- Discovered that Shader Model 1.4 clamps my constants, so I can't use

palettes smaller than 256 entries with the shader I wrote for it. Is there
  a list of gotchas like this listed some where? I'd really like to see it.
  
  Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
  slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
  minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
  being drawn. For software, this (currently) only works with black. For
  hardware, it works with any color. The motiviation for this was so I could
  rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
  draw darker icons into something that didn't require making a whole new
  remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
  removed the off-by-one check from D3DFB. I had thought the off-by-one error
  was caused by rounding errors by the shader hardware. Not so. Rather, I
  wasn't sampling what I thought I was sampling. A texture that uses palette
  index 255 passes the value 1.0 to the shader. The shader needs to adjust the
  range of its palette indexes, or it will end up trying to read color 256
  from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
  numbers used by actors to the tables those numbers represent. This function
  performs validation for the input and returns NULL if the input value
  is invalid.
- Major changes to the way translation tables work: No longer are they each a
  256-byte array. Instead, the FRemapTable structure is used to represent each
  one. It includes a remap array for the software renderer, a palette array
  for a hardware renderer, and a native texture pointer for D3DFB. The
  translationtables array itself is now an array of TArrays that point to the
  real tables. The DTA_Translation attribute must also be passed a pointer
  to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
  for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
  covered it up.


SVN r640 (trunk)
This commit is contained in:
Randy Heit 2007-12-26 04:42:15 +00:00
commit 1acc3d00c4
35 changed files with 1101 additions and 738 deletions

View file

@ -102,6 +102,28 @@ IMPLEMENT_ABSTRACT_CLASS (DDummyFrameBuffer)
// try to generate a CreateNew() function.
IMPLEMENT_ABSTRACT_CLASS (DSimpleCanvas)
class FPaletteTester : public FTexture
{
public:
FPaletteTester ();
const BYTE *GetColumn(unsigned int column, const Span **spans_out);
const BYTE *GetPixels();
void Unload();
bool CheckModified();
void SetTranslation(int num);
protected:
BYTE Pixels[16*16];
int CurTranslation;
int WantTranslation;
static const Span DummySpan[2];
void MakeTexture();
};
const FTexture::Span FPaletteTester::DummySpan[2] = { { 0, 24 }, { 0, 0 } };
int DisplayWidth, DisplayHeight, DisplayBits;
FFont *SmallFont, *SmallFont2, *BigFont, *ConFont;
@ -226,7 +248,7 @@ void DCanvas::FlatFill (int left, int top, int right, int bottom, FTexture *src)
// [RH] Set an area to a specified color
void DCanvas::Clear (int left, int top, int right, int bottom, int palcolor, uint32 color) const
void DCanvas::Clear (int left, int top, int right, int bottom, int palcolor, uint32 color)
{
int x, y;
BYTE *dest;
@ -267,7 +289,7 @@ void DCanvas::Clear (int left, int top, int right, int bottom, int palcolor, uin
}
}
void DCanvas::Dim (PalEntry color) const
void DCanvas::Dim (PalEntry color)
{
PalEntry dimmer;
float amount = dimamount;
@ -289,7 +311,7 @@ void DCanvas::Dim (PalEntry color) const
Dim (dimmer, amount, 0, 0, Width, Height);
}
void DCanvas::Dim (PalEntry color, float damount, int x1, int y1, int w, int h) const
void DCanvas::Dim (PalEntry color, float damount, int x1, int y1, int w, int h)
{
if (damount == 0.f)
return;
@ -701,7 +723,6 @@ DFrameBuffer::DFrameBuffer (int width, int height)
void DFrameBuffer::DrawRateStuff ()
{
// Draws frame time and cumulative fps
RateX = 0;
if (vid_fps)
{
DWORD ms = I_MSTime ();
@ -710,12 +731,13 @@ void DFrameBuffer::DrawRateStuff ()
{
char fpsbuff[40];
int chars;
int rate_x;
chars = sprintf (fpsbuff, "%2u ms (%3u fps)", howlong, LastCount);
RateX = Width - chars * 8;
Clear (RateX, 0, Width, 8, 0, 0);
rate_x = Width - chars * 8;
Clear (rate_x, 0, Width, 8, 0, 0);
SetFont (ConFont);
DrawText (CR_WHITE, RateX, 0, (char *)&fpsbuff[0], TAG_DONE);
DrawText (CR_WHITE, rate_x, 0, (char *)&fpsbuff[0], TAG_DONE);
SetFont (SmallFont);
DWORD thisSec = ms/1000;
@ -735,47 +757,114 @@ void DFrameBuffer::DrawRateStuff ()
{
int i = I_GetTime(false);
int tics = i - LastTic;
BYTE *buffer = GetBuffer () + (GetHeight()-1)*GetPitch();
BYTE *buffer = GetBuffer();
LastTic = i;
if (tics > 20) tics = 20;
for (i = 0; i < tics*2; i += 2) buffer[i] = 0xff;
for ( ; i < 20*2; i += 2) buffer[i] = 0x00;
// Buffer can be NULL if we're doing hardware accelerated 2D
if (buffer != NULL)
{
buffer += (GetHeight()-1)*GetPitch();
for (i = 0; i < tics*2; i += 2) buffer[i] = 0xff;
for ( ; i < 20*2; i += 2) buffer[i] = 0x00;
}
else
{
for (i = 0; i < tics*2; i += 2) Clear(i, Height-1, i+1, Height, 255, 0);
for ( ; i < 20*2; i += 2) Clear(i, Height-1, i+1, Height, 0, 0);
}
}
// draws the palette for debugging
if (vid_showpalette)
{
int i, j, k, l;
// This used to just write the palette to the display buffer.
// With hardware-accelerated 2D, that doesn't work anymore.
// Drawing it as a texture does and continues to show how
// well the PalTex shader is working.
static FPaletteTester palette;
BYTE *buffer = GetBuffer();
for (i = k = 0; i < 16; ++i)
palette.SetTranslation(vid_showpalette);
DrawTexture(&palette, 0, 0,
DTA_DestWidth, 16*7,
DTA_DestHeight, 16*7,
DTA_Masked, false,
TAG_DONE);
}
}
FPaletteTester::FPaletteTester()
{
Width = 16;
Height = 16;
WidthBits = 4;
HeightBits = 4;
WidthMask = 15;
CurTranslation = 0;
WantTranslation = 1;
MakeTexture();
}
bool FPaletteTester::CheckModified()
{
return CurTranslation != WantTranslation;
}
void FPaletteTester::SetTranslation(int num)
{
if (num >= 1 && num <= 9)
{
WantTranslation = num;
}
}
void FPaletteTester::Unload()
{
}
const BYTE *FPaletteTester::GetColumn (unsigned int column, const Span **spans_out)
{
if (CurTranslation != WantTranslation)
{
MakeTexture();
}
column &= 15;
if (spans_out != NULL)
{
*spans_out = DummySpan;
}
return Pixels + column*16;
}
const BYTE *FPaletteTester::GetPixels ()
{
if (CurTranslation != WantTranslation)
{
MakeTexture();
}
return Pixels;
}
void FPaletteTester::MakeTexture()
{
int i, j, k, t;
BYTE *p;
t = WantTranslation;
p = Pixels;
k = 0;
for (i = 0; i < 16; ++i)
{
for (j = 0; j < 16; ++j)
{
for (j = 0; j < 8; ++j)
{
for (l = 0; l < 16; ++l)
{
int color;
if (vid_showpalette > 1 && vid_showpalette < 9)
{
color = translationtables[TRANSLATION_Standard][(vid_showpalette-2)*256+k];
}
else
{
color = k;
}
memset (buffer, color, 8);
buffer += 8;
k++;
}
k -= 16;
buffer += GetPitch() - 16*8;
}
*p++ = (t > 1) ? translationtables[TRANSLATION_Standard][t - 2]->Remap[k] : k;
k += 16;
}
k -= 255;
}
CurTranslation = t;
}
void DFrameBuffer::CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest)
@ -812,7 +901,7 @@ FNativeTexture *DFrameBuffer::CreateTexture(FTexture *gametex)
return NULL;
}
FNativeTexture *DFrameBuffer::CreatePalette(const PalEntry *pal)
FNativeTexture *DFrameBuffer::CreatePalette(FRemapTable *remap)
{
return NULL;
}