...
 
Commits (53)
......@@ -112,9 +112,7 @@ ifndef GCC295
WFLAGS+=-Wno-div-by-zero
endif
#WFLAGS+=-Wsystem-headers
ifndef ERRORMODE
#WFLAGS+=-Wfloat-equal
endif
WFLAGS+=-Wfloat-equal
#WFLAGS+=-Wtraditional
ifdef VCHELP
WFLAGS+=-Wdeclaration-after-statement
......
......@@ -1102,7 +1102,7 @@ static void Setvalue(consvar_t *var, const char *valstr, boolean stealth)
if (var->flags & CV_FLOAT)
{
double d = atof(valstr);
if (!d && valstr[0] != '0')
if (fpclassify(d) == FP_ZERO && valstr[0] != '0')
v = INT32_MIN;
else
v = (INT32)(d * FRACUNIT);
......
......@@ -58,10 +58,7 @@ static boolean consoleready; // console prompt is ready
INT32 con_destlines; // vid lines used by console at final position
static INT32 con_curlines; // vid lines currently used by console
INT32 con_clipviewtop; // clip value for planes & sprites, so that the
// part of the view covered by the console is not
// drawn when not needed, this must be -1 when
// console is off
INT32 con_clipviewtop; // (useless)
static INT32 con_hudlines; // number of console heads up message lines
static INT32 con_hudtime[MAXHUDLINES]; // remaining time of display for hud msg lines
......
......@@ -320,8 +320,7 @@ static void D_Display(void)
if (!gametic)
break;
HU_Erase();
if (automapactive)
AM_Drawer();
AM_Drawer();
break;
case GS_INTERMISSION:
......@@ -375,12 +374,10 @@ static void D_Display(void)
break;
}
// clean up border stuff
// see if the border needs to be initially drawn
if (gamestate == GS_LEVEL)
{
// draw the view directly
if (!automapactive && !dedicated && cv_renderview.value)
if (cv_renderview.value && !automapactive)
{
if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD)
{
......@@ -438,7 +435,6 @@ static void D_Display(void)
}
ST_Drawer();
HU_Drawer();
}
......
......@@ -3448,7 +3448,7 @@ static void Command_Version_f(void)
#elif defined(__linux__)
CONS_Printf("Linux ");
#elif defined(MACOSX)
CONS_Printf("macOS" );
CONS_Printf("macOS ");
#elif defined(UNIXCOMMON)
CONS_Printf("Unix (Common) ");
#else
......@@ -3473,6 +3473,11 @@ static void Command_Version_f(void)
CONS_Printf("\x85" "DEBUG " "\x80");
#endif
// DEVELOP build
#ifdef DEVELOP
CONS_Printf("\x87" "DEVELOP " "\x80");
#endif
CONS_Printf("\n");
}
......
......@@ -8303,6 +8303,7 @@ static inline int lib_getenum(lua_State *L)
LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"admin")) { // BACKWARDS COMPATIBILITY HACK: This was replaced with IsPlayerAdmin(), but some 2.1 Lua scripts still use the admin variable. It now points to the first admin player in the array.
LUA_Deprecated(L, "admin", "IsPlayerAdmin(player)");
if (!playeringame[adminplayers[0]] || IsPlayerAdmin(serverplayer))
return 0;
LUA_PushUserdata(L, &players[adminplayers[0]], META_PLAYER);
......
......@@ -227,14 +227,14 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale,
Z_Free(realpatch);
}
// centre screen
if ((float)vid.width != (float)BASEVIDWIDTH * dupx)
if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f)
{
if (option & V_SNAPTORIGHT)
cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx));
else if (!(option & V_SNAPTOLEFT))
cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx))/2;
}
if ((float)vid.height != (float)BASEVIDHEIGHT * dupy)
if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f)
{
if ((option & (V_SPLITSCREEN|V_SNAPTOBOTTOM)) == (V_SPLITSCREEN|V_SNAPTOBOTTOM))
cy += ((float)vid.height/2 - ((float)BASEVIDHEIGHT/2 * dupy));
......@@ -375,14 +375,14 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal
Z_Free(realpatch);
}
// centre screen
if ((float)vid.width != (float)BASEVIDWIDTH * dupx)
if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f)
{
if (option & V_SNAPTORIGHT)
cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx));
else if (!(option & V_SNAPTOLEFT))
cx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx))/2;
}
if ((float)vid.height != (float)BASEVIDHEIGHT * dupy)
if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f)
{
if ((option & (V_SPLITSCREEN|V_SNAPTOBOTTOM)) == (V_SPLITSCREEN|V_SNAPTOBOTTOM))
cy += ((float)vid.height/2 - ((float)BASEVIDHEIGHT/2 * dupy));
......@@ -770,18 +770,6 @@ void HWR_DrawViewBorder(INT32 clearlines)
// AM_MAP.C DRAWING STUFF
// ==========================================================================
// Clear the automap part of the screen
void HWR_clearAutomap(void)
{
FRGBAFloat fColor = {0, 0, 0, 1};
// minx,miny,maxx,maxy
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
HWD.pfnClearBuffer(true, true, &fColor);
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
}
// -----------------+
// HWR_drawAMline : draw a line of the automap (the clipping is already done in automap code)
// Arg : color is a RGB 888 value
......@@ -950,14 +938,14 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
fw *= dupx;
fh *= dupy;
if ((float)vid.width != (float)BASEVIDWIDTH * dupx)
if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f)
{
if (color & V_SNAPTORIGHT)
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx));
else if (!(color & V_SNAPTOLEFT))
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2;
}
if ((float)vid.height != (float)BASEVIDHEIGHT * dupy)
if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f)
{
// same thing here
if (color & V_SNAPTOBOTTOM)
......
......@@ -4137,7 +4137,7 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t
swallVerts[0].z = swallVerts[3].z = spr->z1;
swallVerts[2].z = swallVerts[1].z = spr->z2;
if (spr->mobj && this_scale != 1.0f)
if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
{
// Always a pixel above the floor, perfectly flat.
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3);
......@@ -4305,7 +4305,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
wallVerts[1].z = wallVerts[2].z = spr->z2;
wallVerts[2].y = wallVerts[3].y = spr->ty;
if (spr->mobj && this_scale != 1.0f)
if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height * this_scale;
else
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height;
......@@ -4334,6 +4334,16 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t;
}
// if it has a dispoffset, push it a little towards the camera
if (spr->dispoffset) {
float co = -gr_viewcos*(0.05f*spr->dispoffset);
float si = -gr_viewsin*(0.05f*spr->dispoffset);
wallVerts[0].z = wallVerts[3].z = wallVerts[0].z+si;
wallVerts[1].z = wallVerts[2].z = wallVerts[1].z+si;
wallVerts[0].x = wallVerts[3].x = wallVerts[0].x+co;
wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co;
}
realtop = top = wallVerts[3].y;
realbot = bot = wallVerts[0].y;
towtop = wallVerts[3].tow;
......@@ -4585,7 +4595,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
wallVerts[0].x = wallVerts[3].x = spr->x1;
wallVerts[2].x = wallVerts[1].x = spr->x2;
wallVerts[2].y = wallVerts[3].y = spr->ty;
if (spr->mobj && this_scale != 1.0f)
if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height * this_scale;
else
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height;
......@@ -4635,6 +4645,16 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
HWR_DrawSpriteShadow(spr, gpatch, this_scale);
}
// if it has a dispoffset, push it a little towards the camera
if (spr->dispoffset) {
float co = -gr_viewcos*(0.05f*spr->dispoffset);
float si = -gr_viewsin*(0.05f*spr->dispoffset);
wallVerts[0].z = wallVerts[3].z = wallVerts[0].z+si;
wallVerts[1].z = wallVerts[2].z = wallVerts[1].z+si;
wallVerts[0].x = wallVerts[3].x = wallVerts[0].x+co;
wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co;
}
// This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black.
// sprite lighting by modulating the RGB components
/// \todo coloured
......@@ -4831,7 +4851,7 @@ static void HWR_SortVisSprites(void)
best = ds;
}
// order visprites of same scale by dispoffset, smallest first
else if (ds->tz == bestdist && ds->dispoffset < bestdispoffset)
else if (fabsf(ds->tz - bestdist) < 1.0E-36f && ds->dispoffset < bestdispoffset)
{
bestdispoffset = ds->dispoffset;
best = ds;
......@@ -5752,7 +5772,7 @@ void HWR_SetViewSize(void)
gr_viewwindowx = (vid.width - gr_viewwidth) / 2;
gr_windowcenterx = (float)(vid.width / 2);
if (gr_viewwidth == vid.width)
if (fabsf(gr_viewwidth - vid.width) < 1.0E-36f)
{
gr_baseviewwindowy = 0;
gr_basewindowcentery = gr_viewheight / 2; // window top left corner at 0,0
......
......@@ -31,7 +31,6 @@
void HWR_Startup(void);
void HWR_Shutdown(void);
void HWR_clearAutomap(void);
void HWR_drawAMline(const fline_t *fl, INT32 color);
void HWR_FadeScreenMenuBack(UINT32 color, INT32 height);
void HWR_DrawConsoleBack(UINT32 color, INT32 height);
......
......@@ -602,7 +602,8 @@ static void GLPerspective(GLdouble fovy, GLdouble aspect)
const GLdouble deltaZ = zFar - zNear;
GLdouble cotangent;
if ((deltaZ == 0.0f) || (sine == 0.0f) || (aspect == 0.0f)) {
if ((fabsf((float)deltaZ) < 1.0E-36f) || fpclassify(sine) == FP_ZERO || fpclassify(aspect) == FP_ZERO)
{
return;
}
cotangent = cos(radians) / sine;
......@@ -641,7 +642,7 @@ static void GLProject(GLdouble objX, GLdouble objY, GLdouble objZ,
out[2] * projMatrix[2*4+i] +
out[3] * projMatrix[3*4+i];
}
if (in[3] == 0.0f) return;
if (fpclassify(in[3]) == FP_ZERO) return;
in[0] /= in[3];
in[1] /= in[3];
in[2] /= in[3];
......@@ -1986,7 +1987,7 @@ static void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, INT32 duration,
pglTexCoord2f(s, t);
if (!nextframe || pol == 0.0f)
if (!nextframe || fpclassify(pol) == FP_ZERO)
{
pglNormal3f(frame->vertices[pindex].normal[0],
frame->vertices[pindex].normal[1],
......@@ -2055,6 +2056,7 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
pglLoadIdentity();
if (stransform)
{
boolean fovx90;
// keep a trace of the transformation for md2
memcpy(&md2_transform, stransform, sizeof (md2_transform));
......@@ -2069,7 +2071,8 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
pglMatrixMode(GL_PROJECTION);
pglLoadIdentity();
special_splitscreen = (stransform->splitscreen && stransform->fovxangle == 90.0f);
fovx90 = stransform->fovxangle > 0.0f && fabsf(stransform->fovxangle - 90.0f) < 0.5f;
special_splitscreen = (stransform->splitscreen && fovx90);
if (special_splitscreen)
GLPerspective(53.13l, 2*ASPECT_RATIO); // 53.13 = 2*atan(0.5)
else
......
......@@ -2001,7 +2001,7 @@ void HU_Drawer(void)
{
typelines = 1;
chat_scrolltime = 0;
if (!OLDCHAT && cv_consolechat.value < 2) // Don't display minimized chat if you set the mode to Window (Hidden)
if (!OLDCHAT && cv_consolechat.value < 2 && netgame) // Don't display minimized chat if you set the mode to Window (Hidden)
HU_drawMiniChat(); // draw messages in a cool fashion.
}
......
......@@ -6852,9 +6852,10 @@ static void M_Setup2PControlsMenu(INT32 choice)
OP_MPControlsMenu[0].status = IT_GRAYEDOUT2;
OP_MPControlsMenu[1].status = IT_GRAYEDOUT2;
OP_MPControlsMenu[2].status = IT_GRAYEDOUT2;
// Hide the pause/console controls too
// Hide the pause/console and system menu controls too
OP_MiscControlsMenu[3].status = IT_GRAYEDOUT2;
OP_MiscControlsMenu[4].status = IT_GRAYEDOUT2;
OP_MiscControlsMenu[6].status = IT_GRAYEDOUT2;
OP_MiscControlsMenu[8].status = IT_GRAYEDOUT2;
OP_ControlListDef.prevMenu = &OP_P2ControlsDef;
M_SetupNextMenu(&OP_ControlListDef);
......
......@@ -1531,6 +1531,10 @@ boolean M_ScreenshotResponder(event_t *ev)
return false;
ch = ev->data1;
if (ch >= KEY_MOUSE1 && menuactive) // If it's not a keyboard key, then don't allow it in the menus!
return false;
if (ch == KEY_F8 || ch == gamecontrol[gc_screenshot][0] || ch == gamecontrol[gc_screenshot][1]) // remappable F8
M_ScreenShot();
else if (ch == KEY_F9 || ch == gamecontrol[gc_recordgif][0] || ch == gamecontrol[gc_recordgif][1]) // remappable F9
......
......@@ -41,9 +41,6 @@
// Convenience macro to fix issue with collision along bottom/left edges of blockmap -Red
#define BMBOUNDFIX(xl, xh, yl, yh) {if (xl > xh) xl = 0; if (yl > yh) yl = 0;}
// player radius used only in am_map.c
#define PLAYERRADIUS (16*FRACUNIT)
// MAXRADIUS is for precalculated sector block boxes
// the spider demon is larger,
// but we do not have any moving sectors nearby
......
......@@ -2000,7 +2000,7 @@ static boolean P_LoadRawBlockMap(UINT8 *data, size_t count, const char *lumpname
if (!count || count >= 0x20000)
return false;
CONS_Printf("Reading blockmap lump for pk3...\n");
//CONS_Printf("Reading blockmap lump for pk3...\n");
// no need to malloc anything, assume the data is uncompressed for now
count /= 2;
......
......@@ -1119,7 +1119,6 @@ static void R_Subsector(size_t num)
}
light = R_GetPlaneLight(frontsector, polysec->floorheight, viewz < polysec->floorheight);
light = 0;
ffloor[numffloors].plane = R_FindPlane(polysec->floorheight, polysec->floorpic,
polysec->lightlevel, xoff, yoff,
polysec->floorpic_angle-po->angle,
......@@ -1167,7 +1166,6 @@ static void R_Subsector(size_t num)
}
light = R_GetPlaneLight(frontsector, polysec->ceilingheight, viewz < polysec->ceilingheight);
light = 0;
ffloor[numffloors].plane = R_FindPlane(polysec->ceilingheight, polysec->ceilingpic,
polysec->lightlevel, xoff, yoff, polysec->ceilingpic_angle-po->angle,
NULL, NULL
......
......@@ -1220,7 +1220,7 @@ INT32 R_CreateColormap(char *p1, char *p2, char *p3)
continue;
if (maskcolor == extra_colormaps[i].maskcolor
&& fadecolor == extra_colormaps[i].fadecolor
&& (float)maskamt == (float)extra_colormaps[i].maskamt
&& fabsf((float)(maskamt - extra_colormaps[i].maskamt)) < 1.0E-36f
&& fadestart == extra_colormaps[i].fadestart
&& fadeend == extra_colormaps[i].fadeend
&& fog == extra_colormaps[i].fog)
......
......@@ -551,13 +551,11 @@ void R_SetViewSize(void)
//
void R_ExecuteSetViewSize(void)
{
fixed_t cosadj;
fixed_t dy;
INT32 i;
INT32 j;
INT32 level;
INT32 startmapl;
INT32 aspectx; //added : 02-02-98 : for aspect ratio calc. below...
setsizeneeded = false;
......@@ -597,31 +595,22 @@ void R_ExecuteSetViewSize(void)
for (i = 0; i < viewwidth; i++)
screenheightarray[i] = (INT16)viewheight;
// setup sky scaling (uses pspriteyscale)
// setup sky scaling
R_SetSkyScale();
// planes
//aspectx = (((vid.height*centerx*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width);
aspectx = centerx;
if (rendermode == render_soft)
{
// this is only used for planes rendering in software mode
j = viewheight*8;
j = viewheight*16;
for (i = 0; i < j; i++)
{
dy = ((i - viewheight*2)<<FRACBITS) + FRACUNIT/2;
dy = ((i - viewheight*8)<<FRACBITS) + FRACUNIT/2;
dy = abs(dy);
yslopetab[i] = FixedDiv(aspectx*FRACUNIT, dy);
yslopetab[i] = FixedDiv(centerx*FRACUNIT, dy);
}
}
for (i = 0; i < viewwidth; i++)
{
cosadj = abs(FINECOSINE(xtoviewangle[i]>>ANGLETOFINESHIFT));
distscale[i] = FixedDiv(FRACUNIT, cosadj);
}
memset(scalelight, 0xFF, sizeof(scalelight));
// Calculate the light levels to use for each level/scale combination.
......@@ -734,9 +723,136 @@ static mobj_t *viewmobj;
// WARNING: a should be unsigned but to add with 2048, it isn't!
#define AIMINGTODY(a) ((FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160)>>FRACBITS)
void R_SkyboxFrame(player_t *player)
// recalc necessary stuff for mouseaiming
// slopes are already calculated for the full possible view (which is 4*viewheight).
// 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out)
static void R_SetupFreelook(void)
{
INT32 dy = 0;
if (rendermode == render_soft)
{
// clip it in the case we are looking a hardware 90 degrees full aiming
// (lmps, network and use F12...)
G_SoftwareClipAimingPitch((INT32 *)&aimingangle);
dy = AIMINGTODY(aimingangle) * viewwidth/BASEVIDWIDTH;
yslope = &yslopetab[viewheight*8 - (viewheight/2 + dy)];
}
centery = (viewheight/2) + dy;
centeryfrac = centery<<FRACBITS;
}
#undef AIMINGTODY
void R_SetupFrame(player_t *player, boolean skybox)
{
camera_t *thiscam;
boolean chasecam = false;
if (splitscreen && player == &players[secondarydisplayplayer]
&& player != &players[consoleplayer])
{
thiscam = &camera2;
chasecam = (cv_chasecam2.value != 0);
}
else
{
thiscam = &camera;
chasecam = (cv_chasecam.value != 0);
}
if (player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD)
chasecam = true; // force chasecam on
else if (player->spectator) // no spectator chasecam
chasecam = false; // force chasecam off
if (chasecam && !thiscam->chase)
{
P_ResetCamera(player, thiscam);
thiscam->chase = true;
}
else if (!chasecam)
thiscam->chase = false;
viewsky = !skybox;
if (player->awayviewtics)
{
// cut-away view stuff
viewmobj = player->awayviewmobj; // should be a MT_ALTVIEWMAN
I_Assert(viewmobj != NULL);
viewz = viewmobj->z + 20*FRACUNIT;
aimingangle = player->awayviewaiming;
viewangle = viewmobj->angle;
}
else if (!player->spectator && chasecam)
// use outside cam view
{
viewmobj = NULL;
viewz = thiscam->z + (thiscam->height>>1);
aimingangle = thiscam->aiming;
viewangle = thiscam->angle;
}
else
// use the player's eyes view
{
viewz = player->viewz;
viewmobj = player->mo;
I_Assert(viewmobj != NULL);
aimingangle = player->aiming;
viewangle = viewmobj->angle;
if (!demoplayback && player->playerstate != PST_DEAD)
{
if (player == &players[consoleplayer])
{
viewangle = localangle; // WARNING: camera uses this
aimingangle = localaiming;
}
else if (player == &players[secondarydisplayplayer])
{
viewangle = localangle2;
aimingangle = localaiming2;
}
}
}
viewz += quake.z;
viewplayer = player;
if (chasecam && !player->awayviewtics && !player->spectator)
{
viewx = thiscam->x;
viewy = thiscam->y;
viewx += quake.x;
viewy += quake.y;
if (thiscam->subsector)
viewsector = thiscam->subsector->sector;
else
viewsector = R_PointInSubsector(viewx, viewy)->sector;
}
else
{
viewx = viewmobj->x;
viewy = viewmobj->y;
viewx += quake.x;
viewy += quake.y;
if (viewmobj->subsector)
viewsector = viewmobj->subsector->sector;
else
viewsector = R_PointInSubsector(viewx, viewy)->sector;
}
viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT);
viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
R_SetupFreelook();
}
void R_SkyboxFrame(player_t *player)
{
camera_t *thiscam;
if (splitscreen && player == &players[secondarydisplayplayer]
......@@ -950,146 +1066,7 @@ void R_SkyboxFrame(player_t *player)
viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT);
viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
// recalc necessary stuff for mouseaiming
// slopes are already calculated for the full possible view (which is 4*viewheight).
// 18/08/18: (No it's actually 8*viewheight, thanks MPC aka Jimita for finding this out)
if (rendermode == render_soft)
{
// clip it in the case we are looking a hardware 90 degrees full aiming
// (lmps, network and use F12...)
G_SoftwareClipAimingPitch((INT32 *)&aimingangle);
dy = AIMINGTODY(aimingangle) * viewwidth/BASEVIDWIDTH;
yslope = &yslopetab[(3*viewheight/2) - dy];
}
centery = (viewheight/2) + dy;
centeryfrac = centery<<FRACBITS;
}
void R_SetupFrame(player_t *player, boolean skybox)
{
INT32 dy = 0;
camera_t *thiscam;
boolean chasecam = false;
if (splitscreen && player == &players[secondarydisplayplayer]
&& player != &players[consoleplayer])
{
thiscam = &camera2;
chasecam = (cv_chasecam2.value != 0);
}
else
{
thiscam = &camera;
chasecam = (cv_chasecam.value != 0);
}
if (player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD)
chasecam = true; // force chasecam on
else if (player->spectator) // no spectator chasecam
chasecam = false; // force chasecam off
if (chasecam && !thiscam->chase)
{
P_ResetCamera(player, thiscam);
thiscam->chase = true;
}
else if (!chasecam)
thiscam->chase = false;
viewsky = !skybox;
if (player->awayviewtics)
{
// cut-away view stuff
viewmobj = player->awayviewmobj; // should be a MT_ALTVIEWMAN
I_Assert(viewmobj != NULL);
viewz = viewmobj->z + 20*FRACUNIT;
aimingangle = player->awayviewaiming;
viewangle = viewmobj->angle;
}
else if (!player->spectator && chasecam)
// use outside cam view
{
viewmobj = NULL;
viewz = thiscam->z + (thiscam->height>>1);
aimingangle = thiscam->aiming;
viewangle = thiscam->angle;
}
else
// use the player's eyes view
{
viewz = player->viewz;
viewmobj = player->mo;
I_Assert(viewmobj != NULL);
aimingangle = player->aiming;
viewangle = viewmobj->angle;
if (!demoplayback && player->playerstate != PST_DEAD)
{
if (player == &players[consoleplayer])
{
viewangle = localangle; // WARNING: camera uses this
aimingangle = localaiming;
}
else if (player == &players[secondarydisplayplayer])
{
viewangle = localangle2;
aimingangle = localaiming2;
}
}
}
viewz += quake.z;
viewplayer = player;
if (chasecam && !player->awayviewtics && !player->spectator)
{
viewx = thiscam->x;
viewy = thiscam->y;
viewx += quake.x;
viewy += quake.y;
if (thiscam->subsector)
viewsector = thiscam->subsector->sector;
else
viewsector = R_PointInSubsector(viewx, viewy)->sector;
}
else
{
viewx = viewmobj->x;
viewy = viewmobj->y;
viewx += quake.x;
viewy += quake.y;
if (viewmobj->subsector)
viewsector = viewmobj->subsector->sector;
else
viewsector = R_PointInSubsector(viewx, viewy)->sector;
}
viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT);
viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
// recalc necessary stuff for mouseaiming
// slopes are already calculated for the full possible view (which is 4*viewheight).
// 18/08/18: (No it's actually 8*viewheight, thanks MPC aka Jimita for finding this out)
if (rendermode == render_soft)
{
// clip it in the case we are looking a hardware 90 degrees full aiming
// (lmps, network and use F12...)
G_SoftwareClipAimingPitch((INT32 *)&aimingangle);
dy = AIMINGTODY(aimingangle) * viewwidth/BASEVIDWIDTH;
yslope = &yslopetab[(3*viewheight/2) - dy];
}
centery = (viewheight/2) + dy;
centeryfrac = centery<<FRACBITS;
R_SetupFreelook();
}
#define ANGLED_PORTALS
......
......@@ -16,6 +16,8 @@
#include "doomdef.h"
#include "console.h"
#include "g_game.h"
#include "p_setup.h" // levelflats
#include "p_slopes.h"
#include "r_data.h"
#include "r_local.h"
#include "r_state.h"
......@@ -26,9 +28,12 @@
#include "z_zone.h"
#include "p_tick.h"
#include "p_setup.h" // levelflats
#include "p_slopes.h"
#ifdef TIMING
#include "p5prof.h"
INT64 mycount;
INT64 mytotal = 0;
UINT32 nombre = 100000;
#endif
//
// opening
......@@ -51,7 +56,7 @@ visplane_t *floorplane;
visplane_t *ceilingplane;
static visplane_t *currentplane;
planemgr_t ffloor[MAXFFLOORS];
visffloor_t ffloor[MAXFFLOORS];
INT32 numffloors;
//SoM: 3/23/2000: Boom visplane hashing routine.
......@@ -89,10 +94,9 @@ static fixed_t planeheight;
// (this is to calculate yslopes only when really needed)
// (when mouselookin', yslope is moving into yslopetab)
// Check R_SetupFrame, R_SetViewSize for more...
fixed_t yslopetab[MAXVIDHEIGHT*8];
fixed_t yslopetab[MAXVIDHEIGHT*16];
fixed_t *yslope;
fixed_t distscale[MAXVIDWIDTH];
fixed_t basexscale, baseyscale;
fixed_t cachedheight[MAXVIDHEIGHT];
......@@ -155,34 +159,19 @@ void R_PortalRestoreClipValues(INT32 start, INT32 end, INT16 *ceil, INT16 *floor
}
}
//profile stuff ---------------------------------------------------------
//#define TIMING
#ifdef TIMING
#include "p5prof.h"
INT64 mycount;
INT64 mytotal = 0;
UINT32 nombre = 100000;
#endif
//profile stuff ---------------------------------------------------------
//
// R_MapPlane
//
// Uses global vars:
// planeheight
// ds_source
// basexscale
// baseyscale
// centerx
// viewx
// viewy
// xoffs
// yoffs
// planeangle
//
// BASIC PRIMITIVE
//
// viewsin
// viewcos
// viewheight
#ifndef NOWATER
static INT32 bgofs;
static INT32 wtofs=0;
......@@ -190,10 +179,6 @@ static INT32 waterofs;
static boolean itswater;
#endif
#ifdef __mips__
//#define NOWATER
#endif
#ifndef NOWATER
static void R_DrawTranslucentWaterSpan_8(void)
{
......@@ -275,8 +260,8 @@ static void R_DrawTranslucentWaterSpan_8(void)
void R_MapPlane(INT32 y, INT32 x1, INT32 x2)
{
angle_t angle;
fixed_t distance, length;
angle_t angle, planecos, planesin;
fixed_t distance, span;
size_t pindex;
#ifdef RANGECHECK
......@@ -287,12 +272,22 @@ void R_MapPlane(INT32 y, INT32 x1, INT32 x2)
// from r_splats's R_RenderFloorSplat
if (x1 >= vid.width) x1 = vid.width - 1;
angle = (currentplane->viewangle + currentplane->plangle)>>ANGLETOFINESHIFT;
planecos = FINECOSINE(angle);
planesin = FINESINE(angle);
if (planeheight != cachedheight[y])
{
cachedheight[y] = planeheight;
distance = cacheddistance[y] = FixedMul(planeheight, yslope[y]);
ds_xstep = cachedxstep[y] = FixedMul(distance, basexscale);
ds_ystep = cachedystep[y] = FixedMul(distance, baseyscale);
if ((span = abs(centery-y)))
{
ds_xstep = cachedxstep[y] = FixedMul(planesin, planeheight) / span;
ds_ystep = cachedystep[y] = FixedMul(planecos, planeheight) / span;
}
}
else
{
......@@ -301,13 +296,8 @@ void R_MapPlane(INT32 y, INT32 x1, INT32 x2)
ds_ystep = cachedystep[y];
}
length = FixedMul (distance,distscale[x1]);
angle = (currentplane->viewangle + currentplane->plangle + xtoviewangle[x1])>>ANGLETOFINESHIFT;
/// \note Wouldn't it be faster just to add viewx and viewy
// to the plane's x/yoffs anyway??
ds_xfrac = FixedMul(FINECOSINE(angle), length) + xoffs;
ds_yfrac = yoffs - FixedMul(FINESINE(angle), length);
ds_xfrac = xoffs + FixedMul(planecos, distance) + (x1 - centerx) * ds_xstep;
ds_yfrac = yoffs - FixedMul(planesin, distance) + (x1 - centerx) * ds_ystep;
#ifndef NOWATER
if (itswater)
......@@ -315,8 +305,9 @@ void R_MapPlane(INT32 y, INT32 x1, INT32 x2)
const INT32 yay = (wtofs + (distance>>9) ) & 8191;
// ripples da water texture
bgofs = FixedDiv(FINESINE(yay), (1<<12) + (distance>>11))>>FRACBITS;
angle = (currentplane->viewangle + currentplane->plangle + xtoviewangle[x1])>>ANGLETOFINESHIFT;
angle = (angle + 2048) & 8191; //90�
angle = (angle + 2048) & 8191; // 90 degrees
ds_xfrac += FixedMul(FINECOSINE(angle), (bgofs<<FRACBITS));
ds_yfrac += FixedMul(FINESINE(angle), (bgofs<<FRACBITS));
......@@ -328,7 +319,6 @@ void R_MapPlane(INT32 y, INT32 x1, INT32 x2)
#endif
pindex = distance >> LIGHTZSHIFT;
if (pindex >= MAXLIGHTZ)
pindex = MAXLIGHTZ - 1;
......@@ -365,8 +355,6 @@ void R_MapPlane(INT32 y, INT32 x1, INT32 x2)
// R_ClearPlanes
// At begining of frame.
//
// NOTE: Uses con_clipviewtop, so that when console is on,
// we don't draw the part of the view hidden under the console.
void R_ClearPlanes(void)
{
INT32 i, p;
......@@ -376,12 +364,12 @@ void R_ClearPlanes(void)
for (i = 0; i < viewwidth; i++)
{
floorclip[i] = (INT16)viewheight;
ceilingclip[i] = (INT16)con_clipviewtop;
ceilingclip[i] = -1;
frontscale[i] = INT32_MAX;
for (p = 0; p < MAXFFLOORS; p++)
{
ffloor[p].f_clip[i] = (INT16)viewheight;
ffloor[p].c_clip[i] = (INT16)con_clipviewtop;
ffloor[p].c_clip[i] = -1;
}
}
......
......@@ -21,7 +21,6 @@
//
// Now what is a visplane, anyway?
// Simple: kinda floor/ceiling polygon optimised for SRB2 rendering.
// 7764 bytes! (for win32, anyway)
//
typedef struct visplane_s
{
......@@ -39,25 +38,12 @@ typedef struct visplane_s
extracolormap_t *extra_colormap;
// leave pads for [minx-1]/[maxx+1]
// words sucks .. should get rid of that.. but eats memory
// THIS IS UNSIGNED! VERY IMPORTANT!!
UINT16 pad1;
UINT16 top[MAXVIDWIDTH];
UINT16 pad2;
UINT16 pad3;
UINT16 bottom[MAXVIDWIDTH];
UINT16 pad4;
UINT16 padtopstart, top[MAXVIDWIDTH], padtopend;
UINT16 padbottomstart, bottom[MAXVIDWIDTH], padbottomend;
INT32 high, low; // R_PlaneBounds should set these.
fixed_t xoffs, yoffs; // Scrolling flats.
// SoM: frontscale should be stored in the first seg of the subsector
// where the planes themselves are stored. I'm doing this now because
// the old way caused trouble with the drawseg array was re-sized.
INT32 scaleseg;
struct ffloor_s *ffloor;
#ifdef POLYOBJECTS_PLANES
polyobj_t *polyobj;
......@@ -75,17 +61,15 @@ extern INT16 *lastopening, *openings;
extern size_t maxopenings;
extern INT16 floorclip[MAXVIDWIDTH], ceilingclip[MAXVIDWIDTH];
extern fixed_t frontscale[MAXVIDWIDTH], yslopetab[MAXVIDHEIGHT*8];
extern fixed_t frontscale[MAXVIDWIDTH], yslopetab[MAXVIDHEIGHT*16];
extern fixed_t cachedheight[MAXVIDHEIGHT];
extern fixed_t cacheddistance[MAXVIDHEIGHT];
extern fixed_t cachedxstep[MAXVIDHEIGHT];
extern fixed_t cachedystep[MAXVIDHEIGHT];
extern fixed_t basexscale, baseyscale;
extern lighttable_t **planezlight;
extern fixed_t *yslope;
extern fixed_t distscale[MAXVIDWIDTH];
extern lighttable_t **planezlight;
void R_InitPlanes(void);
void R_PortalStoreClipValues(INT32 start, INT32 end, INT16 *ceil, INT16 *floor, fixed_t *scale);
......@@ -134,8 +118,8 @@ typedef struct planemgr_s
#ifdef POLYOBJECTS_PLANES
polyobj_t *polyobj;
#endif
} planemgr_t;
} visffloor_t;
extern planemgr_t ffloor[MAXFFLOORS];
extern visffloor_t ffloor[MAXFFLOORS];
extern INT32 numffloors;
#endif
......@@ -1344,24 +1344,12 @@ static void R_RenderSegLoop (void)
if (markfloor)
{
#if 0 // Old Doom Legacy code
bottom = floorclip[rw_x]-1;
if (top <= ceilingclip[rw_x])
top = ceilingclip[rw_x]+1;
if (top <= bottom && floorplane)
{
floorplane->top[rw_x] = (INT16)top;
floorplane->bottom[rw_x] = (INT16)bottom;
}
#else // Spiffy new PRBoom code
top = yh < ceilingclip[rw_x] ? ceilingclip[rw_x] : yh;
top = yh < ceilingclip[rw_x] ? ceilingclip[rw_x] : yh;
if (++top <= bottom && floorplane)
{
floorplane->top[rw_x] = (INT16)top;
floorplane->bottom[rw_x] = (INT16)bottom;
}
#endif
}
if (numffloors)
......@@ -1645,26 +1633,11 @@ static void R_RenderSegLoop (void)
}
for (i = 0; i < numffloors; i++)
{
#ifdef POLYOBJECTS_PLANES
if (ffloor[i].polyobj && (!curline->polyseg || ffloor[i].polyobj != curline->polyseg))
continue;
#endif
ffloor[i].f_frac += ffloor[i].f_step;
}
for (i = 0; i < numbackffloors; i++)
{
INT32 y_w;
#ifdef POLYOBJECTS_PLANES
if (ffloor[i].polyobj && (!curline->polyseg || ffloor[i].polyobj != curline->polyseg))
continue;
#endif
y_w = ffloor[i].b_frac >> HEIGHTBITS;
ffloor[i].f_clip[rw_x] = ffloor[i].c_clip[rw_x] = (INT16)(y_w & 0xFFFF);
ffloor[i].f_clip[rw_x] = ffloor[i].c_clip[rw_x] = (INT16)((ffloor[i].b_frac >> HEIGHTBITS) & 0xFFFF);
ffloor[i].b_frac += ffloor[i].b_step;
}
......@@ -2775,11 +2748,6 @@ void R_StoreWallRange(INT32 start, INT32 stop)
{
for (i = 0; i < numffloors; i++)
{
#ifdef POLYOBJECTS_PLANES
if (ffloor[i].polyobj && (!curline->polyseg || ffloor[i].polyobj != curline->polyseg))
continue;
#endif
ffloor[i].f_pos >>= 4;
#ifdef ESLOPE
ffloor[i].f_pos_slope >>= 4;
......@@ -3060,7 +3028,11 @@ void R_StoreWallRange(INT32 start, INT32 stop)
if (ceilingplane) //SoM: 3/29/2000: Check for null ceiling planes
ceilingplane = R_CheckPlane (ceilingplane, rw_x, rw_stopx-1);
else
markceiling = 0;
markceiling = false;
// Don't render the ceiling again when rendering polyobjects
if (curline->polyseg)
markceiling = false;
}
// get a new or use the same visplane
......@@ -3069,7 +3041,11 @@ void R_StoreWallRange(INT32 start, INT32 stop)
if (floorplane) //SoM: 3/29/2000: Check for null planes
floorplane = R_CheckPlane (floorplane, rw_x, rw_stopx-1);
else
markfloor = 0;
markfloor = false;
// Don't render the floor again when rendering polyobjects
if (curline->polyseg)
markfloor = false;
}
ds_p->numffloorplanes = 0;
......
......@@ -365,9 +365,8 @@ static void R_RenderFloorSplat(floorsplat_t *pSplat, vertex_t *verts, UINT8 *pTe
#else
lighttable_t **planezlight;
fixed_t planeheight;
angle_t angle;
fixed_t distance;
fixed_t length;
angle_t angle, planecos, planesin;
fixed_t distance, span;
size_t indexr;
INT32 light;
#endif
......@@ -473,12 +472,22 @@ static void R_RenderFloorSplat(floorsplat_t *pSplat, vertex_t *verts, UINT8 *pTe
if (x2 >= vid.width)
x2 = vid.width - 1;
angle = (currentplane->viewangle + currentplane->plangle)>>ANGLETOFINESHIFT;
planecos = FINECOSINE(angle);
planesin = FINESINE(angle);
if (planeheight != cachedheight[y])
{
cachedheight[y] = planeheight;
distance = cacheddistance[y] = FixedMul(planeheight, yslope[y]);
ds_xstep = cachedxstep[y] = FixedMul(distance,basexscale);
ds_ystep = cachedystep[y] = FixedMul(distance,baseyscale);
if ((span = abs(centery-y)))
{
ds_xstep = cachedxstep[y] = FixedMul(planesin, planeheight) / span;
ds_ystep = cachedystep[y] = FixedMul(planecos, planeheight) / span;
}
}
else
{
......@@ -486,10 +495,9 @@ static void R_RenderFloorSplat(floorsplat_t *pSplat, vertex_t *verts, UINT8 *pTe
ds_xstep = cachedxstep[y];
ds_ystep = cachedystep[y];
}
length = FixedMul(distance, distscale[x1]);
angle = (viewangle + xtoviewangle[x1])>>ANGLETOFINESHIFT;
ds_xfrac = viewx + FixedMul(FINECOSINE(angle), length);
ds_yfrac = -viewy - FixedMul(FINESINE(angle), length);
ds_xfrac = xoffs + FixedMul(planecos, distance) + (x1 - centerx) * ds_xstep;
ds_yfrac = yoffs - FixedMul(planesin, distance) + (x1 - centerx) * ds_ystep;
ds_xfrac -= offsetx;
ds_yfrac += offsety;
......
......@@ -1733,7 +1733,7 @@ static void R_CreateDrawNodes(void)
plane = ds->curline->polyseg->visplane;
R_PlaneBounds(plane);
if (plane->low < con_clipviewtop || plane->high > vid.height || plane->high > plane->low)
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low)
;
else {
// Put it in!
......@@ -1762,7 +1762,7 @@ static void R_CreateDrawNodes(void)
plane = ds->ffloorplanes[p];
R_PlaneBounds(plane);
if (plane->low < con_clipviewtop || plane->high > vid.height || plane->high > plane->low || plane->polyobj)
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low || plane->polyobj)
{
ds->ffloorplanes[p] = NULL;
continue;
......@@ -1799,7 +1799,7 @@ static void R_CreateDrawNodes(void)
plane = PolyObjects[i].visplane;
R_PlaneBounds(plane);
if (plane->low < con_clipviewtop || plane->high > vid.height || plane->high > plane->low)
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low)
{
PolyObjects[i].visplane = NULL;
continue;
......
......@@ -309,14 +309,6 @@ void SCR_Recalc(void)
if (automapactive)
AM_Stop();
// r_plane stuff: visplanes, openings, floorclip, ceilingclip, spanstart,
// spanstop, yslope, distscale, cachedheight, cacheddistance,
// cachedxstep, cachedystep
// -> allocated at the maximum vidsize, static.
// r_main: xtoviewangle, allocated at the maximum size.
// r_things: negonearray, screenheightarray allocated max. size.
// set the screen[x] ptrs on the new vidbuffers
V_Init();
......
......@@ -278,13 +278,13 @@ if(${SDL2_FOUND})
if (${CMAKE_GENERATOR} STREQUAL "MinGW Makefiles")
if(${SRB2_SYSTEM_BITS} EQUAL 64)
find_library(SRB2_SDL2_DLL_${dllname} "${defaultname}"
HINTS ${CMAKE_SOURCE_DIR}/Bin/Resources/x86_64
HINTS ${CMAKE_SOURCE_DIR}/libs/dll-binaries/x86_64
HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2/x86_64-w64-mingw32/bin
HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2_mixer/x86_64-w64-mingw32/bin
)
else()
find_library(SRB2_SDL2_DLL_${dllname} "${defaultname}"
HINTS ${CMAKE_SOURCE_DIR}/Bin/Resources/i686
HINTS ${CMAKE_SOURCE_DIR}/libs/dll-binaries/i686
HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2/i686-w64-mingw32/bin
HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2_mixer/i686-w64-mingw32/bin
)
......@@ -292,13 +292,13 @@ if(${SDL2_FOUND})
else()
if(${SRB2_SYSTEM_BITS} EQUAL 64)
find_library(SRB2_SDL2_DLL_${dllname} "${defaultname}"
HINTS ${CMAKE_SOURCE_DIR}/Bin/Resources/x86_64
HINTS ${CMAKE_SOURCE_DIR}/libs/dll-binaries/x86_64
HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2/lib/x64
HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2_mixer/lib/x64
)
else()
find_library(SRB2_SDL2_DLL_${dllname} "${defaultname}"
HINTS ${CMAKE_SOURCE_DIR}/Bin/Resources/i686
HINTS ${CMAKE_SOURCE_DIR}/libs/dll-binaries/i686
HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2/lib/x86
HINTS ${CMAKE_SOURCE_DIR}/libs/SDL2_mixer/lib/x86
)
......
......@@ -200,7 +200,10 @@ static void SDLSetMode(INT32 width, INT32 height, SDL_bool fullscreen)
}
// Reposition window only in windowed mode
SDL_SetWindowSize(window, width, height);
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_SetWindowPosition(window,
SDL_WINDOWPOS_CENTERED_DISPLAY(SDL_GetWindowDisplayIndex(window)),
SDL_WINDOWPOS_CENTERED_DISPLAY(SDL_GetWindowDisplayIndex(window))
);
}
}
else
......
......@@ -92,6 +92,12 @@ void I_StartupSound(void)
{
I_Assert(!sound_started);
#ifdef _WIN32
// Force DirectSound instead of WASAPI
// SDL 2.0.6+ defaults to the latter and it screws up our sound effects
SDL_setenv("SDL_AUDIODRIVER", "directsound", 1);
#endif
// EE inits audio first so we're following along.
if (SDL_WasInit(SDL_INIT_AUDIO) == SDL_INIT_AUDIO)
{
......@@ -759,6 +765,7 @@ void I_UnloadSong(void)
boolean I_PlaySong(boolean looping)
{
boolean lpz = fpclassify(loop_point) == FP_ZERO;
#ifdef HAVE_LIBGME
if (gme)
{
......@@ -772,14 +779,15 @@ boolean I_PlaySong(boolean looping)
if (!music)
return false;
if (Mix_PlayMusic(music, looping && loop_point == 0.0f ? -1 : 0) == -1)
if (Mix_PlayMusic(music, looping && lpz ? -1 : 0) == -1)
{
CONS_Alert(CONS_ERROR, "Mix_PlayMusic: %s\n", Mix_GetError());
return false;
}
Mix_VolumeMusic((UINT32)music_volume*128/31);
if (loop_point != 0.0f)
if (!lpz)
Mix_HookMusicFinished(music_loop);
return true;
}
......
......@@ -1186,6 +1186,12 @@ void I_StartupSound(void)
// Configure sound device
CONS_Printf("I_StartupSound:\n");
#ifdef _WIN32
// Force DirectSound instead of WASAPI
// SDL 2.0.6+ defaults to the latter and it screws up our sound effects
SDL_setenv("SDL_AUDIODRIVER", "directsound", 1);
#endif
// EE inits audio first so we're following along.
if (SDL_WasInit(SDL_INIT_AUDIO) == SDL_INIT_AUDIO)
CONS_Printf("SDL Audio already started\n");
......
......@@ -996,7 +996,7 @@ static INT32 WINAPI VID_SetDirectDrawMode(viddef_t *lvid, vmode_t *currentmode)
// but rather render to memory bitmap buffer
lvid->direct = NULL;
if (!cv_stretch.value && (float)vid.width/vid.height != ((float)BASEVIDWIDTH/BASEVIDHEIGHT))
if (!cv_stretch.value && fabsf((float)vid.width/vid.height - ((float)BASEVIDWIDTH/BASEVIDHEIGHT)) > 1.0E-36f)
vid.height = (int)(vid.width * ((float)BASEVIDHEIGHT/BASEVIDWIDTH));// Adjust the height to match
return 1;
......