Kart-Public/src/hardware/hw_draw.c

1016 lines
28 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1998-2000 by DooM Legacy Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//-----------------------------------------------------------------------------
/// \file
/// \brief miscellaneous drawing (mainly 2d)
#ifdef __GNUC__
#include <unistd.h>
#endif
#include "../doomdef.h"
#ifdef HWRENDER
#include "hw_glob.h"
#include "hw_drv.h"
#include "../m_misc.h" //FIL_WriteFile()
#include "../r_draw.h" //viewborderlump
#include "../r_main.h"
#include "../w_wad.h"
#include "../z_zone.h"
#include "../v_video.h"
#include "../st_stuff.h"
#include <fcntl.h>
#include "../i_video.h" // for rendermode != render_glide
#ifndef O_BINARY
#define O_BINARY 0
#endif
float gr_patch_scalex;
float gr_patch_scaley;
#if defined(_MSC_VER)
#pragma pack(1)
#endif
typedef struct
{
UINT8 id_field_length ; // 1
UINT8 color_map_type ; // 2
UINT8 image_type ; // 3
UINT8 dummy[5] ; // 4, 8
INT16 x_origin ; // 9, 10
INT16 y_origin ; //11, 12
INT16 width ; //13, 14
INT16 height ; //15, 16
UINT8 image_pix_size ; //17
UINT8 image_descriptor; //18
} ATTRPACK TGAHeader; // sizeof is 18
#if defined(_MSC_VER)
#pragma pack()
#endif
typedef UINT8 GLRGB[3];
#define BLENDMODE PF_Translucent
static UINT8 softwaretranstogl[11] = { 0, 25, 51, 76,102,127,153,178,204,229,255};
static UINT8 softwaretranstogl_hi[11] = { 0, 51,102,153,204,255,255,255,255,255,255};
static UINT8 softwaretranstogl_lo[11] = { 0, 12, 24, 36, 48, 60, 71, 83, 95,111,127};
//
// -----------------+
// HWR_DrawPatch : Draw a 'tile' graphic
// Notes : x,y : positions relative to the original Doom resolution
// : textes(console+score) + menus + status bar
// -----------------+
void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option)
{
FOutVector v[4];
FBITFIELD flags;
// 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;
float pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f;
// 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 = (x*sdupx-gpatch->leftoffset*pdupx)/vid.width - 1;
v[2].x = v[1].x = (x*sdupx+(gpatch->width-gpatch->leftoffset)*pdupx)/vid.width - 1;
v[0].y = v[1].y = 1-(y*sdupy-gpatch->topoffset*pdupy)/vid.height;
v[2].y = v[3].y = 1-(y*sdupy+(gpatch->height-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 = 0.0f;
v[2].sow = v[1].sow = gpatch->max_s;
v[0].tow = v[1].tow = 0.0f;
v[2].tow = v[3].tow = gpatch->max_t;
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
HWD.pfnDrawPolygon(NULL, v, 4, flags);
}
void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, INT32 option, const UINT8 *colormap)
{
FOutVector v[4];
FBITFIELD flags;
float cx = FIXED_TO_FLOAT(x);
float cy = FIXED_TO_FLOAT(y);
UINT8 alphalevel = ((option & V_ALPHAMASK) >> V_ALPHASHIFT);
// 3--2
// | /|
// |/ |
// 0--1
float dupx, dupy, fscale, fwidth, fheight;
if (alphalevel >= 10 && alphalevel < 13)
return;
// make patch ready in hardware cache
if (!colormap)
HWR_GetPatch(gpatch);
else
HWR_GetMappedPatch(gpatch, colormap);
dupx = (float)vid.dupx;
dupy = (float)vid.dupy;
switch (option & V_SCALEPATCHMASK)
{
case V_NOSCALEPATCH:
dupx = dupy = 1.0f;
break;
case V_SMALLSCALEPATCH:
dupx = (float)vid.smalldupx;
dupy = (float)vid.smalldupy;
break;
case V_MEDSCALEPATCH:
dupx = (float)vid.meddupx;
dupy = (float)vid.meddupy;
break;
}
dupx = dupy = (dupx < dupy ? dupx : dupy);
fscale = FIXED_TO_FLOAT(pscale);
if (option & V_OFFSET)
{
cx -= (float)gpatch->leftoffset * dupx * fscale;
cy -= (float)gpatch->topoffset * dupy * fscale;
}
else
{
cy -= (float)gpatch->topoffset * fscale;
if (option & V_FLIP)
cx -= ((float)gpatch->width - (float)gpatch->leftoffset) * fscale;
else
cx -= (float)gpatch->leftoffset * fscale;
}
if (option & V_SPLITSCREEN)
cy /= 2;
if (!(option & V_NOSCALESTART))
{
cx = cx * dupx;
cy = cy * dupy;
if (!(option & V_SCALEPATCHMASK))
{
// if it's meant to cover the whole screen, black out the rest
// cx and cy are possibly *slightly* off from float maths
// This is done before here compared to software because we directly alter cx and cy to centre
if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT)
{
// Need to temporarily cache the real patch to get the colour of the top left pixel
patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC);
const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0]));
const UINT8 *source = (const UINT8 *)(column) + 3;
HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
Z_Free(realpatch);
}
// centre screen
if (vid.width != BASEVIDWIDTH * vid.dupx)
{
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 (vid.height != BASEVIDHEIGHT * vid.dupy)
{
if ((option & (V_SPLITSCREEN|V_SNAPTOBOTTOM)) == (V_SPLITSCREEN|V_SNAPTOBOTTOM))
cy += ((float)vid.height/2 - ((float)BASEVIDHEIGHT/2 * dupy));
else if (option & V_SNAPTOBOTTOM)
cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy));
else if (!(option & V_SNAPTOTOP))
cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy))/2;
}
}
}
if (pscale != FRACUNIT)
{
fwidth = (float)gpatch->width * fscale * dupx;
fheight = (float)gpatch->height * fscale * dupy;
}
else
{
fwidth = (float)gpatch->width * dupx;
fheight = (float)gpatch->height * dupy;
}
// positions of the cx, cy, are between 0 and vid.width/vid.height now, we need them to be between -1 and 1
cx = -1 + (cx / (vid.width/2));
cy = 1 - (cy / (vid.height/2));
// fwidth and fheight are similar
fwidth /= vid.width / 2;
fheight /= vid.height / 2;
// set the polygon vertices to the right positions
v[0].x = v[3].x = cx;
v[2].x = v[1].x = cx + fwidth;
v[0].y = v[1].y = cy;
v[2].y = v[3].y = cy - fheight;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
if (option & V_FLIP)
{
v[0].sow = v[3].sow = gpatch->max_s;
v[2].sow = v[1].sow = 0.0f;
}
else
{
v[0].sow = v[3].sow = 0.0f;
v[2].sow = v[1].sow = gpatch->max_s;
}
v[0].tow = v[1].tow = 0.0f;
v[2].tow = v[3].tow = gpatch->max_t;
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 (alphalevel)
{
FSurfaceInfo Surf;
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff;
if (alphalevel == 13) Surf.FlatColor.s.alpha = softwaretranstogl_lo[cv_translucenthud.value];
else if (alphalevel == 14) Surf.FlatColor.s.alpha = softwaretranstogl[cv_translucenthud.value];
else if (alphalevel == 15) Surf.FlatColor.s.alpha = softwaretranstogl_hi[cv_translucenthud.value];
else Surf.FlatColor.s.alpha = softwaretranstogl[10-alphalevel];
flags |= PF_Modulated;
HWD.pfnDrawPolygon(&Surf, v, 4, flags);
}
else
HWD.pfnDrawPolygon(NULL, v, 4, flags);
}
void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, INT32 option, 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);
UINT8 alphalevel = ((option & V_ALPHAMASK) >> V_ALPHASHIFT);
// 3--2
// | /|
// |/ |
// 0--1
float dupx, dupy, fscale, fwidth, fheight;
if (alphalevel >= 10 && alphalevel < 13)
return;
// make patch ready in hardware cache
HWR_GetPatch(gpatch);
dupx = (float)vid.dupx;
dupy = (float)vid.dupy;
switch (option & V_SCALEPATCHMASK)
{
case V_NOSCALEPATCH:
dupx = dupy = 1.0f;
break;
case V_SMALLSCALEPATCH:
dupx = (float)vid.smalldupx;
dupy = (float)vid.smalldupy;
break;
case V_MEDSCALEPATCH:
dupx = (float)vid.meddupx;
dupy = (float)vid.meddupy;
break;
}
dupx = dupy = (dupx < dupy ? dupx : dupy);
fscale = FIXED_TO_FLOAT(pscale);
cy -= (float)gpatch->topoffset * fscale;
cx -= (float)gpatch->leftoffset * fscale;
if (!(option & V_NOSCALESTART))
{
cx = cx * dupx;
cy = cy * dupy;
if (!(option & V_SCALEPATCHMASK))
{
// if it's meant to cover the whole screen, black out the rest
// cx and cy are possibly *slightly* off from float maths
// This is done before here compared to software because we directly alter cx and cy to centre
if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT)
{
// Need to temporarily cache the real patch to get the colour of the top left pixel
patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC);
const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0]));
const UINT8 *source = (const UINT8 *)(column) + 3;
HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
Z_Free(realpatch);
}
// centre screen
if (vid.width != BASEVIDWIDTH * vid.dupx)
{
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 (vid.height != BASEVIDHEIGHT * vid.dupy)
{
if ((option & (V_SPLITSCREEN|V_SNAPTOBOTTOM)) == (V_SPLITSCREEN|V_SNAPTOBOTTOM))
cy += ((float)vid.height/2 - ((float)BASEVIDHEIGHT/2 * dupy));
else if (option & V_SNAPTOBOTTOM)
cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy));
else if (!(option & V_SNAPTOTOP))
cy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy))/2;
}
}
}
fwidth = w;
fheight = h;
if (fwidth > w - sx)
fwidth = w - sx;
if (fheight > h - sy)
fheight = h - sy;
if (fwidth > gpatch->width)
fwidth = gpatch->width;
if (fheight > gpatch->height)
fheight = gpatch->height;
if (pscale != FRACUNIT)
{
fwidth *= fscale * dupx;
fheight *= fscale * dupy;
}
else
{
fwidth *= dupx;
fheight *= dupy;
}
// positions of the cx, cy, are between 0 and vid.width/vid.height now, we need them to be between -1 and 1
cx = -1 + (cx / (vid.width/2));
cy = 1 - (cy / (vid.height/2));
// fwidth and fheight are similar
fwidth /= vid.width / 2;
fheight /= vid.height / 2;
// set the polygon vertices to the right positions
v[0].x = v[3].x = cx;
v[2].x = v[1].x = cx + fwidth;
v[0].y = v[1].y = cy;
v[2].y = v[3].y = cy - fheight;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
v[0].sow = v[3].sow = ((sx)/(float)gpatch->width )*gpatch->max_s;
v[2].sow = v[1].sow = ((w )/(float)gpatch->width )*gpatch->max_s;
v[0].tow = v[1].tow = ((sy)/(float)gpatch->height)*gpatch->max_t;
v[2].tow = v[3].tow = ((h )/(float)gpatch->height)*gpatch->max_t;
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 (alphalevel)
{
FSurfaceInfo Surf;
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff;
if (alphalevel == 13) Surf.FlatColor.s.alpha = softwaretranstogl_lo[cv_translucenthud.value];
else if (alphalevel == 14) Surf.FlatColor.s.alpha = softwaretranstogl[cv_translucenthud.value];
else if (alphalevel == 15) Surf.FlatColor.s.alpha = softwaretranstogl_hi[cv_translucenthud.value];
else Surf.FlatColor.s.alpha = softwaretranstogl[10-alphalevel];
flags |= PF_Modulated;
HWD.pfnDrawPolygon(&Surf, v, 4, flags);
}
else
HWD.pfnDrawPolygon(NULL, v, 4, flags);
}
void HWR_DrawPic(INT32 x, INT32 y, lumpnum_t lumpnum)
{
FOutVector v[4];
const GLPatch_t *patch;
// make pic ready in hardware cache
patch = HWR_GetPic(lumpnum);
// 3--2
// | /|
// |/ |
// 0--1
v[0].x = v[3].x = 2.0f * (float)x/vid.width - 1;
v[2].x = v[1].x = 2.0f * (float)(x + patch->width*FIXED_TO_FLOAT(vid.fdupx))/vid.width - 1;
v[0].y = v[1].y = 1.0f - 2.0f * (float)y/vid.height;
v[2].y = v[3].y = 1.0f - 2.0f * (float)(y + patch->height*FIXED_TO_FLOAT(vid.fdupy))/vid.height;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
v[0].sow = v[3].sow = 0;
v[2].sow = v[1].sow = patch->max_s;
v[0].tow = v[1].tow = 0;
v[2].tow = v[3].tow = patch->max_t;
//Hurdler: Boris, the same comment as above... but maybe for pics
// it not a problem since they don't have any transparent pixel
// if I'm right !?
// But then, the question is: why not 0 instead of PF_Masked ?
// or maybe PF_Environment ??? (like what I said above)
// BP: PF_Environment don't change anything ! and 0 is undifined
HWD.pfnDrawPolygon(NULL, v, 4, BLENDMODE | PF_NoDepthTest | PF_Clip | PF_NoZClip);
}
// ==========================================================================
// V_VIDEO.C STUFF
// ==========================================================================
// --------------------------------------------------------------------------
// Fills a box of pixels using a flat texture as a pattern
// --------------------------------------------------------------------------
void HWR_DrawFlatFill (INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum)
{
FOutVector v[4];
double dflatsize;
INT32 flatflag;
const size_t len = W_LumpLength(flatlumpnum);
switch (len)
{
case 4194304: // 2048x2048 lump
dflatsize = 2048.0f;
flatflag = 2047;
break;
case 1048576: // 1024x1024 lump
dflatsize = 1024.0f;
flatflag = 1023;
break;
case 262144:// 512x512 lump
dflatsize = 512.0f;
flatflag = 511;
break;
case 65536: // 256x256 lump
dflatsize = 256.0f;
flatflag = 255;
break;
case 16384: // 128x128 lump
dflatsize = 128.0f;
flatflag = 127;
break;
case 1024: // 32x32 lump
dflatsize = 32.0f;
flatflag = 31;
break;
default: // 64x64 lump
dflatsize = 64.0f;
flatflag = 63;
break;
}
// 3--2
// | /|
// |/ |
// 0--1
v[0].x = v[3].x = (x - 160.0f)/160.0f;
v[2].x = v[1].x = ((x+w) - 160.0f)/160.0f;
v[0].y = v[1].y = -(y - 100.0f)/100.0f;
v[2].y = v[3].y = -((y+h) - 100.0f)/100.0f;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
// flat is 64x64 lod and texture offsets are [0.0, 1.0]
v[0].sow = v[3].sow = (float)((x & flatflag)/dflatsize);
v[2].sow = v[1].sow = (float)(v[0].sow + w/dflatsize);
v[0].tow = v[1].tow = (float)((y & flatflag)/dflatsize);
v[2].tow = v[3].tow = (float)(v[0].tow + h/dflatsize);
HWR_GetFlat(flatlumpnum);
//Hurdler: Boris, the same comment as above... but maybe for pics
// it not a problem since they don't have any transparent pixel
// if I'm right !?
// BTW, I see we put 0 for PFs, and If I'm right, that
// means we take the previous PFs as default
// how can we be sure they are ok?
HWD.pfnDrawPolygon(NULL, v, 4, PF_NoDepthTest); //PF_Translucent);
}
// --------------------------------------------------------------------------
// Fade down the screen so that the menu drawn on top of it looks brighter
// --------------------------------------------------------------------------
// 3--2
// | /|
// |/ |
// 0--1
void HWR_FadeScreenMenuBack(UINT32 color, INT32 height)
{
FOutVector v[4];
FSurfaceInfo Surf;
// setup some neat-o translucency effect
if (!height) //cool hack 0 height is full height
height = vid.height;
v[0].x = v[3].x = -1.0f;
v[2].x = v[1].x = 1.0f;
v[0].y = v[1].y = 1.0f-((height<<1)/(float)vid.height);
v[2].y = v[3].y = 1.0f;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
v[0].sow = v[3].sow = 0.0f;
v[2].sow = v[1].sow = 1.0f;
v[0].tow = v[1].tow = 1.0f;
v[2].tow = v[3].tow = 0.0f;
Surf.FlatColor.rgba = UINT2RGBA(color);
Surf.FlatColor.s.alpha = (UINT8)((0xff/2) * ((float)height / vid.height)); //calum: varies console alpha
HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
}
// Draw the console background with translucency support
void HWR_DrawConsoleBack(UINT32 color, INT32 height)
{
FOutVector v[4];
FSurfaceInfo Surf;
// setup some neat-o translucency effect
if (!height) //cool hack 0 height is full height
height = vid.height;
v[0].x = v[3].x = -1.0f;
v[2].x = v[1].x = 1.0f;
v[0].y = v[1].y = 1.0f-((height<<1)/(float)vid.height);
v[2].y = v[3].y = 1.0f;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
v[0].sow = v[3].sow = 0.0f;
v[2].sow = v[1].sow = 1.0f;
v[0].tow = v[1].tow = 1.0f;
v[2].tow = v[3].tow = 0.0f;
Surf.FlatColor.rgba = UINT2RGBA(color);
Surf.FlatColor.s.alpha = 0x80;
HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
}
// ==========================================================================
// R_DRAW.C STUFF
// ==========================================================================
// ------------------
// HWR_DrawViewBorder
// Fill the space around the view window with a Doom flat texture, draw the
// beveled edges.
// 'clearlines' is useful to clear the heads up messages, when the view
// window is reduced, it doesn't refresh all the view borders.
// ------------------
void HWR_DrawViewBorder(INT32 clearlines)
{
INT32 x, y;
INT32 top, side;
INT32 baseviewwidth, baseviewheight;
INT32 basewindowx, basewindowy;
GLPatch_t *patch;
// if (gr_viewwidth == vid.width)
// return;
if (!clearlines)
clearlines = BASEVIDHEIGHT; // refresh all
// calc view size based on original game resolution
baseviewwidth = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_viewwidth), vid.fdupx)); //(cv_viewsize.value * BASEVIDWIDTH/10)&~7;
baseviewheight = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_viewheight), vid.fdupy));
top = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_baseviewwindowy), vid.fdupy));
side = FixedInt(FixedDiv(FLOAT_TO_FIXED(gr_viewwindowx), vid.fdupx));
// top
HWR_DrawFlatFill(0, 0,
BASEVIDWIDTH, (top < clearlines ? top : clearlines),
st_borderpatchnum);
// left
if (top < clearlines)
HWR_DrawFlatFill(0, top, side,
(clearlines-top < baseviewheight ? clearlines-top : baseviewheight),
st_borderpatchnum);
// right
if (top < clearlines)
HWR_DrawFlatFill(side + baseviewwidth, top, side,
(clearlines-top < baseviewheight ? clearlines-top : baseviewheight),
st_borderpatchnum);
// bottom
if (top + baseviewheight < clearlines)
HWR_DrawFlatFill(0, top + baseviewheight,
BASEVIDWIDTH, BASEVIDHEIGHT, st_borderpatchnum);
//
// draw the view borders
//
basewindowx = (BASEVIDWIDTH - baseviewwidth)>>1;
if (baseviewwidth == BASEVIDWIDTH)
basewindowy = 0;
else
basewindowy = top;
// top edge
if (clearlines > basewindowy - 8)
{
patch = W_CachePatchNum(viewborderlump[BRDR_T], PU_CACHE);
for (x = 0; x < baseviewwidth; x += 8)
HWR_DrawPatch(patch, basewindowx + x, basewindowy - 8,
0);
}
// bottom edge
if (clearlines > basewindowy + baseviewheight)
{
patch = W_CachePatchNum(viewborderlump[BRDR_B], PU_CACHE);
for (x = 0; x < baseviewwidth; x += 8)
HWR_DrawPatch(patch, basewindowx + x,
basewindowy + baseviewheight, 0);
}
// left edge
if (clearlines > basewindowy)
{
patch = W_CachePatchNum(viewborderlump[BRDR_L], PU_CACHE);
for (y = 0; y < baseviewheight && basewindowy + y < clearlines;
y += 8)
{
HWR_DrawPatch(patch, basewindowx - 8, basewindowy + y,
0);
}
}
// right edge
if (clearlines > basewindowy)
{
patch = W_CachePatchNum(viewborderlump[BRDR_R], PU_CACHE);
for (y = 0; y < baseviewheight && basewindowy+y < clearlines;
y += 8)
{
HWR_DrawPatch(patch, basewindowx + baseviewwidth,
basewindowy + y, 0);
}
}
// Draw beveled corners.
if (clearlines > basewindowy - 8)
HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_TL],
PU_CACHE),
basewindowx - 8, basewindowy - 8, 0);
if (clearlines > basewindowy - 8)
HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_TR],
PU_CACHE),
basewindowx + baseviewwidth, basewindowy - 8, 0);
if (clearlines > basewindowy+baseviewheight)
HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_BL],
PU_CACHE),
basewindowx - 8, basewindowy + baseviewheight, 0);
if (clearlines > basewindowy + baseviewheight)
HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_BR],
PU_CACHE),
basewindowx + baseviewwidth,
basewindowy + baseviewheight, 0);
}
// ==========================================================================
// 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
// -----------------+
void HWR_drawAMline(const fline_t *fl, INT32 color)
{
F2DCoord v1, v2;
RGBA_t color_rgba;
color_rgba = V_GetColor(color);
v1.x = ((float)fl->a.x-(vid.width/2.0f))*(2.0f/vid.width);
v1.y = ((float)fl->a.y-(vid.height/2.0f))*(2.0f/vid.height);
v2.x = ((float)fl->b.x-(vid.width/2.0f))*(2.0f/vid.width);
v2.y = ((float)fl->b.y-(vid.height/2.0f))*(2.0f/vid.height);
HWD.pfnDraw2DLine(&v1, &v2, color_rgba);
}
// -----------------+
// HWR_DrawFill : draw flat coloured rectangle, with no texture
// -----------------+
void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
{
FOutVector v[4];
FSurfaceInfo Surf;
float fx, fy, fw, fh;
if (w < 0 || h < 0)
return; // consistency w/ software
// 3--2
// | /|
// |/ |
// 0--1
fx = (float)x;
fy = (float)y;
fw = (float)w;
fh = (float)h;
if (!(color & V_NOSCALESTART))
{
float dupx = (float)vid.dupx, dupy = (float)vid.dupy;
if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT)
{
RGBA_t rgbaColour = V_GetColor(color);
FRGBAFloat clearColour;
clearColour.red = (float)rgbaColour.s.red / 255;
clearColour.green = (float)rgbaColour.s.green / 255;
clearColour.blue = (float)rgbaColour.s.blue / 255;
clearColour.alpha = 1;
HWD.pfnClearBuffer(true, false, &clearColour);
return;
}
fx *= dupx;
fy *= dupy;
fw *= dupx;
fh *= dupy;
if (vid.width != BASEVIDWIDTH * vid.dupx)
{
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 (vid.height != BASEVIDHEIGHT * dupy)
{
// same thing here
if (color & V_SNAPTOBOTTOM)
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy));
else if (!(color & V_SNAPTOTOP))
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2;
}
}
if (fx >= vid.width || fy >= vid.height)
return;
if (fx < 0)
{
fw += fx;
fx = 0;
}
if (fy < 0)
{
fh += fy;
fy = 0;
}
if (fw <= 0 || fh <= 0)
return;
if (fx + fw > vid.width)
fw = (float)vid.width - fx;
if (fy + fh > vid.height)
fh = (float)vid.height - fy;
fx = -1 + fx / (vid.width / 2);
fy = 1 - fy / (vid.height / 2);
fw = fw / (vid.width / 2);
fh = fh / (vid.height / 2);
v[0].x = v[3].x = fx;
v[2].x = v[1].x = fx + fw;
v[0].y = v[1].y = fy;
v[2].y = v[3].y = fy - fh;
//Hurdler: do we still use this argb color? if not, we should remove it
v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
v[0].sow = v[3].sow = 0.0f;
v[2].sow = v[1].sow = 1.0f;
v[0].tow = v[1].tow = 0.0f;
v[2].tow = v[3].tow = 1.0f;
Surf.FlatColor = V_GetColor(color);
HWD.pfnDrawPolygon(&Surf, v, 4,
PF_Modulated|PF_NoTexture|PF_NoDepthTest);
}
#ifdef HAVE_PNG
#ifndef _MSC_VER
#ifndef _LARGEFILE64_SOURCE
#define _LARGEFILE64_SOURCE
#endif
#endif
#ifndef _LFS64_LARGEFILE
#define _LFS64_LARGEFILE
#endif
#ifndef _FILE_OFFSET_BITS
#define _FILE_OFFSET_BITS 0
#endif
#include "png.h"
#ifdef PNG_WRITE_SUPPORTED
#define USE_PNG // PNG is only used if write is supported (see ../m_misc.c)
#endif
#endif
#ifndef USE_PNG
// --------------------------------------------------------------------------
// save screenshots with TGA format
// --------------------------------------------------------------------------
static inline boolean saveTGA(const char *file_name, void *buffer,
INT32 width, INT32 height)
{
INT32 fd;
TGAHeader tga_hdr;
INT32 i;
UINT8 *buf8 = buffer;
fd = open(file_name, O_WRONLY | O_CREAT | O_TRUNC | O_BINARY, 0666);
if (fd < 0)
return false;
memset(&tga_hdr, 0, sizeof (tga_hdr));
tga_hdr.width = SHORT(width);
tga_hdr.height = SHORT(height);
tga_hdr.image_pix_size = 24;
tga_hdr.image_type = 2;
tga_hdr.image_descriptor = 32;
if ( -1 == write(fd, &tga_hdr, sizeof (TGAHeader)))
{
close(fd);
return false;
}
// format to 888 BGR
for (i = 0; i < width * height * 3; i+=3)
{
const UINT8 temp = buf8[i];
buf8[i] = buf8[i+2];
buf8[i+2] = temp;
}
if ( -1 == write(fd, buffer, width * height * 3))
{
close(fd);
return false;
}
close(fd);
return true;
}
#endif
// --------------------------------------------------------------------------
// screen shot
// --------------------------------------------------------------------------
UINT8 *HWR_GetScreenshot(void)
{
UINT8 *buf = malloc(vid.width * vid.height * 3 * sizeof (*buf));
if (!buf)
return NULL;
// returns 24bit 888 RGB
#ifdef HAVE_SDL
if (!HWD.pfnReadScreenTexture(0, 0, vid.width, vid.height, vid.width * 3, (void *)buf))
#endif
HWD.pfnReadRect(0, 0, vid.width, vid.height, vid.width * 3, (void *)buf);
return buf;
}
boolean HWR_Screenshot(const char *lbmname)
{
boolean ret;
UINT8 *buf = malloc(vid.width * vid.height * 3 * sizeof (*buf));
if (!buf)
return false;
// returns 24bit 888 RGB
#ifdef HAVE_SDL
// Sryder: SDL2 uses borderless fullscreen mode, and creates a screen texture to upscale to the screen size.
// This breaks screenshots because the code here takes a screenshot of just the resolution from the bottom
// left corner, while the "true" resolution is the monitor resolution. We can either take a screenshot of
// the true resolution or just use the already made screen texture
// NOTE: The SDL1.2 version should get a return of false from ReadScreenTexture as no screen texture will have
// been made, this will also mean that if the screen texture doesn't exist for some reason it will fall
// back to the old version
if (!HWD.pfnReadScreenTexture(0, 0, vid.width, vid.height, vid.width * 3, (void *)buf))
#endif
HWD.pfnReadRect(0, 0, vid.width, vid.height, vid.width * 3, (void *)buf);
#ifdef USE_PNG
ret = M_SavePNG(lbmname, buf, vid.width, vid.height, NULL);
#else
ret = saveTGA(lbmname, buf, vid.width, vid.height);
#endif
free(buf);
return ret;
}
#endif //HWRENDER