mirror of
https://github.com/DrBeef/Raze.git
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1096 lines
32 KiB
C++
1096 lines
32 KiB
C++
/*
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** v_2ddrawer.h
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** Device independent 2D draw list
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**
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**---------------------------------------------------------------------------
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** Copyright 2016-2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdarg.h>
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#include "templates.h"
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#include "v_2ddrawer.h"
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#include "vectors.h"
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#include "vm.h"
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#include "c_cvars.h"
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#include "v_draw.h"
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#include "v_video.h"
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#include "fcolormap.h"
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static F2DDrawer drawer;
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F2DDrawer* twod = &drawer;
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EXTERN_CVAR(Float, transsouls)
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CVAR(Float, classic_scaling_factor, 1.0, CVAR_ARCHIVE)
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CVAR(Float, classic_scaling_pixelaspect, 1.2f, CVAR_ARCHIVE)
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IMPLEMENT_CLASS(DShape2DTransform, false, false)
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static void Shape2DTransform_Clear(DShape2DTransform* self)
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{
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self->transform.Identity();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2DTransform, Clear, Shape2DTransform_Clear)
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{
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PARAM_SELF_PROLOGUE(DShape2DTransform);
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Shape2DTransform_Clear(self);
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return 0;
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}
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static void Shape2DTransform_Rotate(DShape2DTransform* self, double angle)
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{
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self->transform = DMatrix3x3::Rotate2D(DEG2RAD(angle)) * self->transform;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2DTransform, Rotate, Shape2DTransform_Rotate)
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{
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PARAM_SELF_PROLOGUE(DShape2DTransform);
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PARAM_FLOAT(angle);
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Shape2DTransform_Rotate(self, angle);
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return 0;
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}
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static void Shape2DTransform_Scale(DShape2DTransform* self, double x, double y)
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{
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self->transform = DMatrix3x3::Scale2D(DVector2(x, y)) * self->transform;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2DTransform, Scale, Shape2DTransform_Scale)
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{
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PARAM_SELF_PROLOGUE(DShape2DTransform);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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Shape2DTransform_Scale(self, x, y);
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return 0;
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}
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static void Shape2DTransform_Translate(DShape2DTransform* self, double x, double y)
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{
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self->transform = DMatrix3x3::Translate2D(DVector2(x, y)) * self->transform;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2DTransform, Translate, Shape2DTransform_Translate)
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{
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PARAM_SELF_PROLOGUE(DShape2DTransform);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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Shape2DTransform_Translate(self, x, y);
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return 0;
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}
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IMPLEMENT_CLASS(DShape2D, false, false)
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static void Shape2D_SetTransform(DShape2D* self, DShape2DTransform *transform)
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{
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self->transform = transform->transform;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, SetTransform, Shape2D_SetTransform)
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{
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PARAM_SELF_PROLOGUE(DShape2D);
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PARAM_OBJECT(transform, DShape2DTransform);
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Shape2D_SetTransform(self, transform);
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return 0;
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}
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static void Shape2D_Clear(DShape2D* self, int which)
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{
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if (which & C_Verts) self->mVertices.Clear();
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if (which & C_Coords) self->mCoords.Clear();
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if (which & C_Indices) self->mIndices.Clear();
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self->needsVertexUpload = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, Clear, Shape2D_Clear)
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{
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PARAM_SELF_PROLOGUE(DShape2D);
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PARAM_INT(which);
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Shape2D_Clear(self, which);
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return 0;
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}
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static void Shape2D_PushVertex(DShape2D* self, double x, double y)
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{
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self->mVertices.Push(DVector2(x, y));
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self->needsVertexUpload = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushVertex, Shape2D_PushVertex)
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{
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PARAM_SELF_PROLOGUE(DShape2D);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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Shape2D_PushVertex(self, x, y);
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return 0;
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}
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static void Shape2D_PushCoord(DShape2D* self, double u, double v)
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{
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self->mCoords.Push(DVector2(u, v));
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self->needsVertexUpload = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushCoord, Shape2D_PushCoord)
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{
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PARAM_SELF_PROLOGUE(DShape2D);
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PARAM_FLOAT(u);
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PARAM_FLOAT(v);
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Shape2D_PushCoord(self, u, v);
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return 0;
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}
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static void Shape2D_PushTriangle(DShape2D* self, int a, int b, int c)
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{
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self->mIndices.Push(a);
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self->mIndices.Push(b);
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self->mIndices.Push(c);
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self->needsVertexUpload = true;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DShape2D, PushTriangle, Shape2D_PushTriangle)
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{
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PARAM_SELF_PROLOGUE(DShape2D);
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PARAM_INT(a);
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PARAM_INT(b);
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PARAM_INT(c);
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Shape2D_PushTriangle(self, a, b, c);
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int F2DDrawer::AddCommand(RenderCommand *data)
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{
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data->mScreenFade = screenFade;
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if (mData.Size() > 0 && data->isCompatible(mData.Last()))
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{
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// Merge with the last command.
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mData.Last().mIndexCount += data->mIndexCount;
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mData.Last().mVertCount += data->mVertCount;
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return mData.Size();
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}
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else
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{
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return mData.Push(*data);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::AddIndices(int firstvert, int count, ...)
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{
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va_list ap;
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va_start(ap, count);
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int addr = mIndices.Reserve(count);
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for (int i = 0; i < count; i++)
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{
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mIndices[addr + i] = firstvert + va_arg(ap, int);
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}
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}
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void F2DDrawer::AddIndices(int firstvert, TArray<int> &v)
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{
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int addr = mIndices.Reserve(v.Size());
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for (unsigned i = 0; i < v.Size(); i++)
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{
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mIndices[addr + i] = firstvert + v[i];
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}
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}
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//==========================================================================
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//
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// SetStyle
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//
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// Patterned after R_SetPatchStyle.
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//
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//==========================================================================
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bool F2DDrawer::SetStyle(FGameTexture *tex, DrawParms &parms, PalEntry &vertexcolor, RenderCommand &quad)
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{
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FRenderStyle style = parms.style;
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float alpha;
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bool stencilling;
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if (style.Flags & STYLEF_TransSoulsAlpha)
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{
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alpha = transsouls;
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}
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else if (style.Flags & STYLEF_Alpha1)
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{
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alpha = 1;
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}
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else
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{
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alpha = clamp(parms.Alpha, 0.f, 1.f);
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}
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style.CheckFuzz();
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if (style.BlendOp == STYLEOP_Shadow || style.BlendOp == STYLEOP_Fuzz)
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{
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style = LegacyRenderStyles[STYLE_TranslucentStencil];
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alpha = 0.3f;
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parms.fillcolor = 0;
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}
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else if (style.BlendOp == STYLEOP_FuzzOrAdd)
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{
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style.BlendOp = STYLEOP_Add;
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}
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else if (style.BlendOp == STYLEOP_FuzzOrSub)
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{
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style.BlendOp = STYLEOP_Sub;
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}
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else if (style.BlendOp == STYLEOP_FuzzOrRevSub)
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{
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style.BlendOp = STYLEOP_RevSub;
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}
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stencilling = false;
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if (style.Flags & STYLEF_InvertOverlay)
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{
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// Only the overlay color is inverted, not the overlay alpha.
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parms.colorOverlay.r = 255 - parms.colorOverlay.r;
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parms.colorOverlay.g = 255 - parms.colorOverlay.g;
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parms.colorOverlay.b = 255 - parms.colorOverlay.b;
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}
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SetColorOverlay(parms.colorOverlay, alpha, vertexcolor, quad.mColor1);
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if (style.Flags & STYLEF_ColorIsFixed)
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{
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if (style.Flags & STYLEF_InvertSource)
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{ // Since the source color is a constant, we can invert it now
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// without spending time doing it in the shader.
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parms.fillcolor.r = 255 - parms.fillcolor.r;
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parms.fillcolor.g = 255 - parms.fillcolor.g;
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parms.fillcolor.b = 255 - parms.fillcolor.b;
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style.Flags &= ~STYLEF_InvertSource;
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}
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if (parms.desaturate > 0)
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{
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// Desaturation can also be computed here without having to do it in the shader.
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auto gray = parms.fillcolor.Luminance();
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auto notgray = 255 - gray;
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parms.fillcolor.r = uint8_t((parms.fillcolor.r * notgray + gray * 255) / 255);
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parms.fillcolor.g = uint8_t((parms.fillcolor.g * notgray + gray * 255) / 255);
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parms.fillcolor.b = uint8_t((parms.fillcolor.b * notgray + gray * 255) / 255);
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parms.desaturate = 0;
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}
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// Set up the color mod to replace the color from the image data.
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vertexcolor.r = parms.fillcolor.r;
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vertexcolor.g = parms.fillcolor.g;
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vertexcolor.b = parms.fillcolor.b;
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if (style.Flags & STYLEF_RedIsAlpha)
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{
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quad.mDrawMode = TM_ALPHATEXTURE;
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}
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else
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{
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quad.mDrawMode = TM_STENCIL;
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}
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}
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else
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{
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if (style.Flags & STYLEF_RedIsAlpha)
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{
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quad.mDrawMode = TM_ALPHATEXTURE;
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}
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else if (style.Flags & STYLEF_InvertSource)
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{
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quad.mDrawMode = TM_INVERSE;
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}
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if (parms.specialcolormap != nullptr)
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{ // draw with an invulnerability or similar colormap.
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auto scm = parms.specialcolormap;
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quad.mSpecialColormap[0] = PalEntry(255, int(scm->ColorizeStart[0] * 127.5f), int(scm->ColorizeStart[1] * 127.5f), int(scm->ColorizeStart[2] * 127.5f));
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quad.mSpecialColormap[1] = PalEntry(255, int(scm->ColorizeEnd[0] * 127.5f), int(scm->ColorizeEnd[1] * 127.5f), int(scm->ColorizeEnd[2] * 127.5f));
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quad.mColor1 = 0; // this disables the color overlay.
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}
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quad.mDesaturate = parms.desaturate;
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}
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// apply the element's own color. This is being blended with anything that came before.
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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);
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if (!parms.masked)
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{
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// For TM_ALPHATEXTURE and TM_STENCIL the mask cannot be turned off because it would not yield a usable result.
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if (quad.mDrawMode == TM_NORMAL) quad.mDrawMode = TM_OPAQUE;
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else if (quad.mDrawMode == TM_INVERSE) quad.mDrawMode = TM_INVERTOPAQUE;
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}
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quad.mRenderStyle = parms.style; // this contains the blend mode and blend equation settings.
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if (parms.burn) quad.mFlags |= DTF_Burn;
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return true;
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}
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//==========================================================================
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//
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// Draws a texture
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//
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//==========================================================================
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void F2DDrawer::SetColorOverlay(PalEntry color, float alpha, PalEntry &vertexcolor, PalEntry &overlaycolor)
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{
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if (color.a != 0 && (color & 0xffffff) != 0)
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{
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// overlay color uses premultiplied alpha.
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int a = color.a * 256 / 255;
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overlaycolor.r = (color.r * a) >> 8;
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overlaycolor.g = (color.g * a) >> 8;
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overlaycolor.b = (color.b * a) >> 8;
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overlaycolor.a = 0; // The overlay gets added on top of the texture data so to preserve the pixel's alpha this must be 0.
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}
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else
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{
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overlaycolor = 0;
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}
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// Vertex intensity is the inverse of the overlay so that the shader can do a simple addition to combine them.
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uint8_t light = 255 - color.a;
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vertexcolor = PalEntry(int(alpha * 255), light, light, light);
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// The real color gets multiplied into vertexcolor later.
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}
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//==========================================================================
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//
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// Draws a texture
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//
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//==========================================================================
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void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
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{
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if (parms.style.BlendOp == STYLEOP_None) return; // not supposed to be drawn.
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assert(img && img->isValid());
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double xscale = parms.destwidth / parms.texwidth;
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double yscale = parms.destheight / parms.texheight;
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double u1, v1, u2, v2;
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PalEntry vertexcolor;
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RenderCommand dg;
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dg.mType = DrawTypeTriangles;
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dg.mVertCount = 4;
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dg.mTexture = img;
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if (img->isWarped()) dg.mFlags |= DTF_Wrap;
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if (parms.indexed) dg.mFlags |= DTF_Indexed;
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dg.mTranslationId = 0;
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SetStyle(img, parms, vertexcolor, dg);
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if (parms.indexed)
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{
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dg.mLightLevel = vertexcolor.Luminance();
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vertexcolor = 0xffffffff;
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}
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if (!img->isHardwareCanvas() && parms.TranslationId != -1)
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{
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dg.mTranslationId = parms.TranslationId;
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}
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u1 = parms.srcx;
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v1 = parms.srcy;
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u2 = parms.srcx + parms.srcwidth;
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v2 = parms.srcy + parms.srcheight;
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if (parms.flipX)
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{
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std::swap(u1, u2);
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}
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if (parms.flipY)
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{
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std::swap(v1, v2);
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}
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auto osave = offset;
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if (parms.nooffset) offset = { 0,0 };
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if (parms.rotateangle == 0)
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{
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double x = parms.x - parms.left * xscale;
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double y = parms.y - parms.top * yscale;
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double w = parms.destwidth;
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double h = parms.destheight;
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// This is crap. Only kept for backwards compatibility with scripts that may have used it.
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// Note that this only works for unflipped and unrotated full textures.
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if (parms.windowleft > 0 || parms.windowright < parms.texwidth)
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{
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double wi = std::min(parms.windowright, parms.texwidth);
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x += parms.windowleft * xscale;
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w -= (parms.texwidth - wi + parms.windowleft) * xscale;
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u1 = float(u1 + parms.windowleft / parms.texwidth);
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u2 = float(u2 - (parms.texwidth - wi) / parms.texwidth);
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}
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if (x < (double)parms.lclip || y < (double)parms.uclip || x + w >(double)parms.rclip || y + h >(double)parms.dclip)
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{
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dg.mScissor[0] = parms.lclip + int(offset.X);
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dg.mScissor[1] = parms.uclip + int(offset.Y);
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dg.mScissor[2] = parms.rclip + int(offset.X);
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dg.mScissor[3] = parms.dclip + int(offset.Y);
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dg.mFlags |= DTF_Scissor;
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}
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else
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{
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memset(dg.mScissor, 0, sizeof(dg.mScissor));
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}
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dg.mVertCount = 4;
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dg.mVertIndex = (int)mVertices.Reserve(4);
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TwoDVertex* ptr = &mVertices[dg.mVertIndex];
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Set(ptr, x, y, 0, u1, v1, vertexcolor); ptr++;
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Set(ptr, x, y + h, 0, u1, v2, vertexcolor); ptr++;
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Set(ptr, x + w, y, 0, u2, v1, vertexcolor); ptr++;
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Set(ptr, x + w, y + h, 0, u2, v2, vertexcolor); ptr++;
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}
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else
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{
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double radang = parms.rotateangle * (pi::pi() / 180.);
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double cosang = cos(radang);
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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];
|
|
Set(ptr, x1, y1, 0, u1, v1, vertexcolor); ptr++;
|
|
Set(ptr, x2, y2, 0, u1, v2, vertexcolor); ptr++;
|
|
Set(ptr, x3, y3, 0, u2, v1, vertexcolor); ptr++;
|
|
Set(ptr, x4, y4, 0, u2, v2, vertexcolor); ptr++;
|
|
|
|
}
|
|
dg.mIndexIndex = mIndices.Size();
|
|
dg.mIndexCount += 6;
|
|
AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
|
|
AddCommand(&dg);
|
|
offset = osave;
|
|
}
|
|
|
|
void DShape2D::OnDestroy() {
|
|
if (lastParms) delete lastParms;
|
|
lastParms = nullptr;
|
|
mIndices.Reset();
|
|
mVertices.Reset();
|
|
mCoords.Reset();
|
|
buffers.Reset();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
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->needsVertexUpload = true;
|
|
if (!shape->uploadedOnce) {
|
|
shape->bufIndex = -1;
|
|
shape->buffers.Clear();
|
|
shape->lastCommand = -1;
|
|
}
|
|
delete shape->lastParms;
|
|
shape->lastParms = new DrawParms(parms);
|
|
}
|
|
|
|
if (!img->isHardwareCanvas() && parms.TranslationId != -1)
|
|
dg.mTranslationId = parms.TranslationId;
|
|
|
|
auto osave = offset;
|
|
if (parms.nooffset) offset = { 0,0 };
|
|
|
|
if (shape->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 tCorners = {
|
|
(shape->transform * DVector3(shape->minx, shape->miny, 1.0)).XY(),
|
|
(shape->transform * DVector3(shape->minx, shape->maxy, 1.0)).XY(),
|
|
(shape->transform * DVector3(shape->maxx, shape->miny, 1.0)).XY(),
|
|
(shape->transform * 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 = shape->transform;
|
|
dg.transform.Cells[0][2] += offset.X;
|
|
dg.transform.Cells[1][2] += offset.Y;
|
|
dg.shape2D = shape;
|
|
dg.shape2DIndexCount = shape->mIndices.Size();
|
|
if (shape->needsVertexUpload)
|
|
{
|
|
shape->bufIndex += 1;
|
|
|
|
shape->buffers.Reserve(1);
|
|
|
|
auto buf = &shape->buffers[shape->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->needsVertexUpload = false;
|
|
shape->uploadedOnce = true;
|
|
}
|
|
dg.shape2DBufIndex = shape->bufIndex;
|
|
shape->lastCommand += 1;
|
|
dg.shape2DCommandCounter = shape->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 != 0;
|
|
|
|
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;
|
|
}
|
|
Set(&mVertices[poly.mVertIndex+i], 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];
|
|
}
|
|
}
|
|
|
|
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, int clipx1, int clipy1, int clipx2, int clipy2)
|
|
{
|
|
RenderCommand dg;
|
|
int method = 0;
|
|
|
|
if (!img || !img->isValid()) return;
|
|
|
|
dg.mType = DrawTypeTriangles;
|
|
if (clipx1 > 0 || clipy1 > 0 || clipx2 < GetWidth() - 1 || clipy2 < GetHeight() - 1)
|
|
{
|
|
dg.mScissor[0] = clipx1 + int(offset.X);
|
|
dg.mScissor[1] = clipy1 + int(offset.Y);
|
|
dg.mScissor[2] = clipx2 + 1 + int(offset.X);
|
|
dg.mScissor[3] = clipy2 + 1 + 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++)
|
|
{
|
|
Set(ptr, 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;
|
|
|
|
}
|
|
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);
|
|
bool flipc = false;
|
|
|
|
float sw = GetClassicFlatScalarWidth();
|
|
float sh = GetClassicFlatScalarHeight();
|
|
|
|
switch (local_origin)
|
|
{
|
|
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];
|
|
|
|
Set(ptr, left, top, 0, fU1, fV1, color); ptr++;
|
|
if (local_origin < 4)
|
|
{
|
|
Set(ptr, left, bottom, 0, fU1, fV2, color); ptr++;
|
|
Set(ptr, right, top, 0, fU2, fV1, color); ptr++;
|
|
}
|
|
else
|
|
{
|
|
Set(ptr, left, bottom, 0, fU2, fV1, color); ptr++;
|
|
Set(ptr, right, top, 0, fU1, fV2, color); ptr++;
|
|
}
|
|
Set(ptr, right, bottom, 0, fU2, fV2, color); ptr++;
|
|
dg.mIndexIndex = mIndices.Size();
|
|
dg.mIndexCount += 6;
|
|
AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
|
|
AddCommand(&dg);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
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void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color, FRenderStyle *style, bool prepend)
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{
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RenderCommand dg;
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dg.mType = DrawTypeTriangles;
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dg.mVertCount = 4;
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dg.mVertIndex = (int)mVertices.Reserve(4);
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dg.mRenderStyle = style? *style : LegacyRenderStyles[STYLE_Translucent];
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auto ptr = &mVertices[dg.mVertIndex];
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Set(ptr, x1, y1, 0, 0, 0, color); ptr++;
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Set(ptr, x1, y1 + h, 0, 0, 0, color); ptr++;
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Set(ptr, x1 + w, y1, 0, 0, 0, color); ptr++;
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Set(ptr, x1 + w, y1 + h, 0, 0, 0, color); ptr++;
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += 6;
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AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
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if (!prepend) AddCommand(&dg);
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else
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{
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// Only needed by Raze's fullscreen blends because they are being calculated late when half of the 2D content has already been submitted,
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// This ensures they are below the HUD, not above it.
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dg.mScreenFade = screenFade;
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mData.Insert(0, dg);
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}
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}
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void F2DDrawer::ClearScreen(PalEntry color)
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{
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AddColorOnlyQuad(0, 0, GetWidth(), GetHeight(), color);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::AddLine(double x1, double y1, double x2, double y2, int clipx1, int clipy1, int clipx2, int clipy2, uint32_t color, uint8_t alpha)
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{
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PalEntry p = (PalEntry)color;
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p.a = alpha;
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RenderCommand dg;
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if (clipx1 > 0 || clipy1 > 0 || clipx2 < GetWidth()- 1 || clipy2 < GetHeight() - 1)
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{
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dg.mScissor[0] = clipx1 + int(offset.X);
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dg.mScissor[1] = clipy1 + int(offset.Y);
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dg.mScissor[2] = clipx2 + 1 + int(offset.X);
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dg.mScissor[3] = clipy2 + 1 + int(offset.Y);
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dg.mFlags |= DTF_Scissor;
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}
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dg.mType = DrawTypeLines;
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dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
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dg.mVertCount = 2;
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dg.mVertIndex = (int)mVertices.Reserve(2);
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Set(&mVertices[dg.mVertIndex], x1, y1, 0, 0, 0, p);
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Set(&mVertices[dg.mVertIndex+1], x2, y2, 0, 0, 0, p);
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AddCommand(&dg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::AddThickLine(int x1, int y1, int x2, int y2, double thickness, uint32_t color, uint8_t alpha)
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{
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PalEntry p = (PalEntry)color;
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p.a = alpha;
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DVector2 point0(x1, y1);
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DVector2 point1(x2, y2);
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DVector2 delta = point1 - point0;
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DVector2 perp(-delta.Y, delta.X);
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perp.MakeUnit();
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perp *= thickness / 2;
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DVector2 corner0 = point0 + perp;
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DVector2 corner1 = point0 - perp;
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DVector2 corner2 = point1 + perp;
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DVector2 corner3 = point1 - perp;
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RenderCommand dg;
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dg.mType = DrawTypeTriangles;
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dg.mVertCount = 4;
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dg.mVertIndex = (int)mVertices.Reserve(4);
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dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
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auto ptr = &mVertices[dg.mVertIndex];
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Set(ptr, corner0.X, corner0.Y, 0, 0, 0, p); ptr++;
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Set(ptr, corner1.X, corner1.Y, 0, 0, 0, p); ptr++;
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Set(ptr, corner2.X, corner2.Y, 0, 0, 0, p); ptr++;
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Set(ptr, corner3.X, corner3.Y, 0, 0, 0, p); ptr++;
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += 6;
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AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
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AddCommand(&dg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::AddPixel(int x1, int y1, uint32_t color)
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{
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PalEntry p = (PalEntry)color;
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p.a = 255;
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RenderCommand dg;
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dg.mType = DrawTypePoints;
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dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
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dg.mVertCount = 1;
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dg.mVertIndex = (int)mVertices.Reserve(1);
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Set(&mVertices[dg.mVertIndex], x1, y1, 0, 0, 0, p);
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AddCommand(&dg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::Clear()
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{
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if (!locked)
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{
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mVertices.Clear();
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mIndices.Clear();
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mData.Clear();
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mIsFirstPass = true;
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}
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screenFade = 1.f;
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}
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F2DVertexBuffer::F2DVertexBuffer()
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{
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mVertexBuffer = screen->CreateVertexBuffer();
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mIndexBuffer = screen->CreateIndexBuffer();
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static const FVertexBufferAttribute format[] = {
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{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(F2DDrawer::TwoDVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(F2DDrawer::TwoDVertex, u) },
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{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(F2DDrawer::TwoDVertex, color0) }
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};
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mVertexBuffer->SetFormat(1, 3, sizeof(F2DDrawer::TwoDVertex), format);
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}
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