gzdoom-gles/src/v_video.h

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/*
** v_video.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** 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.
**---------------------------------------------------------------------------
**
*/
#ifndef __V_VIDEO_H__
#define __V_VIDEO_H__
#include "doomtype.h"
#include "vectors.h"
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#include "doomdef.h"
#include "dobject.h"
#include "r_data/renderstyle.h"
#include "c_cvars.h"
#include "v_colortables.h"
#include "v_2ddrawer.h"
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enum EHWCaps
{
// [BB] Added texture compression flags.
RFL_TEXTURE_COMPRESSION = 1,
RFL_TEXTURE_COMPRESSION_S3TC = 2,
RFL_SHADER_STORAGE_BUFFER = 4,
RFL_BUFFER_STORAGE = 8,
RFL_SAMPLER_OBJECTS = 16,
RFL_NO_CLIP_PLANES = 32,
RFL_INVALIDATE_BUFFER = 64,
RFL_DEBUG = 128,
RFL_NO_SHADERS = 256
};
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extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac;
extern int CleanWidth_1, CleanHeight_1, CleanXfac_1, CleanYfac_1;
extern int DisplayWidth, DisplayHeight, DisplayBits;
bool V_DoModeSetup (int width, int height, int bits);
void V_UpdateModeSize (int width, int height);
void V_OutputResized (int width, int height);
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void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *cx1=NULL, int *cx2=NULL);
EXTERN_CVAR(Int, vid_rendermode)
inline bool V_IsHardwareRenderer()
{
return vid_rendermode == 4;
}
inline bool V_IsSoftwareRenderer()
{
return vid_rendermode < 2;
}
inline bool V_IsPolyRenderer()
{
return vid_rendermode == 2 || vid_rendermode == 3;
}
inline bool V_IsTrueColor()
{
return vid_rendermode == 1 || vid_rendermode == 3;
}
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class FTexture;
struct FColormap;
class FileWriter;
enum FTextureFormat : uint32_t;
class FModelRenderer;
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// TagItem definitions for DrawTexture. As far as I know, tag lists
// originated on the Amiga.
//
// Think of TagItems as an array of the following structure:
//
// struct TagItem {
// uint32_t ti_Tag;
// uint32_t ti_Data;
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// };
#define TAG_DONE (0) /* Used to indicate the end of the Tag list */
#define TAG_END (0) /* Ditto */
/* list pointed to in ti_Data */
#define TAG_USER ((uint32_t)(1u<<30))
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enum
{
DTA_Base = TAG_USER + 5000,
DTA_DestWidth, // width of area to draw to
DTA_DestHeight, // height of area to draw to
DTA_Alpha, // alpha value for translucency
DTA_FillColor, // color to stencil onto the destination
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DTA_TranslationIndex, // translation table to recolor the source
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DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
DTA_CleanNoMove_1, // bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead
DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
DTA_ShadowColor, // color of shadow
DTA_ShadowAlpha, // alpha of shadow
DTA_Shadow, // set shadow color and alphas to defaults
DTA_VirtualWidth, // pretend the canvas is this wide
DTA_VirtualHeight, // pretend the canvas is this tall
DTA_TopOffset, // override texture's top offset
DTA_LeftOffset, // override texture's left offset
DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle
DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle
DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
DTA_ClipTop, // don't draw anything above this row (on dest, not source)
DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
DTA_Masked, // true(default)=use masks from texture, false=ignore masks
DTA_HUDRules, // use fullscreen HUD rules to position and size textures
DTA_HUDRulesC, // only used internally for marking HUD_HorizCenter
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DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
DTA_RenderStyle, // same as render style for actors
DTA_ColorOverlay, // uint32_t: ARGB to overlay on top of image; limited to black for software
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DTA_BilinearFilter, // bool: apply bilinear filtering to the image
DTA_SpecialColormap,// pointer to FSpecialColormapParameters
DTA_Desaturate, // explicit desaturation factor (does not do anything in Legacy OpenGL)
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DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
// floating point duplicates of some of the above:
DTA_DestWidthF,
DTA_DestHeightF,
DTA_TopOffsetF,
DTA_LeftOffsetF,
DTA_VirtualWidthF,
DTA_VirtualHeightF,
DTA_WindowLeftF,
DTA_WindowRightF,
// For DrawText calls:
DTA_TextLen, // stop after this many characters, even if \0 not hit
DTA_CellX, // horizontal size of character cell
DTA_CellY, // vertical size of character cell
// New additions.
DTA_Color,
DTA_FlipY, // bool: flip image vertically
DTA_SrcX, // specify a source rectangle (this supersedes the poorly implemented DTA_WindowLeft/Right
DTA_SrcY,
DTA_SrcWidth,
DTA_SrcHeight
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};
enum
{
HUD_Normal,
HUD_HorizCenter
};
class FFont;
struct FRemapTable;
class player_t;
typedef uint32_t angle_t;
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struct DrawParms
{
double x, y;
double texwidth;
double texheight;
double destwidth;
double destheight;
double virtWidth;
double virtHeight;
double windowleft;
double windowright;
int cleanmode;
int dclip;
int uclip;
int lclip;
int rclip;
double top;
double left;
float Alpha;
PalEntry fillcolor;
FRemapTable *remap;
PalEntry colorOverlay;
PalEntry color;
INTBOOL alphaChannel;
INTBOOL flipX;
INTBOOL flipY;
//float shadowAlpha;
int shadowColor;
INTBOOL keepratio;
INTBOOL masked;
INTBOOL bilinear;
FRenderStyle style;
struct FSpecialColormap *specialcolormap;
int desaturate;
int scalex, scaley;
int cellx, celly;
int maxstrlen;
bool fortext;
bool virtBottom;
double srcx, srcy;
double srcwidth, srcheight;
};
struct Va_List
{
va_list list;
};
struct VMVa_List
{
VMValue *args;
int curindex;
int numargs;
};
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//
// VIDEO
//
// [RH] Made screens more implementation-independant:
//
class DCanvas
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{
public:
DCanvas (int width, int height, bool bgra);
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virtual ~DCanvas ();
// Member variable access
inline uint8_t *GetPixels () const { return PixelBuffer; }
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inline int GetWidth () const { return Width; }
inline int GetHeight () const { return Height; }
inline int GetPitch () const { return Pitch; }
inline bool IsBgra() const { return Bgra; }
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// Note: pitch here is in pixels, not bytes.
bool SetBuffer(int width, int height, int pitch, uint8_t *buffer)
{
assert(buffer);
Width = width;
Height = height;
Pitch = pitch;
PixelBuffer = buffer;
return true;
}
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protected:
uint8_t *PixelBuffer;
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int Width;
int Height;
int Pitch;
bool Bgra;
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};
// A canvas in system memory.
class DSimpleCanvas : public DCanvas
{
typedef DCanvas Super;
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public:
DSimpleCanvas (int width, int height, bool bgra);
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~DSimpleCanvas ();
void Resize(int width, int height);
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};
class FUniquePalette;
class IHardwareTexture;
class FTexture;
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// A canvas that represents the actual display. The video code is responsible
// for actually implementing this. Built on top of SimpleCanvas, because it
// needs a system memory buffer when buffered output is enabled.
class DFrameBuffer
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{
typedef DSimpleCanvas Super;
protected:
void DrawTextureV(FTexture *img, double x, double y, uint32_t tag, va_list tags) = delete;
void DrawTextureParms(FTexture *img, DrawParms &parms);
template<class T>
bool ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t tag, T& tags, DrawParms *parms, bool fortext) const;
void DrawTextCommon(FFont *font, int normalcolor, double x, double y, const char *string, DrawParms &parms);
F2DDrawer m2DDrawer;
int Width = 0;
int Height = 0;
bool Bgra = 0;
int clipleft = 0, cliptop = 0, clipwidth = -1, clipheight = -1;
public:
int hwcaps = 0;
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public:
DFrameBuffer (int width, int height, bool bgra);
virtual ~DFrameBuffer() {}
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inline int GetWidth() const { return Width; }
inline int GetHeight() const { return Height; }
// Make the surface visible.
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virtual void Update () = 0;
// Return a pointer to 256 palette entries that can be written to.
virtual PalEntry *GetPalette () = 0;
// Stores the palette with flash blended in into 256 dwords
virtual void GetFlashedPalette (PalEntry palette[256]) = 0;
// Mark the palette as changed. It will be updated on the next Update().
virtual void UpdatePalette () = 0;
// Sets the gamma level. Returns false if the hardware does not support
// gamma changing. (Always true for now, since palettes can always be
// gamma adjusted.)
virtual bool SetGamma (float gamma) = 0;
// Sets a color flash. RGB is the color, and amount is 0-256, with 256
// being all flash and 0 being no flash. Returns false if the hardware
// does not support this. (Always true for now, since palettes can always
// be flashed.)
virtual bool SetFlash (PalEntry rgb, int amount) = 0;
// Converse of SetFlash
virtual void GetFlash (PalEntry &rgb, int &amount) = 0;
// Returns true if running fullscreen.
virtual bool IsFullscreen () = 0;
// Changes the vsync setting, if supported by the device.
virtual void SetVSync (bool vsync);
// Tells the device to recreate itself with the new setting from vid_refreshrate.
virtual void NewRefreshRate ();
// Set the rect defining the area affected by blending.
virtual void SetBlendingRect (int x1, int y1, int x2, int y2);
// Delete any resources that need to be deleted after restarting with a different IWAD
virtual void CleanForRestart() {}
virtual void SetTextureFilterMode() {}
virtual IHardwareTexture *CreateHardwareTexture(FTexture *tex) { return nullptr; }
virtual FModelRenderer *CreateModelRenderer(int mli) { return nullptr; }
virtual void UnbindTexUnit(int no) {}
virtual void FlushTextures() {}
virtual void TextureFilterChanged() {}
virtual void ResetFixedColormap() {}
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// Begin 2D drawing operations.
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// Returns true if hardware-accelerated 2D has been entered, false if not.
virtual void Begin2D(bool copy3d);
void End2D() { isIn2D = false; }
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// Returns true if Begin2D has been called and 2D drawing is now active
bool HasBegun2D() { return isIn2D; }
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// Report a game restart
virtual void GameRestart();
virtual void InitForLevel() {}
virtual void SetClearColor(int color) {}
virtual uint32_t GetCaps();
virtual void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
virtual void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
virtual void RenderView(player_t *player) {}
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// Screen wiping
virtual bool WipeStartScreen(int type);
virtual void WipeEndScreen();
virtual bool WipeDo(int ticks);
virtual void WipeCleanup();
virtual void ScaleCoordsFromWindow(int16_t &x, int16_t &y) {}
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uint64_t GetLastFPS() const { return LastCount; }
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// 2D Texture drawing
void ClearClipRect() { clipleft = cliptop = 0; clipwidth = clipheight = -1; }
void SetClipRect(int x, int y, int w, int h);
void GetClipRect(int *x, int *y, int *w, int *h);
virtual void Draw2D() {}
void Clear2D() { m2DDrawer.Clear(); }
// Dim part of the canvas
void Dim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr);
void DoDim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr);
// Fill an area with a texture
void FlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin = false);
// Fill a simple polygon with a texture
void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley, DAngle rotation,
const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip);
// Set an area to a specified color
void Clear(int left, int top, int right, int bottom, int palcolor, uint32_t color);
// Draws a line
void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32_t realcolor);
// Draws a single pixel
void DrawPixel(int x, int y, int palcolor, uint32_t rgbcolor);
bool SetTextureParms(DrawParms *parms, FTexture *img, double x, double y) const;
void DrawTexture(FTexture *img, double x, double y, int tags, ...);
void DrawTexture(FTexture *img, double x, double y, VMVa_List &);
void FillBorder(FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
void VirtualToRealCoords(double &x, double &y, double &w, double &h, double vwidth, double vheight, bool vbottom = false, bool handleaspect = true) const;
// Code that uses these (i.e. SBARINFO) should probably be evaluated for using doubles all around instead.
void VirtualToRealCoordsInt(int &x, int &y, int &w, int &h, int vwidth, int vheight, bool vbottom = false, bool handleaspect = true) const;
// Text drawing functions -----------------------------------------------
#ifdef DrawText
#undef DrawText // See WinUser.h for the definition of DrawText as a macro
#endif
// 2D Text drawing
void DrawText(FFont *font, int normalcolor, double x, double y, const char *string, int tag_first, ...);
void DrawText(FFont *font, int normalcolor, double x, double y, const char *string, VMVa_List &args);
void DrawChar(FFont *font, int normalcolor, double x, double y, int character, int tag_first, ...);
void DrawChar(FFont *font, int normalcolor, double x, double y, int character, VMVa_List &args);
void DrawFrame(int left, int top, int width, int height);
void DrawBorder(int x1, int y1, int x2, int y2);
void DrawViewBorder();
void RefreshViewBorder();
// Calculate gamma table
void CalcGamma(float gamma, uint8_t gammalookup[256]);
// Retrieves a buffer containing image data for a screenshot.
// Hint: Pitch can be negative for upside-down images, in which case buffer
// points to the last row in the buffer, which will be the first row output.
virtual void GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &color_type, float &gamma) {}
// Releases the screenshot buffer.
virtual void ReleaseScreenshotBuffer() {}
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// The original size of the framebuffer as selected in the video menu.
int VideoWidth = 0;
int VideoHeight = 0;
uint64_t FrameTime = 0;
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protected:
void DrawRateStuff ();
DFrameBuffer () {}
private:
uint64_t LastMS, LastSec, FrameCount, LastCount, LastTic;
bool isIn2D = false;
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};
// This is the screen updated by I_FinishUpdate.
extern DFrameBuffer *screen;
#define SCREENWIDTH (screen->GetWidth ())
#define SCREENHEIGHT (screen->GetHeight ())
#define SCREENPITCH (screen->GetPitch ())
EXTERN_CVAR (Float, Gamma)
// Allocates buffer screens, call before R_Init.
void V_Init (bool restart);
// Initializes graphics mode for the first time.
void V_Init2 ();
void V_Shutdown ();
class FScanner;
struct FScriptPosition;
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// Returns the closest color to the one desired. String
// should be of the form "rr gg bb".
int V_GetColorFromString (const uint32_t *palette, const char *colorstring, FScriptPosition *sc = nullptr);
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// Scans through the X11R6RGB lump for a matching color
// and returns a color string suitable for V_GetColorFromString.
FString V_GetColorStringByName (const char *name, FScriptPosition *sc = nullptr);
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// Tries to get color by name, then by string
int V_GetColor (const uint32_t *palette, const char *str, FScriptPosition *sc = nullptr);
int V_GetColor(const uint32_t *palette, FScanner &sc);
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int CheckRatio (int width, int height, int *trueratio=NULL);
static inline int CheckRatio (double width, double height) { return CheckRatio(int(width), int(height)); }
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inline bool IsRatioWidescreen(int ratio) { return (ratio & 3) != 0; }
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float ActiveRatio (int width, int height, float *trueratio = NULL);
static inline double ActiveRatio (double width, double height) { return ActiveRatio(int(width), int(height)); }
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int AspectBaseWidth(float aspect);
int AspectBaseHeight(float aspect);
double AspectPspriteOffset(float aspect);
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int AspectMultiplier(float aspect);
bool AspectTallerThanWide(float aspect);
void ScaleWithAspect(int &w, int &h, int Width, int Height);
int GetUIScale(int altval);
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EXTERN_CVAR(Int, uiscale);
EXTERN_CVAR(Int, con_scaletext);
EXTERN_CVAR(Int, con_scale);
inline int active_con_scaletext()
{
return GetUIScale(con_scaletext);
}
inline int active_con_scale()
{
return GetUIScale(con_scale);
}
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#endif // __V_VIDEO_H__