Merge pull request #1 from Sryder13/master

OpenGL Fixup
This commit is contained in:
Alam Arias 2014-03-21 13:12:17 -04:00
commit 11a4ea1145
9 changed files with 343 additions and 67 deletions

View File

@ -469,7 +469,7 @@ extern const char *compdate, *comptime, *comprevision;
#if !defined (_NDS) && !defined (_PSP)
/// Shuffle's incomplete OpenGL sorting code.
//#define SHUFFLE
#define SHUFFLE // This has nothing to do with sorting, why was it disabled?
#endif
#if !defined (_NDS) && !defined (_PSP)

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@ -209,6 +209,76 @@ void HWR_DrawSciencePatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, INT32 option,
HWD.pfnDrawPolygon(NULL, v, 4, flags);
}
void HWR_DrawCroppedPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option, fixed_t scale, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h)
{
FOutVector v[4];
FBITFIELD flags;
float cx = FIXED_TO_FLOAT(x);
float cy = FIXED_TO_FLOAT(y);
// 3--2
// | /|
// |/ |
// 0--1
float sdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f;
float sdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
float pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f*FIXED_TO_FLOAT(scale);
float pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f*FIXED_TO_FLOAT(scale);
// make patch ready in hardware cache
HWR_GetPatch(gpatch);
switch (option & V_SCALEPATCHMASK)
{
case V_NOSCALEPATCH:
pdupx = pdupy = 2.0f;
break;
case V_SMALLSCALEPATCH:
pdupx = 2.0f * FIXED_TO_FLOAT(vid.fsmalldupx);
pdupy = 2.0f * FIXED_TO_FLOAT(vid.fsmalldupy);
break;
case V_MEDSCALEPATCH:
pdupx = 2.0f * FIXED_TO_FLOAT(vid.fmeddupx);
pdupy = 2.0f * FIXED_TO_FLOAT(vid.fmeddupy);
break;
}
if (option & V_NOSCALESTART)
sdupx = sdupy = 2.0f;
v[0].x = v[3].x = (cx*sdupx-gpatch->leftoffset*pdupx)/vid.width - 1;
v[2].x = v[1].x = ((cx-sx)*sdupx+(w-gpatch->leftoffset)*pdupx)/vid.width - 1;
v[0].y = v[1].y = 1-(cy*sdupy-gpatch->topoffset*pdupy)/vid.height;
v[2].y = v[3].y = 1-((cy-sy)*sdupy+(h-gpatch->topoffset)*pdupy)/vid.height;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
v[0].sow = v[3].sow = ((float)sx/(float)gpatch->height);
v[2].sow = v[1].sow = gpatch->max_s*((float)w/(float)gpatch->width);
v[0].tow = v[1].tow = ((float)sy/(float)gpatch->height);
v[2].tow = v[3].tow = gpatch->max_t*((float)h/(float)gpatch->height);
flags = BLENDMODE|PF_Clip|PF_NoZClip|PF_NoDepthTest;
if (option & V_WRAPX)
flags |= PF_ForceWrapX;
if (option & V_WRAPY)
flags |= PF_ForceWrapY;
// clip it since it is used for bunny scroll in doom I
if (option & V_TRANSLUCENT)
{
FSurfaceInfo Surf;
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff;
Surf.FlatColor.s.alpha = (UINT8)cv_grtranslucenthud.value;
flags |= PF_Modulated;
HWD.pfnDrawPolygon(&Surf, v, 4, flags);
}
else
HWD.pfnDrawPolygon(NULL, v, 4, flags);
}
void HWR_DrawClippedPatch (GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option)
{
// hardware clips the patch quite nicely anyway :)

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@ -1212,23 +1212,17 @@ static void HWR_SplitFog(sector_t *sector, wallVert3D *wallVerts, FSurfaceInfo*
if (list[i].caster)
{
if (sector->lightlist[i].caster->flags & FF_SOLID && !(cutflag & FF_EXTRA))
solid = true;
else if (sector->lightlist[i].caster->flags & FF_CUTEXTRA && cutflag & FF_EXTRA)
if (sector->lightlist[i].caster->flags & FF_FOG && cutflag & FF_FOG) // Only fog cuts fog
{
if (sector->lightlist[i].caster->flags & FF_EXTRA)
{
if (sector->lightlist[i].caster->flags == cutflag)
if (sector->lightlist[i].caster->flags == cutflag) // only cut by the same
solid = true;
}
else
solid = true;
}
else
solid = false;
}
else
solid = false;
height = FIXED_TO_FLOAT(list[i].height);
@ -1645,7 +1639,12 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
blendmode = PF_Environment;
if (gr_frontsector->numlights)
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS);
{
if (!(blendmode & PF_Masked))
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS|FF_TRANSLUCENT);
else
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS);
}
else if (!(blendmode & PF_Masked))
HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, blendmode, false, lightnum, colormap);
else
@ -3385,30 +3384,17 @@ noshadow:
if (sector->numlights)
{
INT32 light = R_GetPlaneLight(sector, spr->mobj->z, false);
INT32 light;
if ((sector->lightlist[light].height > (spr->mobj->z + spr->mobj->height)) && !(sector->lightlist[light].flags & FF_NOSHADE))
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
else
lightlevel = LightLevelToLum(255);
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
}
else // If we can't use the light at its bottom, we'll use the light at its top
{
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false);
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
else
lightlevel = LightLevelToLum(255);
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
else
lightlevel = LightLevelToLum(255);
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
}
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
}
else
{
@ -3855,7 +3841,7 @@ static void HWR_DrawSprites(void)
HWR_DrawPrecipitationSprite(spr);
else
#endif
if (spr->mobj->skin)
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
if (!cv_grmd2.value || (cv_grmd2.value && md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == true))
HWR_DrawSprite(spr);
@ -3884,7 +3870,7 @@ static void HWR_DrawMD2S(void)
if (!spr->precip)
{
#endif
if (spr->mobj && spr->mobj->skin)
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
if ((md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == false) && (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale > 0.0f))
HWR_DrawMD2(spr);
@ -4323,6 +4309,8 @@ static void HWR_DrawSkyBackground(player_t *player)
v[0].z = v[1].z = v[2].z = v[3].z = 4.0f;
// X
if (textures[skytexture]->width > 256)
angle = (angle_t)((float)(dup_viewangle + gr_xtoviewangle[0])
/((float)textures[skytexture]->width/256.0f))
@ -4337,9 +4325,19 @@ static void HWR_DrawSkyBackground(player_t *player)
v[0].sow = v[3].sow = 0.22f+(f)/(textures[skytexture]->width/2);
v[2].sow = v[1].sow = 0.22f+(f+(127))/(textures[skytexture]->width/2);
// Y
if (textures[skytexture]->height > 256)
angle = (angle_t)((float)(aimingangle)
*(256.0f/(float)textures[skytexture]->height))
%(ANGLE_90-1); // Just so that looking up and down scales right
else
angle = (aimingangle);
f = (float)((textures[skytexture]->height/2)
* FIXED_TO_FLOAT(FINETANGENT((2048
- ((INT32)aimingangle>>(ANGLETOFINESHIFT + 1))) & FINEMASK)));
- ((INT32)angle>>(ANGLETOFINESHIFT + 1))) & FINEMASK)));
v[3].tow = v[2].tow = 0.22f+(f)/(textures[skytexture]->height/2);
v[0].tow = v[1].tow = 0.22f+(f+(127))/(textures[skytexture]->height/2);
@ -4406,9 +4404,9 @@ void HWR_SetViewSize(void)
}
// ==========================================================================
//
// Same as rendering the player view, but from the skybox object
// ==========================================================================
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
FTransform stransform;
@ -4425,7 +4423,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
}
// note: sets viewangle, viewx, viewy, viewz
R_SetupFrame(player, false);
R_SkyboxFrame(player);
// copy view cam position for local use
dup_viewx = viewx;
@ -4604,6 +4602,210 @@ if (0)
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
}
// ==========================================================================
//
// ==========================================================================
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
FTransform stransform;
const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
{
// do we really need to save player (is it not the same)?
player_t *saved_player = stplyr;
stplyr = player;
ST_doPaletteStuff();
stplyr = saved_player;
#ifdef ALAM_LIGHTING
HWR_SetLights(viewnumber);
#endif
}
// note: sets viewangle, viewx, viewy, viewz
R_SetupFrame(player, false); // This can stay false because it is only used to set viewsky in r_main.c, which isn't used here
// copy view cam position for local use
dup_viewx = viewx;
dup_viewy = viewy;
dup_viewz = viewz;
dup_viewangle = viewangle;
// set window position
gr_centery = gr_basecentery;
gr_viewwindowy = gr_baseviewwindowy;
gr_windowcentery = gr_basewindowcentery;
if (splitscreen && viewnumber == 1)
{
gr_viewwindowy += (vid.height/2);
gr_windowcentery += (vid.height/2);
}
// check for new console commands.
NetUpdate();
gr_viewx = FIXED_TO_FLOAT(dup_viewx);
gr_viewy = FIXED_TO_FLOAT(dup_viewy);
gr_viewz = FIXED_TO_FLOAT(dup_viewz);
gr_viewsin = FIXED_TO_FLOAT(viewsin);
gr_viewcos = FIXED_TO_FLOAT(viewcos);
gr_viewludsin = FIXED_TO_FLOAT(FINECOSINE(aimingangle>>ANGLETOFINESHIFT));
gr_viewludcos = FIXED_TO_FLOAT(-FINESINE(aimingangle>>ANGLETOFINESHIFT));
//04/01/2000: Hurdler: added for T&L
// It should replace all other gr_viewxxx when finished
atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx)
atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy)
atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz)
atransform.scalex = 1;
atransform.scaley = ORIGINAL_ASPECT;
atransform.scalez = 1;
atransform.fovxangle = fpov; // Tails
atransform.fovyangle = fpov; // Tails
atransform.splitscreen = splitscreen;
// Transform for sprites
stransform.anglex = 0.0f;
stransform.angley = -270.0f;
stransform.x = 0.0f;
stransform.y = 0.0f;
stransform.z = 0.0f;
stransform.scalex = 1;
stransform.scaley = 1;
stransform.scalez = 1;
stransform.fovxangle = 90.0f;
stransform.fovyangle = 90.0f;
stransform.splitscreen = splitscreen;
gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
//------------------------------------------------------------------------
HWR_ClearView();
if (0)
{ // I don't think this is ever used.
if (cv_grfog.value)
HWR_FoggingOn(); // First of all, turn it on, set the default user settings too
else
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off
}
#ifndef _NDS
if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox
HWR_DrawSkyBackground(player);
#else
(void)HWR_DrawSkyBackground;
#endif
//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;
HWR_ClearSprites();
#ifdef SORTING
drawcount = 0;
#endif
HWR_ClearClipSegs();
//04/01/2000: Hurdler: added for T&L
// Actually it only works on Walls and Planes
HWD.pfnSetTransform(&atransform);
validcount++;
HWR_RenderBSPNode((INT32)numnodes-1);
// Make a viewangle int so we can render things based on mouselook
if (player == &players[consoleplayer])
viewangle = localaiming;
else if (splitscreen && player == &players[secondarydisplayplayer])
viewangle = localaiming2;
// Handle stuff when you are looking farther up or down.
if ((aimingangle || cv_grfov.value+player->fovadd > 90*FRACUNIT))
{
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //left
dup_viewangle += ANGLE_90;
if (((INT32)aimingangle > ANGLE_45 || (INT32)aimingangle<-ANGLE_45))
{
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //back
}
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //right
dup_viewangle += ANGLE_90;
}
// Check for new console commands.
NetUpdate();
#ifdef ALAM_LIGHTING
//14/11/99: Hurdler: moved here because it doesn't work with
// subsector, see other comments;
HWR_ResetLights();
#endif
// Draw MD2 and sprites
#ifdef SORTING
HWR_SortVisSprites();
#endif
HWR_DrawMD2S();
// Draw the sprites with trivial transform
HWD.pfnSetTransform(&stransform);
#ifdef SORTING
HWR_DrawSprites();
#endif
#ifdef NEWCORONAS
//Hurdler: they must be drawn before translucent planes, what about gl fog?
HWR_DrawCoronas();
#endif
#ifdef SORTING
if (numplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
{
HWR_CreateDrawNodes();
}
#else
if (numfloors || numwalls)
{
HWD.pfnSetTransform(&atransform);
if (numfloors)
HWR_Render3DWater();
if (numwalls)
HWR_RenderTransparentWalls();
}
#endif
HWD.pfnSetTransform(NULL);
// put it off for menus etc
if (cv_grfog.value)
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0);
HWR_DoPostProcessor(player);
// Check for new console commands.
NetUpdate();
// added by Hurdler for correct splitscreen
// moved here by hurdler so it works with the new near clipping plane
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
}
// ==========================================================================
// FOG
// ==========================================================================

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@ -35,6 +35,7 @@ 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);
void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player);
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player);
void HWR_DrawViewBorder(INT32 clearlines);
void HWR_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum);
@ -45,6 +46,7 @@ void HWR_SetViewSize(void);
void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option);
void HWR_DrawClippedPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option);
void HWR_DrawSciencePatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, INT32 option, fixed_t scale);
void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, INT32 option, fixed_t scale, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h);
void HWR_DrawTranslucentPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option);
void HWR_DrawSmallPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option, const UINT8 *colormap);
void HWR_DrawMappedPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option, const UINT8 *colormap);

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@ -1087,30 +1087,17 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
if (sector->numlights)
{
INT32 light = R_GetPlaneLight(sector, spr->mobj->z, false);
INT32 light;
if (sector->lightlist[light].height > (spr->mobj->z + spr->mobj->height))
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
else
lightlevel = LightLevelToLum(255);
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
}
else // If we can't use the light at its bottom, we'll use the light at its top
{
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false);
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
else
lightlevel = LightLevelToLum(255);
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
else
lightlevel = LightLevelToLum(255);
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
}
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
}
else
{
@ -1156,7 +1143,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
else
{
Surf.FlatColor.s.alpha = 0xFF;
blend = PF_Translucent;
blend = PF_Translucent|PF_Occlude;
}
// dont forget to enabled the depth test because we can't do this like
@ -1164,7 +1151,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
// 1. load model+texture if not already loaded
// 2. draw model with correct position, rotation,...
if (spr->mobj->skin)
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) // Use the player MD2 list if the mobj has a skin and is using the player sprites
{
md2 = &md2_playermodels[(skin_t*)spr->mobj->skin-skins];
md2->skin = (skin_t*)spr->mobj->skin-skins;
@ -1188,13 +1175,14 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
return;
}
}
HWD.pfnSetBlend(blend);
//HWD.pfnSetBlend(blend); // This seems to actually break translucency?
finalscale = md2->scale;
//Hurdler: arf, I don't like that implementation at all... too much crappy
gpatch = md2->grpatch;
if (!gpatch || !gpatch->mipmap.grInfo.format || !gpatch->mipmap.downloaded)
md2_loadTexture(md2);
else if (gpatch->mipmap.grInfo.format)
if (gpatch && gpatch->mipmap.grInfo.format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture
{
// This is safe, since we know the texture has been downloaded
HWD.pfnSetTexture(&gpatch->mipmap);
@ -1211,7 +1199,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
buff = md2->model->glCommandBuffer;
curr = &md2->model->frames[frame];
if (cv_grmd2.value == 1
&& spr->mobj->state->nextstate != S_NULL
&& spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL
&& !(spr->mobj->player && (spr->mobj->state->nextstate == S_PLAY_TAP1 || spr->mobj->state->nextstate == S_PLAY_TAP2) && spr->mobj->state == &states[S_PLAY_STND]))
{
const INT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames;

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@ -732,7 +732,7 @@ 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)
static void R_SkyboxFrame(player_t *player)
void R_SkyboxFrame(player_t *player)
{
INT32 dy = 0;
camera_t *thiscam;

View File

@ -101,6 +101,8 @@ void R_SetViewSize(void);
// do it (sometimes explicitly called)
void R_ExecuteSetViewSize(void);
void R_SkyboxFrame(player_t *player);
void R_SetupFrame(player_t *player, boolean skybox);
// Called by G_Drawer.
void R_RenderPlayerView(player_t *player);

View File

@ -227,7 +227,11 @@ void SCR_Startup(void)
vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT);
vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
#ifdef HWRENDER
if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions, not sure if it does anything in software
#endif
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
vid.meddupx = (UINT8)(vid.dupx >> 1) + 1;
vid.meddupy = (UINT8)(vid.dupy >> 1) + 1;
@ -269,7 +273,12 @@ void SCR_Recalc(void)
vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT);
vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
#ifdef HWRENDER
if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions, not sure if it does anything in software
#endif
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
//vid.baseratio = FixedDiv(vid.height << FRACBITS, BASEVIDHEIGHT << FRACBITS);
vid.baseratio = FRACUNIT;

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@ -1040,9 +1040,12 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, INT32 scrn, patch_t *patch, fixed_
const UINT8 *source, *deststop;
#ifdef HWRENDER
// fuck off
// Done
if (rendermode != render_soft && rendermode != render_none)
{
HWR_DrawCroppedPatch((GLPatch_t *)patch, x, y, scrn, science, sx, sy, w, h);
return;
}
#endif
// only use one dup, to avoid stretching (har har)