/* ** v_draw.cpp ** Draw patches and blocks to a canvas ** **--------------------------------------------------------------------------- ** 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. **--------------------------------------------------------------------------- ** */ // #define NO_SWRENDER // set this if you want to exclude the software renderer. Without software renderer the base implementations of DrawTextureV and FillSimplePoly need to be disabled because they depend on it. #include #include #include "doomtype.h" #include "v_video.h" #include "m_swap.h" #include "r_defs.h" #include "r_utility.h" #ifndef NO_SWRENDER #include "r_draw.h" #include "r_main.h" #include "r_things.h" #endif #include "r_data/r_translate.h" #include "doomstat.h" #include "v_palette.h" #include "gi.h" #include "g_level.h" #include "st_stuff.h" #include "sbar.h" #include "i_system.h" #include "i_video.h" #include "templates.h" #include "d_net.h" #include "colormatcher.h" #include "r_data/colormaps.h" // [RH] Stretch values to make a 320x200 image best fit the screen // without using fractional steppings int CleanXfac, CleanYfac; // [RH] Effective screen sizes that the above scale values give you int CleanWidth, CleanHeight; // Above minus 1 (or 1, if they are already 1) int CleanXfac_1, CleanYfac_1, CleanWidth_1, CleanHeight_1; // FillSimplePoly uses this extern "C" short spanend[MAXHEIGHT]; CVAR (Bool, hud_scale, false, CVAR_ARCHIVE); // For routines that take RGB colors, cache the previous lookup in case there // are several repetitions with the same color. static int LastPal = -1; static uint32 LastRGB; static int PalFromRGB(uint32 rgb) { if (LastPal >= 0 && LastRGB == rgb) { return LastPal; } // Quick check for black and white. if (rgb == MAKEARGB(255,0,0,0)) { LastPal = GPalette.BlackIndex; } else if (rgb == MAKEARGB(255,255,255,255)) { LastPal = GPalette.WhiteIndex; } else { LastPal = ColorMatcher.Pick(RPART(rgb), GPART(rgb), BPART(rgb)); } LastRGB = rgb; return LastPal; } void STACK_ARGS DCanvas::DrawTexture (FTexture *img, double x, double y, int tags_first, ...) { va_list tags; va_start(tags, tags_first); DrawTextureV(img, x, y, tags_first, tags); } void STACK_ARGS DCanvas::DrawTextureV(FTexture *img, double x, double y, uint32 tag, va_list tags) { #ifndef NO_SWRENDER FTexture::Span unmaskedSpan[2]; const FTexture::Span **spanptr, *spans; static short bottomclipper[MAXWIDTH], topclipper[MAXWIDTH]; DrawParms parms; if (!ParseDrawTextureTags(img, x, y, tag, tags, &parms, false)) { return; } if (parms.masked) { spanptr = &spans; } else { spanptr = NULL; } if (APART(parms.colorOverlay) != 0) { // The software renderer cannot invert the source without inverting the overlay // too. That means if the source is inverted, we need to do the reverse of what // the invert overlay flag says to do. INTBOOL invertoverlay = (parms.style.Flags & STYLEF_InvertOverlay); if (parms.style.Flags & STYLEF_InvertSource) { invertoverlay = !invertoverlay; } if (invertoverlay) { parms.colorOverlay = PalEntry(parms.colorOverlay).InverseColor(); } // Note that this overrides DTA_Translation in software, but not in hardware. FDynamicColormap *colormap = GetSpecialLights(MAKERGB(255,255,255), parms.colorOverlay & MAKEARGB(0,255,255,255), 0); parms.translation = &colormap->Maps[(APART(parms.colorOverlay)*NUMCOLORMAPS/255)*256]; } if (parms.translation != NULL) { dc_colormap = (lighttable_t *)parms.translation; } else { dc_colormap = identitymap; } fixedcolormap = dc_colormap; ESPSResult mode = R_SetPatchStyle (parms.style, parms.alpha, 0, parms.fillcolor); BYTE *destorgsave = dc_destorg; dc_destorg = screen->GetBuffer(); double x0 = parms.x - parms.left * parms.destwidth / parms.texwidth; double y0 = parms.y - parms.top * parms.destheight / parms.texheight; if (mode != DontDraw) { const BYTE *pixels; int stop4; if (spanptr == NULL) { // Create a single span for forced unmasked images spans = unmaskedSpan; unmaskedSpan[0].TopOffset = 0; unmaskedSpan[0].Length = img->GetHeight(); unmaskedSpan[1].TopOffset = 0; unmaskedSpan[1].Length = 0; } fixed_t centeryback = centeryfrac; centeryfrac = 0; sprtopscreen = FLOAT2FIXED(y0); // There is not enough precision in the drawing routines to keep the full // precision for y0. :( sprtopscreen &= ~(FRACUNIT - 1); double yscale = parms.destheight / img->GetHeight(); double iyscale = 1 / yscale; spryscale = FLOAT2FIXED(yscale); assert(spryscale > 2); #if 0 // Fix precision errors that are noticeable at some resolutions if ((y0 + parms.destheight) > (y0 + yscale * img->GetHeight())) { spryscale++; } #endif sprflipvert = false; //dc_iscale = FLOAT2FIXED(iyscale); //dc_texturemid = FLOAT2FIXED((-y0) * iyscale); //dc_iscale = 0xffffffffu / (unsigned)spryscale; dc_iscale = DivScale32(1, spryscale); dc_texturemid = FixedMul(-sprtopscreen, dc_iscale) + FixedMul(centeryfrac-FRACUNIT, dc_iscale); fixed_t frac = 0; double xiscale = img->GetWidth() / parms.destwidth; double x2 = x0 + parms.destwidth; if (bottomclipper[0] != parms.dclip) { clearbufshort(bottomclipper, screen->GetWidth(), (short)parms.dclip); } if (parms.uclip != 0) { if (topclipper[0] != parms.uclip) { clearbufshort(topclipper, screen->GetWidth(), (short)parms.uclip); } mceilingclip = topclipper; } else { mceilingclip = zeroarray; } mfloorclip = bottomclipper; if (parms.flipX) { frac = (img->GetWidth() << FRACBITS) - 1; xiscale = -xiscale; } if (parms.windowleft > 0 || parms.windowright < parms.texwidth) { double xscale = parms.destwidth / parms.texwidth; x0 += parms.windowleft * xscale; frac += FLOAT2FIXED(parms.windowleft); x2 -= (parms.texwidth - parms.windowright) * xscale; } if (x0 < parms.lclip) { frac += FLOAT2FIXED((parms.lclip - x0) * xiscale); x0 = parms.lclip; } if (x2 > parms.rclip) { x2 = parms.rclip; } // Drawing short output ought to fit in the data cache well enough // if we draw one column at a time, so do that, since it's simpler. if (parms.destheight < 32 || (parms.dclip - parms.uclip) < 32) { mode = DoDraw0; } dc_x = int(x0); int x2_i = int(x2); fixed_t xiscale_i = FLOAT2FIXED(xiscale); if (mode == DoDraw0) { // One column at a time stop4 = dc_x; } else // DoDraw1` { // Up to four columns at a time stop4 = x2_i & ~3; } if (dc_x < x2_i) { while ((dc_x < stop4) && (dc_x & 3)) { pixels = img->GetColumn(frac >> FRACBITS, spanptr); R_DrawMaskedColumn(pixels, spans); dc_x++; frac += xiscale_i; } while (dc_x < stop4) { rt_initcols(); for (int zz = 4; zz; --zz) { pixels = img->GetColumn(frac >> FRACBITS, spanptr); R_DrawMaskedColumnHoriz(pixels, spans); dc_x++; frac += xiscale_i; } rt_draw4cols(dc_x - 4); } while (dc_x < x2_i) { pixels = img->GetColumn(frac >> FRACBITS, spanptr); R_DrawMaskedColumn(pixels, spans); dc_x++; frac += xiscale_i; } } centeryfrac = centeryback; } R_FinishSetPatchStyle (); dc_destorg = destorgsave; if (ticdup != 0 && menuactive == MENU_Off) { NetUpdate(); } #endif } bool DCanvas::ParseDrawTextureTags (FTexture *img, double x, double y, DWORD tag, va_list tags, DrawParms *parms, bool hw) const { INTBOOL boolval; int intval; bool translationset = false; bool virtBottom; if (img == NULL || img->UseType == FTexture::TEX_Null) { va_end(tags); return false; } // Do some sanity checks on the coordinates. if (x < -16383 || x > 16383 || y < -16383 || y > 16383) { va_end(tags); return false; } virtBottom = false; parms->texwidth = img->GetScaledWidthDouble(); parms->texheight = img->GetScaledHeightDouble(); parms->windowleft = 0; parms->windowright = parms->texwidth; parms->dclip = this->GetHeight(); parms->uclip = 0; parms->lclip = 0; parms->rclip = this->GetWidth(); parms->destwidth = parms->windowright; parms->destheight = parms->texheight; parms->top = img->GetScaledTopOffset(); parms->left = img->GetScaledLeftOffset(); parms->alpha = FRACUNIT; parms->fillcolor = -1; parms->remap = NULL; parms->translation = NULL; parms->colorOverlay = 0; parms->alphaChannel = false; parms->flipX = false; parms->shadowAlpha = 0; parms->shadowColor = 0; parms->virtWidth = this->GetWidth(); parms->virtHeight = this->GetHeight(); parms->keepratio = false; parms->style.BlendOp = 255; // Dummy "not set" value parms->masked = true; parms->bilinear = false; parms->specialcolormap = NULL; parms->colormapstyle = NULL; parms->x = x; parms->y = y; // Parse the tag list for attributes. (For floating point attributes, // consider that the C ABI dictates that all floats be promoted to // doubles when passed as function arguments.) while (tag != TAG_DONE) { va_list *more_p; DWORD data; switch (tag) { case TAG_IGNORE: default: data = va_arg(tags, DWORD); break; case TAG_MORE: more_p = va_arg(tags, va_list *); va_end (tags); #ifndef NO_VA_COPY va_copy (tags, *more_p); #else tags = *more_p; #endif break; case DTA_DestWidth: parms->destwidth = va_arg(tags, int); break; case DTA_DestWidthF: parms->destwidth = va_arg(tags, double); break; case DTA_DestHeight: parms->destheight = va_arg(tags, int); break; case DTA_DestHeightF: parms->destheight = va_arg(tags, double); break; case DTA_Clean: boolval = va_arg(tags, INTBOOL); if (boolval) { parms->x = (parms->x - 160.0) * CleanXfac + (Width * 0.5); parms->y = (parms->y - 100.0) * CleanYfac + (Height * 0.5); parms->destwidth = parms->texwidth * CleanXfac; parms->destheight = parms->texheight * CleanYfac; } break; case DTA_CleanNoMove: boolval = va_arg(tags, INTBOOL); if (boolval) { parms->destwidth = parms->texwidth * CleanXfac; parms->destheight = parms->texheight * CleanYfac; } break; case DTA_CleanNoMove_1: boolval = va_arg(tags, INTBOOL); if (boolval) { parms->destwidth = parms->texwidth * CleanXfac_1; parms->destheight = parms->texheight * CleanYfac_1; } break; case DTA_320x200: boolval = va_arg(tags, INTBOOL); if (boolval) { parms->virtWidth = 320; parms->virtHeight = 200; } break; case DTA_Bottom320x200: boolval = va_arg(tags, INTBOOL); if (boolval) { parms->virtWidth = 320; parms->virtHeight = 200; } virtBottom = true; break; case DTA_HUDRules: { bool xright = parms->x < 0; bool ybot = parms->y < 0; intval = va_arg(tags, int); if (hud_scale) { parms->x *= CleanXfac; if (intval == HUD_HorizCenter) parms->x += Width * 0.5; else if (xright) parms->x = Width + parms->x; parms->y *= CleanYfac; if (ybot) parms->y = Height + parms->y; parms->destwidth = parms->texwidth * CleanXfac; parms->destheight = parms->texheight * CleanYfac; } else { if (intval == HUD_HorizCenter) parms->x += Width * 0.5; else if (xright) parms->x = Width + parms->x; if (ybot) parms->y = Height + parms->y; } } break; case DTA_VirtualWidth: parms->virtWidth = va_arg(tags, int); break; case DTA_VirtualWidthF: parms->virtWidth = va_arg(tags, double); break; case DTA_VirtualHeight: parms->virtHeight = va_arg(tags, int); break; case DTA_VirtualHeightF: parms->virtHeight = va_arg(tags, double); break; case DTA_Fullscreen: boolval = va_arg(tags, INTBOOL); if (boolval) { parms->x = parms->y = 0; parms->virtWidth = img->GetScaledWidthDouble(); parms->virtHeight = img->GetScaledHeightDouble(); } break; case DTA_Alpha: parms->alpha = MIN(FRACUNIT, va_arg (tags, fixed_t)); break; case DTA_AlphaChannel: parms->alphaChannel = va_arg(tags, INTBOOL); break; case DTA_FillColor: parms->fillcolor = va_arg(tags, uint32); break; case DTA_Translation: parms->remap = va_arg(tags, FRemapTable *); if (parms->remap != NULL && parms->remap->Inactive) { // If it's inactive, pretend we were passed NULL instead. parms->remap = NULL; } break; case DTA_ColorOverlay: parms->colorOverlay = va_arg(tags, DWORD); break; case DTA_FlipX: parms->flipX = va_arg(tags, INTBOOL); break; case DTA_TopOffset: parms->top = va_arg(tags, int); break; case DTA_TopOffsetF: parms->top = va_arg(tags, double); break; case DTA_LeftOffset: parms->left = va_arg(tags, int); break; case DTA_LeftOffsetF: parms->left = va_arg(tags, double); break; case DTA_CenterOffset: if (va_arg(tags, int)) { parms->left = parms->texwidth * 0.5; parms->top = parms->texheight * 0.5; } break; case DTA_CenterBottomOffset: if (va_arg(tags, int)) { parms->left = parms->texwidth * 0.5; parms->top = parms->texheight; } break; case DTA_WindowLeft: parms->windowleft = va_arg(tags, int); break; case DTA_WindowLeftF: parms->windowleft = va_arg(tags, double); break; case DTA_WindowRight: parms->windowright = va_arg(tags, int); break; case DTA_WindowRightF: parms->windowright = va_arg(tags, double); break; case DTA_ClipTop: parms->uclip = va_arg(tags, int); if (parms->uclip < 0) { parms->uclip = 0; } break; case DTA_ClipBottom: parms->dclip = va_arg(tags, int); if (parms->dclip > this->GetHeight()) { parms->dclip = this->GetHeight(); } break; case DTA_ClipLeft: parms->lclip = va_arg(tags, int); if (parms->lclip < 0) { parms->lclip = 0; } break; case DTA_ClipRight: parms->rclip = va_arg(tags, int); if (parms->rclip > this->GetWidth()) { parms->rclip = this->GetWidth(); } break; case DTA_ShadowAlpha: parms->shadowAlpha = MIN(FRACUNIT, va_arg (tags, fixed_t)); break; case DTA_ShadowColor: parms->shadowColor = va_arg(tags, int); break; case DTA_Shadow: boolval = va_arg(tags, INTBOOL); if (boolval) { parms->shadowAlpha = FRACUNIT/2; parms->shadowColor = 0; } else { parms->shadowAlpha = 0; } break; case DTA_Masked: parms->masked = va_arg(tags, INTBOOL); break; case DTA_BilinearFilter: parms->bilinear = va_arg(tags, INTBOOL); break; case DTA_KeepRatio: // I think this is a terribly misleading name, since it actually turns // *off* aspect ratio correction. parms->keepratio = va_arg(tags, INTBOOL); break; case DTA_RenderStyle: parms->style.AsDWORD = va_arg(tags, DWORD); break; case DTA_SpecialColormap: parms->specialcolormap = va_arg(tags, FSpecialColormap *); break; case DTA_ColormapStyle: parms->colormapstyle = va_arg(tags, FColormapStyle *); break; } tag = va_arg(tags, DWORD); } va_end (tags); if (parms->uclip >= parms->dclip || parms->lclip >= parms->rclip) { return false; } if (parms->virtWidth != Width || parms->virtHeight != Height) { VirtualToRealCoords(parms->x, parms->y, parms->destwidth, parms->destheight, parms->virtWidth, parms->virtHeight, virtBottom, !parms->keepratio); } if (parms->destwidth <= 0 || parms->destheight <= 0) { return false; } if (parms->remap != NULL) { parms->translation = parms->remap->Remap; } if (parms->style.BlendOp == 255) { if (parms->fillcolor != ~0u) { if (parms->alphaChannel) { parms->style = STYLE_Shaded; } else if (parms->alpha < FRACUNIT) { parms->style = STYLE_TranslucentStencil; } else { parms->style = STYLE_Stencil; } } else if (parms->alpha < FRACUNIT) { parms->style = STYLE_Translucent; } else { parms->style = STYLE_Normal; } } return true; } void DCanvas::VirtualToRealCoords(double &x, double &y, double &w, double &h, double vwidth, double vheight, bool vbottom, bool handleaspect) const { int myratio = handleaspect ? CheckRatio (Width, Height) : 0; double right = x + w; double bottom = y + h; if (myratio != 0 && myratio != 4) { // The target surface is either 16:9 or 16:10, so expand the // specified virtual size to avoid undesired stretching of the // image. Does not handle non-4:3 virtual sizes. I'll worry about // those if somebody expresses a desire to use them. x = (x - vwidth * 0.5) * Width * 960 / (vwidth * BaseRatioSizes[myratio][0]) + Width * 0.5; w = (right - vwidth * 0.5) * Width * 960 / (vwidth * BaseRatioSizes[myratio][0]) + Width * 0.5 - x; } else { x = x * Width / vwidth; w = right * Width / vwidth - x; } if (myratio == 4) { // The target surface is 5:4 y = (y - vheight * 0.5) * Height * 600 / (vheight * BaseRatioSizes[myratio][1]) + Height * 0.5; h = (bottom - vheight * 0.5) * Height * 600 / (vheight * BaseRatioSizes[myratio][1]) + Height * 0.5 - y; if (vbottom) { y += (Height - Height * BaseRatioSizes[myratio][3] / 48.0) * 0.5; } } else { y = y * Height / vheight; h = bottom * Height / vheight - y; } } void DCanvas::VirtualToRealCoordsFixed(fixed_t &x, fixed_t &y, fixed_t &w, fixed_t &h, int vwidth, int vheight, bool vbottom, bool handleaspect) const { double dx, dy, dw, dh; dx = FIXED2FLOAT(x); dy = FIXED2FLOAT(y); dw = FIXED2FLOAT(w); dh = FIXED2FLOAT(h); VirtualToRealCoords(dx, dy, dw, dh, vwidth, vheight, vbottom, handleaspect); x = FLOAT2FIXED(dx); y = FLOAT2FIXED(dy); w = FLOAT2FIXED(dw); h = FLOAT2FIXED(dh); } void DCanvas::VirtualToRealCoordsInt(int &x, int &y, int &w, int &h, int vwidth, int vheight, bool vbottom, bool handleaspect) const { double dx, dy, dw, dh; dx = x; dy = y; dw = w; dh = h; VirtualToRealCoords(dx, dy, dw, dh, vwidth, vheight, vbottom, handleaspect); x = int(dx + 0.5); y = int(dy + 0.5); w = int(dx + dw + 0.5) - x; h = int(dy + dh + 0.5) - y; } void DCanvas::FillBorder (FTexture *img) { int myratio = CheckRatio (Width, Height); if (myratio == 0) { // This is a 4:3 display, so no border to show return; } int bordtop, bordbottom, bordleft, bordright, bord; if (myratio & 4) { // Screen is taller than it is wide bordleft = bordright = 0; bord = Height - Height * BaseRatioSizes[myratio][3] / 48; bordtop = bord / 2; bordbottom = bord - bordtop; } else { // Screen is wider than it is tall bordtop = bordbottom = 0; bord = Width - Width * BaseRatioSizes[myratio][3] / 48; bordleft = bord / 2; bordright = bord - bordleft; } if (img != NULL) { FlatFill (0, 0, Width, bordtop, img); // Top FlatFill (0, bordtop, bordleft, Height - bordbottom, img); // Left FlatFill (Width - bordright, bordtop, Width, Height - bordbottom, img); // Right FlatFill (0, Height - bordbottom, Width, Height, img); // Bottom } else { Clear (0, 0, Width, bordtop, GPalette.BlackIndex, 0); // Top Clear (0, bordtop, bordleft, Height - bordbottom, GPalette.BlackIndex, 0); // Left Clear (Width - bordright, bordtop, Width, Height - bordbottom, GPalette.BlackIndex, 0); // Right Clear (0, Height - bordbottom, Width, Height, GPalette.BlackIndex, 0); // Bottom } } void DCanvas::PUTTRANSDOT (int xx, int yy, int basecolor, int level) { static int oldyy; static int oldyyshifted; #if 0 if(xx < 32) cc += 7-(xx>>2); else if(xx > (finit_width - 32)) cc += 7-((finit_width-xx) >> 2); // if(cc==oldcc) //make sure that we don't double fade the corners. // { if(yy < 32) cc += 7-(yy>>2); else if(yy > (finit_height - 32)) cc += 7-((finit_height-yy) >> 2); // } if(cc > cm && cm != NULL) { cc = cm; } else if(cc > oldcc+6) // don't let the color escape from the fade table... { cc=oldcc+6; } #endif if (yy == oldyy+1) { oldyy++; oldyyshifted += GetPitch(); } else if (yy == oldyy-1) { oldyy--; oldyyshifted -= GetPitch(); } else if (yy != oldyy) { oldyy = yy; oldyyshifted = yy * GetPitch(); } BYTE *spot = GetBuffer() + oldyyshifted + xx; DWORD *bg2rgb = Col2RGB8[1+level]; DWORD *fg2rgb = Col2RGB8[63-level]; DWORD fg = fg2rgb[basecolor]; DWORD bg = bg2rgb[*spot]; bg = (fg+bg) | 0x1f07c1f; *spot = RGB32k[0][0][bg&(bg>>15)]; } void DCanvas::DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor) //void DrawTransWuLine (int x0, int y0, int x1, int y1, BYTE palColor) { const int WeightingScale = 0; const int WEIGHTBITS = 6; const int WEIGHTSHIFT = 16-WEIGHTBITS; const int NUMWEIGHTS = (1< y1) { int temp = y0; y0 = y1; y1 = temp; temp = x0; x0 = x1; x1 = temp; } PUTTRANSDOT (x0, y0, palColor, 0); if ((deltaX = x1 - x0) >= 0) { xDir = 1; } else { xDir = -1; deltaX = -deltaX; } if ((deltaY = y1 - y0) == 0) { // horizontal line if (x0 > x1) { swapvalues (x0, x1); } memset (GetBuffer() + y0*GetPitch() + x0, palColor, deltaX+1); } else if (deltaX == 0) { // vertical line BYTE *spot = GetBuffer() + y0*GetPitch() + x0; int pitch = GetPitch (); do { *spot = palColor; spot += pitch; } while (--deltaY != 0); } else if (deltaX == deltaY) { // diagonal line. BYTE *spot = GetBuffer() + y0*GetPitch() + x0; int advance = GetPitch() + xDir; do { *spot = palColor; spot += advance; } while (--deltaY != 0); } else { // line is not horizontal, diagonal, or vertical fixed_t errorAcc = 0; if (deltaY > deltaX) { // y-major line fixed_t errorAdj = (((unsigned)deltaX << 16) / (unsigned)deltaY) & 0xffff; if (xDir < 0) { if (WeightingScale == 0) { while (--deltaY) { errorAcc += errorAdj; y0++; int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK; PUTTRANSDOT (x0 - (errorAcc >> 16), y0, palColor, weighting); PUTTRANSDOT (x0 - (errorAcc >> 16) - 1, y0, palColor, WEIGHTMASK - weighting); } } else { while (--deltaY) { errorAcc += errorAdj; y0++; int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT+8)) & WEIGHTMASK; PUTTRANSDOT (x0 - (errorAcc >> 16), y0, palColor, weighting); PUTTRANSDOT (x0 - (errorAcc >> 16) - 1, y0, palColor, WEIGHTMASK - weighting); } } } else { if (WeightingScale == 0) { while (--deltaY) { errorAcc += errorAdj; y0++; int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK; PUTTRANSDOT (x0 + (errorAcc >> 16), y0, palColor, weighting); PUTTRANSDOT (x0 + (errorAcc >> 16) + xDir, y0, palColor, WEIGHTMASK - weighting); } } else { while (--deltaY) { errorAcc += errorAdj; y0++; int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT+8)) & WEIGHTMASK; PUTTRANSDOT (x0 + (errorAcc >> 16), y0, palColor, weighting); PUTTRANSDOT (x0 + (errorAcc >> 16) + xDir, y0, palColor, WEIGHTMASK - weighting); } } } } else { // x-major line fixed_t errorAdj = (((DWORD) deltaY << 16) / (DWORD) deltaX) & 0xffff; if (WeightingScale == 0) { while (--deltaX) { errorAcc += errorAdj; x0 += xDir; int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK; PUTTRANSDOT (x0, y0 + (errorAcc >> 16), palColor, weighting); PUTTRANSDOT (x0, y0 + (errorAcc >> 16) + 1, palColor, WEIGHTMASK - weighting); } } else { while (--deltaX) { errorAcc += errorAdj; x0 += xDir; int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT+8)) & WEIGHTMASK; PUTTRANSDOT (x0, y0 + (errorAcc >> 16), palColor, weighting); PUTTRANSDOT (x0, y0 + (errorAcc >> 16) + 1, palColor, WEIGHTMASK - weighting); } } } PUTTRANSDOT (x1, y1, palColor, 0); } Unlock(); } void DCanvas::DrawPixel(int x, int y, int palColor, uint32 realcolor) { if (palColor < 0) { palColor = PalFromRGB(realcolor); } Buffer[Pitch * y + x] = (BYTE)palColor; } //========================================================================== // // DCanvas :: Clear // // Set an area to a specified color. // //========================================================================== void DCanvas::Clear (int left, int top, int right, int bottom, int palcolor, uint32 color) { int x, y; BYTE *dest; if (left == right || top == bottom) { return; } assert(left < right); assert(top < bottom); if (left >= Width || right <= 0 || top >= Height || bottom <= 0) { return; } left = MAX(0,left); right = MIN(Width,right); top = MAX(0,top); bottom = MIN(Height,bottom); if (palcolor < 0) { if (APART(color) != 255) { Dim(color, APART(color)/255.f, left, top, right - left, bottom - top); return; } palcolor = PalFromRGB(color); } dest = Buffer + top * Pitch + left; x = right - left; for (y = top; y < bottom; y++) { memset(dest, palcolor, x); dest += Pitch; } } //========================================================================== // // DCanvas :: FillSimplePoly // // Fills a simple polygon with a texture. Here, "simple" means that a // horizontal scanline at any vertical position within the polygon will // not cross it more than twice. // // The originx, originy, scale, and rotation parameters specify // transformation of the filling texture, not of the points. // // The points must be specified in clockwise order. // //========================================================================== void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, angle_t rotation, FDynamicColormap *colormap, int lightlevel) { #ifndef NO_SWRENDER // Use an equation similar to player sprites to determine shade fixed_t shade = LIGHT2SHADE(lightlevel) - 12*FRACUNIT; float topy, boty, leftx, rightx; int toppt, botpt, pt1, pt2; int i; int y1, y2, y; fixed_t x; double rot = rotation * M_PI / double(1u << 31); bool dorotate = rot != 0; double cosrot, sinrot; if (--npoints < 2 || Buffer == NULL) { // not a polygon or we're not locked return; } // Find the extents of the polygon, in particular the highest and lowest points. for (botpt = toppt = 0, boty = topy = points[0].Y, leftx = rightx = points[0].X, i = 1; i <= npoints; ++i) { if (points[i].Y < topy) { topy = points[i].Y; toppt = i; } if (points[i].Y > boty) { boty = points[i].Y; botpt = i; } if (points[i].X < leftx) { leftx = points[i].X; } if (points[i].X > rightx) { rightx = points[i].X; } } if (topy >= Height || // off the bottom of the screen boty <= 0 || // off the top of the screen leftx >= Width || // off the right of the screen rightx <= 0) // off the left of the screen { return; } scalex /= FIXED2FLOAT(tex->xScale); scaley /= FIXED2FLOAT(tex->yScale); cosrot = cos(rot); sinrot = sin(rot); // Setup constant texture mapping parameters. R_SetupSpanBits(tex); R_SetSpanColormap(colormap != NULL ? &colormap->Maps[clamp(shade >> FRACBITS, 0, NUMCOLORMAPS-1) * 256] : identitymap); R_SetSpanSource(tex->GetPixels()); scalex = double(1u << (32 - ds_xbits)) / scalex; scaley = double(1u << (32 - ds_ybits)) / scaley; ds_xstep = xs_RoundToInt(cosrot * scalex); ds_ystep = xs_RoundToInt(sinrot * scaley); // Travel down the right edge and create an outline of that edge. pt1 = toppt; pt2 = toppt + 1; if (pt2 > npoints) pt2 = 0; y1 = xs_RoundToInt(points[pt1].Y + 0.5f); do { x = FLOAT2FIXED(points[pt1].X + 0.5f); y2 = xs_RoundToInt(points[pt2].Y + 0.5f); if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= Height && y2 >= Height)) { } else { fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y)); int y3 = MIN(y2, Height); if (y1 < 0) { x += xinc * -y1; y1 = 0; } for (y = y1; y < y3; ++y) { spanend[y] = clamp(x >> FRACBITS, -1, Width); x += xinc; } } y1 = y2; pt1 = pt2; pt2++; if (pt2 > npoints) pt2 = 0; } while (pt1 != botpt); // Travel down the left edge and fill it in. pt1 = toppt; pt2 = toppt - 1; if (pt2 < 0) pt2 = npoints; y1 = xs_RoundToInt(points[pt1].Y + 0.5f); do { x = FLOAT2FIXED(points[pt1].X + 0.5f); y2 = xs_RoundToInt(points[pt2].Y + 0.5f); if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= Height && y2 >= Height)) { } else { fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y)); int y3 = MIN(y2, Height); if (y1 < 0) { x += xinc * -y1; y1 = 0; } for (y = y1; y < y3; ++y) { int x1 = x >> FRACBITS; int x2 = spanend[y]; if (x2 > x1 && x2 > 0 && x1 < Width) { x1 = MAX(x1, 0); x2 = MIN(x2, Width); #if 0 memset(this->Buffer + y * this->Pitch + x1, (int)tex, x2 - x1); #else ds_y = y; ds_x1 = x1; ds_x2 = x2 - 1; TVector2 tex(x1 - originx, y - originy); if (dorotate) { double t = tex.X; tex.X = t * cosrot - tex.Y * sinrot; tex.Y = tex.Y * cosrot + t * sinrot; } ds_xfrac = xs_RoundToInt(tex.X * scalex); ds_yfrac = xs_RoundToInt(tex.Y * scaley); R_DrawSpan(); #endif } x += xinc; } } y1 = y2; pt1 = pt2; pt2--; if (pt2 < 0) pt2 = npoints; } while (pt1 != botpt); #endif } /********************************/ /* */ /* Other miscellaneous routines */ /* */ /********************************/ // // V_DrawBlock // Draw a linear block of pixels into the view buffer. // void DCanvas::DrawBlock (int x, int y, int _width, int _height, const BYTE *src) const { int srcpitch = _width; int destpitch; BYTE *dest; if (ClipBox (x, y, _width, _height, src, srcpitch)) { return; // Nothing to draw } destpitch = Pitch; dest = Buffer + y*Pitch + x; do { memcpy (dest, src, _width); src += srcpitch; dest += destpitch; } while (--_height); } // // V_GetBlock // Gets a linear block of pixels from the view buffer. // void DCanvas::GetBlock (int x, int y, int _width, int _height, BYTE *dest) const { const BYTE *src; #ifdef RANGECHECK if (x<0 ||x+_width > Width || y<0 || y+_height>Height) { I_Error ("Bad V_GetBlock"); } #endif src = Buffer + y*Pitch + x; while (_height--) { memcpy (dest, src, _width); src += Pitch; dest += _width; } } // Returns true if the box was completely clipped. False otherwise. bool DCanvas::ClipBox (int &x, int &y, int &w, int &h, const BYTE *&src, const int srcpitch) const { if (x >= Width || y >= Height || x+w <= 0 || y+h <= 0) { // Completely clipped off screen return true; } if (x < 0) // clip left edge { src -= x; w += x; x = 0; } if (x+w > Width) // clip right edge { w = Width - x; } if (y < 0) // clip top edge { src -= y*srcpitch; h += y; y = 0; } if (y+h > Height) // clip bottom edge { h = Height - y; } return false; } //========================================================================== // // V_SetBorderNeedRefresh // // Flag the border as in need of updating. (Probably because something that // was on top of it has changed. // //========================================================================== void V_SetBorderNeedRefresh() { if (screen != NULL) { BorderNeedRefresh = screen->GetPageCount(); } } //========================================================================== // // V_DrawFrame // // Draw a frame around the specified area using the view border // frame graphics. The border is drawn outside the area, not in it. // //========================================================================== void V_DrawFrame (int left, int top, int width, int height) { FTexture *p; const gameborder_t *border = gameinfo.border; // Sanity check for incomplete gameinfo if (border == NULL) return; int offset = border->offset; int right = left + width; int bottom = top + height; // Draw top and bottom sides. p = TexMan[border->t]; screen->FlatFill(left, top - p->GetHeight(), right, top, p, true); p = TexMan[border->b]; screen->FlatFill(left, bottom, right, bottom + p->GetHeight(), p, true); // Draw left and right sides. p = TexMan[border->l]; screen->FlatFill(left - p->GetWidth(), top, left, bottom, p, true); p = TexMan[border->r]; screen->FlatFill(right, top, right + p->GetWidth(), bottom, p, true); // Draw beveled corners. screen->DrawTexture (TexMan[border->tl], left-offset, top-offset, TAG_DONE); screen->DrawTexture (TexMan[border->tr], left+width, top-offset, TAG_DONE); screen->DrawTexture (TexMan[border->bl], left-offset, top+height, TAG_DONE); screen->DrawTexture (TexMan[border->br], left+width, top+height, TAG_DONE); } //========================================================================== // // V_DrawBorder // //========================================================================== void V_DrawBorder (int x1, int y1, int x2, int y2) { FTextureID picnum; if (level.info != NULL && level.info->BorderTexture.Len() != 0) { picnum = TexMan.CheckForTexture (level.info->BorderTexture, FTexture::TEX_Flat); } else { picnum = TexMan.CheckForTexture (gameinfo.BorderFlat, FTexture::TEX_Flat); } if (picnum.isValid()) { screen->FlatFill (x1, y1, x2, y2, TexMan(picnum)); } else { screen->Clear (x1, y1, x2, y2, 0, 0); } } //========================================================================== // // R_DrawViewBorder // // Draws the border around the view for different size windows // //========================================================================== int BorderNeedRefresh; static void V_DrawViewBorder (void) { // [RH] Redraw the status bar if SCREENWIDTH > status bar width. // Will draw borders around itself, too. if (SCREENWIDTH > 320) { ST_SetNeedRefresh(); } if (viewwidth == SCREENWIDTH) { return; } V_DrawBorder (0, 0, SCREENWIDTH, viewwindowy); V_DrawBorder (0, viewwindowy, viewwindowx, viewheight + viewwindowy); V_DrawBorder (viewwindowx + viewwidth, viewwindowy, SCREENWIDTH, viewheight + viewwindowy); V_DrawBorder (0, viewwindowy + viewheight, SCREENWIDTH, ST_Y); V_DrawFrame (viewwindowx, viewwindowy, viewwidth, viewheight); V_MarkRect (0, 0, SCREENWIDTH, ST_Y); } //========================================================================== // // R_DrawTopBorder // // Draws the top border around the view for different size windows // //========================================================================== static void V_DrawTopBorder () { FTexture *p; int offset; if (viewwidth == SCREENWIDTH) return; offset = gameinfo.border->offset; if (viewwindowy < 34) { V_DrawBorder (0, 0, viewwindowx, 34); V_DrawBorder (viewwindowx, 0, viewwindowx + viewwidth, viewwindowy); V_DrawBorder (viewwindowx + viewwidth, 0, SCREENWIDTH, 34); p = TexMan(gameinfo.border->t); screen->FlatFill(viewwindowx, viewwindowy - p->GetHeight(), viewwindowx + viewwidth, viewwindowy, p, true); p = TexMan(gameinfo.border->l); screen->FlatFill(viewwindowx - p->GetWidth(), viewwindowy, viewwindowx, 35, p, true); p = TexMan(gameinfo.border->r); screen->FlatFill(viewwindowx + viewwidth, viewwindowy, viewwindowx + viewwidth + p->GetWidth(), 35, p, true); p = TexMan(gameinfo.border->tl); screen->DrawTexture (p, viewwindowx - offset, viewwindowy - offset, TAG_DONE); p = TexMan(gameinfo.border->tr); screen->DrawTexture (p, viewwindowx + viewwidth, viewwindowy - offset, TAG_DONE); } else { V_DrawBorder (0, 0, SCREENWIDTH, 34); } } //========================================================================== // // R_RefreshViewBorder // // Draws the border around the player view, if needed. // //========================================================================== void V_RefreshViewBorder () { if (setblocks < 10) { if (BorderNeedRefresh) { BorderNeedRefresh--; if (BorderTopRefresh) { BorderTopRefresh--; } V_DrawViewBorder(); } else if (BorderTopRefresh) { BorderTopRefresh--; V_DrawTopBorder(); } } }