mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
Merge branch 'texture_rework' of https://github.com/coelckers/gzdoom into fix_friendly_spawn
This commit is contained in:
commit
18f822bed7
20 changed files with 288 additions and 141 deletions
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@ -931,7 +931,6 @@ set (PCH_SOURCES
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rendering/hwrenderer/hw_models.cpp
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rendering/hwrenderer/hw_postprocessshader.cpp
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rendering/hwrenderer/hw_precache.cpp
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rendering/hwrenderer/hw_draw2d.cpp
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rendering/hwrenderer/scene/hw_lighting.cpp
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rendering/hwrenderer/scene/hw_drawlistadd.cpp
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rendering/hwrenderer/scene/hw_setcolor.cpp
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@ -1114,6 +1113,7 @@ set (PCH_SOURCES
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common/rendering/v_video.cpp
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common/rendering/r_thread.cpp
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common/rendering/r_videoscale.cpp
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common/rendering/hwrenderer/hw_draw2d.cpp
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common/rendering/hwrenderer/data/hw_clock.cpp
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common/rendering/hwrenderer/data/hw_skydome.cpp
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common/rendering/hwrenderer/data/flatvertices.cpp
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@ -677,7 +677,7 @@ void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, unsigne
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//
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//==========================================================================
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void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, bool local_origin)
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void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, int local_origin, double flatscale)
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{
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float fU1, fU2, fV1, fV2;
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@ -690,27 +690,83 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTextu
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dg.mTexture = src;
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dg.mFlags = DTF_Wrap;
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// scaling is not used here.
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if (!local_origin)
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{
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fU1 = float(left) / (float)src->GetDisplayWidth();
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fV1 = float(top) / (float)src->GetDisplayHeight();
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fU2 = float(right) / (float)src->GetDisplayWidth();
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fV2 = float(bottom) / (float)src->GetDisplayHeight();
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}
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else
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float fs = 1.f / float(flatscale);
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bool flipc = false;
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switch (local_origin)
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{
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case 0:
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fU1 = float(left) / (float)src->GetDisplayWidth() * fs;
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fV1 = float(top) / (float)src->GetDisplayHeight() * fs;
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fU2 = float(right) / (float)src->GetDisplayWidth() * fs;
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fV2 = float(bottom) / (float)src->GetDisplayHeight() * fs;
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break;
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case 1:
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fU1 = 0;
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fV1 = 0;
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fU2 = float(right - left) / (float)src->GetDisplayWidth();
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fV2 = float(bottom - top) / (float)src->GetDisplayHeight();
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fU2 = float(right - left) / (float)src->GetDisplayWidth() * fs;
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fV2 = float(bottom - top) / (float)src->GetDisplayHeight() * fs;
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break;
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// The following are for drawing frames with elements of pnly one orientation
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case 2: // flip vertically
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fU1 = 0;
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fV2 = 0;
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fU2 = float(right - left) / (float)src->GetDisplayWidth() * fs;
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fV1 = float(bottom - top) / (float)src->GetDisplayHeight() * fs;
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break;
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case 3: // flip horizontally
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fU2 = 0;
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fV1 = 0;
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fU1 = float(right - left) / (float)src->GetDisplayWidth() * fs;
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fV2 = float(bottom - top) / (float)src->GetDisplayHeight() * fs;
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break;
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case 4: // flip vertically and horizontally
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fU2 = 0;
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fV2 = 0;
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fU1 = float(right - left) / (float)src->GetDisplayWidth() * fs;
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fV1 = float(bottom - top) / (float)src->GetDisplayHeight() * fs;
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break;
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case 5: // flip coordinates
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fU1 = 0;
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fV1 = 0;
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fU2 = float(bottom - top) / (float)src->GetDisplayWidth() * fs;
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fV2 = float(right - left) / (float)src->GetDisplayHeight() * fs;
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break;
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case 6: // flip coordinates and vertically
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fU2 = 0;
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fV1 = 0;
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fU1 = float(bottom - top) / (float)src->GetDisplayWidth() * fs;
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fV2 = float(right - left) / (float)src->GetDisplayHeight() * fs;
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break;
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case 7: // flip coordinates and horizontally
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fU1 = 0;
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fV2 = 0;
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fU2 = float(bottom - top) / (float)src->GetDisplayWidth() * fs;
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fV1 = float(right - left) / (float)src->GetDisplayHeight() * fs;
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break;
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}
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dg.mVertIndex = (int)mVertices.Reserve(4);
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auto ptr = &mVertices[dg.mVertIndex];
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ptr->Set(left, top, 0, fU1, fV1, 0xffffffff); ptr++;
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ptr->Set(left, bottom, 0, fU1, fV2, 0xffffffff); ptr++;
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ptr->Set(right, top, 0, fU2, fV1, 0xffffffff); ptr++;
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if (local_origin < 4)
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{
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ptr->Set(left, bottom, 0, fU1, fV2, 0xffffffff); ptr++;
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ptr->Set(right, top, 0, fU2, fV1, 0xffffffff); ptr++;
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}
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else
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{
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ptr->Set(left, bottom, 0, fU2, fV1, 0xffffffff); ptr++;
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ptr->Set(right, top, 0, fU1, fV2, 0xffffffff); ptr++;
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}
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ptr->Set(right, bottom, 0, fU2, fV2, 0xffffffff); ptr++;
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += 6;
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@ -725,7 +781,7 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTextu
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//
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//===========================================================================
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void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color, FRenderStyle *style)
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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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@ -741,7 +797,13 @@ void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color, F
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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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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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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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@ -182,9 +182,9 @@ public:
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void AddPoly(FGameTexture* img, FVector4 *vt, size_t vtcount, unsigned int *ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, int clipx1, int clipy1, int clipx2, int clipy2);
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void FillPolygon(int* rx1, int* ry1, int* xb1, int32_t npoints, int picnum, int palette, int shade, int props, const FVector2& xtex, const FVector2& ytex, const FVector2& otex,
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int clipx1, int clipy1, int clipx2, int clipy2);
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void AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, bool local_origin = false);
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void AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, int local_origin = false, double flatscale = 1.0);
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void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color, FRenderStyle *style = nullptr);
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void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color, FRenderStyle *style = nullptr, bool prepend = false);
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void ClearScreen(PalEntry color = 0xff000000);
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void AddDim(PalEntry color, float damount, int x1, int y1, int w, int h);
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void AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color);
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@ -34,6 +34,7 @@ struct FRemapTable
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int Index;
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int NumEntries; // # of elements in this table (usually 256)
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bool Inactive = false; // This table is inactive and should be treated as if it was passed as NULL
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bool TwodOnly = false; // Only used for 2D rendering
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bool ForFont = false; // Mark font translations because they may require different handling than the ones for sprites-
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private:
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@ -372,10 +372,6 @@ FFont::FFont (const char *name, const char *nametemplate, const char *filetempla
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FixXMoves();
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}
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if (!noTranslate) LoadTranslations();
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}
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void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height, const DVector2 &Scale)
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@ -443,16 +439,13 @@ void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height
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if (lump != nullptr)
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{
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auto pic = (*lump)->GetTexture();
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auto b = pic->Get8BitPixels(false);
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Chars[i].OriginalPic = MakeGameTexture(pic, nullptr, ETextureType::FontChar);
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Chars[i].OriginalPic = (*lump)->GetUseType() == ETextureType::FontChar? (*lump) : MakeGameTexture(pic, nullptr, ETextureType::FontChar);
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Chars[i].OriginalPic->SetUseType(ETextureType::FontChar);
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Chars[i].OriginalPic->CopySize(*lump);
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1(pic->GetImage())), nullptr, ETextureType::FontChar);
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Chars[i].TranslatedPic->CopySize(*lump);
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Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
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TexMan.AddGameTexture(Chars[i].OriginalPic);
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if (Chars[i].OriginalPic != *lump) TexMan.AddGameTexture(Chars[i].OriginalPic);
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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}
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Chars[i].XMove = width;
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@ -245,6 +245,7 @@ public:
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FHexFont (const char *fontname, int lump)
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: FFont(lump)
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{
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const int spacing = 9;
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assert(lump >= 0);
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FontName = fontname;
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@ -259,7 +260,21 @@ public:
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GlobalKerning = 0;
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translateUntranslated = true;
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LoadTranslations();
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Chars.Resize(LastChar - FirstChar + 1);
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for (int i = FirstChar; i <= LastChar; i++)
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{
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if (hexdata.glyphmap[i] > 0)
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{
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar(&hexdata.glyphdata[offset + 1], size, size * 9, 16)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].OriginalPic = Chars[i - FirstChar].TranslatedPic;
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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}
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}
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//==========================================================================
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@ -270,7 +285,6 @@ public:
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void LoadTranslations()
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{
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const int spacing = 9;
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double luminosity[256];
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memset (PatchRemap, 0, 256);
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@ -282,20 +296,6 @@ public:
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}
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ActiveColors = 18;
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Chars.Resize(LastChar - FirstChar + 1);
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for (int i = FirstChar; i <= LastChar; i++)
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{
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if (hexdata.glyphmap[i] > 0)
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{
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar (&hexdata.glyphdata[offset+1], size, size * 9, 16)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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}
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BuildTranslations (luminosity, nullptr, &TranslationParms[1][0], ActiveColors, nullptr);
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}
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|
@ -317,6 +317,7 @@ public:
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FHexFont2(const char *fontname, int lump)
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: FFont(lump)
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{
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const int spacing = 9;
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assert(lump >= 0);
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FontName = fontname;
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@ -330,8 +331,21 @@ public:
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SpaceWidth = 9;
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GlobalKerning = -1;
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translateUntranslated = true;
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Chars.Resize(LastChar - FirstChar + 1);
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for (int i = FirstChar; i <= LastChar; i++)
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{
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if (hexdata.glyphmap[i] > 0)
|
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{
|
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar2(&hexdata.glyphdata[offset + 1], size, 2 + size * 8, 18)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].OriginalPic = Chars[i - FirstChar].TranslatedPic;
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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|
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LoadTranslations();
|
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}
|
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}
|
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|
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//==========================================================================
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|
@ -342,7 +356,6 @@ public:
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void LoadTranslations() override
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{
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const int spacing = 9;
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double luminosity[256];
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memset(PatchRemap, 0, 256);
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|
@ -354,20 +367,6 @@ public:
|
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}
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ActiveColors = 18;
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Chars.Resize(LastChar - FirstChar + 1);
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for (int i = FirstChar; i <= LastChar; i++)
|
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{
|
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if (hexdata.glyphmap[i] > 0)
|
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{
|
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar2(&hexdata.glyphdata[offset + 1], size, 2 + size * 8, 18)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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}
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BuildTranslations(luminosity, nullptr, &TranslationParms[0][0], ActiveColors, nullptr);
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}
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|
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|
|
|
@ -176,6 +176,7 @@ void FSingleLumpFont::CreateFontFromPic (FTextureID picnum)
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FirstChar = LastChar = 'A';
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Chars.Resize(1);
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Chars[0].TranslatedPic = pic;
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Chars[0].OriginalPic = pic;
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// Only one color range. Don't bother with the others.
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ActiveColors = 0;
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|
@ -255,7 +256,6 @@ void FSingleLumpFont::LoadFON1 (int lump, const uint8_t *data)
|
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LastChar = 255; // This is to allow LoadTranslations to function. The way this is all set up really needs to be changed.
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GlobalKerning = 0;
|
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translateUntranslated = true;
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LoadTranslations();
|
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LastChar = 0x2122;
|
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|
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// Move the Windows-1252 characters to their proper place.
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|
@ -350,10 +350,12 @@ void FSingleLumpFont::LoadFON2 (int lump, const uint8_t *data)
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if (destSize <= 0)
|
||||
{
|
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Chars[i].TranslatedPic = nullptr;
|
||||
Chars[i].OriginalPic = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight)), nullptr, ETextureType::FontChar);
|
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Chars[i].OriginalPic = Chars[i].TranslatedPic;
|
||||
TexMan.AddGameTexture(Chars[i].TranslatedPic);
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do
|
||||
{
|
||||
|
@ -376,8 +378,6 @@ void FSingleLumpFont::LoadFON2 (int lump, const uint8_t *data)
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I_Error ("Overflow decompressing char %d (%c) of %s", i, i, FontName.GetChars());
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}
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||||
}
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||||
|
||||
LoadTranslations();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -489,6 +489,7 @@ void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data)
|
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-(int8_t)chardata[chari+4] // y offset
|
||||
)), nullptr, ETextureType::FontChar);
|
||||
Chars[chardata[chari] - FirstChar].TranslatedPic = tex;
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||||
Chars[chardata[chari] - FirstChar].OriginalPic = tex;
|
||||
TexMan.AddGameTexture(tex);
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||||
}
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||||
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||||
|
@ -506,7 +507,6 @@ void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data)
|
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}
|
||||
|
||||
FixXMoves();
|
||||
LoadTranslations();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -555,6 +555,7 @@ void FSingleLumpFont::CheckFON1Chars (double *luminosity)
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if(!Chars[i].TranslatedPic)
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{
|
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar2 (Lump, int(data_p - data), SpaceWidth, FontHeight)), nullptr, ETextureType::FontChar);
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Chars[i].OriginalPic = Chars[i].TranslatedPic;
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Chars[i].XMove = SpaceWidth;
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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||||
}
|
||||
|
|
|
@ -140,10 +140,6 @@ FSpecialFont::FSpecialFont (const char *name, int first, int count, FGameTexture
|
|||
{
|
||||
ActiveColors = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
LoadTranslations();
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -728,13 +728,6 @@ void V_InitFonts()
|
|||
OriginalSmallFont = new FFont("OriginalSmallFont", "STCFN%.3d", "defsmallfont", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1, -1, false, true);
|
||||
}
|
||||
|
||||
if (SmallFont)
|
||||
{
|
||||
uint32_t colors[256] = {};
|
||||
SmallFont->RecordAllTextureColors(colors);
|
||||
if (OriginalSmallFont != nullptr) OriginalSmallFont->SetDefaultTranslation(colors);
|
||||
NewSmallFont->SetDefaultTranslation(colors);
|
||||
}
|
||||
|
||||
if (!(SmallFont2 = V_GetFont("SmallFont2"))) // Only used by Strife
|
||||
{
|
||||
|
@ -770,13 +763,6 @@ void V_InitFonts()
|
|||
OriginalBigFont = new FFont("OriginalBigFont", nullptr, "bigfont", HU_FONTSTART, HU_FONTSIZE, 1, -1, -1, false, true);
|
||||
}
|
||||
|
||||
if (BigFont)
|
||||
{
|
||||
uint32_t colors[256] = {};
|
||||
BigFont->RecordAllTextureColors(colors);
|
||||
if (OriginalBigFont != nullptr) OriginalBigFont->SetDefaultTranslation(colors);
|
||||
}
|
||||
|
||||
// let PWAD BIGFONTs override the stock BIGUPPER font. (This check needs to be made smarter.)
|
||||
if (BigUpper && BigFont->Type != FFont::Folder && BigUpper->Type == FFont::Folder)
|
||||
{
|
||||
|
@ -828,6 +814,28 @@ void V_InitFonts()
|
|||
AlternativeSmallFont = OriginalSmallFont;
|
||||
}
|
||||
|
||||
void V_LoadTranslations()
|
||||
{
|
||||
for (auto font = FFont::FirstFont; font; font = font->Next)
|
||||
{
|
||||
if (!font->noTranslate) font->LoadTranslations();
|
||||
else font->ActiveColors = 0;
|
||||
}
|
||||
if (BigFont)
|
||||
{
|
||||
uint32_t colors[256] = {};
|
||||
BigFont->RecordAllTextureColors(colors);
|
||||
if (OriginalBigFont != nullptr) OriginalBigFont->SetDefaultTranslation(colors);
|
||||
}
|
||||
if (SmallFont)
|
||||
{
|
||||
uint32_t colors[256] = {};
|
||||
SmallFont->RecordAllTextureColors(colors);
|
||||
if (OriginalSmallFont != nullptr) OriginalSmallFont->SetDefaultTranslation(colors);
|
||||
NewSmallFont->SetDefaultTranslation(colors);
|
||||
}
|
||||
}
|
||||
|
||||
void V_ClearFonts()
|
||||
{
|
||||
while (FFont::FirstFont != nullptr)
|
||||
|
|
|
@ -80,6 +80,7 @@ using GlyphSet = TMap<int, FGameTexture*>;
|
|||
|
||||
class FFont
|
||||
{
|
||||
friend void V_LoadTranslations();
|
||||
public:
|
||||
|
||||
enum EFontType
|
||||
|
@ -154,7 +155,7 @@ protected:
|
|||
int TranslationType = 0;
|
||||
int Displacement = 0;
|
||||
char Cursor;
|
||||
bool noTranslate;
|
||||
bool noTranslate = false;
|
||||
bool translateUntranslated;
|
||||
bool MixedCase = false;
|
||||
bool forceremap = false;
|
||||
|
@ -165,7 +166,7 @@ protected:
|
|||
int XMove = INT_MIN;
|
||||
};
|
||||
TArray<CharData> Chars;
|
||||
int ActiveColors;
|
||||
int ActiveColors = -1;
|
||||
TArray<int> Translations;
|
||||
uint8_t PatchRemap[256];
|
||||
|
||||
|
@ -191,5 +192,6 @@ EColorRange V_ParseFontColor (const uint8_t *&color_value, int normalcolor, int
|
|||
FFont *V_GetFont(const char *fontname, const char *fontlumpname = nullptr);
|
||||
void V_InitFontColors();
|
||||
char* CleanseString(char* str);
|
||||
void V_LoadTranslations();
|
||||
|
||||
|
||||
|
|
|
@ -305,8 +305,8 @@ public:
|
|||
FShader *BindEffect(int effect, EPassType passType);
|
||||
FShader *Get(unsigned int eff, bool alphateston, EPassType passType);
|
||||
|
||||
private:
|
||||
void SetActiveShader(FShader *sh);
|
||||
private:
|
||||
|
||||
FShader *mActiveShader = nullptr;
|
||||
TArray<FShaderCollection*> mPassShaders;
|
||||
|
|
|
@ -1,34 +1,39 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2018 Christoph Oelckers
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
/*
|
||||
** 2d drawer
|
||||
** Renderer interface
|
||||
** hw_draw2d.cpp
|
||||
** 2d drawer Renderer interface
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2018-2019 Christoph Oelckers
|
||||
** 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.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#include "doomstat.h"
|
||||
#include "v_video.h"
|
||||
#include "cmdlib.h"
|
||||
#include "r_defs.h"
|
||||
#include "hwrenderer/data/buffers.h"
|
||||
#include "flatvertices.h"
|
||||
#include "hwrenderer/data/hw_viewpointbuffer.h"
|
|
@ -289,6 +289,9 @@ void V_UpdateModeSize (int width, int height)
|
|||
void V_OutputResized (int width, int height)
|
||||
{
|
||||
V_UpdateModeSize(width, height);
|
||||
// set new resolution in 2D drawer
|
||||
twod->Begin(screen->GetWidth(), screen->GetHeight());
|
||||
twod->End();
|
||||
setsizeneeded = true;
|
||||
C_NewModeAdjust();
|
||||
if (sysCallbacks && sysCallbacks->OnScreenSizeChanged)
|
||||
|
|
|
@ -102,6 +102,8 @@ void AnimTextures::SetSize(int width, int height)
|
|||
{
|
||||
static_cast<AnimTexture*>(tex[0]->GetTexture())->SetFrameSize(width, height);
|
||||
static_cast<AnimTexture*>(tex[1]->GetTexture())->SetFrameSize(width, height);
|
||||
tex[0]->SetSize(width, height);
|
||||
tex[1]->SetSize(width, height);
|
||||
}
|
||||
|
||||
void AnimTextures::SetFrame(const uint8_t *palette, const void* data)
|
||||
|
|
|
@ -59,6 +59,7 @@ public:
|
|||
|
||||
protected:
|
||||
void ReadAlphaRemap(FileReader *lump, uint8_t *alpharemap);
|
||||
void SetupPalette(FileReader &lump);
|
||||
|
||||
uint8_t BitDepth;
|
||||
uint8_t ColorType;
|
||||
|
@ -152,11 +153,6 @@ FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, int width, int height,
|
|||
: FImageSource(lumpnum),
|
||||
BitDepth(depth), ColorType(colortype), Interlace(interlace), HaveTrans(false)
|
||||
{
|
||||
union
|
||||
{
|
||||
uint32_t palette[256];
|
||||
uint8_t pngpal[256][3];
|
||||
} p;
|
||||
uint8_t trans[256];
|
||||
uint32_t len, id;
|
||||
int i;
|
||||
|
@ -210,15 +206,7 @@ FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, int width, int height,
|
|||
case MAKE_ID('P','L','T','E'):
|
||||
PaletteSize = MIN<int> (len / 3, 256);
|
||||
StartOfPalette = (uint32_t)lump.Tell();
|
||||
lump.Read (p.pngpal, PaletteSize * 3);
|
||||
if (PaletteSize * 3 != (int)len)
|
||||
{
|
||||
lump.Seek (len - PaletteSize * 3, FileReader::SeekCur);
|
||||
}
|
||||
for (i = PaletteSize - 1; i >= 0; --i)
|
||||
{
|
||||
p.palette[i] = MAKERGB(p.pngpal[i][0], p.pngpal[i][1], p.pngpal[i][2]);
|
||||
}
|
||||
lump.Seek(len, FileReader::SeekCur);
|
||||
break;
|
||||
|
||||
case MAKE_ID('t','R','N','S'):
|
||||
|
@ -248,9 +236,6 @@ FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, int width, int height,
|
|||
{
|
||||
bMasked = true;
|
||||
PaletteSize = 256;
|
||||
PaletteMap = (uint8_t*)ImageArena.Alloc(PaletteSize);
|
||||
memcpy (PaletteMap, GPalette.GrayMap, 256);
|
||||
PaletteMap[NonPaletteTrans[0]] = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -259,14 +244,11 @@ FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, int width, int height,
|
|||
break;
|
||||
|
||||
case 3: // Paletted
|
||||
PaletteMap = (uint8_t*)ImageArena.Alloc(PaletteSize);
|
||||
MakeRemap ((uint32_t*)GPalette.BaseColors, p.palette, PaletteMap, trans, PaletteSize);
|
||||
for (i = 0; i < PaletteSize; ++i)
|
||||
{
|
||||
if (trans[i] == 0)
|
||||
{
|
||||
bMasked = true;
|
||||
PaletteMap[i] = 0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
@ -281,6 +263,87 @@ FPNGTexture::FPNGTexture (FileReader &lump, int lumpnum, int width, int height,
|
|||
}
|
||||
}
|
||||
|
||||
void FPNGTexture::SetupPalette(FileReader &lump)
|
||||
{
|
||||
union
|
||||
{
|
||||
uint32_t palette[256];
|
||||
uint8_t pngpal[256][3];
|
||||
} p;
|
||||
uint8_t trans[256];
|
||||
uint32_t len, id;
|
||||
int i;
|
||||
|
||||
auto pos = lump.Tell();
|
||||
|
||||
memset(trans, 255, 256);
|
||||
|
||||
// Parse pre-IDAT chunks. I skip the CRCs. Is that bad?
|
||||
lump.Seek(33, FileReader::SeekSet);
|
||||
|
||||
lump.Read(&len, 4);
|
||||
lump.Read(&id, 4);
|
||||
while (id != MAKE_ID('I', 'D', 'A', 'T') && id != MAKE_ID('I', 'E', 'N', 'D'))
|
||||
{
|
||||
len = BigLong((unsigned int)len);
|
||||
switch (id)
|
||||
{
|
||||
default:
|
||||
lump.Seek(len, FileReader::SeekCur);
|
||||
break;
|
||||
|
||||
case MAKE_ID('P', 'L', 'T', 'E'):
|
||||
lump.Read(p.pngpal, PaletteSize * 3);
|
||||
if (PaletteSize * 3 != (int)len)
|
||||
{
|
||||
lump.Seek(len - PaletteSize * 3, FileReader::SeekCur);
|
||||
}
|
||||
for (i = PaletteSize - 1; i >= 0; --i)
|
||||
{
|
||||
p.palette[i] = MAKERGB(p.pngpal[i][0], p.pngpal[i][1], p.pngpal[i][2]);
|
||||
}
|
||||
break;
|
||||
|
||||
case MAKE_ID('t', 'R', 'N', 'S'):
|
||||
lump.Read(trans, len);
|
||||
break;
|
||||
}
|
||||
lump.Seek(4, FileReader::SeekCur); // Skip CRC
|
||||
lump.Read(&len, 4);
|
||||
id = MAKE_ID('I', 'E', 'N', 'D');
|
||||
lump.Read(&id, 4);
|
||||
}
|
||||
StartOfIDAT = (uint32_t)lump.Tell() - 8;
|
||||
|
||||
switch (ColorType)
|
||||
{
|
||||
case 0: // Grayscale
|
||||
if (HaveTrans && NonPaletteTrans[0] < 256)
|
||||
{
|
||||
PaletteMap = (uint8_t*)ImageArena.Alloc(PaletteSize);
|
||||
memcpy(PaletteMap, GPalette.GrayMap, 256);
|
||||
PaletteMap[NonPaletteTrans[0]] = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case 3: // Paletted
|
||||
PaletteMap = (uint8_t*)ImageArena.Alloc(PaletteSize);
|
||||
MakeRemap((uint32_t*)GPalette.BaseColors, p.palette, PaletteMap, trans, PaletteSize);
|
||||
for (i = 0; i < PaletteSize; ++i)
|
||||
{
|
||||
if (trans[i] == 0)
|
||||
{
|
||||
PaletteMap[i] = 0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
lump.Seek(pos, FileReader::SeekSet);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -336,6 +399,7 @@ TArray<uint8_t> FPNGTexture::CreatePalettedPixels(int conversion)
|
|||
{
|
||||
if (conversion != luminance)
|
||||
{
|
||||
if (!PaletteMap) SetupPalette(lfr);
|
||||
ImageHelpers::FlipSquareBlockRemap (Pixels.Data(), Width, PaletteMap);
|
||||
}
|
||||
else if (ColorType == 0)
|
||||
|
@ -354,6 +418,7 @@ TArray<uint8_t> FPNGTexture::CreatePalettedPixels(int conversion)
|
|||
TArray<uint8_t> newpix(Width*Height, true);
|
||||
if (conversion != luminance)
|
||||
{
|
||||
if (!PaletteMap) SetupPalette(lfr);
|
||||
ImageHelpers::FlipNonSquareBlockRemap (newpix.Data(), Pixels.Data(), Width, Height, Width, PaletteMap);
|
||||
}
|
||||
else if (ColorType == 0)
|
||||
|
@ -408,6 +473,7 @@ TArray<uint8_t> FPNGTexture::CreatePalettedPixels(int conversion)
|
|||
case 4: // Grayscale + Alpha
|
||||
pitch = Width * 2;
|
||||
backstep = Height * pitch - 2;
|
||||
if (!PaletteMap) SetupPalette(lfr);
|
||||
for (x = Width; x > 0; --x)
|
||||
{
|
||||
for (y = Height; y > 0; --y)
|
||||
|
|
|
@ -240,6 +240,10 @@ public:
|
|||
if (int(ScaleY * h) != TexelHeight) ScaleY += (1 / 65536.);
|
||||
|
||||
}
|
||||
void SetBase(FTexture* Tex)
|
||||
{
|
||||
Base = Tex;
|
||||
}
|
||||
void SetOffsets(int which, int x, int y)
|
||||
{
|
||||
LeftOffset[which] = x;
|
||||
|
|
|
@ -138,19 +138,18 @@ void FMultipatchTextureBuilder::MakeTexture(BuildInfo &buildinfo, ETextureType u
|
|||
{
|
||||
buildinfo.texture = new FGameTexture(nullptr, buildinfo.Name);
|
||||
buildinfo.texture->SetUseType(usetype);
|
||||
buildinfo.texture->SetSize(buildinfo.Width, buildinfo.Height);
|
||||
buildinfo.texture->SetOffsets(0, buildinfo.LeftOffset[0], buildinfo.TopOffset[0]); // These are needed for construction of other multipatch textures.
|
||||
buildinfo.texture->SetOffsets(1, buildinfo.LeftOffset[1], buildinfo.TopOffset[1]);
|
||||
buildinfo.texture->SetScale((float)buildinfo.Scale.X, (float)buildinfo.Scale.X);
|
||||
buildinfo.texture->SetWorldPanning(buildinfo.bWorldPanning);
|
||||
buildinfo.texture->SetNoDecals(buildinfo.bNoDecals);
|
||||
TexMan.AddGameTexture(buildinfo.texture);
|
||||
}
|
||||
|
||||
void FMultipatchTextureBuilder::AddImageToTexture(FImageTexture *tex, BuildInfo& buildinfo)
|
||||
{
|
||||
buildinfo.texture->Setup(tex);
|
||||
buildinfo.texture->SetOffsets(0, buildinfo.LeftOffset[0], buildinfo.TopOffset[0]);
|
||||
buildinfo.texture->SetOffsets(1, buildinfo.LeftOffset[1], buildinfo.TopOffset[1]);
|
||||
buildinfo.texture->SetScale((float)buildinfo.Scale.X, (float)buildinfo.Scale.X);
|
||||
buildinfo.texture->SetWorldPanning(buildinfo.bWorldPanning);
|
||||
buildinfo.texture->SetNoDecals(buildinfo.bNoDecals);
|
||||
buildinfo.texture->SetBase(tex);
|
||||
calcShouldUpscale(buildinfo.texture); // calculate this once at insertion
|
||||
}
|
||||
|
||||
|
@ -874,6 +873,7 @@ void FMultipatchTextureBuilder::ResolveAllPatches()
|
|||
for (int i = BuiltTextures.Size()-1; i>= 0; i--)
|
||||
{
|
||||
auto &buildinfo = BuiltTextures[i];
|
||||
|
||||
bool hasEmpty = false;
|
||||
|
||||
for (unsigned j = 0; j < buildinfo.Inits.Size(); j++)
|
||||
|
|
|
@ -625,8 +625,9 @@ void FTextureManager::AddHiresTextures (int wadnum)
|
|||
auto gtex = MakeGameTexture(newtex, nullptr, ETextureType::Override);
|
||||
gtex->SetWorldPanning(true);
|
||||
gtex->SetDisplaySize(oldtex->GetDisplayWidth(), oldtex->GetDisplayHeight());
|
||||
gtex->SetOffsets(0, oldtex->GetTexelLeftOffset(0), oldtex->GetTexelTopOffset(0));
|
||||
gtex->SetOffsets(1, oldtex->GetTexelLeftOffset(1), oldtex->GetTexelTopOffset(1));
|
||||
|
||||
gtex->SetOffsets(0, xs_RoundToInt(oldtex->GetDisplayLeftOffset(0) * gtex->GetScaleX()), xs_RoundToInt(oldtex->GetDisplayTopOffset(0) * gtex->GetScaleY()));
|
||||
gtex->SetOffsets(1, xs_RoundToInt(oldtex->GetDisplayLeftOffset(1) * gtex->GetScaleX()), xs_RoundToInt(oldtex->GetDisplayTopOffset(1) * gtex->GetScaleY()));
|
||||
ReplaceTexture(tlist[i], gtex, true);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3389,6 +3389,7 @@ static int D_DoomMain_Internal (void)
|
|||
|
||||
StartScreen->Progress();
|
||||
V_InitFonts();
|
||||
V_LoadTranslations();
|
||||
UpdateGenericUI(false);
|
||||
|
||||
// [CW] Parse any TEAMINFO lumps.
|
||||
|
@ -3549,6 +3550,9 @@ static int D_DoomMain_Internal (void)
|
|||
|
||||
V_Init2();
|
||||
twod->fullscreenautoaspect = gameinfo.fullscreenautoaspect;
|
||||
// Initialize the size of the 2D drawer so that an attempt to access it outside the draw code won't crash.
|
||||
twod->Begin(screen->GetWidth(), screen->GetHeight());
|
||||
twod->End();
|
||||
UpdateJoystickMenu(NULL);
|
||||
UpdateVRModes();
|
||||
|
||||
|
|
|
@ -111,10 +111,10 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
|
|||
if (mainview && toscreen)
|
||||
{
|
||||
screen->SetAABBTree(camera->Level->aabbTree);
|
||||
screen->UpdateShadowMap();
|
||||
screen->mShadowMap.SetCollectLights([=] {
|
||||
CollectLights(camera->Level);
|
||||
});
|
||||
screen->UpdateShadowMap();
|
||||
}
|
||||
|
||||
// Update the attenuation flag of all light defaults for each viewpoint.
|
||||
|
|
Loading…
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