mirror of
https://github.com/ZDoom/gzdoom-gles.git
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c087e4d411
to the 3D area of the screen. This means the console and (the primary rectangular area of) the status bar are no longer blended. SVN r601 (trunk)
330 lines
11 KiB
C++
330 lines
11 KiB
C++
/*
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** v_video.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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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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#ifndef __V_VIDEO_H__
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#define __V_VIDEO_H__
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#include "doomtype.h"
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#include "m_bbox.h"
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#include "v_palette.h"
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#include "v_font.h"
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#include "colormatcher.h"
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#include "doomdef.h"
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// Needed because we are refering to patches.
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#include "r_data.h"
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extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac;
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extern int DisplayWidth, DisplayHeight, DisplayBits;
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class FTexture;
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// TagItem definitions for DrawTexture. As far as I know, tag lists
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// originated on the Amiga.
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//
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// Think of TagItems as an array of the following structure:
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//
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// struct TagItem {
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// DWORD ti_Tag;
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// DWORD ti_Data;
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// };
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#define TAG_DONE (0) /* Used to indicate the end of the Tag list */
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#define TAG_END (0) /* Ditto */
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#define TAG_IGNORE (1) /* Ignore this Tag */
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#define TAG_MORE (2) /* Ends this list and continues with the */
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/* list pointed to in ti_Data */
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#define TAG_USER ((DWORD)(1u<<30))
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enum
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{
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DTA_Base = TAG_USER + 5000,
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DTA_DestWidth, // width of area to draw to
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DTA_DestHeight, // height of area to draw to
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DTA_Alpha, // alpha value for translucency
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DTA_FillColor, // color to stencil onto the destination
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DTA_Translation, // translation table to recolor the source
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DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
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DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
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DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
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DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
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DTA_FlipX, // bool: flip image horizontally
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DTA_ShadowColor, // color of shadow
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DTA_ShadowAlpha, // alpha of shadow
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DTA_Shadow, // set shadow color and alphas to defaults
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DTA_VirtualWidth, // pretend the canvas is this wide
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DTA_VirtualHeight, // pretend the canvas is this tall
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DTA_TopOffset, // override texture's top offset
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DTA_LeftOffset, // override texture's left offset
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DTA_CenterOffset, // override texture's left and top offsets and set them for the texture's middle
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DTA_CenterBottomOffset,// override texture's left and top offsets and set them for the texture's bottom middle
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DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
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DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
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DTA_ClipTop, // don't draw anything above this row (on dest, not source)
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DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
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DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
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DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
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DTA_Masked, // true(default)=use masks from texture, false=ignore masks
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DTA_HUDRules, // use fullscreen HUD rules to position and size textures
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DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
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DTA_TextLen, // for DrawText: stop after this many characters, even if \0 not hit
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DTA_RenderStyle, // same as render style for actors
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// For DrawText calls:
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DTA_CellX, // horizontal size of character cell
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DTA_CellY, // vertical size of character cell
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};
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enum
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{
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HUD_Normal,
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HUD_HorizCenter
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};
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//
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// VIDEO
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//
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// [RH] Made screens more implementation-independant:
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// This layer isn't really necessary, and it would be nice to remove it, I think.
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// But ZDoom is now built around it so much, I'll probably just leave it.
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//
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class DCanvas : public DObject
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{
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DECLARE_ABSTRACT_CLASS (DCanvas, DObject)
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public:
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FFont *Font;
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DCanvas (int width, int height);
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virtual ~DCanvas ();
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// Member variable access
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inline BYTE *GetBuffer () const { return Buffer; }
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inline int GetWidth () const { return Width; }
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inline int GetHeight () const { return Height; }
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inline int GetPitch () const { return Pitch; }
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virtual bool IsValid ();
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// Access control
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virtual bool Lock () = 0; // Returns true if the surface was lost since last time
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virtual void Unlock () = 0;
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virtual bool IsLocked () { return Buffer != NULL; } // Returns true if the surface is locked
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// Copy blocks from one canvas to another
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virtual void Blit (int srcx, int srcy, int srcwidth, int srcheight, DCanvas *dest, int destx, int desty, int destwidth, int destheight);
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// Draw a linear block of pixels into the canvas
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virtual void DrawBlock (int x, int y, int width, int height, const BYTE *src) const;
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// Reads a linear block of pixels into the view buffer.
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virtual void GetBlock (int x, int y, int width, int height, BYTE *dest) const;
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// Dim the entire canvas for the menus
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virtual void Dim (PalEntry color = 0) const;
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// Dim part of the canvas
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virtual void Dim (PalEntry color, float amount, int x1, int y1, int w, int h) const;
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// Fill an area with a texture
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virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src);
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// Set an area to a specified color
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virtual void Clear (int left, int top, int right, int bottom, int color) const;
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// Calculate gamma table
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void CalcGamma (float gamma, BYTE gammalookup[256]);
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// Text drawing functions -----------------------------------------------
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virtual void SetFont (FFont *font);
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// 2D Texture drawing
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void STACK_ARGS DrawTexture (FTexture *img, int x, int y, int tags, ...);
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void FillBorder (FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
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// 2D Text drawing
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void STACK_ARGS DrawText (int normalcolor, int x, int y, const char *string, ...);
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void STACK_ARGS DrawChar (int normalcolor, int x, int y, BYTE character, ...);
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protected:
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BYTE *Buffer;
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int Width;
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int Height;
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int Pitch;
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int LockCount;
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bool ClipBox (int &left, int &top, int &width, int &height, const BYTE *&src, const int srcpitch) const;
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DCanvas() {}
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private:
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// Keep track of canvases, for automatic destruction at exit
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DCanvas *Next;
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static DCanvas *CanvasChain;
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};
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// A canvas in system memory.
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class DSimpleCanvas : public DCanvas
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{
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DECLARE_CLASS (DSimpleCanvas, DCanvas)
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public:
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DSimpleCanvas (int width, int height);
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~DSimpleCanvas ();
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bool IsValid ();
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bool Lock ();
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void Unlock ();
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protected:
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BYTE *MemBuffer;
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DSimpleCanvas() {}
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};
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// A canvas that represents the actual display. The video code is responsible
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// for actually implementing this. Built on top of SimpleCanvas, because it
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// needs a system memory buffer when buffered output is enabled.
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class DFrameBuffer : public DSimpleCanvas
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{
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DECLARE_ABSTRACT_CLASS (DFrameBuffer, DSimpleCanvas)
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public:
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DFrameBuffer (int width, int height);
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// Force the surface to use buffered output if true is passed.
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virtual bool Lock (bool buffered) = 0;
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// Make the surface visible. Also implies Unlock().
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virtual void Update () = 0;
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// Return a pointer to 256 palette entries that can be written to.
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virtual PalEntry *GetPalette () = 0;
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// Stores the palette with flash blended in into 256 dwords
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virtual void GetFlashedPalette (PalEntry palette[256]) = 0;
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// Mark the palette as changed. It will be updated on the next Update().
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virtual void UpdatePalette () = 0;
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// Sets the gamma level. Returns false if the hardware does not support
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// gamma changing. (Always true for now, since palettes can always be
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// gamma adjusted.)
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virtual bool SetGamma (float gamma) = 0;
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// Sets a color flash. RGB is the color, and amount is 0-256, with 256
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// being all flash and 0 being no flash. Returns false if the hardware
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// does not support this. (Always true for now, since palettes can always
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// be flashed.)
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virtual bool SetFlash (PalEntry rgb, int amount) = 0;
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// Converse of SetFlash
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virtual void GetFlash (PalEntry &rgb, int &amount) = 0;
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// Returns the number of video pages the frame buffer is using.
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virtual int GetPageCount () = 0;
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// Returns true if running fullscreen.
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virtual bool IsFullscreen () = 0;
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// Changes the vsync setting, if supported by the device.
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virtual void SetVSync (bool vsync);
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// Set the rect defining the area effected by blending.
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virtual void SetBlendingRect (int x1, int y1, int x2, int y2) {}
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#ifdef _WIN32
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virtual void PaletteChanged () = 0;
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virtual int QueryNewPalette () = 0;
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#endif
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protected:
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void DrawRateStuff ();
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void CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest);
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DFrameBuffer () {}
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private:
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DWORD LastMS, LastSec, FrameCount, LastCount, LastTic;
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};
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extern FColorMatcher ColorMatcher;
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// This is the screen updated by I_FinishUpdate.
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extern DFrameBuffer *screen;
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#define SCREENWIDTH (screen->GetWidth ())
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#define SCREENHEIGHT (screen->GetHeight ())
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#define SCREENPITCH (screen->GetPitch ())
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EXTERN_CVAR (Float, Gamma)
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// Translucency tables
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extern "C" DWORD Col2RGB8[65][256];
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extern "C" BYTE RGB32k[32][32][32];
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extern "C" DWORD *Col2RGB8_LessPrecision[65];
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// Allocates buffer screens, call before R_Init.
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void V_Init ();
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// Initializes graphics mode for the first time.
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void V_Init2 ();
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void V_Shutdown ();
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void V_MarkRect (int x, int y, int width, int height);
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// Returns the closest color to the one desired. String
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// should be of the form "rr gg bb".
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int V_GetColorFromString (const DWORD *palette, const char *colorstring);
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// Scans through the X11R6RGB lump for a matching color
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// and returns a color string suitable for V_GetColorFromString.
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FString V_GetColorStringByName (const char *name);
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// Tries to get color by name, then by string
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int V_GetColor (const DWORD *palette, const char *str);
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bool V_SetResolution (int width, int height, int bpp);
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#ifdef USEASM
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extern "C" void ASM_PatchPitch (void);
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#endif
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int CheckRatio (int width, int height);
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extern const int BaseRatioSizes[5][4];
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#endif // __V_VIDEO_H__
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