- 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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990f720409
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111853e623
17 changed files with 1867 additions and 984 deletions
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@ -671,11 +671,13 @@ DFrameBuffer::DFrameBuffer (int width, int height)
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: DSimpleCanvas (width, height)
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{
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LastMS = LastSec = FrameCount = LastCount = LastTic = 0;
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IsComposited = false;
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}
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void DFrameBuffer::DrawRateStuff ()
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{
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// Draws frame time and cumulative fps
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RateX = 0;
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if (vid_fps)
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{
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DWORD ms = I_MSTime ();
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@ -686,9 +688,10 @@ void DFrameBuffer::DrawRateStuff ()
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int chars;
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chars = sprintf (fpsbuff, "%2u ms (%3u fps)", howlong, LastCount);
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Clear (Width - chars * 8, 0, Width, 8, 0);
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RateX = Width - chars * 8;
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Clear (RateX, 0, Width, 8, 0);
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SetFont (ConFont);
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DrawText (CR_WHITE, Width - chars * 8, 0, (char *)&fpsbuff[0], TAG_DONE);
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DrawText (CR_WHITE, RateX, 0, (char *)&fpsbuff[0], TAG_DONE);
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SetFont (SmallFont);
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DWORD thisSec = ms/1000;
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@ -772,6 +775,32 @@ void DFrameBuffer::SetVSync (bool vsync)
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{
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}
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void DFrameBuffer::SetBlendingRect (int x1, int y1, int x2, int y2)
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{
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}
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void DFrameBuffer::Begin2D ()
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{
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}
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void DFrameBuffer::End2D ()
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{
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}
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FNativeTexture *DFrameBuffer::CreateTexture(FTexture *gametex)
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{
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return NULL;
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}
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FNativeTexture *DFrameBuffer::CreatePalette(const PalEntry *pal)
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{
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return NULL;
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}
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FNativeTexture::~FNativeTexture()
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{
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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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