/* ** v_video.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2008 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #ifndef __V_VIDEO_H__ #define __V_VIDEO_H__ #include #include "doomtype.h" #include "vectors.h" #include "doomdef.h" #include "dobject.h" #include "r_data/renderstyle.h" #include "c_cvars.h" #include "v_colortables.h" #include "v_2ddrawer.h" #include "hwrenderer/dynlights/hw_shadowmap.h" struct sector_t; class IShaderProgram; class FTexture; struct FPortalSceneState; class FSkyVertexBuffer; class IIndexBuffer; class IVertexBuffer; class IDataBuffer; class FFlatVertexBuffer; class GLViewpointBuffer; class FLightBuffer; struct HWDrawInfo; enum EHWCaps { // [BB] Added texture compression flags. RFL_TEXTURE_COMPRESSION = 1, RFL_TEXTURE_COMPRESSION_S3TC = 2, RFL_SHADER_STORAGE_BUFFER = 4, RFL_BUFFER_STORAGE = 8, RFL_NO_CLIP_PLANES = 32, RFL_INVALIDATE_BUFFER = 64, RFL_DEBUG = 128, }; struct IntRect { int left, top; int width, height; void Offset(int xofs, int yofs) { left += xofs; top += yofs; } }; extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac; extern int CleanWidth_1, CleanHeight_1, CleanXfac_1, CleanYfac_1; extern int DisplayWidth, DisplayHeight; void V_UpdateModeSize (int width, int height); void V_OutputResized (int width, int height); void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *cx1=NULL, int *cx2=NULL); EXTERN_CVAR(Int, vid_rendermode) EXTERN_CVAR(Bool, fullscreen) EXTERN_CVAR(Int, win_x) EXTERN_CVAR(Int, win_y) EXTERN_CVAR(Int, win_w) EXTERN_CVAR(Int, win_h) EXTERN_CVAR(Bool, win_maximized) inline bool V_IsHardwareRenderer() { return vid_rendermode == 4; } inline bool V_IsSoftwareRenderer() { return vid_rendermode < 2; } inline bool V_IsPolyRenderer() { return vid_rendermode == 2 || vid_rendermode == 3; } inline bool V_IsTrueColor() { return vid_rendermode == 1 || vid_rendermode == 3 || vid_rendermode == 4; } class FTexture; struct FColormap; class FileWriter; enum FTextureFormat : uint32_t; class FModelRenderer; struct SamplerUniform; // TagItem definitions for DrawTexture. As far as I know, tag lists // originated on the Amiga. // // Think of TagItems as an array of the following structure: // // struct TagItem { // uint32_t ti_Tag; // uint32_t ti_Data; // }; #define TAG_DONE (0) /* Used to indicate the end of the Tag list */ #define TAG_END (0) /* Ditto */ /* list pointed to in ti_Data */ #define TAG_USER ((uint32_t)(1u<<30)) enum { DTA_Base = TAG_USER + 5000, DTA_DestWidth, // width of area to draw to DTA_DestHeight, // height of area to draw to DTA_Alpha, // alpha value for translucency DTA_FillColor, // color to stencil onto the destination DTA_TranslationIndex, // translation table to recolor the source DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position DTA_CleanNoMove_1, // bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right) DTA_ShadowColor, // color of shadow DTA_ShadowAlpha, // alpha of shadow DTA_Shadow, // set shadow color and alphas to defaults DTA_VirtualWidth, // pretend the canvas is this wide DTA_VirtualHeight, // pretend the canvas is this tall DTA_TopOffset, // override texture's top offset DTA_LeftOffset, // override texture's left offset DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle DTA_WindowLeft, // don't draw anything left of this column (on source, not dest) DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest) DTA_ClipTop, // don't draw anything above this row (on dest, not source) DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source) DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source) DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source) DTA_Masked, // true(default)=use masks from texture, false=ignore masks DTA_HUDRules, // use fullscreen HUD rules to position and size textures DTA_HUDRulesC, // only used internally for marking HUD_HorizCenter DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3 DTA_RenderStyle, // same as render style for actors DTA_ColorOverlay, // uint32_t: ARGB to overlay on top of image; limited to black for software DTA_BilinearFilter, // bool: apply bilinear filtering to the image DTA_SpecialColormap,// pointer to FSpecialColormapParameters DTA_Desaturate, // explicit desaturation factor (does not do anything in Legacy OpenGL) DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.) // floating point duplicates of some of the above: DTA_DestWidthF, DTA_DestHeightF, DTA_TopOffsetF, DTA_LeftOffsetF, DTA_VirtualWidthF, DTA_VirtualHeightF, DTA_WindowLeftF, DTA_WindowRightF, // For DrawText calls: DTA_TextLen, // stop after this many characters, even if \0 not hit DTA_CellX, // horizontal size of character cell DTA_CellY, // vertical size of character cell // New additions. DTA_Color, DTA_FlipY, // bool: flip image vertically DTA_SrcX, // specify a source rectangle (this supersedes the poorly implemented DTA_WindowLeft/Right DTA_SrcY, DTA_SrcWidth, DTA_SrcHeight, DTA_LegacyRenderStyle, // takes an old-style STYLE_* constant instead of an FRenderStyle DTA_Burn, // activates the burn shader for this element }; enum { HUD_Normal, HUD_HorizCenter }; class FFont; struct FRemapTable; class player_t; typedef uint32_t angle_t; struct DrawParms { double x, y; double texwidth; double texheight; double destwidth; double destheight; double virtWidth; double virtHeight; double windowleft; double windowright; int cleanmode; int dclip; int uclip; int lclip; int rclip; double top; double left; float Alpha; PalEntry fillcolor; FRemapTable *remap; PalEntry colorOverlay; PalEntry color; INTBOOL alphaChannel; INTBOOL flipX; INTBOOL flipY; //float shadowAlpha; int shadowColor; INTBOOL keepratio; INTBOOL masked; INTBOOL bilinear; FRenderStyle style; struct FSpecialColormap *specialcolormap; int desaturate; int scalex, scaley; int cellx, celly; int maxstrlen; bool fortext; bool virtBottom; double srcx, srcy; double srcwidth, srcheight; bool burn; }; struct Va_List { va_list list; }; struct VMVa_List { VMValue *args; int curindex; int numargs; const uint8_t *reginfo; }; // // VIDEO // // class DCanvas { public: DCanvas (int width, int height, bool bgra); ~DCanvas (); void Resize(int width, int height); // Member variable access inline uint8_t *GetPixels () const { return Pixels.Data(); } inline int GetWidth () const { return Width; } inline int GetHeight () const { return Height; } inline int GetPitch () const { return Pitch; } inline bool IsBgra() const { return Bgra; } protected: TArray Pixels; int Width; int Height; int Pitch; bool Bgra; }; class FUniquePalette; class IHardwareTexture; class FTexture; // A canvas that represents the actual display. The video code is responsible // for actually implementing this. Built on top of SimpleCanvas, because it // needs a system memory buffer when buffered output is enabled. class DFrameBuffer { protected: void DrawTextureV(FTexture *img, double x, double y, uint32_t tag, va_list tags) = delete; void DrawTextureParms(FTexture *img, DrawParms &parms); template bool ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t tag, T& tags, DrawParms *parms, bool fortext) const; void DrawTextCommon(FFont *font, int normalcolor, double x, double y, const char *string, DrawParms &parms); void BuildGammaTable(uint16_t *gt); F2DDrawer m2DDrawer; private: int Width = 0; int Height = 0; protected: int clipleft = 0, cliptop = 0, clipwidth = -1, clipheight = -1; PalEntry Flash; // Only needed to support some cruft in the interface that only makes sense for the software renderer PalEntry SourcePalette[256]; // This is where unpaletted textures get their palette from public: // Hardware render state that needs to be exposed to the API independent part of the renderer. For ease of access this is stored in the base class. int hwcaps = 0; // Capability flags float glslversion = 0; // This is here so that the differences between old OpenGL and new OpenGL/Vulkan can be handled by platform independent code. int instack[2] = { 0,0 }; // this is globally maintained state for portal recursion avoidance. int stencilValue = 0; // Global stencil test value bool enable_quadbuffered = false; // Quad-buffered stereo available? unsigned int uniformblockalignment = 256; // Hardware dependent uniform buffer alignment. unsigned int maxuniformblock = 65536; const char *gl_vendorstring; // On OpenGL (not Vulkan) we have to account for some issues with Intel. FPortalSceneState *mPortalState; // global portal state. FSkyVertexBuffer *mSkyData = nullptr; // the sky vertex buffer FFlatVertexBuffer *mVertexData = nullptr; // Global vertex data GLViewpointBuffer *mViewpoints = nullptr; // Viewpoint render data. FLightBuffer *mLights = nullptr; // Dynamic lights IShadowMap mShadowMap; IntRect mScreenViewport; IntRect mSceneViewport; IntRect mOutputLetterbox; float mSceneClearColor[4]; public: DFrameBuffer (int width=1, int height=1); virtual ~DFrameBuffer(); virtual void InitializeState() = 0; // For stuff that needs 'screen' set. void SetSize(int width, int height); void SetVirtualSize(int width, int height) { Width = width; Height = height; } inline int GetWidth() const { return Width; } inline int GetHeight() const { return Height; } FVector2 SceneScale() const { return { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height }; } FVector2 SceneOffset() const { return { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height }; } // Make the surface visible. virtual void Update (); // Return a pointer to 256 palette entries that can be written to. PalEntry *GetPalette (); // Stores the palette with flash blended in into 256 dwords void GetFlashedPalette (PalEntry palette[256]); // Mark the palette as changed. It will be updated on the next Update(). virtual void UpdatePalette() {} // Sets the gamma level. Returns false if the hardware does not support // gamma changing. (Always true for now, since palettes can always be // gamma adjusted.) virtual void SetGamma() {} // Sets a color flash. RGB is the color, and amount is 0-256, with 256 // being all flash and 0 being no flash. Returns false if the hardware // does not support this. (Always true for now, since palettes can always // be flashed.) bool SetFlash (PalEntry rgb, int amount); // Converse of SetFlash void GetFlash (PalEntry &rgb, int &amount); // Returns true if running fullscreen. virtual bool IsFullscreen () = 0; virtual void ToggleFullscreen(bool yes) {} // Changes the vsync setting, if supported by the device. virtual void SetVSync (bool vsync); // Delete any resources that need to be deleted after restarting with a different IWAD virtual void CleanForRestart() {} virtual void SetTextureFilterMode() {} virtual IHardwareTexture *CreateHardwareTexture(FTexture *tex) { return nullptr; } virtual void PrecacheMaterial(FMaterial *mat, int translation) {} virtual FModelRenderer *CreateModelRenderer(int mli) { return nullptr; } virtual void UnbindTexUnit(int no) {} virtual void TextureFilterChanged() {} virtual void BeginFrame() {} virtual void SetWindowSize(int w, int h) {} virtual int GetClientWidth() = 0; virtual int GetClientHeight() = 0; virtual void BlurScene(float amount) {} // Interface to hardware rendering resources virtual IShaderProgram *CreateShaderProgram() { return nullptr; } virtual IVertexBuffer *CreateVertexBuffer() { return nullptr; } virtual IIndexBuffer *CreateIndexBuffer() { return nullptr; } virtual IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo) { return nullptr; } bool BuffersArePersistent() { return !!(hwcaps & RFL_BUFFER_STORAGE); } // Begin/End 2D drawing operations. void Begin2D() { isIn2D = true; } void End2D() { isIn2D = false; } void End2DAndUpdate() { DrawRateStuff(); End2D(); Update(); } // Returns true if Begin2D has been called and 2D drawing is now active bool HasBegun2D() { return isIn2D; } // This is overridable in case Vulkan does it differently. virtual bool RenderTextureIsFlipped() const { return true; } // Report a game restart void InitPalette(); void SetClearColor(int color); virtual uint32_t GetCaps(); virtual void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV); virtual void WriteSavePic(player_t *player, FileWriter *file, int width, int height); virtual sector_t *RenderView(player_t *player) { return nullptr; } // Screen wiping virtual FTexture *WipeStartScreen(); virtual FTexture *WipeEndScreen(); virtual void PostProcessScene(int fixedcm, const std::function &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); } void ScaleCoordsFromWindow(int16_t &x, int16_t &y); uint64_t GetLastFPS() const { return LastCount; } // 2D Texture drawing void ClearClipRect() { clipleft = cliptop = 0; clipwidth = clipheight = -1; } void SetClipRect(int x, int y, int w, int h); void GetClipRect(int *x, int *y, int *w, int *h); virtual void Draw2D() {} void Clear2D() { m2DDrawer.Clear(); } // Dim part of the canvas void Dim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr); void DoDim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr); void DrawBlend(sector_t * viewsector); // Fill an area with a texture void FlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin = false); // Fill a simple polygon with a texture void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip, uint32_t *indices, size_t indexcount); // Set an area to a specified color void Clear(int left, int top, int right, int bottom, int palcolor, uint32_t color); // Draws a line void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32_t realcolor, uint8_t alpha = 255); // Draws a line with thickness void DrawThickLine(int x0, int y0, int x1, int y1, double thickness, uint32_t realcolor, uint8_t alpha = 255); // Draws a single pixel void DrawPixel(int x, int y, int palcolor, uint32_t rgbcolor); bool SetTextureParms(DrawParms *parms, FTexture *img, double x, double y) const; void DrawTexture(FTexture *img, double x, double y, int tags, ...); void DrawTexture(FTexture *img, double x, double y, VMVa_List &); void DrawShape(FTexture *img, DShape2D *shape, int tags, ...); void DrawShape(FTexture *img, DShape2D *shape, VMVa_List &); void FillBorder(FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays void VirtualToRealCoords(double &x, double &y, double &w, double &h, double vwidth, double vheight, bool vbottom = false, bool handleaspect = true) const; // Code that uses these (i.e. SBARINFO) should probably be evaluated for using doubles all around instead. void VirtualToRealCoordsInt(int &x, int &y, int &w, int &h, int vwidth, int vheight, bool vbottom = false, bool handleaspect = true) const; // Text drawing functions ----------------------------------------------- #ifdef DrawText #undef DrawText // See WinUser.h for the definition of DrawText as a macro #endif // 2D Text drawing void DrawText(FFont *font, int normalcolor, double x, double y, const char *string, int tag_first, ...); void DrawText(FFont *font, int normalcolor, double x, double y, const char *string, VMVa_List &args); void DrawChar(FFont *font, int normalcolor, double x, double y, int character, int tag_first, ...); void DrawChar(FFont *font, int normalcolor, double x, double y, int character, VMVa_List &args); void DrawFrame(int left, int top, int width, int height); void DrawBorder(int x1, int y1, int x2, int y2); void DrawViewBorder(); void RefreshViewBorder(); // Calculate gamma table void CalcGamma(float gamma, uint8_t gammalookup[256]); virtual void SetViewportRects(IntRect *bounds); int ScreenToWindowX(int x); int ScreenToWindowY(int y); // Retrieves a buffer containing image data for a screenshot. // Hint: Pitch can be negative for upside-down images, in which case buffer // points to the last row in the buffer, which will be the first row output. virtual void GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &color_type, float &gamma) {} static float GetZNear() { return 5.f; } static float GetZFar() { return 65536.f; } // The original size of the framebuffer as selected in the video menu. uint64_t FrameTime = 0; protected: void DrawRateStuff (); private: uint64_t LastMS = 0, LastSec = 0, FrameCount = 0, LastCount = 0, LastTic = 0; bool isIn2D = false; }; // This is the screen updated by I_FinishUpdate. extern DFrameBuffer *screen; #define SCREENWIDTH (screen->GetWidth ()) #define SCREENHEIGHT (screen->GetHeight ()) #define SCREENPITCH (screen->GetPitch ()) EXTERN_CVAR (Float, Gamma) // Allocates buffer screens, call before R_Init. void V_Init (bool restart); // Initializes graphics mode for the first time. void V_Init2 (); void V_Shutdown (); class FScanner; struct FScriptPosition; // Returns the closest color to the one desired. String // should be of the form "rr gg bb". int V_GetColorFromString (const uint32_t *palette, const char *colorstring, FScriptPosition *sc = nullptr); // Scans through the X11R6RGB lump for a matching color // and returns a color string suitable for V_GetColorFromString. FString V_GetColorStringByName (const char *name, FScriptPosition *sc = nullptr); // Tries to get color by name, then by string int V_GetColor (const uint32_t *palette, const char *str, FScriptPosition *sc = nullptr); int V_GetColor(const uint32_t *palette, FScanner &sc); int CheckRatio (int width, int height, int *trueratio=NULL); static inline int CheckRatio (double width, double height) { return CheckRatio(int(width), int(height)); } inline bool IsRatioWidescreen(int ratio) { return (ratio & 3) != 0; } float ActiveRatio (int width, int height, float *trueratio = NULL); static inline double ActiveRatio (double width, double height) { return ActiveRatio(int(width), int(height)); } int AspectBaseWidth(float aspect); int AspectBaseHeight(float aspect); double AspectPspriteOffset(float aspect); int AspectMultiplier(float aspect); bool AspectTallerThanWide(float aspect); void ScaleWithAspect(int &w, int &h, int Width, int Height); int GetUIScale(int altval); EXTERN_CVAR(Int, uiscale); EXTERN_CVAR(Int, con_scaletext); EXTERN_CVAR(Int, con_scale); inline int active_con_scaletext() { return GetUIScale(con_scaletext); } inline int active_con_scale() { return GetUIScale(con_scale); } #endif // __V_VIDEO_H__