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https://github.com/ZDoom/qzdoom.git
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4937848123
This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time. It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code. Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
596 lines
19 KiB
C++
596 lines
19 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 "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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struct sector_t;
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class IShaderProgram;
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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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};
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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, DisplayBits;
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bool V_DoModeSetup (int width, int height, int bits);
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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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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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};
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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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};
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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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};
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//
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// VIDEO
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//
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// [RH] Made screens more implementation-independant:
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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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virtual ~DCanvas ();
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// Member variable access
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inline uint8_t *GetPixels () const { return PixelBuffer; }
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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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// Note: pitch here is in pixels, not bytes.
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bool SetBuffer(int width, int height, int pitch, uint8_t *buffer)
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{
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assert(buffer);
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Width = width;
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Height = height;
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Pitch = pitch;
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PixelBuffer = buffer;
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return true;
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}
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protected:
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uint8_t *PixelBuffer;
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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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// A canvas in system memory.
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class DSimpleCanvas : public DCanvas
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{
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typedef DCanvas Super;
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public:
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DSimpleCanvas (int width, int height, bool bgra);
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~DSimpleCanvas ();
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void Resize(int width, int height);
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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 IUniformBuffer;
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// A canvas that represents the actual display. The video code is responsible
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// for actually implementing this. Built on top of SimpleCanvas, because it
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// needs a system memory buffer when buffered output is enabled.
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class DFrameBuffer
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{
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typedef DSimpleCanvas Super;
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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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void BuildGammaTable(uint16_t *gt);
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F2DDrawer m2DDrawer;
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int Width = 0;
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int Height = 0;
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bool Bgra = 0;
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int clipleft = 0, cliptop = 0, clipwidth = -1, clipheight = -1;
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PalEntry Flash; // Only needed to support some cruft in the interface that only makes sense for the software renderer
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PalEntry SourcePalette[256]; // This is where unpaletted textures get their palette from
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public:
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int hwcaps = 0;
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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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bool enable_quadbuffered = false;
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IntRect mScreenViewport;
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IntRect mSceneViewport;
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IntRect mOutputLetterbox;
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public:
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DFrameBuffer (int width, int height, bool bgra);
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virtual ~DFrameBuffer() {}
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inline int GetWidth() const { return Width; }
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inline int GetHeight() const { return Height; }
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// Make the surface visible.
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virtual void Update () = 0;
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// Return a pointer to 256 palette entries that can be written to.
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PalEntry *GetPalette ();
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// Stores the palette with flash blended in into 256 dwords
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void GetFlashedPalette (PalEntry palette[256]);
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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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// Sets the gamma level. Returns false if the hardware does not support
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// gamma changing. (Always true for now, since palettes can always be
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// gamma adjusted.)
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virtual void SetGamma() {}
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// Sets a color flash. RGB is the color, and amount is 0-256, with 256
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// being all flash and 0 being no flash. Returns false if the hardware
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// does not support this. (Always true for now, since palettes can always
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// be flashed.)
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bool SetFlash (PalEntry rgb, int amount);
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// Converse of SetFlash
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void GetFlash (PalEntry &rgb, int &amount);
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// Returns true if running fullscreen.
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virtual bool IsFullscreen () = 0;
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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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// Tells the device to recreate itself with the new setting from vid_refreshrate.
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virtual void NewRefreshRate ();
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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(FTexture *tex) { return nullptr; }
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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 FlushTextures() {}
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virtual void TextureFilterChanged() {}
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virtual void BeginFrame() {}
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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 IUniformBuffer *CreateUniformBuffer(size_t size, bool staticuse = false) { return nullptr; }
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virtual IShaderProgram *CreateShaderProgram() { return nullptr; }
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// Begin 2D drawing operations.
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// Returns true if hardware-accelerated 2D has been entered, false if not.
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void Begin2D(bool copy3d) { isIn2D = true; }
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void End2D() { isIn2D = false; }
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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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// Report a game restart
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void InitPalette();
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virtual void InitForLevel() {}
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virtual void SetClearColor(int color) {}
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virtual uint32_t GetCaps();
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virtual void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
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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 bool WipeStartScreen(int type);
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virtual void WipeEndScreen();
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virtual bool WipeDo(int ticks);
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virtual void WipeCleanup();
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virtual int GetTrueHeight() { return GetHeight(); }
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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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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);
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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);
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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 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(int x1, int y1, int x2, int y2);
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void DrawViewBorder();
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void RefreshViewBorder();
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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 void GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &color_type, float &gamma) {}
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// The original size of the framebuffer as selected in the video menu.
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int VideoWidth = 0;
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int VideoHeight = 0;
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uint64_t FrameTime = 0;
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protected:
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void DrawRateStuff ();
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DFrameBuffer () {}
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private:
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uint64_t LastMS, LastSec, FrameCount, LastCount, LastTic;
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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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#define SCREENWIDTH (screen->GetWidth ())
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#define SCREENHEIGHT (screen->GetHeight ())
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#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.
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void V_Init2 ();
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void V_Shutdown ();
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class FScanner;
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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
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// and returns a color string suitable for V_GetColorFromString.
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FString V_GetColorStringByName (const char *name, FScriptPosition *sc = nullptr);
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// Tries to get color by name, then by string
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int V_GetColor (const uint32_t *palette, const char *str, FScriptPosition *sc = nullptr);
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int V_GetColor(const uint32_t *palette, FScanner &sc);
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int CheckRatio (int width, int height, int *trueratio=NULL);
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static inline int CheckRatio (double width, double height) { return CheckRatio(int(width), int(height)); }
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inline bool IsRatioWidescreen(int ratio) { return (ratio & 3) != 0; }
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float ActiveRatio (int width, int height, float *trueratio = NULL);
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static inline double ActiveRatio (double width, double height) { return ActiveRatio(int(width), int(height)); }
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int AspectBaseWidth(float aspect);
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int AspectBaseHeight(float aspect);
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double AspectPspriteOffset(float aspect);
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int AspectMultiplier(float aspect);
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bool AspectTallerThanWide(float aspect);
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void ScaleWithAspect(int &w, int &h, int Width, int Height);
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int GetUIScale(int altval);
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EXTERN_CVAR(Int, uiscale);
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EXTERN_CVAR(Int, con_scaletext);
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EXTERN_CVAR(Int, con_scale);
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inline int active_con_scaletext()
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{
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return GetUIScale(con_scaletext);
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}
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inline int active_con_scale()
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{
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return GetUIScale(con_scale);
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}
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#endif // __V_VIDEO_H__
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