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tweak: file cleanup
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1 changed files with 0 additions and 13 deletions
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@ -13,19 +13,6 @@ static uint32_t scaled_buffer[600 * 900]; // DOOMGENERIC_RESX * DOOMGENERIC_RESY
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void DG_DrawFrame(void) {
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void DG_DrawFrame(void) {
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if (doom_win) {
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if (doom_win) {
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// Doom's internal rendering is always 320x200.
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// But doomgeneric seems to expect DOOMGENERIC_RESX x DOOMGENERIC_RESY.
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// Actually, if we set DOOMGENERIC_RESX = 600, doom builds its internal tables based on DOOMGENERIC_RESX.
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// Wait, Doom's standard resolution is 320x200. Let's find out what DG_ScreenBuffer dimensions are.
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// According to Doom source, SCREENWIDTH and SCREENHEIGHT define the buffer size.
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// So DG_ScreenBuffer is indeed DOOMGENERIC_RESX x DOOMGENERIC_RESY.
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// However, the issue shown in the image is that the *game itself* only drew a 320x200 or 640x400 block in the corner!
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// So the image wasn't scaled by Doom. Let's let LibUI do the scaling!
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// We will tell Doom its resolution is 640x400 (which it knows how to handle correctly for the 16:10 aspect ratio),
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// but we'll scale it to 600x900 (or whatever window size) before sending it to ui_draw_image.
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// Wait, ui_draw_image doesn't scale natively yet. Let's do nearest-neighbor scaling.
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int src_w = 640;
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int src_w = 640;
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int src_h = 400;
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int src_h = 400;
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int dst_w = DOOMGENERIC_RESX;
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int dst_w = DOOMGENERIC_RESX;
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