mirror of
https://github.com/ZDoom/qzdoom.git
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557 lines
14 KiB
C++
557 lines
14 KiB
C++
/*
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** Video basics and init code.
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**
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**---------------------------------------------------------------------------
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** Copyright 1999-2016 Randy Heit
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** Copyright 2005-2016 Christoph Oelckers
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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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#include <stdio.h>
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#include "i_system.h"
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#include "c_cvars.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 "am_map.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 "v_video.h"
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#include "v_text.h"
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#include "sc_man.h"
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#include "filesystem.h"
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#include "c_dispatch.h"
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#include "cmdlib.h"
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#include "sbar.h"
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#include "hardware.h"
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#include "m_png.h"
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#include "r_utility.h"
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#include "swrenderer/r_renderer.h"
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#include "menu/menu.h"
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#include "vm.h"
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#include "r_videoscale.h"
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#include "i_time.h"
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#include "version.h"
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#include "g_levellocals.h"
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#include "am_map.h"
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#include "texturemanager.h"
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#include "v_palette.h"
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EXTERN_CVAR(Int, menu_resolution_custom_width)
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EXTERN_CVAR(Int, menu_resolution_custom_height)
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CVAR(Int, win_x, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, win_y, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, win_w, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, win_h, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, win_maximized, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CUSTOM_CVAR(Int, vid_maxfps, 200, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (vid_maxfps < TICRATE && vid_maxfps != 0)
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{
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vid_maxfps = TICRATE;
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}
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else if (vid_maxfps > 1000)
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{
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vid_maxfps = 1000;
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}
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}
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CUSTOM_CVAR(Int, vid_rendermode, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (self < 0 || self > 4)
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{
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self = 4;
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}
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else if (self == 2 || self == 3)
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{
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self = self - 2; // softpoly to software
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}
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if (usergame)
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{
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// [SP] Update pitch limits to the netgame/gamesim.
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players[consoleplayer].SendPitchLimits();
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}
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screen->SetTextureFilterMode();
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// No further checks needed. All this changes now is which scene drawer the render backend calls.
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}
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CUSTOM_CVAR(Int, vid_preferbackend, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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// [SP] This may seem pointless - but I don't want to implement live switching just
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// yet - I'm pretty sure it's going to require a lot of reinits and destructions to
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// do it right without memory leaks
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switch(self)
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{
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case 2:
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Printf("Selecting SoftPoly backend...\n");
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break;
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#ifdef HAVE_VULKAN
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case 1:
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Printf("Selecting Vulkan backend...\n");
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break;
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#endif
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default:
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Printf("Selecting OpenGL backend...\n");
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}
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Printf("Changing the video backend requires a restart for " GAMENAME ".\n");
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}
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CVAR(Int, vid_renderer, 1, 0) // for some stupid mods which threw caution out of the window...
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CUSTOM_CVAR(Int, uiscale, 0, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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if (self < 0)
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{
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self = 0;
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return;
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}
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if (StatusBar != NULL)
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{
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StatusBar->CallScreenSizeChanged();
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}
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setsizeneeded = true;
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}
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EXTERN_CVAR(Bool, r_blendmethod)
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int active_con_scale();
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FRenderer *SWRenderer;
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#define DBGBREAK assert(0)
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class DDummyFrameBuffer : public DFrameBuffer
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{
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typedef DFrameBuffer Super;
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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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SetVirtualSize(width, height);
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}
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// These methods should never be called.
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void Update() override { DBGBREAK; }
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bool IsFullscreen() override { DBGBREAK; return 0; }
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int GetClientWidth() override { DBGBREAK; return 0; }
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int GetClientHeight() override { DBGBREAK; return 0; }
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void InitializeState() override {}
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float Gamma;
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};
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int DisplayWidth, DisplayHeight;
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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 (Bool, ticker, false, 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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// [RH] Set true when vid_setmode command has been executed
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bool setmodeneeded = false;
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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, bool _bgra)
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{
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// Init member vars
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Width = _width;
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Height = _height;
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Bgra = _bgra;
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Resize(_width, _height);
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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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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DCanvas::Resize(int width, int height, bool optimizepitch)
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{
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Width = width;
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Height = height;
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// Making the pitch a power of 2 is very bad for performance
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// Try to maximize the number of cache lines that can be filled
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// for each column drawing operation by making the pitch slightly
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// longer than the width. The values used here are all based on
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// empirical evidence.
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if (width <= 640 || !optimizepitch)
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{
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// For low resolutions, just keep the pitch the same as the width.
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// Some speedup can be seen using the technique below, but the speedup
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// is so marginal that I don't consider it worthwhile.
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Pitch = width;
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}
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else
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{
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// If we couldn't figure out the CPU's L1 cache line size, assume
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// it's 32 bytes wide.
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if (CPU.DataL1LineSize == 0)
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{
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CPU.DataL1LineSize = 32;
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}
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// The Athlon and P3 have very different caches, apparently.
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// I am going to generalize the Athlon's performance to all AMD
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// processors and the P3's to all non-AMD processors. I don't know
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// how smart that is, but I don't have a vast plethora of
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// processors to test with.
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if (CPU.bIsAMD)
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{
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Pitch = width + CPU.DataL1LineSize;
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}
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else
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{
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Pitch = width + MAX(0, CPU.DataL1LineSize - 8);
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}
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}
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int bytes_per_pixel = Bgra ? 4 : 1;
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Pixels.Resize(Pitch * height * bytes_per_pixel);
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memset (Pixels.Data(), 0, Pixels.Size());
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}
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CCMD(clean)
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{
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Printf ("CleanXfac: %d\nCleanYfac: %d\n", CleanXfac, CleanYfac);
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}
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void V_UpdateModeSize (int width, int height)
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{
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// This calculates the menu scale.
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// The optimal scale will always be to fit a virtual 640 pixel wide display onto the screen.
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// Exceptions are made for a few ranges where the available virtual width is > 480.
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// This reference size is being used so that on 800x450 (small 16:9) a scale of 2 gets used.
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CleanXfac = std::max(std::min(screen->GetWidth() / 400, screen->GetHeight() / 240), 1);
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if (CleanXfac >= 4) CleanXfac--; // Otherwise we do not have enough space for the episode/skill menus in some languages.
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CleanYfac = CleanXfac;
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CleanWidth = screen->GetWidth() / CleanXfac;
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CleanHeight = screen->GetHeight() / CleanYfac;
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int w = screen->GetWidth();
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int factor;
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if (w < 640) factor = 1;
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else if (w >= 1024 && w < 1280) factor = 2;
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else if (w >= 1600 && w < 1920) factor = 3;
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else factor = w / 640;
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if (w < 1360) factor = 1;
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else if (w < 1920) factor = 2;
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else factor = int(factor * 0.7);
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CleanYfac_1 = CleanXfac_1 = factor;// MAX(1, int(factor * 0.7));
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CleanWidth_1 = width / CleanXfac_1;
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CleanHeight_1 = height / CleanYfac_1;
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DisplayWidth = width;
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DisplayHeight = height;
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R_OldBlend = ~0;
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}
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void V_OutputResized (int width, int height)
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{
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V_UpdateModeSize(width, height);
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setsizeneeded = true;
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if (StatusBar != NULL)
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{
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StatusBar->CallScreenSizeChanged();
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}
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C_NewModeAdjust();
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// Reload crosshair if transitioned to a different size
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ST_LoadCrosshair(true);
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if (primaryLevel && primaryLevel->automap)
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primaryLevel->automap->NewResolution();
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}
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bool IVideo::SetResolution ()
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{
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DFrameBuffer *buff = CreateFrameBuffer();
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if (buff == NULL) // this cannot really happen
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{
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return false;
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}
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screen = buff;
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screen->InitializeState();
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screen->SetGamma();
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V_UpdateModeSize(screen->GetWidth(), screen->GetHeight());
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return true;
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}
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//
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// V_Init
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//
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void V_InitScreenSize ()
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{
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const char *i;
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int width, height, bits;
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width = height = bits = 0;
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if ( (i = Args->CheckValue ("-width")) )
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width = atoi (i);
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if ( (i = Args->CheckValue ("-height")) )
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height = atoi (i);
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if (width == 0)
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{
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if (height == 0)
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{
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width = vid_defwidth;
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height = vid_defheight;
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}
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else
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{
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width = (height * 8) / 6;
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}
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}
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else if (height == 0)
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{
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height = (width * 6) / 8;
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}
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// Remember the passed arguments for the next time the game starts up windowed.
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vid_defwidth = width;
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vid_defheight = height;
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}
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void V_InitScreen()
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{
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screen = new DDummyFrameBuffer (vid_defwidth, vid_defheight);
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}
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void V_Init2()
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{
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float gamma = static_cast<DDummyFrameBuffer *>(screen)->Gamma;
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{
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DFrameBuffer *s = screen;
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screen = NULL;
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delete s;
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}
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UCVarValue val;
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val.Bool = !!Args->CheckParm("-devparm");
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ticker.SetGenericRepDefault(val, CVAR_Bool);
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I_InitGraphics();
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Video->SetResolution(); // this only fails via exceptions.
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Printf ("Resolution: %d x %d\n", SCREENWIDTH, SCREENHEIGHT);
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// init these for the scaling menu
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menu_resolution_custom_width = SCREENWIDTH;
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menu_resolution_custom_height = SCREENHEIGHT;
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screen->SetVSync(vid_vsync);
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screen->SetGamma ();
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FBaseCVar::ResetColors ();
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C_NewModeAdjust();
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setsizeneeded = true;
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}
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CUSTOM_CVAR (Int, vid_aspect, 0, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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{
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setsizeneeded = true;
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if (StatusBar != NULL)
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{
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StatusBar->CallScreenSizeChanged();
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}
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}
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DEFINE_ACTION_FUNCTION(_Screen, GetAspectRatio)
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{
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ACTION_RETURN_FLOAT(ActiveRatio(screen->GetWidth(), screen->GetHeight(), nullptr));
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}
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CCMD(vid_setsize)
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{
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if (argv.argc() < 3)
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{
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Printf("Usage: vid_setsize width height\n");
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}
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else
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{
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screen->SetWindowSize((int)strtol(argv[1], nullptr, 0), (int)strtol(argv[2], nullptr, 0));
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V_OutputResized(screen->GetClientWidth(), screen->GetClientHeight());
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}
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}
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void IVideo::DumpAdapters ()
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{
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Printf("Multi-monitor support unavailable.\n");
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}
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CUSTOM_CVAR_NAMED(Bool, vid_fullscreen, fullscreen, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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setmodeneeded = true;
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}
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CUSTOM_CVAR(Bool, vid_hdr, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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CCMD(vid_listadapters)
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{
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if (Video != NULL)
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Video->DumpAdapters();
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}
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bool vid_hdr_active = false;
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DEFINE_GLOBAL(SmallFont)
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DEFINE_GLOBAL(SmallFont2)
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DEFINE_GLOBAL(BigFont)
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DEFINE_GLOBAL(ConFont)
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DEFINE_GLOBAL(NewConsoleFont)
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DEFINE_GLOBAL(NewSmallFont)
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DEFINE_GLOBAL(AlternativeSmallFont)
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DEFINE_GLOBAL(OriginalSmallFont)
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DEFINE_GLOBAL(OriginalBigFont)
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DEFINE_GLOBAL(IntermissionFont)
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DEFINE_GLOBAL(CleanXfac)
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DEFINE_GLOBAL(CleanYfac)
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DEFINE_GLOBAL(CleanWidth)
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DEFINE_GLOBAL(CleanHeight)
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DEFINE_GLOBAL(CleanXfac_1)
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DEFINE_GLOBAL(CleanYfac_1)
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DEFINE_GLOBAL(CleanWidth_1)
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DEFINE_GLOBAL(CleanHeight_1)
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DEFINE_GLOBAL(generic_ui)
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IHardwareTexture* CreateHardwareTexture()
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{
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return screen->CreateHardwareTexture();
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}
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//==========================================================================
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//
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// V_DrawFrame
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//
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// Draw a frame around the specified area using the view border
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// frame graphics. The border is drawn outside the area, not in it.
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//
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//==========================================================================
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void DrawFrame(F2DDrawer* drawer, int left, int top, int width, int height)
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{
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FGameTexture* p;
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const gameborder_t* border = &gameinfo.Border;
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// Sanity check for incomplete gameinfo
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if (border == NULL)
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return;
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int offset = border->offset;
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int right = left + width;
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int bottom = top + height;
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// Draw top and bottom sides.
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p = TexMan.GetGameTextureByName(border->t);
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drawer->AddFlatFill(left, top - (int)p->GetDisplayHeight(), right, top, p, true);
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p = TexMan.GetGameTextureByName(border->b);
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drawer->AddFlatFill(left, bottom, right, bottom + (int)p->GetDisplayHeight(), p, true);
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// Draw left and right sides.
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p = TexMan.GetGameTextureByName(border->l);
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drawer->AddFlatFill(left - (int)p->GetDisplayWidth(), top, left, bottom, p, true);
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p = TexMan.GetGameTextureByName(border->r);
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drawer->AddFlatFill(right, top, right + (int)p->GetDisplayWidth(), bottom, p, true);
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// Draw beveled corners.
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DrawTexture(drawer, TexMan.GetGameTextureByName(border->tl), left - offset, top - offset, TAG_DONE);
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DrawTexture(drawer, TexMan.GetGameTextureByName(border->tr), left + width, top - offset, TAG_DONE);
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DrawTexture(drawer, TexMan.GetGameTextureByName(border->bl), left - offset, top + height, TAG_DONE);
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DrawTexture(drawer, TexMan.GetGameTextureByName(border->br), left + width, top + height, TAG_DONE);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Screen, DrawFrame)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(x);
|
|
PARAM_INT(y);
|
|
PARAM_INT(w);
|
|
PARAM_INT(h);
|
|
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
|
|
DrawFrame(twod, x, y, w, h);
|
|
return 0;
|
|
}
|