#ifndef __2DDRAWER_H #define __2DDRAWER_H #include "tarray.h" #include "textures.h" #include "v_palette.h" #include "r_data/renderstyle.h" #include "r_data/colormaps.h" struct DrawParms; // intermediate struct for shape drawing enum EClearWhich { C_Verts = 1, C_Coords = 2, C_Indices = 4, }; class DShape2D : public DObject { DECLARE_CLASS(DShape2D,DObject) public: TArray mIndices; TArray mVertices; TArray mCoords; }; class F2DDrawer { public: enum EDrawType : uint8_t { DrawTypeTriangles, DrawTypeLines, DrawTypePoints, }; enum ETextureFlags : uint8_t { DTF_Wrap = 1, DTF_Scissor = 2, DTF_Burn = 4, }; // This vertex type is hardware independent and needs conversion when put into a buffer. struct TwoDVertex { float x, y, z; float u, v; PalEntry color0; void Set(float xx, float yy, float zz) { x = xx; z = zz; y = yy; u = 0; v = 0; color0 = 0; } void Set(double xx, double yy, double zz, double uu, double vv, PalEntry col) { x = (float)xx; z = (float)zz; y = (float)yy; u = (float)uu; v = (float)vv; color0 = col; } }; struct RenderCommand { EDrawType mType; int mVertIndex; int mVertCount; int mIndexIndex; int mIndexCount; FTexture *mTexture; FRemapTable *mTranslation; PalEntry mSpecialColormap[2]; int mScissor[4]; int mDesaturate; FRenderStyle mRenderStyle; PalEntry mColor1; // Overlay color ETexMode mDrawMode; uint8_t mFlags; RenderCommand() { memset(this, 0, sizeof(*this)); } // If these fields match, two draw commands can be batched. bool isCompatible(const RenderCommand &other) const { return mTexture == other.mTexture && mType == other.mType && mTranslation == other.mTranslation && mSpecialColormap == other.mSpecialColormap && !memcmp(mScissor, other.mScissor, sizeof(mScissor)) && mDesaturate == other.mDesaturate && mRenderStyle == other.mRenderStyle && mDrawMode == other.mDrawMode && mFlags == other.mFlags && mColor1 == other.mColor1; } }; TArray mIndices; TArray mVertices; TArray mData; int AddCommand(const RenderCommand *data); void AddIndices(int firstvert, int count, ...); bool SetStyle(FTexture *tex, DrawParms &parms, PalEntry &color0, RenderCommand &quad); void SetColorOverlay(PalEntry color, float alpha, PalEntry &vertexcolor, PalEntry &overlaycolor); public: void AddTexture(FTexture *img, DrawParms &parms); void AddShape(FTexture *img, DShape2D *shape, DrawParms &parms); void AddPoly(FTexture *texture, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel, uint32_t *indices, size_t indexcount); void AddFlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin); void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color, FRenderStyle *style); void AddDim(PalEntry color, float damount, int x1, int y1, int w, int h); void AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color); void AddLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t color, uint8_t alpha = 255); void AddThickLine(int x1, int y1, int x2, int y2, double thickness, uint32_t color, uint8_t alpha = 255); void AddPixel(int x1, int y1, int palcolor, uint32_t color); void Clear(); }; #endif