- Changed the way gamma works for D3DFB: In windowed mode, the display is

drawn to a texture, then that texture is copied to the real back buffer
  using a gamma-correcting pixel shader. In fullscreen mode, SetGammaRamp
  is used.
- Fixed flashing of vid_fps display when fps > 1000.
- Fixed loading of RGB textures for native 2D mode.
- Changed the first rotozoomer's data because it just became too obvious when
  the backdrop is drawn with a full 256 distinct colors available.
- Set the player backdrop to update no more frequently than 35 FPS, so opening
  the player setup menu before starting a game won't produce a very fast
  moving backdrop.
- Changed the player backdrop into a texture so that it can be drawn like
  anything else.


SVN r648 (trunk)
This commit is contained in:
Randy Heit 2007-12-27 04:30:12 +00:00
commit 834e4bef32
21 changed files with 676 additions and 246 deletions

View file

@ -633,52 +633,6 @@ void DCanvas::FillBorder (FTexture *img)
}
}
// This was in m_menu.cpp but it's better to be here because
// non-software renderers must be able to override it.
void DCanvas::DrawPlayerBackdrop (DCanvas *src, const BYTE *FireRemap, int x, int y)
{
DCanvas *dest = this;
BYTE *destline, *srcline;
const int destwidth = src->GetWidth() * CleanXfac / 2;
const int destheight = src->GetHeight() * CleanYfac / 2;
const int desty = y;
const int destx = x;
const fixed_t fracxstep = FRACUNIT*2 / CleanXfac;
const fixed_t fracystep = FRACUNIT*2 / CleanYfac;
fixed_t fracx, fracy = 0;
src->Lock();
if (fracxstep == FRACUNIT)
{
for (y = desty; y < desty + destheight; y++, fracy += fracystep)
{
srcline = src->GetBuffer() + (fracy >> FRACBITS) * src->GetPitch();
destline = dest->GetBuffer() + y * dest->GetPitch() + destx;
for (x = 0; x < destwidth; x++)
{
destline[x] = FireRemap[srcline[x]];
}
}
}
else
{
for (y = desty; y < desty + destheight; y++, fracy += fracystep)
{
srcline = src->GetBuffer() + (fracy >> FRACBITS) * src->GetPitch();
destline = dest->GetBuffer() + y * dest->GetPitch() + destx;
for (x = fracx = 0; x < destwidth; x++, fracx += fracxstep)
{
destline[x] = FireRemap[srcline[fracx >> FRACBITS]];
}
}
}
src->Unlock();
}
void DCanvas::PUTTRANSDOT (int xx, int yy, int basecolor, int level)
{
static int oldyy;