mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2026-02-06 21:56:11 +00:00
Squashed SRB2 2.2 Public uncapped without UDMF merge
Implement interpolation at the renderer level
Instead of interpolating thinkers, we interpolate mobjs inside the
renderer. Further interpolation is TBI.
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 6ecac4159a too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
Adjust spawned mobj z by gravity inversion
Only check VERTICALFLIP for old_z calc
Fix Marathon Mode menu for uncapped
Move screenshot code before timing
Only play emerald hunt sounds on new tics
Restore deleted zofs (fixes signpost sparkles etc)
Revert to before screenUpdate boolean was added
Was done this way for the sake of an older version of uncapped's timing; now that the new timing is much better, I decided it should remain as close to pre-uncapped as it can be.
Run UpdateLevelInterpolators in preticker
Fixes KartKrew/Kart-Public#10
Run UpdateMobjInterpolators in preticker
Reset view interp in preticker
Add per-split player view resets
730 lines
20 KiB
C
730 lines
20 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file screen.c
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/// \brief Handles multiple resolutions, 8bpp/16bpp(highcolor) modes
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#include "doomdef.h"
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#include "doomstat.h"
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#include "screen.h"
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#include "console.h"
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#include "am_map.h"
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#include "i_time.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "r_local.h"
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#include "r_sky.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "v_video.h"
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#include "st_stuff.h"
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#include "hu_stuff.h"
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#include "z_zone.h"
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#include "d_main.h"
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#include "d_clisrv.h"
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#include "f_finale.h"
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#include "y_inter.h" // usebuffer
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#include "i_sound.h" // closed captions
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#include "s_sound.h" // ditto
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#include "g_game.h" // ditto
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#include "p_local.h" // P_AutoPause()
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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#include "hardware/hw_light.h"
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#include "hardware/hw_model.h"
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#endif
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// SRB2Kart
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#include "r_fps.h" // R_GetFramerateCap
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#if defined (USEASM) && !defined (NORUSEASM)//&& (!defined (_MSC_VER) || (_MSC_VER <= 1200))
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#define RUSEASM //MSC.NET can't patch itself
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#endif
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// --------------------------------------------
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// assembly or c drawer routines for 8bpp/16bpp
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// --------------------------------------------
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void (*colfunc)(void);
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void (*colfuncs[COLDRAWFUNC_MAX])(void);
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#ifdef USE_COL_SPAN_ASM
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void (*colfuncs_asm[COLDRAWFUNC_MAX])(void);
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#endif
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int colfunctype;
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void (*spanfunc)(void);
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void (*spanfuncs[SPANDRAWFUNC_MAX])(void);
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void (*spanfuncs_npo2[SPANDRAWFUNC_MAX])(void);
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#ifdef USE_COL_SPAN_ASM
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void (*spanfuncs_asm[SPANDRAWFUNC_MAX])(void);
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#endif
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// ------------------
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// global video state
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// ------------------
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viddef_t vid;
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INT32 setmodeneeded; //video mode change needed if > 0 (the mode number to set + 1)
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UINT8 setrenderneeded = 0;
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//added : 03-02-98: default screen mode, as loaded/saved in config
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consvar_t cv_scr_width = CVAR_INIT ("scr_width", "640", CV_SAVE, CV_Unsigned, NULL);
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consvar_t cv_scr_height = CVAR_INIT ("scr_height", "400", CV_SAVE, CV_Unsigned, NULL);
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static CV_PossibleValue_t scr_depth_cons_t[] = {{8, "8 bits"}, {16, "16 bits"}, {24, "24 bits"}, {32, "32 bits"}, {0, NULL}};
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consvar_t cv_scr_depth = CVAR_INIT ("scr_depth", "16 bits", CV_SAVE, scr_depth_cons_t, NULL);
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consvar_t cv_renderview = CVAR_INIT ("renderview", "On", 0, CV_OnOff, NULL);
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consvar_t cv_vhseffect = CVAR_INIT ("vhspause", "On", CV_SAVE, CV_OnOff, NULL);
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static CV_PossibleValue_t shittyscreen_cons_t[] = {{0, "Okay"}, {1, "Shitty"}, {2, "Extra Shitty"}, {0, NULL}};
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consvar_t cv_shittyscreen = CVAR_INIT ("televisionsignal", "Okay", CV_NOSHOWHELP, shittyscreen_cons_t, NULL);
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CV_PossibleValue_t cv_renderer_t[] = {
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{1, "Software"},
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#ifdef HWRENDER
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{2, "OpenGL"},
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#endif
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{0, NULL}
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};
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consvar_t cv_renderer = CVAR_INIT ("renderer", "Software", CV_SAVE|CV_NOLUA|CV_CALL, cv_renderer_t, SCR_ChangeRenderer);
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static void SCR_ChangeFullscreen(void);
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consvar_t cv_fullscreen = CVAR_INIT ("fullscreen", "Yes", CV_SAVE|CV_CALL, CV_YesNo, SCR_ChangeFullscreen);
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// =========================================================================
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// SCREEN VARIABLES
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// =========================================================================
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INT32 scr_bpp; // current video mode bytes per pixel
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UINT8 *scr_borderpatch; // flat used to fill the reduced view borders set at ST_Init()
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// =========================================================================
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// Short and Tall sky drawer, for the current color mode
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void (*walldrawerfunc)(void);
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boolean R_ASM = true;
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boolean R_486 = false;
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boolean R_586 = false;
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boolean R_MMX = false;
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boolean R_SSE = false;
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boolean R_3DNow = false;
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boolean R_MMXExt = false;
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boolean R_SSE2 = false;
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void SCR_SetDrawFuncs(void)
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{
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//
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// setup the right draw routines for either 8bpp or 16bpp
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//
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if (true)//vid.bpp == 1) //Always run in 8bpp. todo: remove all 16bpp code?
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{
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colfuncs[BASEDRAWFUNC] = R_DrawColumn_8;
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spanfuncs[BASEDRAWFUNC] = R_DrawSpan_8;
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colfuncs[COLDRAWFUNC_FUZZY] = R_DrawTranslucentColumn_8;
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colfuncs[COLDRAWFUNC_TRANS] = R_DrawTranslatedColumn_8;
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colfuncs[COLDRAWFUNC_SHADE] = R_DrawShadeColumn_8;
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colfuncs[COLDRAWFUNC_SHADOWED] = R_DrawColumnShadowed_8;
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colfuncs[COLDRAWFUNC_TRANSTRANS] = R_DrawTranslatedTranslucentColumn_8;
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colfuncs[COLDRAWFUNC_TWOSMULTIPATCH] = R_Draw2sMultiPatchColumn_8;
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colfuncs[COLDRAWFUNC_TWOSMULTIPATCHTRANS] = R_Draw2sMultiPatchTranslucentColumn_8;
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colfuncs[COLDRAWFUNC_FOG] = R_DrawFogColumn_8;
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colfuncs[COLDRAWFUNC_DROPSHADOW] = R_DrawDropShadowColumn_8;
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spanfuncs[SPANDRAWFUNC_TRANS] = R_DrawTranslucentSpan_8;
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spanfuncs[SPANDRAWFUNC_TILTED] = R_DrawTiltedSpan_8;
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spanfuncs[SPANDRAWFUNC_TILTEDTRANS] = R_DrawTiltedTranslucentSpan_8;
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spanfuncs[SPANDRAWFUNC_SPLAT] = R_DrawSplat_8;
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spanfuncs[SPANDRAWFUNC_TRANSSPLAT] = R_DrawTranslucentSplat_8;
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spanfuncs[SPANDRAWFUNC_TILTEDSPLAT] = R_DrawTiltedSplat_8;
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spanfuncs[SPANDRAWFUNC_SPRITE] = R_DrawFloorSprite_8;
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spanfuncs[SPANDRAWFUNC_TRANSSPRITE] = R_DrawTranslucentFloorSprite_8;
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spanfuncs[SPANDRAWFUNC_TILTEDSPRITE] = R_DrawTiltedFloorSprite_8;
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spanfuncs[SPANDRAWFUNC_TILTEDTRANSSPRITE] = R_DrawTiltedTranslucentFloorSprite_8;
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spanfuncs[SPANDRAWFUNC_WATER] = R_DrawTranslucentWaterSpan_8;
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spanfuncs[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedTranslucentWaterSpan_8;
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spanfuncs[SPANDRAWFUNC_FOG] = R_DrawFogSpan_8;
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// Lactozilla: Non-powers-of-two
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spanfuncs_npo2[BASEDRAWFUNC] = R_DrawSpan_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TRANS] = R_DrawTranslucentSpan_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TILTED] = R_DrawTiltedSpan_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TILTEDTRANS] = R_DrawTiltedTranslucentSpan_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_SPLAT] = R_DrawSplat_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TRANSSPLAT] = R_DrawTranslucentSplat_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TILTEDSPLAT] = R_DrawTiltedSplat_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_SPRITE] = R_DrawFloorSprite_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TRANSSPRITE] = R_DrawTranslucentFloorSprite_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TILTEDSPRITE] = R_DrawTiltedFloorSprite_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TILTEDTRANSSPRITE] = R_DrawTiltedTranslucentFloorSprite_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_WATER] = R_DrawTranslucentWaterSpan_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedTranslucentWaterSpan_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_FOG] = NULL; // Not needed
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#if (defined(RUSEASM) && defined(USE_COL_SPAN_ASM))
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if (R_ASM)
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{
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if (R_MMX)
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{
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colfuncs_asm[BASEDRAWFUNC] = R_DrawColumn_8_MMX;
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//colfuncs_asm[COLDRAWFUNC_SHADE] = R_DrawShadeColumn_8_ASM;
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//colfuncs_asm[COLDRAWFUNC_FUZZY] = R_DrawTranslucentColumn_8_ASM;
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colfuncs_asm[COLDRAWFUNC_TWOSMULTIPATCH] = R_Draw2sMultiPatchColumn_8_MMX;
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spanfuncs_asm[BASEDRAWFUNC] = R_DrawSpan_8_MMX;
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}
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else
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{
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colfuncs_asm[BASEDRAWFUNC] = R_DrawColumn_8_ASM;
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//colfuncs_asm[COLDRAWFUNC_SHADE] = R_DrawShadeColumn_8_ASM;
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//colfuncs_asm[COLDRAWFUNC_FUZZY] = R_DrawTranslucentColumn_8_ASM;
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colfuncs_asm[COLDRAWFUNC_TWOSMULTIPATCH] = R_Draw2sMultiPatchColumn_8_ASM;
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}
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}
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#endif
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R_SetColumnFunc(BASEDRAWFUNC, false);
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R_SetSpanFunc(BASEDRAWFUNC, false, false);
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}
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/* else if (vid.bpp > 1)
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{
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I_OutputMsg("using highcolor mode\n");
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spanfunc = basespanfunc = R_DrawSpan_16;
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transcolfunc = R_DrawTranslatedColumn_16;
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transtransfunc = R_DrawTranslucentColumn_16; // No 16bit operation for this function
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colfunc = basecolfunc = R_DrawColumn_16;
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shadecolfunc = NULL; // detect error if used somewhere..
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fuzzcolfunc = R_DrawTranslucentColumn_16;
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walldrawerfunc = R_DrawWallColumn_16;
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}*/
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else
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I_Error("unknown bytes per pixel mode %d\n", vid.bpp);
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/*
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if (SCR_IsAspectCorrect(vid.width, vid.height))
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CONS_Alert(CONS_WARNING, M_GetText("Resolution is not aspect-correct!\nUse a multiple of %dx%d\n"), BASEVIDWIDTH, BASEVIDHEIGHT);
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*/
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}
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void R_SetColumnFunc(size_t id, boolean brightmapped)
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{
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I_Assert(id < COLDRAWFUNC_MAX);
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colfunctype = id;
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#ifdef USE_COL_SPAN_ASM
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if (colfuncs_asm[id] != NULL && brightmapped == false)
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{
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colfunc = colfuncs_asm[id];
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}
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else
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#endif
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{
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colfunc = colfuncs[id];
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}
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}
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void R_SetSpanFunc(size_t id, boolean npo2, boolean brightmapped)
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{
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I_Assert(id < COLDRAWFUNC_MAX);
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if (spanfuncs_npo2[id] != NULL && npo2 == true)
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{
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spanfunc = spanfuncs_npo2[id];
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}
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#ifdef USE_COL_SPAN_ASM
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else if (spanfuncs_asm[id] != NULL && brightmapped == false)
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{
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spanfunc = spanfuncs_asm[id];
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}
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#endif
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else
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{
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spanfunc = spanfuncs[id];
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}
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}
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boolean R_CheckColumnFunc(size_t id)
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{
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size_t i;
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if (colfunc == NULL)
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{
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// Shouldn't happen.
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return false;
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}
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for (i = 0; i < COLDRAWFUNC_MAX; i++)
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{
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if (colfunc == colfuncs[id] || colfunc == colfuncs_asm[id])
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{
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return true;
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}
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}
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return false;
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}
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void SCR_SetMode(void)
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{
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if (dedicated)
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return;
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if (!(setmodeneeded || setrenderneeded) || WipeInAction)
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return; // should never happen and don't change it during a wipe, BAD!
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// Lactozilla: Renderer switching
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if (setrenderneeded)
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{
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// stop recording movies (APNG only)
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if (setrenderneeded && (moviemode == MM_APNG))
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M_StopMovie();
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// VID_SetMode will call VID_CheckRenderer itself,
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// so no need to do this in here.
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if (!setmodeneeded)
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VID_CheckRenderer();
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vid.recalc = 1;
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}
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// Set the video mode in the video interface.
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if (setmodeneeded)
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VID_SetMode(setmodeneeded - 1);
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V_SetPalette(0);
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SCR_SetDrawFuncs();
|
|
|
|
// set the apprpriate drawer for the sky (tall or INT16)
|
|
setmodeneeded = 0;
|
|
setrenderneeded = 0;
|
|
}
|
|
|
|
// do some initial settings for the game loading screen
|
|
//
|
|
void SCR_Startup(void)
|
|
{
|
|
const CPUInfoFlags *RCpuInfo = I_CPUInfo();
|
|
if (!M_CheckParm("-NOCPUID") && RCpuInfo)
|
|
{
|
|
#if defined (__i386__) || defined (_M_IX86) || defined (__WATCOMC__)
|
|
R_486 = true;
|
|
#endif
|
|
if (RCpuInfo->RDTSC)
|
|
R_586 = true;
|
|
if (RCpuInfo->MMX)
|
|
R_MMX = true;
|
|
if (RCpuInfo->AMD3DNow)
|
|
R_3DNow = true;
|
|
if (RCpuInfo->MMXExt)
|
|
R_MMXExt = true;
|
|
if (RCpuInfo->SSE)
|
|
R_SSE = true;
|
|
if (RCpuInfo->SSE2)
|
|
R_SSE2 = true;
|
|
CONS_Printf("CPU Info: 486: %i, 586: %i, MMX: %i, 3DNow: %i, MMXExt: %i, SSE2: %i\n", R_486, R_586, R_MMX, R_3DNow, R_MMXExt, R_SSE2);
|
|
}
|
|
|
|
if (M_CheckParm("-noASM"))
|
|
R_ASM = false;
|
|
if (M_CheckParm("-486"))
|
|
R_486 = true;
|
|
if (M_CheckParm("-586"))
|
|
R_586 = true;
|
|
if (M_CheckParm("-MMX"))
|
|
R_MMX = true;
|
|
if (M_CheckParm("-3DNow"))
|
|
R_3DNow = true;
|
|
if (M_CheckParm("-MMXExt"))
|
|
R_MMXExt = true;
|
|
|
|
if (M_CheckParm("-SSE"))
|
|
R_SSE = true;
|
|
if (M_CheckParm("-noSSE"))
|
|
R_SSE = false;
|
|
|
|
if (M_CheckParm("-SSE2"))
|
|
R_SSE2 = true;
|
|
|
|
M_SetupMemcpy();
|
|
|
|
if (dedicated)
|
|
{
|
|
V_Init();
|
|
V_SetPalette(0);
|
|
return;
|
|
}
|
|
|
|
vid.modenum = 0;
|
|
|
|
V_Init();
|
|
V_Recalc();
|
|
|
|
CV_RegisterVar(&cv_ticrate);
|
|
CV_RegisterVar(&cv_constextsize);
|
|
|
|
V_SetPalette(0);
|
|
}
|
|
|
|
// Called at new frame, if the video mode has changed
|
|
//
|
|
void SCR_Recalc(void)
|
|
{
|
|
if (dedicated)
|
|
return;
|
|
|
|
// bytes per pixel quick access
|
|
scr_bpp = vid.bpp;
|
|
|
|
V_Recalc();
|
|
|
|
// toggle off (then back on) the automap because some screensize-dependent values will
|
|
// be calculated next time the automap is activated.
|
|
if (automapactive)
|
|
{
|
|
am_recalc = true;
|
|
AM_Start();
|
|
}
|
|
|
|
// set the screen[x] ptrs on the new vidbuffers
|
|
V_Init();
|
|
|
|
// scr_viewsize doesn't change, neither detailLevel, but the pixels
|
|
// per screenblock is different now, since we've changed resolution.
|
|
R_SetViewSize(); //just set setsizeneeded true now ..
|
|
|
|
// vid.recalc lasts only for the next refresh...
|
|
con_recalc = true;
|
|
am_recalc = true;
|
|
|
|
#ifdef HWRENDER
|
|
// Shoot! The screen texture was flushed!
|
|
if ((rendermode == render_opengl) && (gamestate == GS_INTERMISSION))
|
|
usebuffer = false;
|
|
#endif
|
|
}
|
|
|
|
// Check for screen cmd-line parms: to force a resolution.
|
|
//
|
|
// Set the video mode to set at the 1st display loop (setmodeneeded)
|
|
//
|
|
|
|
void SCR_CheckDefaultMode(void)
|
|
{
|
|
INT32 scr_forcex, scr_forcey; // resolution asked from the cmd-line
|
|
|
|
if (dedicated)
|
|
return;
|
|
|
|
// 0 means not set at the cmd-line
|
|
scr_forcex = scr_forcey = 0;
|
|
|
|
if (M_CheckParm("-width") && M_IsNextParm())
|
|
scr_forcex = atoi(M_GetNextParm());
|
|
|
|
if (M_CheckParm("-height") && M_IsNextParm())
|
|
scr_forcey = atoi(M_GetNextParm());
|
|
|
|
if (scr_forcex && scr_forcey)
|
|
{
|
|
CONS_Printf(M_GetText("Using resolution: %d x %d\n"), scr_forcex, scr_forcey);
|
|
// returns -1 if not found, thus will be 0 (no mode change) if not found
|
|
setmodeneeded = VID_GetModeForSize(scr_forcex, scr_forcey) + 1;
|
|
}
|
|
else
|
|
{
|
|
CONS_Printf(M_GetText("Default resolution: %d x %d (%d bits)\n"), cv_scr_width.value,
|
|
cv_scr_height.value, cv_scr_depth.value);
|
|
// see note above
|
|
setmodeneeded = VID_GetModeForSize(cv_scr_width.value, cv_scr_height.value) + 1;
|
|
}
|
|
|
|
if (cv_renderer.value != (signed)rendermode)
|
|
{
|
|
if (chosenrendermode == render_none) // nothing set at command line
|
|
SCR_ChangeRenderer();
|
|
else
|
|
{
|
|
// Set cv_renderer to the current render mode
|
|
CV_StealthSetValue(&cv_renderer, rendermode);
|
|
}
|
|
}
|
|
}
|
|
|
|
// sets the modenum as the new default video mode to be saved in the config file
|
|
void SCR_SetDefaultMode(void)
|
|
{
|
|
// remember the default screen size
|
|
CV_SetValue(&cv_scr_width, vid.width);
|
|
CV_SetValue(&cv_scr_height, vid.height);
|
|
CV_SetValue(&cv_scr_depth, vid.bpp*8);
|
|
}
|
|
|
|
// Change fullscreen on/off according to cv_fullscreen
|
|
void SCR_ChangeFullscreen(void)
|
|
{
|
|
#ifdef DIRECTFULLSCREEN
|
|
// allow_fullscreen is set by VID_PrepareModeList
|
|
// it is used to prevent switching to fullscreen during startup
|
|
if (!allow_fullscreen)
|
|
return;
|
|
|
|
if (graphics_started)
|
|
{
|
|
VID_PrepareModeList();
|
|
setmodeneeded = VID_GetModeForSize(vid.width, vid.height) + 1;
|
|
}
|
|
return;
|
|
#endif
|
|
}
|
|
|
|
void SCR_ChangeRenderer(void)
|
|
{
|
|
if (chosenrendermode != render_none
|
|
|| (signed)rendermode == cv_renderer.value)
|
|
return;
|
|
|
|
#ifdef HWRENDER
|
|
// Check if OpenGL loaded successfully (or wasn't disabled) before switching to it.
|
|
if ((vid.glstate == VID_GL_LIBRARY_ERROR)
|
|
&& (cv_renderer.value == render_opengl))
|
|
{
|
|
if (M_CheckParm("-nogl"))
|
|
CONS_Alert(CONS_ERROR, "OpenGL rendering was disabled!\n");
|
|
else
|
|
CONS_Alert(CONS_ERROR, "OpenGL never loaded\n");
|
|
return;
|
|
}
|
|
|
|
if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED)) // Clear these out before switching to software
|
|
HWR_ClearAllTextures();
|
|
|
|
#endif
|
|
|
|
// Set the new render mode
|
|
setrenderneeded = cv_renderer.value;
|
|
}
|
|
|
|
boolean SCR_IsAspectCorrect(INT32 width, INT32 height)
|
|
{
|
|
return
|
|
( width % BASEVIDWIDTH == 0
|
|
&& height % BASEVIDHEIGHT == 0
|
|
&& width / BASEVIDWIDTH == height / BASEVIDHEIGHT
|
|
);
|
|
}
|
|
|
|
double averageFPS = 0.0f;
|
|
|
|
#define FPS_SAMPLE_RATE (50000) // How often to update FPS samples, in microseconds
|
|
#define NUM_FPS_SAMPLES 16 // Number of samples to store
|
|
|
|
static double fps_samples[NUM_FPS_SAMPLES];
|
|
|
|
void SCR_CalculateFPS(void)
|
|
{
|
|
static boolean init = false;
|
|
|
|
static precise_t startTime = 0;
|
|
precise_t endTime = 0;
|
|
|
|
static precise_t updateTime = 0;
|
|
int updateElapsed = 0;
|
|
int i;
|
|
|
|
endTime = I_GetPreciseTime();
|
|
|
|
if (init == false)
|
|
{
|
|
startTime = updateTime = endTime;
|
|
init = true;
|
|
return;
|
|
}
|
|
|
|
updateElapsed = (endTime - updateTime) / (I_GetPrecisePrecision() / 1000000);
|
|
|
|
if (updateElapsed >= FPS_SAMPLE_RATE)
|
|
{
|
|
static int sampleIndex = 0;
|
|
int frameElapsed = (endTime - startTime) / (I_GetPrecisePrecision() / 1000000);
|
|
|
|
fps_samples[sampleIndex] = frameElapsed / 1000.0f;
|
|
|
|
sampleIndex++;
|
|
if (sampleIndex >= NUM_FPS_SAMPLES)
|
|
sampleIndex = 0;
|
|
|
|
averageFPS = 0.0f;
|
|
for (i = 0; i < NUM_FPS_SAMPLES; i++)
|
|
{
|
|
averageFPS += fps_samples[i];
|
|
}
|
|
averageFPS = 1000.0f / (averageFPS / NUM_FPS_SAMPLES);
|
|
|
|
updateTime = endTime;
|
|
}
|
|
|
|
startTime = endTime;
|
|
}
|
|
|
|
void SCR_DisplayTicRate(void)
|
|
{
|
|
const UINT8 *ticcntcolor = NULL;
|
|
UINT32 cap = R_GetFramerateCap();
|
|
UINT32 benchmark = (cap == 0) ? I_GetRefreshRate() : cap;
|
|
INT32 x = 318;
|
|
double fps = round(averageFPS);
|
|
|
|
// draw "FPS"
|
|
V_DrawFixedPatch(306<<FRACBITS, 183<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, framecounter, R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_YELLOW, GTC_CACHE));
|
|
|
|
if (fps > (benchmark - 5))
|
|
ticcntcolor = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_MINT, GTC_CACHE);
|
|
else if (fps < 20)
|
|
ticcntcolor = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_RASPBERRY, GTC_CACHE);
|
|
|
|
if (cap != 0)
|
|
{
|
|
UINT32 digits = 1;
|
|
UINT32 c2 = cap;
|
|
|
|
while (c2 > 0)
|
|
{
|
|
c2 = c2 / 10;
|
|
digits++;
|
|
}
|
|
|
|
// draw total frame:
|
|
V_DrawPingNum(x, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, cap, ticcntcolor);
|
|
x -= digits * 4;
|
|
|
|
// draw "/"
|
|
V_DrawFixedPatch(x<<FRACBITS, 190<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, frameslash, ticcntcolor);
|
|
}
|
|
|
|
// draw our actual framerate
|
|
V_DrawPingNum(x, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, fps, ticcntcolor);
|
|
}
|
|
|
|
// SCR_DisplayLocalPing
|
|
// Used to draw the user's local ping next to the framerate for a quick check without having to hold TAB for instance. By default, it only shows up if your ping is too high and risks getting you kicked.
|
|
|
|
void SCR_DisplayLocalPing(void)
|
|
{
|
|
UINT32 ping = playerpingtable[consoleplayer]; // consoleplayer's ping is everyone's ping in a splitnetgame :P
|
|
if (! r_splitscreen && ( cv_showping.value == 1 || (cv_showping.value == 2 && ping > servermaxping) )) // only show 2 (warning) if our ping is at a bad level
|
|
{
|
|
INT32 dispy = cv_ticrate.value ? 160 : 181;
|
|
HU_drawPing(307, dispy, ping, V_SNAPTORIGHT | V_SNAPTOBOTTOM | V_HUDTRANS);
|
|
}
|
|
}
|
|
|
|
|
|
void SCR_ClosedCaptions(void)
|
|
{
|
|
UINT8 i;
|
|
boolean gamestopped = (paused || P_AutoPause());
|
|
INT32 basey = BASEVIDHEIGHT;
|
|
|
|
if (gamestate != wipegamestate)
|
|
return;
|
|
|
|
if (gamestate == GS_LEVEL)
|
|
{
|
|
if (promptactive)
|
|
basey -= 42;
|
|
else if (splitscreen)
|
|
basey -= 8;
|
|
}
|
|
|
|
for (i = 0; i < NUMCAPTIONS; i++)
|
|
{
|
|
INT32 flags, y;
|
|
char dot;
|
|
boolean music;
|
|
|
|
if (!closedcaptions[i].s)
|
|
continue;
|
|
|
|
music = (closedcaptions[i].s-S_sfx == sfx_None);
|
|
|
|
if (music && !gamestopped && (closedcaptions[i].t < flashingtics) && (closedcaptions[i].t & 1))
|
|
continue;
|
|
|
|
flags = V_SNAPTORIGHT|V_SNAPTOBOTTOM|V_ALLOWLOWERCASE;
|
|
y = basey-((i + 2)*10);
|
|
|
|
if (closedcaptions[i].b)
|
|
y -= (closedcaptions[i].b--)*vid.dupy;
|
|
|
|
if (closedcaptions[i].t < CAPTIONFADETICS)
|
|
flags |= (((CAPTIONFADETICS-closedcaptions[i].t)/2)*V_10TRANS);
|
|
|
|
if (music)
|
|
dot = '\x19';
|
|
else if (closedcaptions[i].c && closedcaptions[i].c->origin)
|
|
dot = '\x1E';
|
|
else
|
|
dot = ' ';
|
|
|
|
V_DrawRightAlignedString(BASEVIDWIDTH - 20, y, flags,
|
|
va("%c [%s]", dot, (closedcaptions[i].s->caption[0] ? closedcaptions[i].s->caption : closedcaptions[i].s->name)));
|
|
}
|
|
}
|
|
|
|
void SCR_DisplayMarathonInfo(void)
|
|
{
|
|
INT32 flags = V_SNAPTOBOTTOM;
|
|
static tic_t entertic, oldentertics = 0, antisplice[2] = {48,0};
|
|
const char *str;
|
|
#if 0 // eh, this probably isn't going to be a problem
|
|
if (((signed)marathontime) < 0)
|
|
{
|
|
flags |= V_REDMAP;
|
|
str = "No waiting out the clock to submit a bogus time.";
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
entertic = I_GetTime();
|
|
if (gamecomplete)
|
|
flags |= V_YELLOWMAP;
|
|
else if (marathonmode & MA_INGAME)
|
|
; // see also G_Ticker
|
|
else if (marathonmode & MA_INIT)
|
|
marathonmode &= ~MA_INIT;
|
|
else
|
|
marathontime += entertic - oldentertics;
|
|
|
|
// Create a sequence of primes such that their LCM is nice and big.
|
|
#define PRIMEV1 13
|
|
#define PRIMEV2 17 // I can't believe it! I'm on TV!
|
|
antisplice[0] += (entertic - oldentertics)*PRIMEV2;
|
|
antisplice[0] %= PRIMEV1*((vid.width/vid.dupx)+1);
|
|
antisplice[1] += (entertic - oldentertics)*PRIMEV1;
|
|
antisplice[1] %= PRIMEV1*((vid.width/vid.dupx)+1);
|
|
str = va("%i:%02i:%02i.%02i",
|
|
G_TicsToHours(marathontime),
|
|
G_TicsToMinutes(marathontime, false),
|
|
G_TicsToSeconds(marathontime),
|
|
G_TicsToCentiseconds(marathontime));
|
|
oldentertics = entertic;
|
|
}
|
|
V_DrawFill((antisplice[0]/PRIMEV1)-1, BASEVIDHEIGHT-8, 1, 8, V_SNAPTOBOTTOM|V_SNAPTOLEFT);
|
|
V_DrawFill((antisplice[0]/PRIMEV1), BASEVIDHEIGHT-8, 1, 8, V_SNAPTOBOTTOM|V_SNAPTOLEFT|31);
|
|
V_DrawFill(BASEVIDWIDTH-((antisplice[1]/PRIMEV1)-1), BASEVIDHEIGHT-8, 1, 8, V_SNAPTOBOTTOM|V_SNAPTORIGHT);
|
|
V_DrawFill(BASEVIDWIDTH-((antisplice[1]/PRIMEV1)), BASEVIDHEIGHT-8, 1, 8, V_SNAPTOBOTTOM|V_SNAPTORIGHT|31);
|
|
#undef PRIMEV1
|
|
#undef PRIMEV2
|
|
V_DrawPromptBack(-8, cons_backcolor.value);
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT-8, flags, str);
|
|
}
|