mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-15 00:41:57 +00:00
1754 lines
39 KiB
C++
1754 lines
39 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Functions to draw patches (by post) directly to screen->
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// Functions to blit a block to the screen->
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//
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//-----------------------------------------------------------------------------
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#include <stdio.h>
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#include "i_system.h"
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#include "x86.h"
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#include "i_video.h"
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#include "r_state.h"
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#include "doomdef.h"
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#include "doomdata.h"
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#include "doomstat.h"
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#include "c_console.h"
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#include "hu_stuff.h"
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#include "m_argv.h"
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#include "m_bbox.h"
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#include "m_swap.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "w_wad.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "cmdlib.h"
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#include "gi.h"
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#include "templates.h"
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#include "sbar.h"
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#include "hardware.h"
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#include "r_data/r_translate.h"
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#include "f_wipe.h"
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#include "m_png.h"
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#include "colormatcher.h"
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#include "v_palette.h"
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#include "r_sky.h"
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#include "r_utility.h"
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#include "r_renderer.h"
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#include "menu/menu.h"
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#include "r_data/voxels.h"
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FRenderer *Renderer;
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IMPLEMENT_ABSTRACT_CLASS (DCanvas)
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IMPLEMENT_ABSTRACT_CLASS (DFrameBuffer)
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#if defined(_DEBUG) && defined(_M_IX86)
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#define DBGBREAK { __asm int 3 }
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#else
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#define DBGBREAK
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#endif
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class DDummyFrameBuffer : public DFrameBuffer
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{
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DECLARE_CLASS (DDummyFrameBuffer, DFrameBuffer);
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public:
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DDummyFrameBuffer (int width, int height)
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: DFrameBuffer (0, 0)
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{
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Width = width;
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Height = height;
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}
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bool Lock(bool buffered) { DBGBREAK; return false; }
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void Update() { DBGBREAK; }
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PalEntry *GetPalette() { DBGBREAK; return NULL; }
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void GetFlashedPalette(PalEntry palette[256]) { DBGBREAK; }
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void UpdatePalette() { DBGBREAK; }
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bool SetGamma(float gamma) { Gamma = gamma; return true; }
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bool SetFlash(PalEntry rgb, int amount) { DBGBREAK; return false; }
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void GetFlash(PalEntry &rgb, int &amount) { DBGBREAK; }
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int GetPageCount() { DBGBREAK; return 0; }
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bool IsFullscreen() { DBGBREAK; return 0; }
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#ifdef _WIN32
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void PaletteChanged() {}
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int QueryNewPalette() { return 0; }
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bool Is8BitMode() { return false; }
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#endif
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float Gamma;
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};
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IMPLEMENT_ABSTRACT_CLASS (DDummyFrameBuffer)
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// SimpleCanvas is not really abstract, but this macro does not
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// try to generate a CreateNew() function.
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IMPLEMENT_ABSTRACT_CLASS (DSimpleCanvas)
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class FPaletteTester : public FTexture
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{
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public:
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FPaletteTester ();
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const BYTE *GetColumn(unsigned int column, const Span **spans_out);
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const BYTE *GetPixels();
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void Unload();
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bool CheckModified();
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void SetTranslation(int num);
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protected:
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BYTE Pixels[16*16];
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int CurTranslation;
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int WantTranslation;
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static const Span DummySpan[2];
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void MakeTexture();
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};
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const FTexture::Span FPaletteTester::DummySpan[2] = { { 0, 16 }, { 0, 0 } };
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int DisplayWidth, DisplayHeight, DisplayBits;
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FFont *SmallFont, *SmallFont2, *BigFont, *ConFont, *IntermissionFont;
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extern "C" {
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DWORD Col2RGB8[65][256];
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DWORD *Col2RGB8_LessPrecision[65];
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DWORD Col2RGB8_Inverse[65][256];
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ColorTable32k RGB32k;
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}
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static DWORD Col2RGB8_2[63][256];
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// [RH] The framebuffer is no longer a mere byte array.
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// There's also only one, not four.
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DFrameBuffer *screen;
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CVAR (Int, vid_defwidth, 640, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Int, vid_defheight, 480, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Int, vid_defbits, 8, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, vid_fps, false, 0)
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CVAR (Bool, ticker, false, 0)
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CVAR (Int, vid_showpalette, 0, 0)
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CUSTOM_CVAR (Bool, vid_vsync, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (screen != NULL)
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{
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screen->SetVSync (*self);
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}
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}
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CUSTOM_CVAR (Int, vid_refreshrate, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (screen != NULL)
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{
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screen->NewRefreshRate();
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}
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}
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CUSTOM_CVAR (Float, dimamount, -1.f, CVAR_ARCHIVE)
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{
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if (self < 0.f && self != -1.f)
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{
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self = -1.f;
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}
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else if (self > 1.f)
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{
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self = 1.f;
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}
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}
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CVAR (Color, dimcolor, 0xffd700, CVAR_ARCHIVE)
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// [RH] Set true when vid_setmode command has been executed
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bool setmodeneeded = false;
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// [RH] Resolution to change to when setmodeneeded is true
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int NewWidth, NewHeight, NewBits;
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//
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// V_MarkRect
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//
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void V_MarkRect (int x, int y, int width, int height)
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{
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}
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DCanvas *DCanvas::CanvasChain = NULL;
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//==========================================================================
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//
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// DCanvas Constructor
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//
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//==========================================================================
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DCanvas::DCanvas (int _width, int _height)
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{
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// Init member vars
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Buffer = NULL;
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LockCount = 0;
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Width = _width;
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Height = _height;
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// Add to list of active canvases
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Next = CanvasChain;
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CanvasChain = this;
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}
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//==========================================================================
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//
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// DCanvas Destructor
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//
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//==========================================================================
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DCanvas::~DCanvas ()
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{
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// Remove from list of active canvases
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DCanvas *probe = CanvasChain, **prev;
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prev = &CanvasChain;
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probe = CanvasChain;
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while (probe != NULL)
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{
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if (probe == this)
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{
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*prev = probe->Next;
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break;
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}
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prev = &probe->Next;
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probe = probe->Next;
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}
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}
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//==========================================================================
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//
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// DCanvas :: IsValid
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//
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//==========================================================================
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bool DCanvas::IsValid ()
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{
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// A nun-subclassed DCanvas is never valid
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return false;
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}
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//==========================================================================
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//
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// DCanvas :: FlatFill
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//
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// Fill an area with a texture. If local_origin is false, then the origin
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// used for the wrapping is (0,0). Otherwise, (left,right) is used.
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//
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//==========================================================================
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void DCanvas::FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin)
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{
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int w = src->GetWidth();
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int h = src->GetHeight();
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// Repeatedly draw the texture, left-to-right, top-to-bottom.
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for (int y = local_origin ? top : (top / h * h); y < bottom; y += h)
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{
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for (int x = local_origin ? left : (left / w * w); x < right; x += w)
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{
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DrawTexture (src, x, y,
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DTA_ClipLeft, left,
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DTA_ClipRight, right,
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DTA_ClipTop, top,
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DTA_ClipBottom, bottom,
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DTA_TopOffset, 0,
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DTA_LeftOffset, 0,
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TAG_DONE);
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}
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}
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}
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//==========================================================================
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//
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// DCanvas :: Dim
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//
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// Applies a colored overlay to the entire screen, with the opacity
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// determined by the dimamount cvar.
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//
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//==========================================================================
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void DCanvas::Dim (PalEntry color)
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{
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PalEntry dimmer;
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float amount;
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if (dimamount >= 0)
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{
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dimmer = PalEntry(dimcolor);
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amount = dimamount;
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}
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else
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{
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dimmer = gameinfo.dimcolor;
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amount = gameinfo.dimamount;
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}
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if (gameinfo.gametype == GAME_Hexen && gamestate == GS_DEMOSCREEN)
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{ // On the Hexen title screen, the default dimming is not
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// enough to make the menus readable.
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amount = MIN<float> (1.f, amount*2.f);
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}
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// Add the cvar's dimming on top of the color passed to the function
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if (color.a != 0)
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{
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float dim[4] = { color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f };
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V_AddBlend (dimmer.r/255.f, dimmer.g/255.f, dimmer.b/255.f, amount, dim);
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dimmer = PalEntry (BYTE(dim[0]*255), BYTE(dim[1]*255), BYTE(dim[2]*255));
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amount = dim[3];
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}
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Dim (dimmer, amount, 0, 0, Width, Height);
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}
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//==========================================================================
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//
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// DCanvas :: Dim
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//
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// Applies a colored overlay to an area of the screen.
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//
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//==========================================================================
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void DCanvas::Dim (PalEntry color, float damount, int x1, int y1, int w, int h)
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{
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if (damount == 0.f)
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return;
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DWORD *bg2rgb;
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DWORD fg;
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int gap;
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BYTE *spot;
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int x, y;
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if (x1 >= Width || y1 >= Height)
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{
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return;
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}
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if (x1 + w > Width)
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{
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w = Width - x1;
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}
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if (y1 + h > Height)
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{
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h = Height - y1;
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}
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if (w <= 0 || h <= 0)
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{
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return;
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}
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{
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int amount;
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amount = (int)(damount * 64);
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bg2rgb = Col2RGB8[64-amount];
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fg = (((color.r * amount) >> 4) << 20) |
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((color.g * amount) >> 4) |
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(((color.b * amount) >> 4) << 10);
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}
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spot = Buffer + x1 + y1*Pitch;
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gap = Pitch - w;
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for (y = h; y != 0; y--)
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{
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for (x = w; x != 0; x--)
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{
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DWORD bg;
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bg = bg2rgb[(*spot)&0xff];
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bg = (fg+bg) | 0x1f07c1f;
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*spot = RGB32k.All[bg&(bg>>15)];
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spot++;
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}
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spot += gap;
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}
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}
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//==========================================================================
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//
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// DCanvas :: GetScreenshotBuffer
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//
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// Returns a buffer containing the most recently displayed frame. The
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// width and height of this buffer are the same as the canvas.
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//
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//==========================================================================
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void DCanvas::GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type)
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{
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Lock(true);
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buffer = GetBuffer();
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pitch = GetPitch();
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color_type = SS_PAL;
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}
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//==========================================================================
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//
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// DCanvas :: ReleaseScreenshotBuffer
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//
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// Releases the buffer obtained through GetScreenshotBuffer. These calls
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// must not be nested.
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//
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//==========================================================================
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void DCanvas::ReleaseScreenshotBuffer()
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{
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Unlock();
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}
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//==========================================================================
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//
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// V_GetColorFromString
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//
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// Passed a string of the form "#RGB", "#RRGGBB", "R G B", or "RR GG BB",
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// returns a number representing that color. If palette is non-NULL, the
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// index of the best match in the palette is returned, otherwise the
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// RRGGBB value is returned directly.
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//
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//==========================================================================
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int V_GetColorFromString (const DWORD *palette, const char *cstr)
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{
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int c[3], i, p;
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char val[3];
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val[2] = '\0';
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// Check for HTML-style #RRGGBB or #RGB color string
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if (cstr[0] == '#')
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{
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size_t len = strlen (cstr);
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if (len == 7)
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{
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// Extract each eight-bit component into c[].
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for (i = 0; i < 3; ++i)
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{
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val[0] = cstr[1 + i*2];
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val[1] = cstr[2 + i*2];
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c[i] = ParseHex (val);
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}
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}
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else if (len == 4)
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{
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// Extract each four-bit component into c[], expanding to eight bits.
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for (i = 0; i < 3; ++i)
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{
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val[1] = val[0] = cstr[1 + i];
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c[i] = ParseHex (val);
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}
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}
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else
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{
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// Bad HTML-style; pretend it's black.
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c[2] = c[1] = c[0] = 0;
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}
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}
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else
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{
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if (strlen(cstr) == 6)
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{
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char *p;
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int color = strtol(cstr, &p, 16);
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if (*p == 0)
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{
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// RRGGBB string
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c[0] = (color & 0xff0000) >> 16;
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c[1] = (color & 0xff00) >> 8;
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c[2] = (color & 0xff);
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}
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else goto normal;
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}
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else
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{
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normal:
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// Treat it as a space-delimited hexadecimal string
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for (i = 0; i < 3; ++i)
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{
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// Skip leading whitespace
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while (*cstr <= ' ' && *cstr != '\0')
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{
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cstr++;
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}
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// Extract a component and convert it to eight-bit
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for (p = 0; *cstr > ' '; ++p, ++cstr)
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{
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if (p < 2)
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{
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val[p] = *cstr;
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}
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}
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if (p == 0)
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{
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c[i] = 0;
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}
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else
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{
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if (p == 1)
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{
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val[1] = val[0];
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}
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c[i] = ParseHex (val);
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}
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}
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}
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}
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if (palette)
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return ColorMatcher.Pick (c[0], c[1], c[2]);
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else
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return MAKERGB(c[0], c[1], c[2]);
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}
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|
//==========================================================================
|
|
//
|
|
// V_GetColorStringByName
|
|
//
|
|
// Searches for the given color name in x11r6rgb.txt and returns an
|
|
// HTML-ish "#RRGGBB" string for it if found or the empty string if not.
|
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//
|
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//==========================================================================
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|
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FString V_GetColorStringByName (const char *name)
|
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{
|
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FMemLump rgbNames;
|
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char *rgbEnd;
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char *rgb, *endp;
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int rgblump;
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int c[3], step;
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size_t namelen;
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if (Wads.GetNumLumps()==0) return FString();
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|
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rgblump = Wads.CheckNumForName ("X11R6RGB");
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if (rgblump == -1)
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{
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Printf ("X11R6RGB lump not found\n");
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return FString();
|
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}
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|
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rgbNames = Wads.ReadLump (rgblump);
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rgb = (char *)rgbNames.GetMem();
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rgbEnd = rgb + Wads.LumpLength (rgblump);
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step = 0;
|
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namelen = strlen (name);
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|
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while (rgb < rgbEnd)
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{
|
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// Skip white space
|
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if (*rgb <= ' ')
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{
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do
|
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{
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rgb++;
|
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} while (rgb < rgbEnd && *rgb <= ' ');
|
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}
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|
else if (step == 0 && *rgb == '!')
|
|
{ // skip comment lines
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do
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{
|
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rgb++;
|
|
} while (rgb < rgbEnd && *rgb != '\n');
|
|
}
|
|
else if (step < 3)
|
|
{ // collect RGB values
|
|
c[step++] = strtoul (rgb, &endp, 10);
|
|
if (endp == rgb)
|
|
{
|
|
break;
|
|
}
|
|
rgb = endp;
|
|
}
|
|
else
|
|
{ // Check color name
|
|
endp = rgb;
|
|
// Find the end of the line
|
|
while (endp < rgbEnd && *endp != '\n')
|
|
endp++;
|
|
// Back up over any whitespace
|
|
while (endp > rgb && *endp <= ' ')
|
|
endp--;
|
|
if (endp == rgb)
|
|
{
|
|
break;
|
|
}
|
|
size_t checklen = ++endp - rgb;
|
|
if (checklen == namelen && strnicmp (rgb, name, checklen) == 0)
|
|
{
|
|
FString descr;
|
|
descr.Format ("#%02x%02x%02x", c[0], c[1], c[2]);
|
|
return descr;
|
|
}
|
|
rgb = endp;
|
|
step = 0;
|
|
}
|
|
}
|
|
if (rgb < rgbEnd)
|
|
{
|
|
Printf ("X11R6RGB lump is corrupt\n");
|
|
}
|
|
return FString();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// V_GetColor
|
|
//
|
|
// Works like V_GetColorFromString(), but also understands X11 color names.
|
|
//
|
|
//==========================================================================
|
|
|
|
int V_GetColor (const DWORD *palette, const char *str)
|
|
{
|
|
FString string = V_GetColorStringByName (str);
|
|
int res;
|
|
|
|
if (!string.IsEmpty())
|
|
{
|
|
res = V_GetColorFromString (palette, string);
|
|
}
|
|
else
|
|
{
|
|
res = V_GetColorFromString (palette, str);
|
|
}
|
|
return res;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// BuildTransTable
|
|
//
|
|
// Build the tables necessary for blending
|
|
//
|
|
//==========================================================================
|
|
|
|
static void BuildTransTable (const PalEntry *palette)
|
|
{
|
|
int r, g, b;
|
|
|
|
// create the RGB555 lookup table
|
|
for (r = 0; r < 32; r++)
|
|
for (g = 0; g < 32; g++)
|
|
for (b = 0; b < 32; b++)
|
|
RGB32k.RGB[r][g][b] = ColorMatcher.Pick ((r<<3)|(r>>2), (g<<3)|(g>>2), (b<<3)|(b>>2));
|
|
|
|
int x, y;
|
|
|
|
// create the swizzled palette
|
|
for (x = 0; x < 65; x++)
|
|
for (y = 0; y < 256; y++)
|
|
Col2RGB8[x][y] = (((palette[y].r*x)>>4)<<20) |
|
|
((palette[y].g*x)>>4) |
|
|
(((palette[y].b*x)>>4)<<10);
|
|
|
|
// create the swizzled palette with the lsb of red and blue forced to 0
|
|
// (for green, a 1 is okay since it never gets added into)
|
|
for (x = 1; x < 64; x++)
|
|
{
|
|
Col2RGB8_LessPrecision[x] = Col2RGB8_2[x-1];
|
|
for (y = 0; y < 256; y++)
|
|
{
|
|
Col2RGB8_2[x-1][y] = Col2RGB8[x][y] & 0x3feffbff;
|
|
}
|
|
}
|
|
Col2RGB8_LessPrecision[0] = Col2RGB8[0];
|
|
Col2RGB8_LessPrecision[64] = Col2RGB8[64];
|
|
|
|
// create the inverse swizzled palette
|
|
for (x = 0; x < 65; x++)
|
|
for (y = 0; y < 256; y++)
|
|
{
|
|
Col2RGB8_Inverse[x][y] = (((((255-palette[y].r)*x)>>4)<<20) |
|
|
(((255-palette[y].g)*x)>>4) |
|
|
((((255-palette[y].b)*x)>>4)<<10)) & 0x3feffbff;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DCanvas :: CalcGamma
|
|
//
|
|
//==========================================================================
|
|
|
|
void DCanvas::CalcGamma (float gamma, BYTE gammalookup[256])
|
|
{
|
|
// I found this formula on the web at
|
|
// <http://panda.mostang.com/sane/sane-gamma.html>,
|
|
// but that page no longer exits.
|
|
|
|
double invgamma = 1.f / gamma;
|
|
int i;
|
|
|
|
for (i = 0; i < 256; i++)
|
|
{
|
|
gammalookup[i] = (BYTE)(255.0 * pow (i / 255.0, invgamma));
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DSimpleCanvas Constructor
|
|
//
|
|
// A simple canvas just holds a buffer in main memory.
|
|
//
|
|
//==========================================================================
|
|
|
|
DSimpleCanvas::DSimpleCanvas (int width, int height)
|
|
: DCanvas (width, height)
|
|
{
|
|
// Making the pitch a power of 2 is very bad for performance
|
|
// Try to maximize the number of cache lines that can be filled
|
|
// for each column drawing operation by making the pitch slightly
|
|
// longer than the width. The values used here are all based on
|
|
// empirical evidence.
|
|
|
|
if (width <= 640)
|
|
{
|
|
// For low resolutions, just keep the pitch the same as the width.
|
|
// Some speedup can be seen using the technique below, but the speedup
|
|
// is so marginal that I don't consider it worthwhile.
|
|
Pitch = width;
|
|
}
|
|
else
|
|
{
|
|
// If we couldn't figure out the CPU's L1 cache line size, assume
|
|
// it's 32 bytes wide.
|
|
if (CPU.DataL1LineSize == 0)
|
|
{
|
|
CPU.DataL1LineSize = 32;
|
|
}
|
|
// The Athlon and P3 have very different caches, apparently.
|
|
// I am going to generalize the Athlon's performance to all AMD
|
|
// processors and the P3's to all non-AMD processors. I don't know
|
|
// how smart that is, but I don't have a vast plethora of
|
|
// processors to test with.
|
|
if (CPU.bIsAMD)
|
|
{
|
|
Pitch = width + CPU.DataL1LineSize;
|
|
}
|
|
else
|
|
{
|
|
Pitch = width + MAX(0, CPU.DataL1LineSize - 8);
|
|
}
|
|
}
|
|
MemBuffer = new BYTE[Pitch * height];
|
|
memset (MemBuffer, 0, Pitch * height);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DSimpleCanvas Destructor
|
|
//
|
|
//==========================================================================
|
|
|
|
DSimpleCanvas::~DSimpleCanvas ()
|
|
{
|
|
if (MemBuffer != NULL)
|
|
{
|
|
delete[] MemBuffer;
|
|
MemBuffer = NULL;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DSimpleCanvas :: IsValid
|
|
//
|
|
//==========================================================================
|
|
|
|
bool DSimpleCanvas::IsValid ()
|
|
{
|
|
return (MemBuffer != NULL);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DSimpleCanvas :: Lock
|
|
//
|
|
//==========================================================================
|
|
|
|
bool DSimpleCanvas::Lock (bool)
|
|
{
|
|
if (LockCount == 0)
|
|
{
|
|
Buffer = MemBuffer;
|
|
}
|
|
LockCount++;
|
|
return false; // System surfaces are never lost
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DSimpleCanvas :: Unlock
|
|
//
|
|
//==========================================================================
|
|
|
|
void DSimpleCanvas::Unlock ()
|
|
{
|
|
if (--LockCount <= 0)
|
|
{
|
|
LockCount = 0;
|
|
Buffer = NULL; // Enforce buffer access only between Lock/Unlock
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer Constructor
|
|
//
|
|
// A frame buffer canvas is the most common and represents the image that
|
|
// gets drawn to the screen.
|
|
//
|
|
//==========================================================================
|
|
|
|
DFrameBuffer::DFrameBuffer (int width, int height)
|
|
: DSimpleCanvas (width, height)
|
|
{
|
|
LastMS = LastSec = FrameCount = LastCount = LastTic = 0;
|
|
Accel2D = false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: DrawRateStuff
|
|
//
|
|
// Draws the fps counter, dot ticker, and palette debug.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::DrawRateStuff ()
|
|
{
|
|
// Draws frame time and cumulative fps
|
|
if (vid_fps)
|
|
{
|
|
DWORD ms = I_FPSTime();
|
|
DWORD howlong = ms - LastMS;
|
|
if ((signed)howlong >= 0)
|
|
{
|
|
char fpsbuff[40];
|
|
int chars;
|
|
int rate_x;
|
|
|
|
chars = mysnprintf (fpsbuff, countof(fpsbuff), "%2u ms (%3u fps)", howlong, LastCount);
|
|
rate_x = Width - ConFont->StringWidth(&fpsbuff[0]);
|
|
Clear (rate_x, 0, Width, ConFont->GetHeight(), GPalette.BlackIndex, 0);
|
|
DrawText (ConFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0], TAG_DONE);
|
|
|
|
DWORD thisSec = ms/1000;
|
|
if (LastSec < thisSec)
|
|
{
|
|
LastCount = FrameCount / (thisSec - LastSec);
|
|
LastSec = thisSec;
|
|
FrameCount = 0;
|
|
}
|
|
FrameCount++;
|
|
}
|
|
LastMS = ms;
|
|
}
|
|
|
|
// draws little dots on the bottom of the screen
|
|
if (ticker)
|
|
{
|
|
int i = I_GetTime(false);
|
|
int tics = i - LastTic;
|
|
BYTE *buffer = GetBuffer();
|
|
|
|
LastTic = i;
|
|
if (tics > 20) tics = 20;
|
|
|
|
// Buffer can be NULL if we're doing hardware accelerated 2D
|
|
if (buffer != NULL)
|
|
{
|
|
buffer += (GetHeight()-1) * GetPitch();
|
|
|
|
for (i = 0; i < tics*2; i += 2) buffer[i] = 0xff;
|
|
for ( ; i < 20*2; i += 2) buffer[i] = 0x00;
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < tics*2; i += 2) Clear(i, Height-1, i+1, Height, 255, 0);
|
|
for ( ; i < 20*2; i += 2) Clear(i, Height-1, i+1, Height, 0, 0);
|
|
}
|
|
}
|
|
|
|
// draws the palette for debugging
|
|
if (vid_showpalette)
|
|
{
|
|
// This used to just write the palette to the display buffer.
|
|
// With hardware-accelerated 2D, that doesn't work anymore.
|
|
// Drawing it as a texture does and continues to show how
|
|
// well the PalTex shader is working.
|
|
static FPaletteTester palette;
|
|
|
|
palette.SetTranslation(vid_showpalette);
|
|
DrawTexture(&palette, 0, 0,
|
|
DTA_DestWidth, 16*7,
|
|
DTA_DestHeight, 16*7,
|
|
DTA_Masked, false,
|
|
TAG_DONE);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FPaleteTester Constructor
|
|
//
|
|
// This is just a 16x16 image with every possible color value.
|
|
//
|
|
//==========================================================================
|
|
|
|
FPaletteTester::FPaletteTester()
|
|
{
|
|
Width = 16;
|
|
Height = 16;
|
|
WidthBits = 4;
|
|
HeightBits = 4;
|
|
WidthMask = 15;
|
|
CurTranslation = 0;
|
|
WantTranslation = 1;
|
|
MakeTexture();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FPaletteTester :: CheckModified
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FPaletteTester::CheckModified()
|
|
{
|
|
return CurTranslation != WantTranslation;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FPaletteTester :: SetTranslation
|
|
//
|
|
//==========================================================================
|
|
|
|
void FPaletteTester::SetTranslation(int num)
|
|
{
|
|
if (num >= 1 && num <= 9)
|
|
{
|
|
WantTranslation = num;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FPaletteTester :: Unload
|
|
//
|
|
//==========================================================================
|
|
|
|
void FPaletteTester::Unload()
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FPaletteTester :: GetColumn
|
|
//
|
|
//==========================================================================
|
|
|
|
const BYTE *FPaletteTester::GetColumn (unsigned int column, const Span **spans_out)
|
|
{
|
|
if (CurTranslation != WantTranslation)
|
|
{
|
|
MakeTexture();
|
|
}
|
|
column &= 15;
|
|
if (spans_out != NULL)
|
|
{
|
|
*spans_out = DummySpan;
|
|
}
|
|
return Pixels + column*16;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FPaletteTester :: GetPixels
|
|
//
|
|
//==========================================================================
|
|
|
|
const BYTE *FPaletteTester::GetPixels ()
|
|
{
|
|
if (CurTranslation != WantTranslation)
|
|
{
|
|
MakeTexture();
|
|
}
|
|
return Pixels;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FPaletteTester :: MakeTexture
|
|
//
|
|
//==========================================================================
|
|
|
|
void FPaletteTester::MakeTexture()
|
|
{
|
|
int i, j, k, t;
|
|
BYTE *p;
|
|
|
|
t = WantTranslation;
|
|
p = Pixels;
|
|
k = 0;
|
|
for (i = 0; i < 16; ++i)
|
|
{
|
|
for (j = 0; j < 16; ++j)
|
|
{
|
|
*p++ = (t > 1) ? translationtables[TRANSLATION_Standard][t - 2]->Remap[k] : k;
|
|
k += 16;
|
|
}
|
|
k -= 255;
|
|
}
|
|
CurTranslation = t;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: CopyFromBuff
|
|
//
|
|
// Copies pixels from main memory to video memory. This is only used by
|
|
// DDrawFB.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest)
|
|
{
|
|
if (Pitch == width && Pitch == Width && srcPitch == width)
|
|
{
|
|
memcpy (dest, src, Width * Height);
|
|
}
|
|
else
|
|
{
|
|
for (int y = 0; y < height; y++)
|
|
{
|
|
memcpy (dest, src, width);
|
|
dest += Pitch;
|
|
src += srcPitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: SetVSync
|
|
//
|
|
// Turns vertical sync on and off, if supported.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::SetVSync (bool vsync)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: NewRefreshRate
|
|
//
|
|
// Sets the fullscreen display to the new refresh rate in vid_refreshrate,
|
|
// if possible.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::NewRefreshRate ()
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: SetBlendingRect
|
|
//
|
|
// Defines the area of the screen containing the 3D view.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::SetBlendingRect (int x1, int y1, int x2, int y2)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: Begin2D
|
|
//
|
|
// Signal that 3D rendering is complete, and the rest of the operations on
|
|
// the canvas until Unlock() will be 2D ones.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool DFrameBuffer::Begin2D (bool copy3d)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: DrawBlendingRect
|
|
//
|
|
// In hardware 2D modes, the blending rect needs to be drawn separately
|
|
// from transferring the 3D scene to video memory, because the weapon
|
|
// sprite is drawn on top of that.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::DrawBlendingRect()
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: CreateTexture
|
|
//
|
|
// Creates a native texture for a game texture, if supported.
|
|
//
|
|
//==========================================================================
|
|
|
|
FNativeTexture *DFrameBuffer::CreateTexture(FTexture *gametex, bool wrapping)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: CreatePalette
|
|
//
|
|
// Creates a native palette from a remap table, if supported.
|
|
//
|
|
//==========================================================================
|
|
|
|
FNativePalette *DFrameBuffer::CreatePalette(FRemapTable *remap)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: WipeStartScreen
|
|
//
|
|
// Grabs a copy of the screen currently displayed to serve as the initial
|
|
// frame of a screen wipe. Also determines which screenwipe will be
|
|
// performed.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool DFrameBuffer::WipeStartScreen(int type)
|
|
{
|
|
return wipe_StartScreen(type);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: WipeEndScreen
|
|
//
|
|
// Grabs a copy of the most-recently drawn, but not yet displayed, screen
|
|
// to serve as the final frame of a screen wipe.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::WipeEndScreen()
|
|
{
|
|
wipe_EndScreen();
|
|
Unlock();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: WipeDo
|
|
//
|
|
// Draws one frame of a screenwipe. Should be called no more than 35
|
|
// times per second. If called less than that, ticks indicates how many
|
|
// ticks have passed since the last call.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool DFrameBuffer::WipeDo(int ticks)
|
|
{
|
|
Lock(true);
|
|
return wipe_ScreenWipe(ticks);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: WipeCleanup
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::WipeCleanup()
|
|
{
|
|
wipe_Cleanup();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Create texture hitlist
|
|
//
|
|
//===========================================================================
|
|
|
|
void DFrameBuffer::GetHitlist(BYTE *hitlist)
|
|
{
|
|
BYTE *spritelist;
|
|
int i;
|
|
|
|
spritelist = new BYTE[sprites.Size()];
|
|
|
|
// Precache textures (and sprites).
|
|
memset (spritelist, 0, sprites.Size());
|
|
|
|
{
|
|
AActor *actor;
|
|
TThinkerIterator<AActor> iterator;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
spritelist[actor->sprite] = 1;
|
|
}
|
|
|
|
for (i = (int)(sprites.Size () - 1); i >= 0; i--)
|
|
{
|
|
if (spritelist[i])
|
|
{
|
|
int j, k;
|
|
for (j = 0; j < sprites[i].numframes; j++)
|
|
{
|
|
const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
|
|
|
|
for (k = 0; k < 16; k++)
|
|
{
|
|
FTextureID pic = frame->Texture[k];
|
|
if (pic.isValid())
|
|
{
|
|
hitlist[pic.GetIndex()] = FTextureManager::HIT_Sprite;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
delete[] spritelist;
|
|
|
|
for (i = numsectors - 1; i >= 0; i--)
|
|
{
|
|
hitlist[sectors[i].GetTexture(sector_t::floor).GetIndex()] =
|
|
hitlist[sectors[i].GetTexture(sector_t::ceiling).GetIndex()] |= FTextureManager::HIT_Flat;
|
|
}
|
|
|
|
for (i = numsides - 1; i >= 0; i--)
|
|
{
|
|
hitlist[sides[i].GetTexture(side_t::top).GetIndex()] =
|
|
hitlist[sides[i].GetTexture(side_t::mid).GetIndex()] =
|
|
hitlist[sides[i].GetTexture(side_t::bottom).GetIndex()] |= FTextureManager::HIT_Wall;
|
|
}
|
|
|
|
// Sky texture is always present.
|
|
// Note that F_SKY1 is the name used to
|
|
// indicate a sky floor/ceiling as a flat,
|
|
// while the sky texture is stored like
|
|
// a wall texture, with an episode dependant
|
|
// name.
|
|
|
|
if (sky1texture.isValid())
|
|
{
|
|
hitlist[sky1texture.GetIndex()] |= FTextureManager::HIT_Sky;
|
|
}
|
|
if (sky2texture.isValid())
|
|
{
|
|
hitlist[sky2texture.GetIndex()] |= FTextureManager::HIT_Sky;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: GameRestart
|
|
//
|
|
//==========================================================================
|
|
|
|
void DFrameBuffer::GameRestart()
|
|
{
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
FNativePalette::~FNativePalette()
|
|
{
|
|
}
|
|
|
|
FNativeTexture::~FNativeTexture()
|
|
{
|
|
}
|
|
|
|
bool FNativeTexture::CheckWrapping(bool wrapping)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
CCMD(clean)
|
|
{
|
|
Printf ("CleanXfac: %d\nCleanYfac: %d\n", CleanXfac, CleanYfac);
|
|
}
|
|
|
|
//
|
|
// V_SetResolution
|
|
//
|
|
bool V_DoModeSetup (int width, int height, int bits)
|
|
{
|
|
DFrameBuffer *buff = I_SetMode (width, height, screen);
|
|
int cx1, cx2;
|
|
|
|
if (buff == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
screen = buff;
|
|
GC::WriteBarrier(screen);
|
|
screen->SetGamma (Gamma);
|
|
|
|
// Load fonts now so they can be packed into textures straight away,
|
|
// if D3DFB is being used for the display.
|
|
FFont::StaticPreloadFonts();
|
|
|
|
V_CalcCleanFacs(320, 200, width, height, &CleanXfac, &CleanYfac, &cx1, &cx2);
|
|
|
|
CleanWidth = width / CleanXfac;
|
|
CleanHeight = height / CleanYfac;
|
|
assert(CleanWidth >= 320);
|
|
assert(CleanHeight >= 200);
|
|
|
|
if (width < 800 || width >= 960)
|
|
{
|
|
if (cx1 < cx2)
|
|
{
|
|
// Special case in which we don't need to scale down.
|
|
CleanXfac_1 =
|
|
CleanYfac_1 = cx1;
|
|
}
|
|
else
|
|
{
|
|
CleanXfac_1 = MAX(CleanXfac - 1, 1);
|
|
CleanYfac_1 = MAX(CleanYfac - 1, 1);
|
|
// On larger screens this is not enough so make sure it's at most 3/4 of the screen's width
|
|
while (CleanXfac_1 * 320 > screen->GetWidth()*3/4 && CleanXfac_1 > 2)
|
|
{
|
|
CleanXfac_1--;
|
|
CleanYfac_1--;
|
|
}
|
|
}
|
|
CleanWidth_1 = width / CleanXfac_1;
|
|
CleanHeight_1 = height / CleanYfac_1;
|
|
}
|
|
else // if the width is between 800 and 960 the ratio between the screensize and CleanXFac-1 becomes too large.
|
|
{
|
|
CleanXfac_1 = CleanXfac;
|
|
CleanYfac_1 = CleanYfac;
|
|
CleanWidth_1 = CleanWidth;
|
|
CleanHeight_1 = CleanHeight;
|
|
}
|
|
|
|
|
|
DisplayWidth = width;
|
|
DisplayHeight = height;
|
|
DisplayBits = bits;
|
|
|
|
R_OldBlend = ~0;
|
|
Renderer->OnModeSet();
|
|
|
|
M_RefreshModesList ();
|
|
|
|
return true;
|
|
}
|
|
|
|
void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *_cx1, int *_cx2)
|
|
{
|
|
int ratio;
|
|
int cwidth;
|
|
int cheight;
|
|
int cx1, cy1, cx2, cy2;
|
|
|
|
ratio = CheckRatio(realwidth, realheight);
|
|
if (Is54Aspect(ratio))
|
|
{
|
|
cwidth = realwidth;
|
|
cheight = realheight * BaseRatioSizes[ratio][3] / 48;
|
|
}
|
|
else
|
|
{
|
|
cwidth = realwidth * BaseRatioSizes[ratio][3] / 48;
|
|
cheight = realheight;
|
|
}
|
|
// Use whichever pair of cwidth/cheight or width/height that produces less difference
|
|
// between CleanXfac and CleanYfac.
|
|
cx1 = MAX(cwidth / designwidth, 1);
|
|
cy1 = MAX(cheight / designheight, 1);
|
|
cx2 = MAX(realwidth / designwidth, 1);
|
|
cy2 = MAX(realheight / designheight, 1);
|
|
if (abs(cx1 - cy1) <= abs(cx2 - cy2))
|
|
{ // e.g. 640x360 looks better with this.
|
|
*cleanx = cx1;
|
|
*cleany = cy1;
|
|
}
|
|
else
|
|
{ // e.g. 720x480 looks better with this.
|
|
*cleanx = cx2;
|
|
*cleany = cy2;
|
|
}
|
|
|
|
if (*cleanx < *cleany)
|
|
*cleany = *cleanx;
|
|
else
|
|
*cleanx = *cleany;
|
|
|
|
if (_cx1 != NULL) *_cx1 = cx1;
|
|
if (_cx2 != NULL) *_cx2 = cx2;
|
|
}
|
|
|
|
bool IVideo::SetResolution (int width, int height, int bits)
|
|
{
|
|
int oldwidth, oldheight;
|
|
int oldbits;
|
|
|
|
if (screen)
|
|
{
|
|
oldwidth = SCREENWIDTH;
|
|
oldheight = SCREENHEIGHT;
|
|
oldbits = DisplayBits;
|
|
}
|
|
else
|
|
{ // Harmless if screen wasn't allocated
|
|
oldwidth = width;
|
|
oldheight = height;
|
|
oldbits = bits;
|
|
}
|
|
|
|
I_ClosestResolution (&width, &height, bits);
|
|
if (!I_CheckResolution (width, height, bits))
|
|
{ // Try specified resolution
|
|
if (!I_CheckResolution (oldwidth, oldheight, oldbits))
|
|
{ // Try previous resolution (if any)
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
width = oldwidth;
|
|
height = oldheight;
|
|
bits = oldbits;
|
|
}
|
|
}
|
|
return V_DoModeSetup (width, height, bits);
|
|
}
|
|
|
|
CCMD (vid_setmode)
|
|
{
|
|
bool goodmode = false;
|
|
int width = 0, height = SCREENHEIGHT;
|
|
int bits = DisplayBits;
|
|
|
|
if (argv.argc() > 1)
|
|
{
|
|
width = atoi (argv[1]);
|
|
if (argv.argc() > 2)
|
|
{
|
|
height = atoi (argv[2]);
|
|
if (argv.argc() > 3)
|
|
{
|
|
bits = atoi (argv[3]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (width && I_CheckResolution (width, height, bits))
|
|
{
|
|
goodmode = true;
|
|
}
|
|
|
|
if (goodmode)
|
|
{
|
|
// The actual change of resolution will take place
|
|
// near the beginning of D_Display().
|
|
if (gamestate != GS_STARTUP)
|
|
{
|
|
setmodeneeded = true;
|
|
NewWidth = width;
|
|
NewHeight = height;
|
|
NewBits = bits;
|
|
}
|
|
}
|
|
else if (width)
|
|
{
|
|
Printf ("Unknown resolution %d x %d x %d\n", width, height, bits);
|
|
}
|
|
else
|
|
{
|
|
Printf ("Usage: vid_setmode <width> <height> <mode>\n");
|
|
}
|
|
}
|
|
|
|
//
|
|
// V_Init
|
|
//
|
|
|
|
void V_Init (bool restart)
|
|
{
|
|
const char *i;
|
|
int width, height, bits;
|
|
|
|
atterm (V_Shutdown);
|
|
|
|
// [RH] Initialize palette management
|
|
InitPalette ();
|
|
|
|
if (!restart)
|
|
{
|
|
width = height = bits = 0;
|
|
|
|
if ( (i = Args->CheckValue ("-width")) )
|
|
width = atoi (i);
|
|
|
|
if ( (i = Args->CheckValue ("-height")) )
|
|
height = atoi (i);
|
|
|
|
if ( (i = Args->CheckValue ("-bits")) )
|
|
bits = atoi (i);
|
|
|
|
if (width == 0)
|
|
{
|
|
if (height == 0)
|
|
{
|
|
width = vid_defwidth;
|
|
height = vid_defheight;
|
|
}
|
|
else
|
|
{
|
|
width = (height * 8) / 6;
|
|
}
|
|
}
|
|
else if (height == 0)
|
|
{
|
|
height = (width * 6) / 8;
|
|
}
|
|
|
|
if (bits == 0)
|
|
{
|
|
bits = vid_defbits;
|
|
}
|
|
screen = new DDummyFrameBuffer (width, height);
|
|
}
|
|
// Update screen palette when restarting
|
|
else
|
|
{
|
|
PalEntry *palette = screen->GetPalette ();
|
|
for (int i = 0; i < 256; ++i)
|
|
*palette++ = GPalette.BaseColors[i];
|
|
screen->UpdatePalette();
|
|
}
|
|
|
|
BuildTransTable (GPalette.BaseColors);
|
|
}
|
|
|
|
void V_Init2()
|
|
{
|
|
assert (screen->IsKindOf(RUNTIME_CLASS(DDummyFrameBuffer)));
|
|
int width = screen->GetWidth();
|
|
int height = screen->GetHeight();
|
|
float gamma = static_cast<DDummyFrameBuffer *>(screen)->Gamma;
|
|
|
|
{
|
|
DFrameBuffer *s = screen;
|
|
screen = NULL;
|
|
s->ObjectFlags |= OF_YesReallyDelete;
|
|
delete s;
|
|
}
|
|
|
|
I_InitGraphics();
|
|
I_ClosestResolution (&width, &height, 8);
|
|
|
|
if (!Video->SetResolution (width, height, 8))
|
|
I_FatalError ("Could not set resolution to %d x %d x %d", width, height, 8);
|
|
else
|
|
Printf ("Resolution: %d x %d\n", SCREENWIDTH, SCREENHEIGHT);
|
|
|
|
screen->SetGamma (gamma);
|
|
Renderer->RemapVoxels();
|
|
FBaseCVar::ResetColors ();
|
|
C_NewModeAdjust();
|
|
M_InitVideoModesMenu();
|
|
V_SetBorderNeedRefresh();
|
|
setsizeneeded = true;
|
|
}
|
|
|
|
void V_Shutdown()
|
|
{
|
|
if (screen)
|
|
{
|
|
DFrameBuffer *s = screen;
|
|
screen = NULL;
|
|
s->ObjectFlags |= OF_YesReallyDelete;
|
|
delete s;
|
|
}
|
|
V_ClearFonts();
|
|
}
|
|
|
|
EXTERN_CVAR (Bool, vid_tft)
|
|
CUSTOM_CVAR (Bool, vid_nowidescreen, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
|
|
{
|
|
setsizeneeded = true;
|
|
if (StatusBar != NULL)
|
|
{
|
|
StatusBar->ScreenSizeChanged();
|
|
}
|
|
}
|
|
|
|
CUSTOM_CVAR (Int, vid_aspect, 0, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
|
|
{
|
|
setsizeneeded = true;
|
|
if (StatusBar != NULL)
|
|
{
|
|
StatusBar->ScreenSizeChanged();
|
|
}
|
|
}
|
|
|
|
// Tries to guess the physical dimensions of the screen based on the
|
|
// screen's pixel dimensions. Can return:
|
|
// 0: 4:3
|
|
// 1: 16:9
|
|
// 2: 16:10
|
|
// 3: 17:10
|
|
// 4: 5:4
|
|
// 5: 17:10 (redundant)
|
|
// 6: 21:9
|
|
int CheckRatio (int width, int height, int *trueratio)
|
|
{
|
|
int fakeratio = -1;
|
|
int ratio;
|
|
|
|
if ((vid_aspect >= 1) && (vid_aspect <= 6))
|
|
{
|
|
// [SP] User wants to force aspect ratio; let them.
|
|
fakeratio = int(vid_aspect);
|
|
if (fakeratio == 3)
|
|
{
|
|
fakeratio = 0;
|
|
}
|
|
else if (fakeratio == 5)
|
|
{
|
|
fakeratio = 3;
|
|
}
|
|
}
|
|
if (vid_nowidescreen)
|
|
{
|
|
if (!vid_tft)
|
|
{
|
|
fakeratio = 0;
|
|
}
|
|
else
|
|
{
|
|
fakeratio = (height * 5/4 == width) ? 4 : 0;
|
|
}
|
|
}
|
|
// If the size is approximately 16:9, consider it so.
|
|
if (abs (height * 16/9 - width) < 10)
|
|
{
|
|
ratio = 1;
|
|
}
|
|
// Consider 17:10 as well.
|
|
else if (abs (height * 17/10 - width) < 10)
|
|
{
|
|
ratio = 3;
|
|
}
|
|
// 16:10 has more variance in the pixel dimensions. Grr.
|
|
else if (abs (height * 16/10 - width) < 60)
|
|
{
|
|
// 320x200 and 640x400 are always 4:3, not 16:10
|
|
if ((width == 320 && height == 200) || (width == 640 && height == 400))
|
|
{
|
|
ratio = 0;
|
|
}
|
|
else
|
|
{
|
|
ratio = 2;
|
|
}
|
|
}
|
|
// Unless vid_tft is set, 1280x1024 is 4:3, not 5:4.
|
|
else if (height * 5/4 == width && vid_tft)
|
|
{
|
|
ratio = 4;
|
|
}
|
|
// test for 21:9 (actually 64:27, 21:9 is a semi-accurate ratio used in marketing)
|
|
else if (abs (height * 64/27 - width) < 30)
|
|
{
|
|
ratio = 6;
|
|
}
|
|
// Assume anything else is 4:3. (Which is probably wrong these days...)
|
|
else
|
|
{
|
|
ratio = 0;
|
|
}
|
|
|
|
if (trueratio != NULL)
|
|
{
|
|
*trueratio = ratio;
|
|
}
|
|
return (fakeratio >= 0) ? fakeratio : ratio;
|
|
}
|
|
|
|
// First column: Base width
|
|
// Second column: Base height (used for wall visibility multiplier)
|
|
// Third column: Psprite offset (needed for "tallscreen" modes)
|
|
// Fourth column: Width or height multiplier
|
|
|
|
// For widescreen aspect ratio x:y ...
|
|
// base_width = 240 * x / y
|
|
// multiplier = 320 / base_width
|
|
// base_height = 200 * multiplier
|
|
const int BaseRatioSizes[7][4] =
|
|
{
|
|
{ 960, 600, 0, 48 }, // 4:3 320, 200, multiplied by three
|
|
{ 1280, 450, 0, 48*3/4 }, // 16:9 426.6667, 150, multiplied by three
|
|
{ 1152, 500, 0, 48*5/6 }, // 16:10 386, 166.6667, multiplied by three
|
|
{ 1224, 471, 0, 48*40/51 }, // 17:10 408, 156.8627, multiplied by three
|
|
{ 960, 640, (int)(6.5*FRACUNIT), 48*15/16 }, // 5:4 320, 213.3333, multiplied by three
|
|
{ 1224, 471, 0, 48*40/51 }, // 17:10 408, 156.8627, multiplied by three (REDUNDANT)
|
|
{ 568, 113, 0, 48*9/16 } // 21:9
|
|
};
|
|
|
|
void IVideo::DumpAdapters ()
|
|
{
|
|
Printf("Multi-monitor support unavailable.\n");
|
|
}
|
|
|
|
CCMD(vid_listadapters)
|
|
{
|
|
if (Video != NULL)
|
|
Video->DumpAdapters();
|
|
}
|