// Emacs style mode select	 -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//		Functions to draw patches (by post) directly to screen->
//		Functions to blit a block to the screen->
//
//-----------------------------------------------------------------------------


#include <stdio.h>

#include "i_system.h"
#include "x86.h"
#include "i_video.h"
#include "r_local.h"
#include "r_draw.h"
#include "r_state.h"

#include "doomdef.h"
#include "doomdata.h"
#include "doomstat.h"

#include "c_console.h"
#include "hu_stuff.h"

#include "m_argv.h"
#include "m_bbox.h"
#include "m_swap.h"
#include "m_menu.h"

#include "i_video.h"
#include "v_video.h"
#include "v_text.h"

#include "w_wad.h"

#include "c_cvars.h"
#include "c_dispatch.h"
#include "cmdlib.h"
#include "gi.h"
#include "templates.h"
#include "sbar.h"
#include "hardware.h"
#include "r_translate.h"
#include "f_wipe.h"
#include "m_png.h"
#include "colormatcher.h"
#include "v_palette.h"
#include "r_sky.h"

// [BB] Use ZDoom's freelook limit for the sotfware renderer.
// Note: ZDoom's limit is chosen such that the sky is rendered properly.
CVAR (Bool, cl_oldfreelooklimit, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)

IMPLEMENT_ABSTRACT_CLASS (DCanvas)
IMPLEMENT_ABSTRACT_CLASS (DFrameBuffer)

#if defined(_DEBUG) && defined(_M_IX86)
#define DBGBREAK	{ __asm int 3 }
#else
#define DBGBREAK
#endif

class DDummyFrameBuffer : public DFrameBuffer
{
	DECLARE_CLASS (DDummyFrameBuffer, DFrameBuffer);
public:
	DDummyFrameBuffer (int width, int height)
		: DFrameBuffer (0, 0)
	{
		Width = width;
		Height = height;
	}
	bool Lock(bool buffered) { DBGBREAK; return false; }
	void Update() { DBGBREAK; }
	PalEntry *GetPalette() { DBGBREAK; return NULL; }
	void GetFlashedPalette(PalEntry palette[256]) { DBGBREAK; }
	void UpdatePalette() { DBGBREAK; }
	bool SetGamma(float gamma) { Gamma = gamma; return true; }
	bool SetFlash(PalEntry rgb, int amount) { DBGBREAK; return false; }
	void GetFlash(PalEntry &rgb, int &amount) { DBGBREAK; }
	int GetPageCount() { DBGBREAK; return 0; }
	bool IsFullscreen() { DBGBREAK; return 0; }
#ifdef _WIN32
	void PaletteChanged() {}
	int QueryNewPalette() { return 0; }
#endif

	float Gamma;
};
IMPLEMENT_ABSTRACT_CLASS (DDummyFrameBuffer)

// SimpleCanvas is not really abstract, but this macro does not
// 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, 16 }, { 0, 0 } };

int DisplayWidth, DisplayHeight, DisplayBits;

FFont *SmallFont, *SmallFont2, *BigFont, *ConFont, *IntermissionFont;

extern "C" {
DWORD Col2RGB8[65][256];
DWORD *Col2RGB8_LessPrecision[65];
DWORD Col2RGB8_Inverse[65][256];
BYTE RGB32k[32][32][32];
}

static DWORD Col2RGB8_2[63][256];

// [RH] The framebuffer is no longer a mere byte array.
// There's also only one, not four.
DFrameBuffer *screen;

CVAR (Int, vid_defwidth, 640, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, vid_defheight, 480, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, vid_defbits, 8, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, vid_fps, false, 0)
CVAR (Bool, ticker, false, 0)
CVAR (Int, vid_showpalette, 0, 0)

CUSTOM_CVAR (Bool, vid_vsync, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
	if (screen != NULL)
	{
		screen->SetVSync (*self);
	}
}

CUSTOM_CVAR (Int, vid_refreshrate, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
	if (screen != NULL)
	{
		screen->NewRefreshRate();
	}
}

CUSTOM_CVAR (Float, dimamount, -1.f, CVAR_ARCHIVE)
{
	if (self < 0.f && self != -1.f)
	{
		self = -1.f;
	}
	else if (self > 1.f)
	{
		self = 1.f;
	}
}
CVAR (Color, dimcolor, 0xffd700, CVAR_ARCHIVE)

// [RH] Set true when vid_setmode command has been executed
bool	setmodeneeded = false;
// [RH] Resolution to change to when setmodeneeded is true
int		NewWidth, NewHeight, NewBits;


//
// V_MarkRect 
// 
void V_MarkRect (int x, int y, int width, int height)
{
}

DCanvas *DCanvas::CanvasChain = NULL;

//==========================================================================
//
// DCanvas Constructor
//
//==========================================================================

DCanvas::DCanvas (int _width, int _height)
{
	// Init member vars
	Buffer = NULL;
	LockCount = 0;
	Width = _width;
	Height = _height;

	// Add to list of active canvases
	Next = CanvasChain;
	CanvasChain = this;
}

//==========================================================================
//
// DCanvas Destructor
//
//==========================================================================

DCanvas::~DCanvas ()
{
	// Remove from list of active canvases
	DCanvas *probe = CanvasChain, **prev;

	prev = &CanvasChain;
	probe = CanvasChain;

	while (probe != NULL)
	{
		if (probe == this)
		{
			*prev = probe->Next;
			break;
		}
		prev = &probe->Next;
		probe = probe->Next;
	}
}

//==========================================================================
//
// DCanvas :: IsValid
//
//==========================================================================

bool DCanvas::IsValid ()
{
	// A nun-subclassed DCanvas is never valid
	return false;
}

//==========================================================================
//
// DCanvas :: FlatFill
//
// Fill an area with a texture. If local_origin is false, then the origin
// used for the wrapping is (0,0). Otherwise, (left,right) is used.
//
//==========================================================================

void DCanvas::FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin)
{
	int w = src->GetWidth();
	int h = src->GetHeight();

	// Repeatedly draw the texture, left-to-right, top-to-bottom.
	for (int y = local_origin ? top : (top / h * h); y < bottom; y += h)
	{
		for (int x = local_origin ? left : (left / w * w); x < right; x += w)
		{
			DrawTexture (src, x, y,
				DTA_ClipLeft, left,
				DTA_ClipRight, right,
				DTA_ClipTop, top,
				DTA_ClipBottom, bottom,
				DTA_TopOffset, 0,
				DTA_LeftOffset, 0,
				TAG_DONE);
		}
	}
}

//==========================================================================
//
// DCanvas :: Dim
//
// Applies a colored overlay to the entire screen, with the opacity
// determined by the dimamount cvar.
//
//==========================================================================

void DCanvas::Dim (PalEntry color)
{
	PalEntry dimmer;
	float amount;

	if (dimamount >= 0)
	{
		dimmer = PalEntry(dimcolor);
		amount = dimamount;
	}
	else
	{
		dimmer = gameinfo.dimcolor;
		amount = gameinfo.dimamount;
	}

	if (gameinfo.gametype == GAME_Hexen && gamestate == GS_DEMOSCREEN)
	{ // On the Hexen title screen, the default dimming is not
		// enough to make the menus readable.
		amount = MIN<float> (1.f, amount*2.f);
	}
	// Add the cvar's dimming on top of the color passed to the function
	if (color.a != 0)
	{
		float dim[4] = { color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f };
		DBaseStatusBar::AddBlend (dimmer.r/255.f, dimmer.g/255.f, dimmer.b/255.f, amount, dim);
		dimmer = PalEntry (BYTE(dim[0]*255), BYTE(dim[1]*255), BYTE(dim[2]*255));
		amount = dim[3];
	}
	Dim (dimmer, amount, 0, 0, Width, Height);
}

//==========================================================================
//
// DCanvas :: Dim
//
// Applies a colored overlay to an area of the screen.
//
//==========================================================================

void DCanvas::Dim (PalEntry color, float damount, int x1, int y1, int w, int h)
{
	if (damount == 0.f)
		return;

	DWORD *bg2rgb;
	DWORD fg;
	int gap;
	BYTE *spot;
	int x, y;

	{
		int amount;

		amount = (int)(damount * 64);
		bg2rgb = Col2RGB8[64-amount];

		fg = (((color.r * amount) >> 4) << 20) |
			  ((color.g * amount) >> 4) |
			 (((color.b * amount) >> 4) << 10);
	}

	spot = Buffer + x1 + y1*Pitch;
	gap = Pitch - w;
	for (y = h; y != 0; y--)
	{
		for (x = w; x != 0; x--)
		{
			DWORD bg;

			bg = bg2rgb[(*spot)&0xff];
			bg = (fg+bg) | 0x1f07c1f;
			*spot = RGB32k[0][0][bg&(bg>>15)];
			spot++;
		}
		spot += gap;
	}
}

//==========================================================================
//
// DCanvas :: UsesColormap
//
//==========================================================================

bool DCanvas::UsesColormap() const
{
	return true;
}

//==========================================================================
//
// DCanvas :: GetScreenshotBuffer
//
// Returns a buffer containing the most recently displayed frame. The
// width and height of this buffer are the same as the canvas.
//
//==========================================================================

void DCanvas::GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type)
{
	Lock(true);
	buffer = GetBuffer();
	pitch = GetPitch();
	color_type = SS_PAL;
}

//==========================================================================
//
// DCanvas :: ReleaseScreenshotBuffer
//
// Releases the buffer obtained through GetScreenshotBuffer. These calls
// must not be nested.
//
//==========================================================================

void DCanvas::ReleaseScreenshotBuffer()
{
	Unlock();
}

//==========================================================================
//
// V_GetColorFromString
//
// Passed a string of the form "#RGB", "#RRGGBB", "R G B", or "RR GG BB",
// returns a number representing that color. If palette is non-NULL, the
// index of the best match in the palette is returned, otherwise the
// RRGGBB value is returned directly.
//
//==========================================================================

int V_GetColorFromString (const DWORD *palette, const char *cstr)
{
	int c[3], i, p;
	char val[3];

	val[2] = '\0';

	// Check for HTML-style #RRGGBB or #RGB color string
	if (cstr[0] == '#')
	{
		size_t len = strlen (cstr);

		if (len == 7)
		{
			// Extract each eight-bit component into c[].
			for (i = 0; i < 3; ++i)
			{
				val[0] = cstr[1 + i*2];
				val[1] = cstr[2 + i*2];
				c[i] = ParseHex (val);
			}
		}
		else if (len == 4)
		{
			// Extract each four-bit component into c[], expanding to eight bits.
			for (i = 0; i < 3; ++i)
			{
				val[1] = val[0] = cstr[1 + i];
				c[i] = ParseHex (val);
			}
		}
		else
		{
			// Bad HTML-style; pretend it's black.
			c[2] = c[1] = c[0] = 0;
		}
	}
	else
	{
		if (strlen(cstr) == 6)
		{
			char *p;
			int color = strtol(cstr, &p, 16);
			if (*p == 0)
			{
				// RRGGBB string
				c[0] = (color & 0xff0000) >> 16;
				c[1] = (color & 0xff00) >> 8;
				c[2] = (color & 0xff);
			}
			else goto normal;
		}
		else
		{
normal:
			// Treat it as a space-delemited hexadecimal string
			for (i = 0; i < 3; ++i)
			{
				// Skip leading whitespace
				while (*cstr <= ' ' && *cstr != '\0')
				{
					cstr++;
				}
				// Extract a component and convert it to eight-bit
				for (p = 0; *cstr > ' '; ++p, ++cstr)
				{
					if (p < 2)
					{
						val[p] = *cstr;
					}
				}
				if (p == 0)
				{
					c[i] = 0;
				}
				else
				{
					if (p == 1)
					{
						val[1] = val[0];
					}
					c[i] = ParseHex (val);
				}
			}
		}
	}
	if (palette)
		return ColorMatcher.Pick (c[0], c[1], c[2]);
	else
		return MAKERGB(c[0], c[1], c[2]);
}

//==========================================================================
//
// V_GetColorStringByName
//
// Searches for the given color name in x11r6rgb.txt and returns an
// HTML-ish "#RRGGBB" string for it if found or the empty string if not.
//
//==========================================================================

FString V_GetColorStringByName (const char *name)
{
	FMemLump rgbNames;
	char *rgbEnd;
	char *rgb, *endp;
	int rgblump;
	int c[3], step;
	size_t namelen;

	if (Wads.GetNumLumps()==0) return FString();

	rgblump = Wads.CheckNumForName ("X11R6RGB");
	if (rgblump == -1)
	{
		Printf ("X11R6RGB lump not found\n");
		return FString();
	}

	rgbNames = Wads.ReadLump (rgblump);
	rgb = (char *)rgbNames.GetMem();
	rgbEnd = rgb + Wads.LumpLength (rgblump);
	step = 0;
	namelen = strlen (name);

	while (rgb < rgbEnd)
	{
		// Skip white space
		if (*rgb <= ' ')
		{
			do
			{
				rgb++;
			} while (rgb < rgbEnd && *rgb <= ' ');
		}
		else if (step == 0 && *rgb == '!')
		{ // skip comment lines
			do
			{
				rgb++;
			} while (rgb < rgbEnd && *rgb != '\n');
		}
		else if (step < 3)
		{ // collect RGB values
			c[step++] = strtoul (rgb, &endp, 10);
			if (endp == rgb)
			{
				break;
			}
			rgb = endp;
		}
		else
		{ // Check color name
			endp = rgb;
			// Find the end of the line
			while (endp < rgbEnd && *endp != '\n')
				endp++;
			// Back up over any whitespace
			while (endp > rgb && *endp <= ' ')
				endp--;
			if (endp == rgb)
			{
				break;
			}
			size_t checklen = ++endp - rgb;
			if (checklen == namelen && strnicmp (rgb, name, checklen) == 0)
			{
				FString descr;
				descr.Format ("#%02x%02x%02x", c[0], c[1], c[2]);
				return descr;
			}
			rgb = endp;
			step = 0;
		}
	}
	if (rgb < rgbEnd)
	{
		Printf ("X11R6RGB lump is corrupt\n");
	}
	return FString();
}

//==========================================================================
//
// V_GetColor
//
// Works like V_GetColorFromString(), but also understands X11 color names.
//
//==========================================================================

int V_GetColor (const DWORD *palette, const char *str)
{
	FString string = V_GetColorStringByName (str);
	int res;

	if (!string.IsEmpty())
	{
		res = V_GetColorFromString (palette, string);
	}
	else
	{
		res = V_GetColorFromString (palette, str);
	}
	return res;
}

//==========================================================================
//
// BuildTransTable
//
// Build the tables necessary for blending
//
//==========================================================================

static void BuildTransTable (const PalEntry *palette)
{
	int r, g, b;

	// create the RGB555 lookup table
	for (r = 0; r < 32; r++)
		for (g = 0; g < 32; g++)
			for (b = 0; b < 32; b++)
				RGB32k[r][g][b] = ColorMatcher.Pick ((r<<3)|(r>>2), (g<<3)|(g>>2), (b<<3)|(b>>2));

	int x, y;

	// create the swizzled palette
	for (x = 0; x < 65; x++)
		for (y = 0; y < 256; y++)
			Col2RGB8[x][y] = (((palette[y].r*x)>>4)<<20) |
							  ((palette[y].g*x)>>4) |
							 (((palette[y].b*x)>>4)<<10);

	// create the swizzled palette with the lsb of red and blue forced to 0
	// (for green, a 1 is okay since it never gets added into)
	for (x = 1; x < 64; x++)
	{
		Col2RGB8_LessPrecision[x] = Col2RGB8_2[x-1];
		for (y = 0; y < 256; y++)
		{
			Col2RGB8_2[x-1][y] = Col2RGB8[x][y] & 0x3feffbff;
		}
	}
	Col2RGB8_LessPrecision[0] = Col2RGB8[0];
	Col2RGB8_LessPrecision[64] = Col2RGB8[64];

	// create the inverse swizzled palette
	for (x = 0; x < 65; x++)
		for (y = 0; y < 256; y++)
		{
			Col2RGB8_Inverse[x][y] = (((((255-palette[y].r)*x)>>4)<<20) |
									  (((255-palette[y].g)*x)>>4) |
									  ((((255-palette[y].b)*x)>>4)<<10)) & 0x3feffbff;
		}
}

//==========================================================================
//
// DCanvas :: CalcGamma
//
//==========================================================================

void DCanvas::CalcGamma (float gamma, BYTE gammalookup[256])
{
	// I found this formula on the web at
	// <http://panda.mostang.com/sane/sane-gamma.html>,
	// but that page no longer exits.

	double invgamma = 1.f / gamma;
	int i;

	for (i = 0; i < 256; i++)
	{
		gammalookup[i] = (BYTE)(255.0 * pow (i / 255.0, invgamma));
	}
}

//==========================================================================
//
// DSimpleCanvas Constructor
//
// A simple canvas just holds a buffer in main memory.
//
//==========================================================================

DSimpleCanvas::DSimpleCanvas (int width, int height)
	: DCanvas (width, height)
{
	// Making the pitch a power of 2 is very bad for performance
	// Try to maximize the number of cache lines that can be filled
	// for each column drawing operation by making the pitch slightly
	// longer than the width. The values used here are all based on
	// empirical evidence.

	if (width <= 640)
	{
		// For low resolutions, just keep the pitch the same as the width.
		// Some speedup can be seen using the technique below, but the speedup
		// is so marginal that I don't consider it worthwhile.
		Pitch = width;
	}
	else
	{
		// If we couldn't figure out the CPU's L1 cache line size, assume
		// it's 32 bytes wide.
		if (CPU.DataL1LineSize == 0)
		{
			CPU.DataL1LineSize = 32;
		}
		// The Athlon and P3 have very different caches, apparently.
		// I am going to generalize the Athlon's performance to all AMD
		// processors and the P3's to all non-AMD processors. I don't know
		// how smart that is, but I don't have a vast plethora of
		// processors to test with.
		if (CPU.bIsAMD)
		{
			Pitch = width + CPU.DataL1LineSize;
		}
		else
		{
			Pitch = width + MAX(0, CPU.DataL1LineSize - 8);
		}
	}
	MemBuffer = new BYTE[Pitch * height];
	memset (MemBuffer, 0, Pitch * height);
}

//==========================================================================
//
// DSimpleCanvas Destructor
//
//==========================================================================

DSimpleCanvas::~DSimpleCanvas ()
{
	if (MemBuffer != NULL)
	{
		delete[] MemBuffer;
		MemBuffer = NULL;
	}
}

//==========================================================================
//
// DSimpleCanvas :: IsValid
//
//==========================================================================

bool DSimpleCanvas::IsValid ()
{
	return (MemBuffer != NULL);
}

//==========================================================================
//
// DSimpleCanvas :: Lock
//
//==========================================================================

bool DSimpleCanvas::Lock ()
{
	if (LockCount == 0)
	{
		Buffer = MemBuffer;
	}
	LockCount++;
	return false;		// System surfaces are never lost
}

//==========================================================================
//
// DSimpleCanvas :: Unlock
//
//==========================================================================

void DSimpleCanvas::Unlock ()
{
	if (--LockCount <= 0)
	{
		LockCount = 0;
		Buffer = NULL;	// Enforce buffer access only between Lock/Unlock
	}
}

//==========================================================================
//
// DFrameBuffer Constructor
//
// A frame buffer canvas is the most common and represents the image that
// gets drawn to the screen.
//
//==========================================================================

DFrameBuffer::DFrameBuffer (int width, int height)
	: DSimpleCanvas (width, height)
{
	LastMS = LastSec = FrameCount = LastCount = LastTic = 0;
	Accel2D = false;
}

//==========================================================================
//
// DFrameBuffer :: DrawRateStuff
//
// Draws the fps counter, dot ticker, and palette debug.
//
//==========================================================================

void DFrameBuffer::DrawRateStuff ()
{
	// Draws frame time and cumulative fps
	if (vid_fps)
	{
		DWORD ms = I_FPSTime();
		DWORD howlong = ms - LastMS;
		if (howlong >= 0)
		{
			char fpsbuff[40];
			int chars;
			int rate_x;

			chars = mysnprintf (fpsbuff, countof(fpsbuff), "%2u ms (%3u fps)", howlong, LastCount);
			rate_x = Width - chars * 8;
			Clear (rate_x, 0, Width, 8, 0, 0);
			DrawText (ConFont, CR_WHITE, rate_x, 0, (char *)&fpsbuff[0], TAG_DONE);

			DWORD thisSec = ms/1000;
			if (LastSec < thisSec)
			{
				LastCount = FrameCount / (thisSec - LastSec);
				LastSec = thisSec;
				FrameCount = 0;
			}
			FrameCount++;
		}
		LastMS = ms;
	}

	// draws little dots on the bottom of the screen
	if (ticker)
	{
		int i = I_GetTime(false);
		int tics = i - LastTic;
		BYTE *buffer = GetBuffer();

		LastTic = i;
		if (tics > 20) tics = 20;

		// 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)
	{
		// 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;

		palette.SetTranslation(vid_showpalette);
		DrawTexture(&palette, 0, 0,
			DTA_DestWidth, 16*7,
			DTA_DestHeight, 16*7,
			DTA_Masked, false,
			TAG_DONE);
	}
}

//==========================================================================
//
// FPaleteTester Constructor
//
// This is just a 16x16 image with every possible color value.
//
//==========================================================================

FPaletteTester::FPaletteTester()
{
	Width = 16;
	Height = 16;
	WidthBits = 4;
	HeightBits = 4;
	WidthMask = 15;
	CurTranslation = 0;
	WantTranslation = 1;
	MakeTexture();
}

//==========================================================================
//
// FPaletteTester :: CheckModified
//
//==========================================================================

bool FPaletteTester::CheckModified()
{
	return CurTranslation != WantTranslation;
}

//==========================================================================
//
// FPaletteTester :: SetTranslation
//
//==========================================================================

void FPaletteTester::SetTranslation(int num)
{
	if (num >= 1 && num <= 9)
	{
		WantTranslation = num;
	}
}

//==========================================================================
//
// FPaletteTester :: Unload
//
//==========================================================================

void FPaletteTester::Unload()
{
}

//==========================================================================
//
// FPaletteTester :: GetColumn
//
//==========================================================================

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;
}

//==========================================================================
//
// FPaletteTester :: GetPixels
//
//==========================================================================

const BYTE *FPaletteTester::GetPixels ()
{
	if (CurTranslation != WantTranslation)
	{
		MakeTexture();
	}
	return Pixels;
}

//==========================================================================
//
// FPaletteTester :: MakeTexture
//
//==========================================================================

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)
		{
			*p++ = (t > 1) ? translationtables[TRANSLATION_Standard][t - 2]->Remap[k] : k;
			k += 16;
		}
		k -= 255;
	}
	CurTranslation = t;
}

//==========================================================================
//
// DFrameBuffer :: CopyFromBuff
//
// Copies pixels from main memory to video memory. This is only used by
// DDrawFB.
//
//==========================================================================

void DFrameBuffer::CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest)
{
	if (Pitch == width && Pitch == Width && srcPitch == width)
	{
		memcpy (dest, src, Width * Height);
	}
	else
	{
		for (int y = 0; y < height; y++)
		{
			memcpy (dest, src, width);
			dest += Pitch;
			src += srcPitch;
		}
	}
}

//==========================================================================
//
// DFrameBuffer :: SetVSync
//
// Turns vertical sync on and off, if supported.
//
//==========================================================================

void DFrameBuffer::SetVSync (bool vsync)
{
}

//==========================================================================
//
// DFrameBuffer :: NewRefreshRate
//
// Sets the fullscreen display to the new refresh rate in vid_refreshrate,
// if possible.
//
//==========================================================================

void DFrameBuffer::NewRefreshRate ()
{
}

//==========================================================================
//
// DFrameBuffer :: SetBlendingRect
//
// Defines the area of the screen containing the 3D view.
//
//==========================================================================

void DFrameBuffer::SetBlendingRect (int x1, int y1, int x2, int y2)
{
}

//==========================================================================
//
// DFrameBuffer :: Begin2D
//
// Signal that 3D rendering is complete, and the rest of the operations on
// the canvas until Unlock() will be 2D ones.
//
//==========================================================================

bool DFrameBuffer::Begin2D (bool copy3d)
{
	return false;
}

//==========================================================================
//
// DFrameBuffer :: DrawBlendingRect
//
// In hardware 2D modes, the blending rect needs to be drawn separately
// from transferring the 3D scene to video memory, because the weapon
// sprite is drawn on top of that.
//
//==========================================================================

void DFrameBuffer::DrawBlendingRect()
{
}

//==========================================================================
//
// DFrameBuffer :: CreateTexture
//
// Creates a native texture for a game texture, if supported.
//
//==========================================================================

FNativeTexture *DFrameBuffer::CreateTexture(FTexture *gametex, bool wrapping)
{
	return NULL;
}

//==========================================================================
//
// DFrameBuffer :: CreatePalette
//
// Creates a native palette from a remap table, if supported.
//
//==========================================================================

FNativePalette *DFrameBuffer::CreatePalette(FRemapTable *remap)
{
	return NULL;
}

//==========================================================================
//
// DFrameBuffer :: WipeStartScreen
//
// Grabs a copy of the screen currently displayed to serve as the initial
// frame of a screen wipe. Also determines which screenwipe will be
// performed.
//
//==========================================================================

bool DFrameBuffer::WipeStartScreen(int type)
{
	return wipe_StartScreen(type);
}

//==========================================================================
//
// DFrameBuffer :: WipeEndScreen
//
// Grabs a copy of the most-recently drawn, but not yet displayed, screen
// to serve as the final frame of a screen wipe.
//
//==========================================================================

void DFrameBuffer::WipeEndScreen()
{
	wipe_EndScreen();
	Unlock();
}

//==========================================================================
//
// DFrameBuffer :: WipeDo
//
// Draws one frame of a screenwipe. Should be called no more than 35
// times per second. If called less than that, ticks indicates how many
// ticks have passed since the last call.
//
//==========================================================================

bool DFrameBuffer::WipeDo(int ticks)
{
	Lock(true);
	return wipe_ScreenWipe(ticks);
}

//==========================================================================
//
// DFrameBuffer :: WipeCleanup
//
//==========================================================================

void DFrameBuffer::WipeCleanup()
{
	wipe_Cleanup();
}

//===========================================================================
//
// Create texture hitlist
//
//===========================================================================

void DFrameBuffer::GetHitlist(BYTE *hitlist)
{
	BYTE *spritelist;
	int i;

	spritelist = new BYTE[sprites.Size()];
	
	// Precache textures (and sprites).
	memset (spritelist, 0, sprites.Size());

	{
		AActor *actor;
		TThinkerIterator<AActor> iterator;

		while ( (actor = iterator.Next ()) )
			spritelist[actor->sprite] = 1;
	}

	for (i = (int)(sprites.Size () - 1); i >= 0; i--)
	{
		if (spritelist[i])
		{
			int j, k;
			for (j = 0; j < sprites[i].numframes; j++)
			{
				const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];

				for (k = 0; k < 16; k++)
				{
					FTextureID pic = frame->Texture[k];
					if (pic.isValid())
					{
						hitlist[pic.GetIndex()] = 1;
					}
				}
			}
		}
	}

	delete[] spritelist;

	for (i = numsectors - 1; i >= 0; i--)
	{
		hitlist[sectors[i].GetTexture(sector_t::floor).GetIndex()] = 
			hitlist[sectors[i].GetTexture(sector_t::ceiling).GetIndex()] |= 2;
	}

	for (i = numsides - 1; i >= 0; i--)
	{
		hitlist[sides[i].GetTexture(side_t::top).GetIndex()] =
		hitlist[sides[i].GetTexture(side_t::mid).GetIndex()] =
		hitlist[sides[i].GetTexture(side_t::bottom).GetIndex()] |= 1;
	}

	// Sky texture is always present.
	// Note that F_SKY1 is the name used to
	//	indicate a sky floor/ceiling as a flat,
	//	while the sky texture is stored like
	//	a wall texture, with an episode dependant
	//	name.

	if (sky1texture.isValid())
	{
		hitlist[sky1texture.GetIndex()] |= 1;
	}
	if (sky2texture.isValid())
	{
		hitlist[sky2texture.GetIndex()] |= 1;
	}
}

//===========================================================================
//
// Texture precaching
//
//===========================================================================

void DFrameBuffer::PrecacheTexture(FTexture *tex, int cache)
{
	if (tex != NULL)
	{
		if (cache & 1)
		{
			const FTexture::Span *spanp;
			tex->GetColumn(0, &spanp);
		}
		else if (cache != 0)
		{
			tex->GetPixels ();
		}
		else
		{
			tex->Unload ();
		}
	}
}

//===========================================================================
//
// Render the view 
//
//===========================================================================

void DFrameBuffer::RenderView(player_t *player)
{
	R_RenderActorView (player->mo);
	// [RH] Let cameras draw onto textures that were visible this frame.
	FCanvasTextureInfo::UpdateAll ();
}

//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================

void DFrameBuffer::WriteSavePic (player_t *player, FILE *file, int width, int height)
{
	DCanvas *pic = new DSimpleCanvas (width, height);
	PalEntry palette[256];

	// Take a snapshot of the player's view
	pic->ObjectFlags |= OF_Fixed;
	pic->Lock ();
	R_RenderViewToCanvas (player->mo, pic, 0, 0, width, height);
	GetFlashedPalette (palette);
	M_CreatePNG (file, pic->GetBuffer(), palette, SS_PAL, width, height, pic->GetPitch());
	pic->Unlock ();
	pic->Destroy();
	pic->ObjectFlags |= OF_YesReallyDelete;
	delete pic;
}

//===========================================================================
//
// 
//
//===========================================================================

void DFrameBuffer::DrawRemainingPlayerSprites()
{
	R_DrawRemainingPlayerSprites();
}

//===========================================================================
//
// notify the renderer that an actor has changed state
//
//===========================================================================

void DFrameBuffer::StateChanged(AActor *actor)
{
}

//===========================================================================
//
// notify the renderer that serialization of the curent level is about to start/end
//
//===========================================================================

void DFrameBuffer::StartSerialize(FArchive &arc)
{
}

void DFrameBuffer::EndSerialize(FArchive &arc)
{
}

//===========================================================================
//
// Get max. view angle (renderer specific information so it goes here now)
//
//===========================================================================
#define MAX_DN_ANGLE	56		// Max looking down angle
#define MAX_UP_ANGLE	32		// Max looking up angle

int DFrameBuffer::GetMaxViewPitch(bool down)
{
	// [BB] The user can restore ZDoom's freelook limit.
	return down? MAX_DN_ANGLE*ANGLE_1 : -( cl_oldfreelooklimit ? MAX_UP_ANGLE : 56 )*ANGLE_1;
}

//===========================================================================
//
// 
//
//===========================================================================

FNativePalette::~FNativePalette()
{
}

FNativeTexture::~FNativeTexture()
{
}

bool FNativeTexture::CheckWrapping(bool wrapping)
{
	return true;
}

CCMD(clean)
{
	Printf ("CleanXfac: %f\nCleanYfac: %f\n", CleanXfac, CleanYfac);
}

//
// V_SetResolution
//
bool V_DoModeSetup (int width, int height, int bits)
{
	DFrameBuffer *buff = I_SetMode (width, height, screen);
	int ratio;
	int cwidth;
	int cheight;
	// [BB] Changed to float.
	float cx1, cy1, cx2, cy2;

	if (buff == NULL)
	{
		return false;
	}

	screen = buff;
	GC::WriteBarrier(screen);
	screen->SetGamma (Gamma);

	// Load fonts now so they can be packed into textures straight away,
	// if D3DFB is being used for the display.
	FFont::StaticPreloadFonts();

	ratio = CheckRatio (width, height);
	if (ratio & 4)
	{
		cwidth = width;
		cheight = height * BaseRatioSizes[ratio][3] / 48;
	}
	else
	{
		cwidth = width * BaseRatioSizes[ratio][3] / 48;
		cheight = height;
	}
	// [BB] ST uses float accuracy for CleanXfac and CleanYfac. This is necessary at least for the proper display of medals under 1024x768.
	// Use whichever pair of cwidth/cheight or width/height that produces less difference
	// between CleanXfac and CleanYfac.
	cx1 = MAX(cwidth / 320.f, 1.f);
	cy1 = MAX(cheight / 200.f, 1.f);
	cx2 = MAX(width / 320.f, 1.f);
	cy2 = MAX(height / 200.f, 1.f);
	if (abs(cx1 - cy1) <= abs(cx2 - cy2))
	{ // e.g. 640x360 looks better with this.
		CleanXfac = cx1;
		CleanYfac = cy1;
	}
	else
	{ // e.g. 720x480 looks better with this.
		CleanXfac = cx2;
		CleanYfac = cy2;
	}
/* [BB] This causes the ugly vertical menu scaling.
	if (CleanXfac > 1 && CleanYfac > 1 && CleanXfac != CleanYfac)
	{
		if (CleanXfac < CleanYfac)
			CleanYfac = CleanXfac;
		else
			CleanXfac = CleanYfac;
	}
*/
	CleanWidth = width / CleanXfac;
	CleanHeight = height / CleanYfac;

/* [RC] This triggers in 640x480 due to the "ugly vertical menu scaling" fix.
	assert(CleanWidth >= 320);
	assert(CleanHeight >= 200);
*/

	if (width < 800 || width >= 960)
	{
		if (cx1 < cx2)
		{
			// Special case in which we don't need to scale down.
			CleanXfac_1 = 
			CleanYfac_1 = cx1;
		}
		else
		{
			// [BB] Rounding down is necessary here.
			CleanXfac_1 = MAX(int(floor(CleanXfac)) - 1, 1);
			CleanYfac_1 = MAX(int(floor(CleanYfac)) - 1, 1);
		}
		CleanWidth_1 = width / CleanXfac_1;
		CleanHeight_1 = height / CleanYfac_1;
	}
	else // if the width is between 800 and 960 the ratio between the screensize and CleanXFac-1 becomes too large.
	{
		CleanXfac_1 = int(CleanXfac);
		CleanYfac_1 = int(CleanYfac);
		CleanWidth_1 = CleanWidth;
		CleanHeight_1 = CleanHeight;
	}


	DisplayWidth = width;
	DisplayHeight = height;
	DisplayBits = bits;

	R_MultiresInit ();

	RenderTarget = screen;
	screen->Lock (true);
	R_SetupBuffer ();
	screen->Unlock ();

	M_RefreshModesList ();

	return true;
}

bool IVideo::SetResolution (int width, int height, int bits)
{
	int oldwidth, oldheight;
	int oldbits;

	if (screen)
	{
		oldwidth = SCREENWIDTH;
		oldheight = SCREENHEIGHT;
		oldbits = DisplayBits;
	}
	else
	{ // Harmless if screen wasn't allocated
		oldwidth = width;
		oldheight = height;
		oldbits = bits;
	}

	I_ClosestResolution (&width, &height, bits);
	if (!I_CheckResolution (width, height, bits))
	{ // Try specified resolution
		if (!I_CheckResolution (oldwidth, oldheight, oldbits))
		{ // Try previous resolution (if any)
	   		return false;
		}
		else
		{
			width = oldwidth;
			height = oldheight;
			bits = oldbits;
		}
	}
	return V_DoModeSetup (width, height, bits);
}

CCMD (vid_setmode)
{
	bool	goodmode = false;
	int		width = 0, height = SCREENHEIGHT;
	int		bits = DisplayBits;

	// [BB] The server doesn't have any screen to alter.
	if ( NETWORK_GetState( ) == NETSTATE_SERVER )
		return;

	if (argv.argc() > 1)
	{
		width = atoi (argv[1]);
		if (argv.argc() > 2)
		{
			height = atoi (argv[2]);
			if (argv.argc() > 3)
			{
				bits = atoi (argv[3]);
			}
		}
	}

	if (width && I_CheckResolution (width, height, bits))
	{
		goodmode = true;
	}

	if (goodmode)
	{
		// The actual change of resolution will take place
		// near the beginning of D_Display().
		if (gamestate != GS_STARTUP)
		{
			setmodeneeded = true;
			NewWidth = width;
			NewHeight = height;
			NewBits = bits;
		}
	}
	else if (width)
	{
		Printf ("Unknown resolution %d x %d x %d\n", width, height, bits);
	}
	else
	{
		Printf ("Usage: vid_setmode <width> <height> <mode>\n");
	}
}

//
// V_Init
//

void V_Init (void) 
{ 
	const char *i;
	int width, height, bits;

	atterm (V_Shutdown);

	// [RH] Initialize palette management
	InitPalette ();

	width = height = bits = 0;

	if ( (i = Args->CheckValue ("-width")) )
		width = atoi (i);

	if ( (i = Args->CheckValue ("-height")) )
		height = atoi (i);

	if ( (i = Args->CheckValue ("-bits")) )
		bits = atoi (i);

	if (width == 0)
	{
		if (height == 0)
		{
			width = vid_defwidth;
			height = vid_defheight;
		}
		else
		{
			width = (height * 8) / 6;
		}
	}
	else if (height == 0)
	{
		height = (width * 6) / 8;
	}

	if (bits == 0)
	{
		bits = vid_defbits;
	}

	screen = new DDummyFrameBuffer (width, height);

	BuildTransTable (GPalette.BaseColors);
}

void V_Init2()
{
	assert (screen->IsKindOf(RUNTIME_CLASS(DDummyFrameBuffer)));
	int width = screen->GetWidth();
	int height = screen->GetHeight();
	float gamma = static_cast<DDummyFrameBuffer *>(screen)->Gamma;

	{
		DFrameBuffer *s = screen;
		screen = NULL;
		s->ObjectFlags |= OF_YesReallyDelete;
		delete s;
	}

	I_InitGraphics();
	I_ClosestResolution (&width, &height, 8);

	if (!Video->SetResolution (width, height, 8))
		I_FatalError ("Could not set resolution to %d x %d x %d", width, height, 8);
	else
		Printf ("Resolution: %d x %d\n", SCREENWIDTH, SCREENHEIGHT);

	screen->SetGamma (gamma);
	FBaseCVar::ResetColors ();
	C_NewModeAdjust();
	M_InitVideoModesMenu();
	BorderNeedRefresh = screen->GetPageCount ();
	setsizeneeded = true;
}

void V_Shutdown()
{
	if (screen)
	{
		DFrameBuffer *s = screen;
		screen = NULL;
		s->ObjectFlags |= OF_YesReallyDelete;
		delete s;
	}
	while (FFont::FirstFont != NULL)
	{
		delete FFont::FirstFont;
	}
}

EXTERN_CVAR (Bool, vid_tft)
CUSTOM_CVAR (Bool, vid_nowidescreen, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{
	setsizeneeded = true;
	if (StatusBar != NULL)
	{
		StatusBar->ScreenSizeChanged();
	}
}

CUSTOM_CVAR (Int, vid_aspect, 0, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{
	setsizeneeded = true;
	if (StatusBar != NULL)
	{
		StatusBar->ScreenSizeChanged();
	}
}

// Tries to guess the physical dimensions of the screen based on the
// screen's pixel dimensions. Can return:
// 0: 4:3
// 1: 16:9
// 2: 16:10
// 4: 5:4
int CheckRatio (int width, int height)
{
	if ((vid_aspect >=1) && (vid_aspect <=4))
	{
		// [SP] User wants to force aspect ratio; let them.
		return vid_aspect == 3? 0: int(vid_aspect);
	}
	if (vid_nowidescreen)
	{
		if (!vid_tft)
		{
			return 0;
		}
		return (height * 5/4 == width) ? 4 : 0;
	}
	// If the size is approximately 16:9, consider it so.
	if (abs (height * 16/9 - width) < 10)
	{
		return 1;
	}
	// 16:10 has more variance in the pixel dimensions. Grr.
	if (abs (height * 16/10 - width) < 60)
	{
		// 320x200 and 640x400 are always 4:3, not 16:10
		if ((width == 320 && height == 200) || (width == 640 && height == 400))
		{
			return 0;
		}
		return 2;
	}
	// Unless vid_tft is set, 1280x1024 is 4:3, not 5:4.
	if (height * 5/4 == width && vid_tft)
	{
		return 4;
	}
	// Assume anything else is 4:3.
	return 0;
}

// First column: Base width (unused)
// Second column: Base height (used for wall visibility multiplier)
// Third column: Psprite offset (needed for "tallscreen" modes)
// Fourth column: Width or height multiplier
const int BaseRatioSizes[5][4] =
{
	{  960, 600, 0,                   48 },			//  4:3   320,      200,      multiplied by three
	{ 1280, 450, 0,                   48*3/4 },		// 16:9   426.6667, 150,      multiplied by three
	{ 1152, 500, 0,                   48*5/6 },		// 16:10  386,      166.6667, multiplied by three
	{  960, 600, 0,                   48 },
	{  960, 640, (int)(6.5*FRACUNIT), 48*15/16 }	//  5:4   320,      213.3333, multiplied by three
};

void IVideo::DumpAdapters ()
{
	Printf("Multi-monitor support unavailable.\n");
}

CCMD(vid_listadapters)
{
	if (Video != NULL)
		Video->DumpAdapters();
}
