mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-29 23:42:33 +00:00
111dbd7a7d
mainly TAngle overhaul and needed code adjustments.
1276 lines
37 KiB
C++
1276 lines
37 KiB
C++
/*
|
|
** 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 <stdarg.h>
|
|
|
|
#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<int> &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<RefCountedPtr<DShape2DBufferInfo>> 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; i<dg.mVertCount; i++ )
|
|
{
|
|
if ( shape->mVertices[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<TwoDVertex>(dg.mVertCount, true);
|
|
for ( int i=0; i<dg.mVertCount; i++ )
|
|
verts[i].Set(shape->mVertices[i].X, shape->mVertices[i].Y, 0, shape->mCoords[i].X, shape->mCoords[i].Y, vertexcolor);
|
|
|
|
for ( int i=0; i<int(shape->mIndices.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;i<vtcount;i++)
|
|
{
|
|
ptr->Set(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<FCanvas*> 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<FCanvasTexture*>(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<FCanvas>();
|
|
canvasTex->Canvas->Tex = canvasTex;
|
|
canvasTex->Canvas->Drawer.SetSize(tex->GetTexelWidth(), tex->GetTexelHeight());
|
|
AllCanvases.Push(canvasTex->Canvas);
|
|
}
|
|
return canvasTex->Canvas;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|