- 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)
This commit is contained in:
Randy Heit 2007-12-20 04:36:43 +00:00
commit 111853e623
17 changed files with 1867 additions and 984 deletions

View file

@ -671,11 +671,13 @@ DFrameBuffer::DFrameBuffer (int width, int height)
: DSimpleCanvas (width, height)
{
LastMS = LastSec = FrameCount = LastCount = LastTic = 0;
IsComposited = false;
}
void DFrameBuffer::DrawRateStuff ()
{
// Draws frame time and cumulative fps
RateX = 0;
if (vid_fps)
{
DWORD ms = I_MSTime ();
@ -686,9 +688,10 @@ void DFrameBuffer::DrawRateStuff ()
int chars;
chars = sprintf (fpsbuff, "%2u ms (%3u fps)", howlong, LastCount);
Clear (Width - chars * 8, 0, Width, 8, 0);
RateX = Width - chars * 8;
Clear (RateX, 0, Width, 8, 0);
SetFont (ConFont);
DrawText (CR_WHITE, Width - chars * 8, 0, (char *)&fpsbuff[0], TAG_DONE);
DrawText (CR_WHITE, RateX, 0, (char *)&fpsbuff[0], TAG_DONE);
SetFont (SmallFont);
DWORD thisSec = ms/1000;
@ -772,6 +775,32 @@ void DFrameBuffer::SetVSync (bool vsync)
{
}
void DFrameBuffer::SetBlendingRect (int x1, int y1, int x2, int y2)
{
}
void DFrameBuffer::Begin2D ()
{
}
void DFrameBuffer::End2D ()
{
}
FNativeTexture *DFrameBuffer::CreateTexture(FTexture *gametex)
{
return NULL;
}
FNativeTexture *DFrameBuffer::CreatePalette(const PalEntry *pal)
{
return NULL;
}
FNativeTexture::~FNativeTexture()
{
}
CCMD(clean)
{
Printf ("CleanXfac: %d\nCleanYfac: %d\n", CleanXfac, CleanYfac);