- Added a framework for drawing the 2D screen elements with Direct3D textures.
They are not actually drawn with it yet, nor is it complete, but it's something to start with. - Split up DCanvas::DrawTexture() into more pieces to make it easier to virtualize. - Removed support for non-32-bit palette textures from D3DFB. What kind of card supports pixel shaders but not 32-bit textures? SVN r605 (trunk)
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parent
990f720409
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111853e623
17 changed files with 1867 additions and 984 deletions
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@ -430,7 +430,7 @@ CVAR (Flag, compat_invisibility,compatflags, COMPATF_INVISIBILITY);
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// Draw current display, possibly wiping it from the previous
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//
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//==========================================================================
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CVAR(Bool,test2d,true,0)
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void D_Display (bool screenshot)
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{
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bool wipe;
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@ -630,7 +630,25 @@ void D_Display (bool screenshot)
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M_Drawer (); // menu is drawn even on top of everything
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FStat::PrintStat ();
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if (!screenshot)
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{
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#if 0
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if (test2d)
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screen->Begin2D();
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screen->DrawTexture(TexMan["M_HTIC"], 0, 0,
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DTA_Clean, true,
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TAG_DONE);
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screen->DrawTexture(TexMan["XHAIRB3"], 200, 100,
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DTA_DestWidth, 128,
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DTA_DestHeight, 128,
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DTA_Alpha, ((gametic & 31) + 1) << (16-5),
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// DTA_RenderStyle, STYLE_Add,
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DTA_FillColor, MAKEARGB(ColorMatcher.Pick(254,254,0),254,254,0),
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DTA_AlphaChannel, true,
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TAG_DONE);
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screen->End2D();
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#endif
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screen->Update (); // page flip or blit buffer
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}
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}
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else
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{
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