcolormap;
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int desaturate;
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int scalex, scaley;
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int cellx, celly;
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int maxstrlen;
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bool fortext;
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bool virtBottom;
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double srcx, srcy;
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double srcwidth, srcheight;
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bool burn;
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};
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struct Va_List
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{
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va_list list;
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};
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struct VMVa_List
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{
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VMValue *args;
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int curindex;
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int numargs;
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const uint8_t *reginfo;
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};
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//
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// VIDEO
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//
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//
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class DCanvas
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{
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public:
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DCanvas (int width, int height, bool bgra);
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~DCanvas ();
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void Resize(int width, int height);
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// Member variable access
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inline uint8_t *GetPixels () const { return Pixels.Data(); }
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inline int GetWidth () const { return Width; }
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inline int GetHeight () const { return Height; }
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inline int GetPitch () const { return Pitch; }
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inline bool IsBgra() const { return Bgra; }
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protected:
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TArray<uint8_t> Pixels;
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int Width;
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int Height;
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int Pitch;
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bool Bgra;
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};
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class FUniquePalette;
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class IHardwareTexture;
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class FTexture;
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class DFrameBuffer
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{
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protected:
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void DrawTextureV(FTexture *img, double x, double y, uint32_t tag, va_list tags) = delete;
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void DrawTextureParms(FTexture *img, DrawParms &parms);
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template<class T>
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bool ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t tag, T& tags, DrawParms *parms, bool fortext) const;
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void DrawTextCommon(FFont *font, int normalcolor, double x, double y, const char *string, DrawParms &parms);
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F2DDrawer m2DDrawer;
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private:
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int Width = 0;
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int Height = 0;
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protected:
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int clipleft = 0, cliptop = 0, clipwidth = -1, clipheight = -1;
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public:
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// Hardware render state that needs to be exposed to the API independent part of the renderer. For ease of access this is stored in the base class.
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int hwcaps = 0; // Capability flags
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float glslversion = 0; // This is here so that the differences between old OpenGL and new OpenGL/Vulkan can be handled by platform independent code.
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int instack[2] = { 0,0 }; // this is globally maintained state for portal recursion avoidance.
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int stencilValue = 0; // Global stencil test value
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unsigned int uniformblockalignment = 256; // Hardware dependent uniform buffer alignment.
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unsigned int maxuniformblock = 65536;
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const char *gl_vendorstring; // On OpenGL (not Vulkan) we have to account for some issues with Intel.
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FPortalSceneState *mPortalState; // global portal state.
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FSkyVertexBuffer *mSkyData = nullptr; // the sky vertex buffer
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FFlatVertexBuffer *mVertexData = nullptr; // Global vertex data
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GLViewpointBuffer *mViewpoints = nullptr; // Viewpoint render data.
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FLightBuffer *mLights = nullptr; // Dynamic lights
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IShadowMap mShadowMap;
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IntRect mScreenViewport;
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IntRect mSceneViewport;
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IntRect mOutputLetterbox;
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float mSceneClearColor[4];
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public:
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DFrameBuffer (int width=1, int height=1);
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virtual ~DFrameBuffer();
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virtual void InitializeState() = 0; // For stuff that needs 'screen' set.
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void SetSize(int width, int height);
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void SetVirtualSize(int width, int height)
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{
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Width = width;
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Height = height;
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}
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inline int GetWidth() const { return Width; }
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inline int GetHeight() const { return Height; }
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FVector2 SceneScale() const
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{
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return { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
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}
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FVector2 SceneOffset() const
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{
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return { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
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}
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// Make the surface visible.
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virtual void Update ();
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// Stores the palette with flash blended in into 256 dwords
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// Mark the palette as changed. It will be updated on the next Update().
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virtual void UpdatePalette() {}
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virtual void SetGamma() {}
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// Returns true if running fullscreen.
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virtual bool IsFullscreen () = 0;
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virtual void ToggleFullscreen(bool yes) {}
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// Changes the vsync setting, if supported by the device.
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virtual void SetVSync (bool vsync);
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// Delete any resources that need to be deleted after restarting with a different IWAD
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virtual void CleanForRestart() {}
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virtual void SetTextureFilterMode() {}
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virtual IHardwareTexture *CreateHardwareTexture() { return nullptr; }
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virtual void PrecacheMaterial(FMaterial *mat, int translation) {}
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virtual FModelRenderer *CreateModelRenderer(int mli) { return nullptr; }
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virtual void UnbindTexUnit(int no) {}
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virtual void TextureFilterChanged() {}
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virtual void BeginFrame() {}
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virtual void SetWindowSize(int w, int h) {}
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virtual int GetClientWidth() = 0;
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virtual int GetClientHeight() = 0;
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virtual void BlurScene(float amount) {}
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// Interface to hardware rendering resources
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virtual IShaderProgram *CreateShaderProgram() { return nullptr; }
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virtual IVertexBuffer *CreateVertexBuffer() { return nullptr; }
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virtual IIndexBuffer *CreateIndexBuffer() { return nullptr; }
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virtual IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo) { return nullptr; }
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bool BuffersArePersistent() { return !!(hwcaps & RFL_BUFFER_STORAGE); }
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// Begin/End 2D drawing operations.
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void Begin2D() { isIn2D = true; }
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void End2D() { isIn2D = false; }
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void End2DAndUpdate()
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{
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DrawRateStuff();
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End2D();
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Update();
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}
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// Returns true if Begin2D has been called and 2D drawing is now active
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bool HasBegun2D() { return isIn2D; }
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// This is overridable in case Vulkan does it differently.
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virtual bool RenderTextureIsFlipped() const
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{
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return true;
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}
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// Report a game restart
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void SetClearColor(int color);
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virtual uint32_t GetCaps();
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virtual void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
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virtual sector_t *RenderView(player_t *player) { return nullptr; }
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// Screen wiping
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virtual FTexture *WipeStartScreen();
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virtual FTexture *WipeEndScreen();
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virtual void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
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void ScaleCoordsFromWindow(int16_t &x, int16_t &y);
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uint64_t GetLastFPS() const { return LastCount; }
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// 2D Texture drawing
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void ClearClipRect() { clipleft = cliptop = 0; clipwidth = clipheight = -1; }
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void SetClipRect(int x, int y, int w, int h);
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void GetClipRect(int *x, int *y, int *w, int *h);
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virtual void Draw2D() {}
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void Clear2D() { m2DDrawer.Clear(); }
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// Dim part of the canvas
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void Dim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr);
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void DoDim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr);
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FVector4 CalcBlend(sector_t * viewsector, PalEntry *modulateColor);
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void DrawBlend(sector_t * viewsector);
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// Fill an area with a texture
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void FlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin = false);
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// Fill a simple polygon with a texture
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void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley, DAngle rotation,
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const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip, uint32_t *indices, size_t indexcount);
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// Set an area to a specified color
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void Clear(int left, int top, int right, int bottom, int palcolor, uint32_t color);
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// Draws a line
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void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32_t realcolor, uint8_t alpha = 255);
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// Draws a line with thickness
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void DrawThickLine(int x0, int y0, int x1, int y1, double thickness, uint32_t realcolor, uint8_t alpha = 255);
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// Draws a single pixel
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void DrawPixel(int x, int y, int palcolor, uint32_t rgbcolor);
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bool SetTextureParms(DrawParms *parms, FTexture *img, double x, double y) const;
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void DrawTexture(FTexture *img, double x, double y, int tags, ...);
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void DrawTexture(FTexture *img, double x, double y, VMVa_List &);
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void DrawShape(FTexture *img, DShape2D *shape, int tags, ...);
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void DrawShape(FTexture *img, DShape2D *shape, VMVa_List &);
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void FillBorder(FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
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void VirtualToRealCoords(double &x, double &y, double &w, double &h, double vwidth, double vheight, bool vbottom = false, bool handleaspect = true) const;
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// Code that uses these (i.e. SBARINFO) should probably be evaluated for using doubles all around instead.
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void VirtualToRealCoordsInt(int &x, int &y, int &w, int &h, int vwidth, int vheight, bool vbottom = false, bool handleaspect = true) const;
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// Text drawing functions -----------------------------------------------
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#ifdef DrawText
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#undef DrawText // See WinUser.h for the definition of DrawText as a macro
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#endif
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// 2D Text drawing
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void DrawText(FFont *font, int normalcolor, double x, double y, const char *string, int tag_first, ...);
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void DrawText(FFont *font, int normalcolor, double x, double y, const char *string, VMVa_List &args);
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void DrawChar(FFont *font, int normalcolor, double x, double y, int character, int tag_first, ...);
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void DrawChar(FFont *font, int normalcolor, double x, double y, int character, VMVa_List &args);
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void DrawFrame(int left, int top, int width, int height);
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void DrawBorder(FTextureID, int x1, int y1, int x2, int y2);
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// Calculate gamma table
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void CalcGamma(float gamma, uint8_t gammalookup[256]);
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virtual void SetViewportRects(IntRect *bounds);
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int ScreenToWindowX(int x);
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int ScreenToWindowY(int y);
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// Retrieves a buffer containing image data for a screenshot.
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// Hint: Pitch can be negative for upside-down images, in which case buffer
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// points to the last row in the buffer, which will be the first row output.
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virtual TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) { return TArray<uint8_t>(); }
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static float GetZNear() { return 5.f; }
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static float GetZFar() { return 65536.f; }
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// The original size of the framebuffer as selected in the video menu.
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uint64_t FrameTime = 0;
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protected:
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void DrawRateStuff ();
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private:
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uint64_t LastMS = 0, LastSec = 0, FrameCount = 0, LastCount = 0, LastTic = 0;
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bool isIn2D = false;
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};
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// This is the screen updated by I_FinishUpdate.
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extern DFrameBuffer *screen;
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|
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#define SCREENWIDTH (screen->GetWidth ())
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|
#define SCREENHEIGHT (screen->GetHeight ())
|
|
#define SCREENPITCH (screen->GetPitch ())
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EXTERN_CVAR (Float, Gamma)
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// Allocates buffer screens, call before R_Init.
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void V_Init (bool restart);
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// Initializes graphics mode for the first time.
|
|
void V_Init2 ();
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|
|
void V_Shutdown ();
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|
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class FScanner;
|
|
struct FScriptPosition;
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// Returns the closest color to the one desired. String
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|
// should be of the form "rr gg bb".
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|
int V_GetColorFromString (const uint32_t *palette, const char *colorstring, FScriptPosition *sc = nullptr);
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|
// Scans through the X11R6RGB lump for a matching color
|
|
// and returns a color string suitable for V_GetColorFromString.
|
|
FString V_GetColorStringByName (const char *name, FScriptPosition *sc = nullptr);
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|
|
|
// Tries to get color by name, then by string
|
|
int V_GetColor (const uint32_t *palette, const char *str, FScriptPosition *sc = nullptr);
|
|
int V_GetColor(const uint32_t *palette, FScanner &sc);
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|
|
|
int CheckRatio (int width, int height, int *trueratio=NULL);
|
|
static inline int CheckRatio (double width, double height) { return CheckRatio(int(width), int(height)); }
|
|
inline bool IsRatioWidescreen(int ratio) { return (ratio & 3) != 0; }
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|
|
|
float ActiveRatio (int width, int height, float *trueratio = NULL);
|
|
static inline double ActiveRatio (double width, double height) { return ActiveRatio(int(width), int(height)); }
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|
|
|
int AspectBaseWidth(float aspect);
|
|
int AspectBaseHeight(float aspect);
|
|
double AspectPspriteOffset(float aspect);
|
|
int AspectMultiplier(float aspect);
|
|
bool AspectTallerThanWide(float aspect);
|
|
void ScaleWithAspect(int &w, int &h, int Width, int Height);
|
|
|
|
int GetUIScale(int altval);
|
|
int GetConScale(int altval);
|
|
|
|
EXTERN_CVAR(Int, uiscale);
|
|
EXTERN_CVAR(Int, con_scaletext);
|
|
EXTERN_CVAR(Int, con_scale);
|
|
|
|
inline int active_con_scaletext()
|
|
{
|
|
return GetUIScale(con_scaletext);
|
|
}
|
|
|
|
inline int active_con_scale()
|
|
{
|
|
return GetConScale(con_scale);
|
|
}
|
|
|
|
|
|
#endif // __V_VIDEO_H__
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