qzdoom/src/v_framebuffer.cpp
Christoph Oelckers ab16d3cd72 - limit minimum screen size to 640x400.
The current menu system simply does not work that well with 320x200, rendering the game hard to use at that tiny screen size. This is a clear case where the work required to keep it operational stands in no relation to the benefit.
2019-03-31 09:13:22 +02:00

417 lines
12 KiB
C++

/*
** The base framebuffer class
**
**---------------------------------------------------------------------------
** Copyright 1999-2016 Randy Heit
** Copyright 2005-2018 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdio.h>
#include "x86.h"
#include "actor.h"
#include "v_video.h"
#include "c_dispatch.h"
#include "sbar.h"
#include "hardware.h"
#include "r_utility.h"
#include "r_renderer.h"
#include "vm.h"
#include "r_videoscale.h"
#include "i_time.h"
#include "hwrenderer/scene/hw_portal.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/data/flatvertices.h"
CVAR(Bool, gl_scale_viewport, true, CVAR_ARCHIVE);
CVAR(Bool, vid_fps, false, 0)
CVAR(Int, vid_showpalette, 0, 0)
EXTERN_CVAR(Bool, ticker)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Int, screenblocks)
//==========================================================================
//
// DCanvas :: CalcGamma
//
//==========================================================================
void DFrameBuffer::CalcGamma (float gamma, uint8_t 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] = (uint8_t)(255.0 * pow (i / 255.0, invgamma) + 0.5);
}
}
//==========================================================================
//
// 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)
{
SetSize(width, height);
mPortalState = new FPortalSceneState;
}
DFrameBuffer::~DFrameBuffer()
{
delete mPortalState;
}
void DFrameBuffer::SetSize(int width, int height)
{
Width = ViewportScaledWidth(width, height);
Height = ViewportScaledHeight(width, height);
}
//==========================================================================
//
//
//
//==========================================================================
void V_DrawPaletteTester(int paletteno)
{
int blocksize = screen->GetHeight() / 50;
int t = paletteno;
int k = 0;
for (int i = 0; i < 16; ++i)
{
for (int j = 0; j < 16; ++j)
{
int palindex = (t > 1) ? translationtables[TRANSLATION_Standard][t - 2]->Remap[k] : k;
PalEntry pe = GPalette.BaseColors[palindex];
k++;
screen->Dim(pe, 1.f, j*blocksize, i*blocksize, blocksize, blocksize);
}
}
}
//==========================================================================
//
// DFrameBuffer :: DrawRateStuff
//
// Draws the fps counter, dot ticker, and palette debug.
//
//==========================================================================
void DFrameBuffer::DrawRateStuff ()
{
// Draws frame time and cumulative fps
if (vid_fps)
{
uint64_t ms = screen->FrameTime;
uint64_t howlong = ms - LastMS;
if ((signed)howlong >= 0)
{
char fpsbuff[40];
int chars;
int rate_x;
int textScale = active_con_scale();
chars = mysnprintf (fpsbuff, countof(fpsbuff), "%2llu ms (%3llu fps)", (unsigned long long)howlong, (unsigned long long)LastCount);
rate_x = Width / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]);
Clear (rate_x * textScale, 0, Width, NewConsoleFont->GetHeight() * textScale, GPalette.BlackIndex, 0);
DrawText (NewConsoleFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0],
DTA_VirtualWidth, screen->GetWidth() / textScale,
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);
uint32_t thisSec = (uint32_t)(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)
{
int64_t t = I_GetTime();
int64_t tics = t - LastTic;
LastTic = t;
if (tics > 20) tics = 20;
int i;
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)
{
V_DrawPaletteTester(vid_showpalette);
}
}
//==========================================================================
//
// Palette stuff.
//
//==========================================================================
void DFrameBuffer::Update()
{
CheckBench();
int initialWidth = GetClientWidth();
int initialHeight = GetClientHeight();
int clientWidth = ViewportScaledWidth(initialWidth, initialHeight);
int clientHeight = ViewportScaledHeight(initialWidth, initialHeight);
if (clientWidth < 640) clientWidth = 640;
if (clientHeight < 400) clientHeight = 400;
if (clientWidth > 0 && clientHeight > 0 && (GetWidth() != clientWidth || GetHeight() != clientHeight))
{
SetVirtualSize(clientWidth, clientHeight);
V_OutputResized(clientWidth, clientHeight);
mVertexData->OutputResized(clientWidth, clientHeight);
}
}
void DFrameBuffer::SetClearColor(int color)
{
PalEntry pe = GPalette.BaseColors[color];
mSceneClearColor[0] = pe.r / 255.f;
mSceneClearColor[1] = pe.g / 255.f;
mSceneClearColor[2] = pe.b / 255.f;
mSceneClearColor[3] = 1.f;
}
//==========================================================================
//
// DFrameBuffer :: SetVSync
//
// Turns vertical sync on and off, if supported.
//
//==========================================================================
void DFrameBuffer::SetVSync (bool vsync)
{
}
//==========================================================================
//
// 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.
//
//==========================================================================
FTexture *DFrameBuffer::WipeStartScreen()
{
return nullptr;
}
//==========================================================================
//
// 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.
//
//==========================================================================
FTexture *DFrameBuffer::WipeEndScreen()
{
return nullptr;
}
//==========================================================================
//
// DFrameBuffer :: GetCaps
//
//==========================================================================
EXTERN_CVAR(Bool, r_drawvoxels)
uint32_t DFrameBuffer::GetCaps()
{
ActorRenderFeatureFlags FlagSet = 0;
if (V_IsPolyRenderer())
FlagSet |= RFF_POLYGONAL | RFF_TILTPITCH | RFF_SLOPE3DFLOORS;
else
{
FlagSet |= RFF_UNCLIPPEDTEX;
if (r_drawvoxels)
FlagSet |= RFF_VOXELS;
}
if (V_IsTrueColor())
FlagSet |= RFF_TRUECOLOR;
else
FlagSet |= RFF_COLORMAP;
return (uint32_t)FlagSet;
}
void DFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int width, int height)
{
SWRenderer->WriteSavePic(player, file, width, height);
}
//==========================================================================
//
// Calculates the viewport values needed for 2D and 3D operations
//
//==========================================================================
void DFrameBuffer::SetViewportRects(IntRect *bounds)
{
if (bounds)
{
mSceneViewport = *bounds;
mScreenViewport = *bounds;
mOutputLetterbox = *bounds;
return;
}
// Special handling so the view with a visible status bar displays properly
int height, width;
if (screenblocks >= 10)
{
height = GetHeight();
width = GetWidth();
}
else
{
height = (screenblocks*GetHeight() / 10) & ~7;
width = (screenblocks*GetWidth() / 10);
}
// Back buffer letterbox for the final output
int clientWidth = GetClientWidth();
int clientHeight = GetClientHeight();
if (clientWidth == 0 || clientHeight == 0)
{
// When window is minimized there may not be any client area.
// Pretend to the rest of the render code that we just have a very small window.
clientWidth = 160;
clientHeight = 120;
}
int screenWidth = GetWidth();
int screenHeight = GetHeight();
float scaleX, scaleY;
if (ViewportIsScaled43())
{
scaleX = MIN(clientWidth / (float)screenWidth, clientHeight / (screenHeight * 1.2f));
scaleY = scaleX * 1.2f;
}
else
{
scaleX = MIN(clientWidth / (float)screenWidth, clientHeight / (float)screenHeight);
scaleY = scaleX;
}
mOutputLetterbox.width = (int)round(screenWidth * scaleX);
mOutputLetterbox.height = (int)round(screenHeight * scaleY);
mOutputLetterbox.left = (clientWidth - mOutputLetterbox.width) / 2;
mOutputLetterbox.top = (clientHeight - mOutputLetterbox.height) / 2;
// The entire renderable area, including the 2D HUD
mScreenViewport.left = 0;
mScreenViewport.top = 0;
mScreenViewport.width = screenWidth;
mScreenViewport.height = screenHeight;
// Viewport for the 3D scene
mSceneViewport.left = viewwindowx;
mSceneViewport.top = screenHeight - (height + viewwindowy - ((height - viewheight) / 2));
mSceneViewport.width = viewwidth;
mSceneViewport.height = height;
// Scale viewports to fit letterbox
bool notScaled = ((mScreenViewport.width == ViewportScaledWidth(mScreenViewport.width, mScreenViewport.height)) &&
(mScreenViewport.width == ViewportScaledHeight(mScreenViewport.width, mScreenViewport.height)) &&
!ViewportIsScaled43());
if (gl_scale_viewport && !IsFullscreen() && notScaled)
{
mScreenViewport.width = mOutputLetterbox.width;
mScreenViewport.height = mOutputLetterbox.height;
mSceneViewport.left = (int)round(mSceneViewport.left * scaleX);
mSceneViewport.top = (int)round(mSceneViewport.top * scaleY);
mSceneViewport.width = (int)round(mSceneViewport.width * scaleX);
mSceneViewport.height = (int)round(mSceneViewport.height * scaleY);
}
}
//===========================================================================
//
// Calculates the OpenGL window coordinates for a zdoom screen position
//
//===========================================================================
int DFrameBuffer::ScreenToWindowX(int x)
{
return mScreenViewport.left + (int)round(x * mScreenViewport.width / (float)GetWidth());
}
int DFrameBuffer::ScreenToWindowY(int y)
{
return mScreenViewport.top + mScreenViewport.height - (int)round(y * mScreenViewport.height / (float)GetHeight());
}
void DFrameBuffer::ScaleCoordsFromWindow(int16_t &x, int16_t &y)
{
int letterboxX = mOutputLetterbox.left;
int letterboxY = mOutputLetterbox.top;
int letterboxWidth = mOutputLetterbox.width;
int letterboxHeight = mOutputLetterbox.height;
x = int16_t((x - letterboxX) * Width / letterboxWidth);
y = int16_t((y - letterboxY) * Height / letterboxHeight);
}