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Show changes
......@@ -28,6 +28,7 @@
#include "d_main.h"
#include "d_clisrv.h"
#include "f_finale.h"
#include "y_inter.h" // usebuffer
#include "i_sound.h" // closed captions
#include "s_sound.h" // ditto
#include "g_game.h" // ditto
......@@ -63,7 +64,6 @@ consvar_t cv_scr_height = {"scr_height", "800", CV_SAVE, CV_Unsigned, NULL, 0, N
consvar_t cv_scr_depth = {"scr_depth", "16 bits", CV_SAVE, scr_depth_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_renderview = {"renderview", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
static void SCR_ActuallyChangeRenderer(void);
CV_PossibleValue_t cv_renderer_t[] = {
{1, "Software"},
#ifdef HWRENDER
......@@ -71,7 +71,7 @@ CV_PossibleValue_t cv_renderer_t[] = {
#endif
{0, NULL}
};
consvar_t cv_renderer = {"renderer", "Software", CV_SAVE|CV_NOLUA|CV_CALL, cv_renderer_t, SCR_ChangeRenderer, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_renderer = {"renderer", "Software", CV_SAVE|CV_NOLUA|CV_CALL, cv_renderer_t, SCR_SetTargetRenderer, 0, NULL, NULL, 0, 0, NULL};
static void SCR_ChangeFullscreen(void);
......@@ -81,7 +81,6 @@ consvar_t cv_fullscreen = {"fullscreen", "Yes", CV_SAVE|CV_CALL, CV_YesNo, SCR_C
// SCREEN VARIABLES
// =========================================================================
INT32 scr_bpp; // current video mode bytes per pixel
UINT8 *scr_borderpatch; // flat used to fill the reduced view borders set at ST_Init()
// =========================================================================
......@@ -202,14 +201,15 @@ void SCR_SetMode(void)
// Lactozilla: Renderer switching
if (setrenderneeded)
{
Z_PreparePatchFlush();
needpatchflush = true;
needpatchrecache = true;
// stop recording movies (APNG only)
if (setrenderneeded && (moviemode == MM_APNG))
M_StopMovie();
VID_CheckRenderer();
if (!setmodeneeded)
VID_SetMode(vid.modenum);
vid.recalc = 1;
}
// Set the video mode in the video interface.
if (setmodeneeded)
VID_SetMode(--setmodeneeded);
......@@ -279,34 +279,9 @@ void SCR_Startup(void)
vid.modenum = 0;
vid.dupx = vid.width / BASEVIDWIDTH;
vid.dupy = vid.height / BASEVIDHEIGHT;
vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT);
vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
#ifdef HWRENDER
if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl
#endif
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
vid.meddupx = (UINT8)(vid.dupx >> 1) + 1;
vid.meddupy = (UINT8)(vid.dupy >> 1) + 1;
#ifdef HWRENDER
vid.fmeddupx = vid.meddupx*FRACUNIT;
vid.fmeddupy = vid.meddupy*FRACUNIT;
#endif
vid.smalldupx = (UINT8)(vid.dupx / 3) + 1;
vid.smalldupy = (UINT8)(vid.dupy / 3) + 1;
#ifdef HWRENDER
vid.fsmalldupx = vid.smalldupx*FRACUNIT;
vid.fsmalldupy = vid.smalldupy*FRACUNIT;
#endif
vid.baseratio = FRACUNIT;
V_Init();
V_Recalc();
CV_RegisterVar(&cv_ticrate);
CV_RegisterVar(&cv_constextsize);
......@@ -320,41 +295,7 @@ void SCR_Recalc(void)
if (dedicated)
return;
// bytes per pixel quick access
scr_bpp = vid.bpp;
// scale 1,2,3 times in x and y the patches for the menus and overlays...
// calculated once and for all, used by routines in v_video.c
vid.dupx = vid.width / BASEVIDWIDTH;
vid.dupy = vid.height / BASEVIDHEIGHT;
vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT);
vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
#ifdef HWRENDER
//if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl
// 13/11/18:
// The above is no longer necessary, since we want OpenGL to be just like software now
// -- Monster Iestyn
#endif
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
//vid.baseratio = FixedDiv(vid.height << FRACBITS, BASEVIDHEIGHT << FRACBITS);
vid.baseratio = FRACUNIT;
vid.meddupx = (UINT8)(vid.dupx >> 1) + 1;
vid.meddupy = (UINT8)(vid.dupy >> 1) + 1;
#ifdef HWRENDER
vid.fmeddupx = vid.meddupx*FRACUNIT;
vid.fmeddupy = vid.meddupy*FRACUNIT;
#endif
vid.smalldupx = (UINT8)(vid.dupx / 3) + 1;
vid.smalldupy = (UINT8)(vid.dupy / 3) + 1;
#ifdef HWRENDER
vid.fsmalldupx = vid.smalldupx*FRACUNIT;
vid.fsmalldupy = vid.smalldupy*FRACUNIT;
#endif
V_Recalc();
// toggle off (then back on) the automap because some screensize-dependent values will
// be calculated next time the automap is activated.
......@@ -369,11 +310,17 @@ void SCR_Recalc(void)
// 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 ..
R_ViewSizeChanged(); //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.
......@@ -411,7 +358,19 @@ void SCR_CheckDefaultMode(void)
setmodeneeded = VID_GetModeForSize(cv_scr_width.value, cv_scr_height.value) + 1;
}
SCR_ActuallyChangeRenderer();
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);
#ifdef HWRENDER
CV_StealthSetValue(&cv_newrenderer, rendermode);
#endif
}
}
}
// sets the modenum as the new default video mode to be saved in the config file
......@@ -427,81 +386,42 @@ void SCR_SetDefaultMode(void)
void SCR_ChangeFullscreen(void)
{
#ifdef DIRECTFULLSCREEN
// allow_fullscreen is set by VID_PrepareModeList
// it is used to prevent switching to fullscreen during startup
// allow_fullscreen 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
}
static int target_renderer = 0;
void SCR_SetTargetRenderer(void)
{
if (!con_refresh)
SCR_ChangeRenderer();
}
void SCR_ActuallyChangeRenderer(void)
void SCR_ChangeRenderer(void)
{
setrenderneeded = target_renderer;
if ((signed)rendermode == cv_renderer.value)
return;
#ifdef HWRENDER
// Well, it didn't even load anyway.
if ((vid_opengl_state == -1) && (setrenderneeded == render_opengl))
// 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");
setrenderneeded = 0;
return;
}
#endif
// setting the same renderer twice WILL crash your game, so let's not, please
if (rendermode == setrenderneeded)
setrenderneeded = 0;
}
// Lactozilla: Renderer switching
void SCR_ChangeRenderer(void)
{
setrenderneeded = 0;
if (con_startup)
{
target_renderer = cv_renderer.value;
#ifdef HWRENDER
if (M_CheckParm("-opengl") && (vid_opengl_state == 1))
target_renderer = rendermode = render_opengl;
else
#endif
if (M_CheckParm("-software"))
target_renderer = rendermode = render_soft;
// set cv_renderer back
SCR_ChangeRendererCVars(rendermode);
return;
}
if (cv_renderer.value == 1)
target_renderer = render_soft;
else if (cv_renderer.value == 2)
target_renderer = render_opengl;
SCR_ActuallyChangeRenderer();
}
void SCR_ChangeRendererCVars(INT32 mode)
{
// set cv_renderer back
if (mode == render_soft)
CV_StealthSetValue(&cv_renderer, 1);
else if (mode == render_opengl)
CV_StealthSetValue(&cv_renderer, 2);
#ifdef HWRENDER
CV_StealthSetValue(&cv_newrenderer, cv_renderer.value);
#endif
// Set the new render mode
setrenderneeded = cv_renderer.value;
con_refresh = false;
}
boolean SCR_IsAspectCorrect(INT32 width, INT32 height)
......
This diff is collapsed.
......@@ -283,6 +283,8 @@
<ClInclude Include="..\r_main.h" />
<ClInclude Include="..\r_plane.h" />
<ClInclude Include="..\r_patch.h" />
<ClInclude Include="..\r_rotsprite.h" />
<ClInclude Include="..\r_patchtrees.h" />
<ClInclude Include="..\r_portal.h" />
<ClInclude Include="..\r_segs.h" />
<ClInclude Include="..\r_skins.h" />
......@@ -447,7 +449,8 @@
</ClCompile>
<ClCompile Include="..\r_main.c" />
<ClCompile Include="..\r_plane.c" />
<ClCompile Include="..\r_patch.c" />
<ClCompile Include="..\r_patch.c" />
<ClCompile Include="..\r_rotsprite.c" />
<ClCompile Include="..\r_portal.c" />
<ClCompile Include="..\r_segs.c" />
<ClCompile Include="..\r_skins.c" />
......
......@@ -474,6 +474,12 @@
<ClInclude Include="..\r_patch.h">
<Filter>R_Rend</Filter>
</ClInclude>
<ClInclude Include="..\r_rotsprite.h">
<Filter>R_Rend</Filter>
</ClInclude>
<ClInclude Include="..\r_patchtrees.h">
<Filter>R_Rend</Filter>
</ClInclude>
<ClInclude Include="..\r_portal.h">
<Filter>R_Rend</Filter>
</ClInclude>
......@@ -946,6 +952,9 @@
<ClCompile Include="..\r_patch.c">
<Filter>R_Rend</Filter>
</ClCompile>
<ClCompile Include="..\r_rotsprite.c">
<Filter>R_Rend</Filter>
</ClCompile>
<ClCompile Include="..\r_portal.c">
<Filter>R_Rend</Filter>
</ClCompile>
......
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......@@ -142,12 +142,5 @@ size_t Z_TagsUsage(INT32 lowtag, INT32 hightag);
// Miscellaneous functions
//
char *Z_StrDup(const char *in);
#define Z_Unlock(p) (void)p // TODO: remove this now that NDS code has been removed
// For renderer switching
extern boolean needpatchflush;
extern boolean needpatchrecache;
void Z_FlushCachedPatches(void);
void Z_PreparePatchFlush(void);
#endif