/* ** v_2ddrawer.h ** Device independent 2D draw list ** **--------------------------------------------------------------------------- ** Copyright 2016-2020 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include "v_2ddrawer.h" #include "vectors.h" #include "vm.h" #include "c_cvars.h" #include "v_draw.h" #include "v_video.h" #include "fcolormap.h" #include "texturemanager.h" static F2DDrawer drawer = F2DDrawer(); F2DDrawer* twod = &drawer; EXTERN_CVAR(Float, transsouls) CVAR(Float, classic_scaling_factor, 1.0, CVAR_ARCHIVE) CVAR(Float, classic_scaling_pixelaspect, 1.2f, CVAR_ARCHIVE) IMPLEMENT_CLASS(FCanvas, false, false) IMPLEMENT_CLASS(DShape2DTransform, false, false) static void Shape2DTransform_Clear(DShape2DTransform* self) { self->transform.Identity(); } DEFINE_ACTION_FUNCTION_NATIVE(DShape2DTransform, Clear, Shape2DTransform_Clear) { PARAM_SELF_PROLOGUE(DShape2DTransform); Shape2DTransform_Clear(self); return 0; } static void Shape2DTransform_Rotate(DShape2DTransform* self, double angle) { self->transform = DMatrix3x3::Rotate2D(DEG2RAD(angle)) * self->transform; } DEFINE_ACTION_FUNCTION_NATIVE(DShape2DTransform, Rotate, Shape2DTransform_Rotate) { PARAM_SELF_PROLOGUE(DShape2DTransform); PARAM_FLOAT(angle); Shape2DTransform_Rotate(self, angle); return 0; } static void Shape2DTransform_Scale(DShape2DTransform* self, double x, double y) { self->transform = DMatrix3x3::Scale2D(DVector2(x, y)) * self->transform; } DEFINE_ACTION_FUNCTION_NATIVE(DShape2DTransform, Scale, Shape2DTransform_Scale) { PARAM_SELF_PROLOGUE(DShape2DTransform); PARAM_FLOAT(x); PARAM_FLOAT(y); Shape2DTransform_Scale(self, x, y); return 0; } static void Shape2DTransform_Translate(DShape2DTransform* self, double x, double y) { self->transform = DMatrix3x3::Translate2D(DVector2(x, y)) * self->transform; } DEFINE_ACTION_FUNCTION_NATIVE(DShape2DTransform, Translate, Shape2DTransform_Translate) { PARAM_SELF_PROLOGUE(DShape2DTransform); PARAM_FLOAT(x); PARAM_FLOAT(y); Shape2DTransform_Translate(self, x, y); return 0; } static void Shape2DTransform_From2D( DShape2DTransform* self, double m00, double m01, double m10, double m11, double vx, double vy ) { self->transform.Cells[0][0] = m00; self->transform.Cells[0][1] = m01; self->transform.Cells[1][0] = m10; self->transform.Cells[1][1] = m11; self->transform.Cells[0][2] = vx; self->transform.Cells[1][2] = vy; } DEFINE_ACTION_FUNCTION_NATIVE(DShape2DTransform, From2D, Shape2DTransform_From2D) { PARAM_SELF_PROLOGUE(DShape2DTransform); PARAM_FLOAT(m00); PARAM_FLOAT(m01); PARAM_FLOAT(m10); PARAM_FLOAT(m11); PARAM_FLOAT(vx); PARAM_FLOAT(vy); Shape2DTransform_From2D(self, m00, m01, m10, m11, vx, vy); return 0; } IMPLEMENT_CLASS(DShape2D, false, false) static void Shape2D_SetTransform(DShape2D* self, DShape2DTransform *transform) { self->transform = transform->transform; } DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, SetTransform, Shape2D_SetTransform) { PARAM_SELF_PROLOGUE(DShape2D); PARAM_OBJECT_NOT_NULL(transform, DShape2DTransform); Shape2D_SetTransform(self, transform); return 0; } static void Shape2D_Clear(DShape2D* self, int which) { if (which & C_Verts) self->mVertices.Clear(); if (which & C_Coords) self->mCoords.Clear(); if (which & C_Indices) self->mIndices.Clear(); self->bufferInfo->needsVertexUpload = true; } DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, Clear, Shape2D_Clear) { PARAM_SELF_PROLOGUE(DShape2D); PARAM_INT(which); Shape2D_Clear(self, which); return 0; } static void Shape2D_PushVertex(DShape2D* self, double x, double y) { self->mVertices.Push(DVector2(x, y)); self->bufferInfo->needsVertexUpload = true; } DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushVertex, Shape2D_PushVertex) { PARAM_SELF_PROLOGUE(DShape2D); PARAM_FLOAT(x); PARAM_FLOAT(y); Shape2D_PushVertex(self, x, y); return 0; } static void Shape2D_PushCoord(DShape2D* self, double u, double v) { self->mCoords.Push(DVector2(u, v)); self->bufferInfo->needsVertexUpload = true; } DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushCoord, Shape2D_PushCoord) { PARAM_SELF_PROLOGUE(DShape2D); PARAM_FLOAT(u); PARAM_FLOAT(v); Shape2D_PushCoord(self, u, v); return 0; } static void Shape2D_PushTriangle(DShape2D* self, int a, int b, int c) { self->mIndices.Push(a); self->mIndices.Push(b); self->mIndices.Push(c); self->bufferInfo->needsVertexUpload = true; } DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushTriangle, Shape2D_PushTriangle) { PARAM_SELF_PROLOGUE(DShape2D); PARAM_INT(a); PARAM_INT(b); PARAM_INT(c); Shape2D_PushTriangle(self, a, b, c); return 0; } //========================================================================== // // // //========================================================================== int F2DDrawer::AddCommand(RenderCommand *data) { data->mScreenFade = screenFade; if (mData.Size() > 0 && data->isCompatible(mData.Last())) { // Merge with the last command. mData.Last().mIndexCount += data->mIndexCount; mData.Last().mVertCount += data->mVertCount; return mData.Size(); } else { return mData.Push(*data); } } //========================================================================== // // // //========================================================================== void F2DDrawer::AddIndices(int firstvert, int count, ...) { va_list ap; va_start(ap, count); int addr = mIndices.Reserve(count); for (int i = 0; i < count; i++) { mIndices[addr + i] = firstvert + va_arg(ap, int); } } void F2DDrawer::AddIndices(int firstvert, TArray &v) { int addr = mIndices.Reserve(v.Size()); for (unsigned i = 0; i < v.Size(); i++) { mIndices[addr + i] = firstvert + v[i]; } } //========================================================================== // // SetStyle // // Patterned after R_SetPatchStyle. // //========================================================================== bool F2DDrawer::SetStyle(FGameTexture *tex, DrawParms &parms, PalEntry &vertexcolor, RenderCommand &quad) { FRenderStyle style = parms.style; float alpha; bool stencilling; if (style.Flags & STYLEF_TransSoulsAlpha) { alpha = transsouls; } else if (style.Flags & STYLEF_Alpha1) { alpha = 1; } else { alpha = clamp(parms.Alpha, 0.f, 1.f); } style.CheckFuzz(); if (style.BlendOp == STYLEOP_Shadow || style.BlendOp == STYLEOP_Fuzz) { style = LegacyRenderStyles[STYLE_TranslucentStencil]; alpha = 0.3f; parms.fillcolor = 0; } else if (style.BlendOp == STYLEOP_FuzzOrAdd) { style.BlendOp = STYLEOP_Add; } else if (style.BlendOp == STYLEOP_FuzzOrSub) { style.BlendOp = STYLEOP_Sub; } else if (style.BlendOp == STYLEOP_FuzzOrRevSub) { style.BlendOp = STYLEOP_RevSub; } stencilling = false; if (style.Flags & STYLEF_InvertOverlay) { // Only the overlay color is inverted, not the overlay alpha. parms.colorOverlay.r = 255 - parms.colorOverlay.r; parms.colorOverlay.g = 255 - parms.colorOverlay.g; parms.colorOverlay.b = 255 - parms.colorOverlay.b; } SetColorOverlay(parms.colorOverlay, alpha, vertexcolor, quad.mColor1); if (style.Flags & STYLEF_ColorIsFixed) { if (style.Flags & STYLEF_InvertSource) { // Since the source color is a constant, we can invert it now // without spending time doing it in the shader. parms.fillcolor.r = 255 - parms.fillcolor.r; parms.fillcolor.g = 255 - parms.fillcolor.g; parms.fillcolor.b = 255 - parms.fillcolor.b; style.Flags &= ~STYLEF_InvertSource; } if (parms.desaturate > 0) { // Desaturation can also be computed here without having to do it in the shader. auto gray = parms.fillcolor.Luminance(); auto notgray = 255 - gray; parms.fillcolor.r = uint8_t((parms.fillcolor.r * notgray + gray * 255) / 255); parms.fillcolor.g = uint8_t((parms.fillcolor.g * notgray + gray * 255) / 255); parms.fillcolor.b = uint8_t((parms.fillcolor.b * notgray + gray * 255) / 255); parms.desaturate = 0; } // Set up the color mod to replace the color from the image data. vertexcolor.r = parms.fillcolor.r; vertexcolor.g = parms.fillcolor.g; vertexcolor.b = parms.fillcolor.b; if (style.Flags & STYLEF_RedIsAlpha) { quad.mDrawMode = TM_ALPHATEXTURE; } else { quad.mDrawMode = TM_STENCIL; } } else { if (style.Flags & STYLEF_RedIsAlpha) { quad.mDrawMode = TM_ALPHATEXTURE; } else if (style.Flags & STYLEF_InvertSource) { quad.mDrawMode = TM_INVERSE; } if (parms.specialcolormap != nullptr) { // draw with an invulnerability or similar colormap. auto scm = parms.specialcolormap; quad.mSpecialColormap[0] = PalEntry(255, int(scm->ColorizeStart[0] * 127.5f), int(scm->ColorizeStart[1] * 127.5f), int(scm->ColorizeStart[2] * 127.5f)); quad.mSpecialColormap[1] = PalEntry(255, int(scm->ColorizeEnd[0] * 127.5f), int(scm->ColorizeEnd[1] * 127.5f), int(scm->ColorizeEnd[2] * 127.5f)); quad.mColor1 = 0; // this disables the color overlay. } quad.mDesaturate = parms.desaturate; } // apply the element's own color. This is being blended with anything that came before. vertexcolor = PalEntry((vertexcolor.a * parms.color.a) / 255, (vertexcolor.r * parms.color.r) / 255, (vertexcolor.g * parms.color.g) / 255, (vertexcolor.b * parms.color.b) / 255); if (!parms.masked) { // For TM_ALPHATEXTURE and TM_STENCIL the mask cannot be turned off because it would not yield a usable result. if (quad.mDrawMode == TM_NORMAL) quad.mDrawMode = TM_OPAQUE; else if (quad.mDrawMode == TM_INVERSE) quad.mDrawMode = TM_INVERTOPAQUE; } quad.mRenderStyle = parms.style; // this contains the blend mode and blend equation settings. if (parms.burn) quad.mFlags |= DTF_Burn; return true; } //========================================================================== // // Draws a texture // //========================================================================== void F2DDrawer::SetColorOverlay(PalEntry color, float alpha, PalEntry &vertexcolor, PalEntry &overlaycolor) { if (color.a != 0 && (color & 0xffffff) != 0) { // overlay color uses premultiplied alpha. int a = color.a * 256 / 255; overlaycolor.r = (color.r * a) >> 8; overlaycolor.g = (color.g * a) >> 8; overlaycolor.b = (color.b * a) >> 8; overlaycolor.a = 0; // The overlay gets added on top of the texture data so to preserve the pixel's alpha this must be 0. } else { overlaycolor = 0; } // Vertex intensity is the inverse of the overlay so that the shader can do a simple addition to combine them. uint8_t light = 255 - color.a; vertexcolor = PalEntry(int(alpha * 255), light, light, light); // The real color gets multiplied into vertexcolor later. } //========================================================================== // // Draws a texture // //========================================================================== void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms) { if (parms.style.BlendOp == STYLEOP_None) return; // not supposed to be drawn. assert(img && img->isValid()); double xscale = parms.destwidth / parms.texwidth; double yscale = parms.destheight / parms.texheight; double u1, v1, u2, v2; PalEntry vertexcolor; RenderCommand dg; dg.mType = DrawTypeTriangles; dg.mVertCount = 4; dg.mTexture = img; if (img->isWarped()) dg.mFlags |= DTF_Wrap; if (parms.indexed) dg.mFlags |= DTF_Indexed; dg.mTranslationId = 0; SetStyle(img, parms, vertexcolor, dg); if (parms.indexed) { dg.mLightLevel = vertexcolor.Luminance(); vertexcolor = 0xffffffff; } if (!img->isHardwareCanvas() && parms.TranslationId != -1) { dg.mTranslationId = parms.TranslationId; } u1 = parms.srcx; v1 = parms.srcy; u2 = parms.srcx + parms.srcwidth; v2 = parms.srcy + parms.srcheight; if (parms.flipX) { std::swap(u1, u2); } if (parms.flipY) { std::swap(v1, v2); } auto osave = offset; if (parms.nooffset) offset = { 0,0 }; if (parms.rotateangle == 0) { double x = parms.x - parms.left * xscale; double y = parms.y - parms.top * yscale; double w = parms.destwidth; double h = parms.destheight; // This is crap. Only kept for backwards compatibility with scripts that may have used it. // Note that this only works for unflipped and unrotated full textures. if (parms.windowleft > 0 || parms.windowright < parms.texwidth) { double wi = min(parms.windowright, parms.texwidth); x += parms.windowleft * xscale; w -= (parms.texwidth - wi + parms.windowleft) * xscale; u1 = float(u1 + parms.windowleft / parms.texwidth); u2 = float(u2 - (parms.texwidth - wi) / parms.texwidth); } auto t = this->transform; auto tCorners = { (t * DVector3(x, y, 1.0)).XY(), (t * DVector3(x, y + h, 1.0)).XY(), (t * DVector3(x + w, y, 1.0)).XY(), (t * DVector3(x + w, y + h, 1.0)).XY() }; double minx = std::min_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.X < d1.X; })->X; double maxx = std::max_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.X < d1.X; })->X; double miny = std::min_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.Y < d1.Y; })->Y; double maxy = std::max_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.Y < d1.Y; })->Y; if (minx < (double)parms.lclip || miny < (double)parms.uclip || maxx >(double)parms.rclip || maxy >(double)parms.dclip) { dg.mScissor[0] = parms.lclip + int(offset.X); dg.mScissor[1] = parms.uclip + int(offset.Y); dg.mScissor[2] = parms.rclip + int(offset.X); dg.mScissor[3] = parms.dclip + int(offset.Y); dg.mFlags |= DTF_Scissor; } else { memset(dg.mScissor, 0, sizeof(dg.mScissor)); } dg.mVertCount = 4; dg.mVertIndex = (int)mVertices.Reserve(4); TwoDVertex* ptr = &mVertices[dg.mVertIndex]; ptr->Set(x, y, 0, u1, v1, vertexcolor); ptr++; ptr->Set(x, y + h, 0, u1, v2, vertexcolor); ptr++; ptr->Set(x + w, y, 0, u2, v1, vertexcolor); ptr++; ptr->Set(x + w, y + h, 0, u2, v2, vertexcolor); ptr++; } else { double radang = parms.rotateangle * (pi::pi() / 180.); double cosang = cos(radang); double sinang = sin(radang); double xd1 = -parms.left; double yd1 = -parms.top; double xd2 = xd1 + parms.texwidth; double yd2 = yd1 + parms.texheight; double x1 = parms.x + xscale * (xd1 * cosang + yd1 * sinang); double y1 = parms.y - yscale * (xd1 * sinang - yd1 * cosang); double x2 = parms.x + xscale * (xd1 * cosang + yd2 * sinang); double y2 = parms.y - yscale * (xd1 * sinang - yd2 * cosang); double x3 = parms.x + xscale * (xd2 * cosang + yd1 * sinang); double y3 = parms.y - yscale * (xd2 * sinang - yd1 * cosang); double x4 = parms.x + xscale * (xd2 * cosang + yd2 * sinang); double y4 = parms.y - yscale * (xd2 * sinang - yd2 * cosang); dg.mScissor[0] = parms.lclip + int(offset.X); dg.mScissor[1] = parms.uclip + int(offset.Y); dg.mScissor[2] = parms.rclip + int(offset.X); dg.mScissor[3] = parms.dclip + int(offset.Y); dg.mFlags |= DTF_Scissor; dg.mVertCount = 4; dg.mVertIndex = (int)mVertices.Reserve(4); TwoDVertex* ptr = &mVertices[dg.mVertIndex]; ptr->Set(x1, y1, 0, u1, v1, vertexcolor); ptr++; ptr->Set(x2, y2, 0, u1, v2, vertexcolor); ptr++; ptr->Set(x3, y3, 0, u2, v1, vertexcolor); ptr++; ptr->Set(x4, y4, 0, u2, v2, vertexcolor); ptr++; } dg.useTransform = true; dg.transform = this->transform; dg.transform.Cells[0][2] += offset.X; dg.transform.Cells[1][2] += offset.Y; dg.mIndexIndex = mIndices.Size(); dg.mIndexCount += 6; AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2); AddCommand(&dg); offset = osave; } static TArray> buffersToDestroy; void DShape2D::OnDestroy() { if (lastParms) delete lastParms; lastParms = nullptr; mIndices.Reset(); mVertices.Reset(); mCoords.Reset(); buffersToDestroy.Push(std::move(bufferInfo)); } //========================================================================== // // // //========================================================================== void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms) { // [MK] bail out if vertex/coord array sizes are mismatched if ( shape->mVertices.Size() != shape->mCoords.Size() ) ThrowAbortException(X_OTHER, "Mismatch in vertex/coord count: %u != %u", shape->mVertices.Size(), shape->mCoords.Size()); if (parms.style.BlendOp == STYLEOP_None) return; // not supposed to be drawn. PalEntry vertexcolor; RenderCommand dg; dg.mType = DrawTypeTriangles; dg.mVertCount = shape->mVertices.Size(); dg.mFlags |= DTF_Wrap; dg.mTexture = img; dg.mTranslationId = 0; SetStyle(img, parms, vertexcolor, dg); if (shape->lastParms == nullptr) { shape->lastParms = new DrawParms(parms); } else if (shape->lastParms->vertexColorChange(parms)) { shape->bufferInfo->needsVertexUpload = true; if (!shape->bufferInfo->uploadedOnce) { shape->bufferInfo->bufIndex = -1; shape->bufferInfo->buffers.Clear(); shape->bufferInfo->lastCommand = -1; } delete shape->lastParms; shape->lastParms = new DrawParms(parms); } if (!(img != nullptr && img->isHardwareCanvas()) && parms.TranslationId != -1) dg.mTranslationId = parms.TranslationId; auto osave = offset; if (parms.nooffset) offset = { 0,0 }; if (shape->bufferInfo->needsVertexUpload) { shape->minx = 16383; shape->miny = 16383; shape->maxx = -16384; shape->maxy = -16384; for ( int i=0; imVertices[i].X < shape->minx ) shape->minx = shape->mVertices[i].X; if ( shape->mVertices[i].Y < shape->miny ) shape->miny = shape->mVertices[i].Y; if ( shape->mVertices[i].X > shape->maxx ) shape->maxx = shape->mVertices[i].X; if ( shape->mVertices[i].Y > shape->maxy ) shape->maxy = shape->mVertices[i].Y; } } auto t = this->transform * shape->transform; auto tCorners = { (t * DVector3(shape->minx, shape->miny, 1.0)).XY(), (t * DVector3(shape->minx, shape->maxy, 1.0)).XY(), (t * DVector3(shape->maxx, shape->miny, 1.0)).XY(), (t * DVector3(shape->maxx, shape->maxy, 1.0)).XY() }; double minx = std::min_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.X < d1.X; })->X; double maxx = std::max_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.X < d1.X; })->X; double miny = std::min_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.Y < d1.Y; })->Y; double maxy = std::max_element(tCorners.begin(), tCorners.end(), [] (auto d0, auto d1) { return d0.Y < d1.Y; })->Y; if (minx < (double)parms.lclip || miny < (double)parms.uclip || maxx >(double)parms.rclip || maxy >(double)parms.dclip) { dg.mScissor[0] = parms.lclip + int(offset.X); dg.mScissor[1] = parms.uclip + int(offset.Y); dg.mScissor[2] = parms.rclip + int(offset.X); dg.mScissor[3] = parms.dclip + int(offset.Y); dg.mFlags |= DTF_Scissor; } else memset(dg.mScissor, 0, sizeof(dg.mScissor)); dg.useTransform = true; dg.transform = t; dg.transform.Cells[0][2] += offset.X; dg.transform.Cells[1][2] += offset.Y; dg.shape2DBufInfo = shape->bufferInfo; dg.shape2DIndexCount = shape->mIndices.Size(); if (shape->bufferInfo->needsVertexUpload) { shape->bufferInfo->bufIndex += 1; shape->bufferInfo->buffers.Reserve(1); auto buf = &shape->bufferInfo->buffers[shape->bufferInfo->bufIndex]; auto verts = TArray(dg.mVertCount, true); for ( int i=0; imVertices[i].X, shape->mVertices[i].Y, 0, shape->mCoords[i].X, shape->mCoords[i].Y, vertexcolor); for ( int i=0; imIndices.Size()); i+=3 ) { // [MK] bail out if any indices are out of bounds for ( int j=0; j<3; j++ ) { if ( shape->mIndices[i+j] < 0 ) ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Triangle %u index %u is negative: %i\n", i/3, j, shape->mIndices[i+j]); if ( shape->mIndices[i+j] >= dg.mVertCount ) ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Triangle %u index %u: %u, max: %u\n", i/3, j, shape->mIndices[i+j], dg.mVertCount-1); } } buf->UploadData(&verts[0], dg.mVertCount, &shape->mIndices[0], shape->mIndices.Size()); shape->bufferInfo->needsVertexUpload = false; shape->bufferInfo->uploadedOnce = true; } dg.shape2DBufIndex = shape->bufferInfo->bufIndex; shape->bufferInfo->lastCommand += 1; dg.shape2DCommandCounter = shape->bufferInfo->lastCommand; AddCommand(&dg); offset = osave; } //========================================================================== // // // //========================================================================== void F2DDrawer::AddPoly(FGameTexture *texture, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, DAngle rotation, const FColormap &colormap, PalEntry flatcolor, double fadelevel, uint32_t *indices, size_t indexcount) { RenderCommand poly; poly.mType = DrawTypeTriangles; poly.mTexture = texture; poly.mRenderStyle = DefaultRenderStyle(); poly.mFlags |= DTF_Wrap; poly.mDesaturate = colormap.Desaturation; PalEntry color0; double invfade = 1. - fadelevel; color0.r = uint8_t(colormap.LightColor.r * invfade); color0.g = uint8_t(colormap.LightColor.g * invfade); color0.b = uint8_t(colormap.LightColor.b * invfade); color0.a = 255; poly.mColor1.a = 0; poly.mColor1.r = uint8_t(colormap.FadeColor.r * fadelevel); poly.mColor1.g = uint8_t(colormap.FadeColor.g * fadelevel); poly.mColor1.b = uint8_t(colormap.FadeColor.b * fadelevel); bool dorotate = rotation != nullAngle; float cosrot = (float)cos(rotation.Radians()); float sinrot = (float)sin(rotation.Radians()); float uscale = float(1.f / (texture->GetDisplayWidth() * scalex)); float vscale = float(1.f / (texture->GetDisplayHeight() * scaley)); float ox = float(originx); float oy = float(originy); poly.mVertCount = npoints; poly.mVertIndex = (int)mVertices.Reserve(npoints); for (int i = 0; i < npoints; ++i) { float u = points[i].X - 0.5f - ox; float v = points[i].Y - 0.5f - oy; if (dorotate) { float t = u; u = t * cosrot - v * sinrot; v = v * cosrot + t * sinrot; } mVertices[poly.mVertIndex+i].Set(points[i].X, points[i].Y, 0, u*uscale, v*vscale, color0); } poly.mIndexIndex = mIndices.Size(); if (indices == nullptr || indexcount == 0) { poly.mIndexCount += (npoints - 2) * 3; for (int i = 2; i < npoints; ++i) { AddIndices(poly.mVertIndex, 3, 0, i - 1, i); } } else { poly.mIndexCount += (int)indexcount; int addr = mIndices.Reserve(indexcount); for (size_t i = 0; i < indexcount; i++) { mIndices[addr + i] = poly.mVertIndex + indices[i]; } } poly.useTransform = true; poly.transform = this->transform; poly.transform.Cells[0][2] += offset.X; poly.transform.Cells[1][2] += offset.Y; AddCommand(&poly); } //========================================================================== // // // //========================================================================== void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, const unsigned int* ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, const IntRect* clip) { RenderCommand dg; if (!img || !img->isValid()) return; dg.mType = DrawTypeTriangles; if (clip != nullptr) { dg.mScissor[0] = clip->Left() + int(offset.X); dg.mScissor[1] = clip->Top() + int(offset.Y); dg.mScissor[2] = clip->Right() + int(offset.X); dg.mScissor[3] = clip->Bottom() + int(offset.Y); dg.mFlags |= DTF_Scissor; } dg.mTexture = img; dg.mTranslationId = translation; dg.mVertCount = (int)vtcount; dg.mVertIndex = (int)mVertices.Reserve(vtcount); dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent]; dg.mIndexIndex = mIndices.Size(); dg.mFlags |= DTF_Wrap; auto ptr = &mVertices[dg.mVertIndex]; for (size_t i=0;iSet(vt[i].X, vt[i].Y, 0.f, vt[i].Z, vt[i].W, color); ptr++; } dg.mIndexIndex = mIndices.Size(); if (idxcount > 0) { mIndices.Reserve(idxcount); for (size_t i = 0; i < idxcount; i++) { mIndices[dg.mIndexIndex + i] = ind[i] + dg.mVertIndex; } dg.mIndexCount = (int)idxcount; } else { // If we have no index buffer, treat this as an unindexed list of triangles. mIndices.Reserve(vtcount); for (size_t i = 0; i < vtcount; i++) { mIndices[dg.mIndexIndex + i] = int(i + dg.mVertIndex); } dg.mIndexCount = (int)vtcount; } dg.useTransform = true; dg.transform = this->transform; dg.transform.Cells[0][2] += offset.X; dg.transform.Cells[1][2] += offset.Y; AddCommand(&dg); } //========================================================================== // // // //========================================================================== float F2DDrawer::GetClassicFlatScalarWidth() { float ar = 4.f / 3.f / (float)ActiveRatio((float)screen->GetWidth(), (float)screen->GetHeight()); float sw = 320.f * classic_scaling_factor / (float)screen->GetWidth() / ar; return sw; } float F2DDrawer::GetClassicFlatScalarHeight() { float sh = 240.f / classic_scaling_pixelaspect * classic_scaling_factor / (float)screen->GetHeight(); return sh; } void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, int local_origin, double flatscale, PalEntry color, ERenderStyle style) { float fU1, fU2, fV1, fV2; RenderCommand dg; dg.mType = DrawTypeTriangles; dg.mRenderStyle = LegacyRenderStyles[style]; dg.mTexture = src; dg.mVertCount = 4; dg.mTexture = src; dg.mFlags = DTF_Wrap; float fs = 1.f / float(flatscale); float sw = GetClassicFlatScalarWidth(); float sh = GetClassicFlatScalarHeight(); switch (local_origin) { default: case 0: fU1 = float(left) / (float)src->GetDisplayWidth() * fs; fV1 = float(top) / (float)src->GetDisplayHeight() * fs; fU2 = float(right) / (float)src->GetDisplayWidth() * fs; fV2 = float(bottom) / (float)src->GetDisplayHeight() * fs; break; case 1: fU1 = 0; fV1 = 0; fU2 = float(right - left) / (float)src->GetDisplayWidth() * fs; fV2 = float(bottom - top) / (float)src->GetDisplayHeight() * fs; break; // The following are for drawing frames with elements of pnly one orientation case 2: // flip vertically fU1 = 0; fV2 = 0; fU2 = float(right - left) / (float)src->GetDisplayWidth() * fs; fV1 = float(bottom - top) / (float)src->GetDisplayHeight() * fs; break; case 3: // flip horizontally fU2 = 0; fV1 = 0; fU1 = float(right - left) / (float)src->GetDisplayWidth() * fs; fV2 = float(bottom - top) / (float)src->GetDisplayHeight() * fs; break; case 4: // flip vertically and horizontally fU2 = 0; fV2 = 0; fU1 = float(right - left) / (float)src->GetDisplayWidth() * fs; fV1 = float(bottom - top) / (float)src->GetDisplayHeight() * fs; break; case 5: // flip coordinates fU1 = 0; fV1 = 0; fU2 = float(bottom - top) / (float)src->GetDisplayWidth() * fs; fV2 = float(right - left) / (float)src->GetDisplayHeight() * fs; break; case 6: // flip coordinates and vertically fU2 = 0; fV1 = 0; fU1 = float(bottom - top) / (float)src->GetDisplayWidth() * fs; fV2 = float(right - left) / (float)src->GetDisplayHeight() * fs; break; case 7: // flip coordinates and horizontally fU1 = 0; fV2 = 0; fU2 = float(bottom - top) / (float)src->GetDisplayWidth() * fs; fV1 = float(right - left) / (float)src->GetDisplayHeight() * fs; break; case -1: // classic flat scaling fU1 = float(left) / (float)src->GetDisplayWidth() * fs * sw; fV1 = float(top) / (float)src->GetDisplayHeight() * fs * sh; fU2 = float(right) / (float)src->GetDisplayWidth() * fs * sw; fV2 = float(bottom) / (float)src->GetDisplayHeight() * fs * sh; break; case -2: // classic scaling for screen bevel fU1 = 0; fV1 = 0; fU2 = float(right - left) / (float)src->GetDisplayWidth() * fs * sw; fV2 = float(bottom - top) / (float)src->GetDisplayHeight() * fs * sh; break; } dg.mVertIndex = (int)mVertices.Reserve(4); auto ptr = &mVertices[dg.mVertIndex]; ptr->Set(left, top, 0, fU1, fV1, color); ptr++; if (local_origin < 4) { ptr->Set(left, bottom, 0, fU1, fV2, color); ptr++; ptr->Set(right, top, 0, fU2, fV1, color); ptr++; } else { ptr->Set(left, bottom, 0, fU2, fV1, color); ptr++; ptr->Set(right, top, 0, fU1, fV2, color); ptr++; } ptr->Set(right, bottom, 0, fU2, fV2, color); ptr++; dg.useTransform = true; dg.transform = this->transform; dg.transform.Cells[0][2] += offset.X; dg.transform.Cells[1][2] += offset.Y; dg.mIndexIndex = mIndices.Size(); dg.mIndexCount += 6; AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2); AddCommand(&dg); } //=========================================================================== // // // //=========================================================================== void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color, FRenderStyle *style, bool prepend) { RenderCommand dg; dg.mType = DrawTypeTriangles; dg.mVertCount = 4; dg.mVertIndex = (int)mVertices.Reserve(4); dg.mRenderStyle = style? *style : LegacyRenderStyles[STYLE_Translucent]; auto ptr = &mVertices[dg.mVertIndex]; ptr->Set(x1, y1, 0, 0, 0, color); ptr++; ptr->Set(x1, y1 + h, 0, 0, 0, color); ptr++; ptr->Set(x1 + w, y1, 0, 0, 0, color); ptr++; ptr->Set(x1 + w, y1 + h, 0, 0, 0, color); ptr++; dg.useTransform = true; dg.transform = this->transform; dg.transform.Cells[0][2] += offset.X; dg.transform.Cells[1][2] += offset.Y; dg.mIndexIndex = mIndices.Size(); dg.mIndexCount += 6; AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2); if (!prepend) AddCommand(&dg); else { // Only needed by Raze's fullscreen blends because they are being calculated late when half of the 2D content has already been submitted, // This ensures they are below the HUD, not above it. dg.mScreenFade = screenFade; mData.Insert(0, dg); } } void F2DDrawer::ClearScreen(PalEntry color) { AddColorOnlyQuad(0, 0, GetWidth(), GetHeight(), color); } //========================================================================== // // // //========================================================================== void F2DDrawer::AddLine(double x1, double y1, double x2, double y2, const IntRect* clip, uint32_t color, uint8_t alpha) { PalEntry p = (PalEntry)color; p.a = alpha; RenderCommand dg; if (clip != nullptr) { dg.mScissor[0] = clip->Left() + int(offset.X); dg.mScissor[1] = clip->Top() + int(offset.Y); dg.mScissor[2] = clip->Right() + int(offset.X); dg.mScissor[3] = clip->Bottom() + int(offset.Y); dg.mFlags |= DTF_Scissor; } dg.mType = DrawTypeLines; dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent]; dg.mVertCount = 2; dg.mVertIndex = (int)mVertices.Reserve(2); dg.useTransform = true; dg.transform = this->transform; dg.transform.Cells[0][2] += offset.X; dg.transform.Cells[1][2] += offset.Y; mVertices[dg.mVertIndex].Set(x1, y1, 0, 0, 0, p); mVertices[dg.mVertIndex+1].Set(x2, y2, 0, 0, 0, p); AddCommand(&dg); } //========================================================================== // // // //========================================================================== void F2DDrawer::AddThickLine(int x1, int y1, int x2, int y2, double thickness, uint32_t color, uint8_t alpha) { PalEntry p = (PalEntry)color; p.a = alpha; DVector2 point0(x1, y1); DVector2 point1(x2, y2); DVector2 delta = point1 - point0; DVector2 perp(-delta.Y, delta.X); perp.MakeUnit(); perp *= thickness / 2; DVector2 corner0 = point0 + perp; DVector2 corner1 = point0 - perp; DVector2 corner2 = point1 + perp; DVector2 corner3 = point1 - perp; RenderCommand dg; dg.mType = DrawTypeTriangles; dg.mVertCount = 4; dg.mVertIndex = (int)mVertices.Reserve(4); dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent]; auto ptr = &mVertices[dg.mVertIndex]; ptr->Set(corner0.X, corner0.Y, 0, 0, 0, p); ptr++; ptr->Set(corner1.X, corner1.Y, 0, 0, 0, p); ptr++; ptr->Set(corner2.X, corner2.Y, 0, 0, 0, p); ptr++; ptr->Set(corner3.X, corner3.Y, 0, 0, 0, p); ptr++; dg.useTransform = true; dg.transform = this->transform; dg.transform.Cells[0][2] += offset.X; dg.transform.Cells[1][2] += offset.Y; dg.mIndexIndex = mIndices.Size(); dg.mIndexCount += 6; AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2); AddCommand(&dg); } //========================================================================== // // // //========================================================================== void F2DDrawer::AddPixel(int x1, int y1, uint32_t color) { PalEntry p = (PalEntry)color; p.a = 255; RenderCommand dg; dg.mType = DrawTypePoints; dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent]; dg.mVertCount = 1; dg.mVertIndex = (int)mVertices.Reserve(1); mVertices[dg.mVertIndex].Set(x1, y1, 0, 0, 0, p); dg.useTransform = true; dg.transform = this->transform; dg.transform.Cells[0][2] += offset.X; dg.transform.Cells[1][2] += offset.Y; AddCommand(&dg); } //========================================================================== // // // //========================================================================== void F2DDrawer::AddEnableStencil(bool on) { RenderCommand dg; dg.isSpecial = SpecialDrawCommand::EnableStencil; dg.stencilOn = on; AddCommand(&dg); } //========================================================================== // // // //========================================================================== void F2DDrawer::AddSetStencil(int offs, int op, int flags) { RenderCommand dg; dg.isSpecial = SpecialDrawCommand::SetStencil; dg.stencilOffs = offs; dg.stencilOp = op; dg.stencilFlags = flags; AddCommand(&dg); } //========================================================================== // // // //========================================================================== void F2DDrawer::AddClearStencil() { RenderCommand dg; dg.isSpecial = SpecialDrawCommand::ClearStencil; AddCommand(&dg); } //========================================================================== // // // //========================================================================== void F2DDrawer::Clear() { if (!locked) { mVertices.Clear(); mIndices.Clear(); mData.Clear(); mIsFirstPass = true; } screenFade = 1.f; } //========================================================================== // // // //========================================================================== void F2DDrawer::OnFrameDone() { buffersToDestroy.Clear(); } F2DVertexBuffer::F2DVertexBuffer() { mVertexBuffer = screen->CreateVertexBuffer(); mIndexBuffer = screen->CreateIndexBuffer(); static const FVertexBufferAttribute format[] = { { 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(F2DDrawer::TwoDVertex, x) }, { 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(F2DDrawer::TwoDVertex, u) }, { 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(F2DDrawer::TwoDVertex, color0) } }; mVertexBuffer->SetFormat(1, 3, sizeof(F2DDrawer::TwoDVertex), format); } //========================================================================== // // // //========================================================================== TArray AllCanvases; class InitTextureCanvasGC { public: InitTextureCanvasGC() { GC::AddMarkerFunc([]() { for (auto canvas : AllCanvases) GC::Mark(canvas); }); } }; FCanvas* GetTextureCanvas(const FString& texturename) { FTextureID textureid = TexMan.CheckForTexture(texturename, ETextureType::Wall, FTextureManager::TEXMAN_Overridable); if (textureid.isValid()) { // Only proceed if the texture is a canvas texture. auto tex = TexMan.GetGameTexture(textureid); if (tex && tex->GetTexture()->isCanvas()) { FCanvasTexture* canvasTex = static_cast(tex->GetTexture()); if (!canvasTex->Canvas) { static InitTextureCanvasGC initCanvasGC; // Does the common code have a natural init function this could be moved to? canvasTex->Canvas = Create(); canvasTex->Canvas->Tex = canvasTex; canvasTex->Canvas->Drawer.SetSize(tex->GetTexelWidth(), tex->GetTexelHeight()); AllCanvases.Push(canvasTex->Canvas); } return canvasTex->Canvas; } } return nullptr; }