mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-18 02:12:00 +00:00
1884 lines
45 KiB
C++
1884 lines
45 KiB
C++
/*
|
|
** v_draw.cpp
|
|
** Draw patches and blocks to a canvas
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1998-2008 Randy Heit
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
// #define NO_SWRENDER // set this if you want to exclude the software renderer. Without software renderer the base implementations of DrawTextureV and FillSimplePoly need to be disabled because they depend on it.
|
|
|
|
#include <stdio.h>
|
|
#include <stdarg.h>
|
|
|
|
#include "doomtype.h"
|
|
#include "v_video.h"
|
|
#include "m_swap.h"
|
|
#include "r_defs.h"
|
|
#include "r_utility.h"
|
|
#ifndef NO_SWRENDER
|
|
#include "swrenderer/drawers/r_draw.h"
|
|
#include "swrenderer/drawers/r_draw_rgba.h"
|
|
#include "swrenderer/scene/r_light.h"
|
|
#include "swrenderer/viewport/r_viewport.h"
|
|
#include "swrenderer/r_renderthread.h"
|
|
#endif
|
|
#include "r_data/r_translate.h"
|
|
#include "doomstat.h"
|
|
#include "v_palette.h"
|
|
#include "gi.h"
|
|
#include "g_level.h"
|
|
#include "st_stuff.h"
|
|
#include "sbar.h"
|
|
|
|
#include "i_system.h"
|
|
#include "i_video.h"
|
|
#include "templates.h"
|
|
#include "d_net.h"
|
|
#include "colormatcher.h"
|
|
#include "r_data/colormaps.h"
|
|
#include "g_levellocals.h"
|
|
|
|
CUSTOM_CVAR(Int, uiscale, 2, CVAR_ARCHIVE | CVAR_NOINITCALL)
|
|
{
|
|
if (StatusBar != NULL)
|
|
{
|
|
StatusBar->ScreenSizeChanged();
|
|
}
|
|
}
|
|
EXTERN_CVAR(Bool, r_blendmethod)
|
|
|
|
// [RH] Stretch values to make a 320x200 image best fit the screen
|
|
// without using fractional steppings
|
|
int CleanXfac, CleanYfac;
|
|
|
|
// [RH] Effective screen sizes that the above scale values give you
|
|
int CleanWidth, CleanHeight;
|
|
|
|
// Above minus 1 (or 1, if they are already 1)
|
|
int CleanXfac_1, CleanYfac_1, CleanWidth_1, CleanHeight_1;
|
|
|
|
CVAR (Bool, hud_scale, true, CVAR_ARCHIVE);
|
|
|
|
// For routines that take RGB colors, cache the previous lookup in case there
|
|
// are several repetitions with the same color.
|
|
static int LastPal = -1;
|
|
static uint32 LastRGB;
|
|
|
|
DEFINE_ACTION_FUNCTION(_Screen, GetWidth)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
ACTION_RETURN_INT(screen->GetWidth());
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Screen, GetHeight)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
ACTION_RETURN_INT(screen->GetHeight());
|
|
}
|
|
|
|
static int PalFromRGB(uint32 rgb)
|
|
{
|
|
if (LastPal >= 0 && LastRGB == rgb)
|
|
{
|
|
return LastPal;
|
|
}
|
|
// Quick check for black and white.
|
|
if (rgb == MAKEARGB(255,0,0,0))
|
|
{
|
|
LastPal = GPalette.BlackIndex;
|
|
}
|
|
else if (rgb == MAKEARGB(255,255,255,255))
|
|
{
|
|
LastPal = GPalette.WhiteIndex;
|
|
}
|
|
else
|
|
{
|
|
LastPal = ColorMatcher.Pick(RPART(rgb), GPART(rgb), BPART(rgb));
|
|
}
|
|
LastRGB = rgb;
|
|
return LastPal;
|
|
}
|
|
|
|
|
|
void DCanvas::DrawTexture (FTexture *img, double x, double y, int tags_first, ...)
|
|
{
|
|
Va_List tags;
|
|
va_start(tags.list, tags_first);
|
|
DrawParms parms;
|
|
|
|
bool res = ParseDrawTextureTags(img, x, y, tags_first, tags, &parms, false);
|
|
va_end(tags.list);
|
|
if (!res)
|
|
{
|
|
return;
|
|
}
|
|
DrawTextureParms(img, parms);
|
|
}
|
|
|
|
int ListGetInt(VMVa_List &tags);
|
|
|
|
void DCanvas::DrawTexture(FTexture *img, double x, double y, VMVa_List &args)
|
|
{
|
|
DrawParms parms;
|
|
uint32_t tag = ListGetInt(args);
|
|
bool res = ParseDrawTextureTags(img, x, y, tag, args, &parms, false);
|
|
if (!res) return;
|
|
DrawTextureParms(img, parms);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Screen, DrawTexture)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(texid);
|
|
PARAM_BOOL(animate);
|
|
PARAM_FLOAT(x);
|
|
PARAM_FLOAT(y);
|
|
|
|
FTexture *tex = animate ? TexMan(FSetTextureID(texid)) : TexMan[FSetTextureID(texid)];
|
|
VMVa_List args = { param + 4, 0, numparam - 4 };
|
|
screen->DrawTexture(tex, x, y, args);
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Screen, DrawHUDTexture)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(texid);
|
|
PARAM_FLOAT(x);
|
|
PARAM_FLOAT(y);
|
|
screen->DrawTexture(TexMan(FSetTextureID(texid)), x, y, DTA_HUDRules, HUD_Normal, TAG_END);
|
|
return 0;
|
|
}
|
|
|
|
void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
|
|
{
|
|
#ifndef NO_SWRENDER
|
|
using namespace swrenderer;
|
|
|
|
static short bottomclipper[MAXWIDTH], topclipper[MAXWIDTH];
|
|
const BYTE *translation = NULL;
|
|
|
|
auto viewport = RenderViewport::Instance();
|
|
|
|
viewport->RenderTarget = screen;
|
|
|
|
if (APART(parms.colorOverlay) != 0)
|
|
{
|
|
// The software renderer cannot invert the source without inverting the overlay
|
|
// too. That means if the source is inverted, we need to do the reverse of what
|
|
// the invert overlay flag says to do.
|
|
INTBOOL invertoverlay = (parms.style.Flags & STYLEF_InvertOverlay);
|
|
|
|
if (parms.style.Flags & STYLEF_InvertSource)
|
|
{
|
|
invertoverlay = !invertoverlay;
|
|
}
|
|
if (invertoverlay)
|
|
{
|
|
parms.colorOverlay = PalEntry(parms.colorOverlay).InverseColor();
|
|
}
|
|
// Note that this overrides the translation in software, but not in hardware.
|
|
if (!viewport->RenderTarget->IsBgra())
|
|
{
|
|
FDynamicColormap *colormap = GetSpecialLights(MAKERGB(255, 255, 255),
|
|
parms.colorOverlay & MAKEARGB(0, 255, 255, 255), 0);
|
|
translation = &colormap->Maps[(APART(parms.colorOverlay)*NUMCOLORMAPS / 255) * 256];
|
|
}
|
|
}
|
|
else if (parms.remap != NULL)
|
|
{
|
|
if (viewport->RenderTarget->IsBgra())
|
|
translation = (const BYTE*)parms.remap->Palette;
|
|
else
|
|
translation = parms.remap->Remap;
|
|
}
|
|
|
|
SpriteDrawerArgs drawerargs;
|
|
|
|
if (translation != NULL)
|
|
{
|
|
drawerargs.SetTranslationMap((lighttable_t *)translation);
|
|
}
|
|
else
|
|
{
|
|
if (viewport->RenderTarget->IsBgra())
|
|
drawerargs.SetTranslationMap(nullptr);
|
|
else
|
|
drawerargs.SetTranslationMap(identitymap);
|
|
}
|
|
|
|
bool visible;
|
|
FDynamicColormap *basecolormap = nullptr;
|
|
if (viewport->RenderTarget->IsBgra())
|
|
visible = drawerargs.SetStyle(parms.style, parms.Alpha, -1, parms.fillcolor, basecolormap);
|
|
else
|
|
visible = drawerargs.SetStyle(parms.style, parms.Alpha, 0, parms.fillcolor, basecolormap);
|
|
|
|
double x0 = parms.x - parms.left * parms.destwidth / parms.texwidth;
|
|
double y0 = parms.y - parms.top * parms.destheight / parms.texheight;
|
|
|
|
if (visible)
|
|
{
|
|
double centeryback = viewport->CenterY;
|
|
viewport->CenterY = 0;
|
|
|
|
// There is not enough precision in the drawing routines to keep the full
|
|
// precision for y0. :(
|
|
double sprtopscreen;
|
|
modf(y0, &sprtopscreen);
|
|
|
|
double yscale = parms.destheight / img->GetHeight();
|
|
double iyscale = 1 / yscale;
|
|
|
|
double spryscale = yscale;
|
|
assert(spryscale > 0);
|
|
|
|
bool sprflipvert = false;
|
|
fixed_t iscale = FLOAT2FIXED(1 / spryscale);
|
|
//dc_texturemid = (CenterY - 1 - sprtopscreen) * iscale / 65536;
|
|
fixed_t frac = 0;
|
|
double xiscale = img->GetWidth() / parms.destwidth;
|
|
double x2 = x0 + parms.destwidth;
|
|
|
|
short *mfloorclip;
|
|
short *mceilingclip;
|
|
|
|
if (bottomclipper[0] != parms.dclip)
|
|
{
|
|
fillshort(bottomclipper, screen->GetWidth(), (short)parms.dclip);
|
|
}
|
|
if (parms.uclip != 0)
|
|
{
|
|
if (topclipper[0] != parms.uclip)
|
|
{
|
|
fillshort(topclipper, screen->GetWidth(), (short)parms.uclip);
|
|
}
|
|
mceilingclip = topclipper;
|
|
}
|
|
else
|
|
{
|
|
mceilingclip = zeroarray;
|
|
}
|
|
mfloorclip = bottomclipper;
|
|
|
|
if (parms.flipX)
|
|
{
|
|
frac = (img->GetWidth() << FRACBITS) - 1;
|
|
xiscale = -xiscale;
|
|
}
|
|
|
|
if (parms.windowleft > 0 || parms.windowright < parms.texwidth)
|
|
{
|
|
double wi = MIN(parms.windowright, parms.texwidth);
|
|
double xscale = parms.destwidth / parms.texwidth;
|
|
x0 += parms.windowleft * xscale;
|
|
frac += FLOAT2FIXED(parms.windowleft);
|
|
x2 -= (parms.texwidth - wi) * xscale;
|
|
}
|
|
if (x0 < parms.lclip)
|
|
{
|
|
frac += FLOAT2FIXED((parms.lclip - x0) * xiscale);
|
|
x0 = parms.lclip;
|
|
}
|
|
if (x2 > parms.rclip)
|
|
{
|
|
x2 = parms.rclip;
|
|
}
|
|
|
|
int x = int(x0);
|
|
int x2_i = int(x2);
|
|
fixed_t xiscale_i = FLOAT2FIXED(xiscale);
|
|
|
|
static RenderThread thread(nullptr);
|
|
thread.DrawQueue->ThreadedRender = false;
|
|
while (x < x2_i)
|
|
{
|
|
drawerargs.DrawMaskedColumn(&thread, x, iscale, img, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, !parms.masked);
|
|
x++;
|
|
frac += xiscale_i;
|
|
}
|
|
|
|
viewport->CenterY = centeryback;
|
|
}
|
|
|
|
if (ticdup != 0 && menuactive == MENU_Off)
|
|
{
|
|
NetUpdate();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool DCanvas::SetTextureParms(DrawParms *parms, FTexture *img, double xx, double yy) const
|
|
{
|
|
if (img != NULL)
|
|
{
|
|
parms->x = xx;
|
|
parms->y = yy;
|
|
parms->texwidth = img->GetScaledWidthDouble();
|
|
parms->texheight = img->GetScaledHeightDouble();
|
|
if (parms->top == INT_MAX || parms->fortext)
|
|
{
|
|
parms->top = img->GetScaledTopOffset();
|
|
}
|
|
if (parms->left == INT_MAX || parms->fortext)
|
|
{
|
|
parms->left = img->GetScaledLeftOffset();
|
|
}
|
|
if (parms->destwidth == INT_MAX || parms->fortext)
|
|
{
|
|
parms->destwidth = img->GetScaledWidthDouble();
|
|
}
|
|
if (parms->destheight == INT_MAX || parms->fortext)
|
|
{
|
|
parms->destheight = img->GetScaledHeightDouble();
|
|
}
|
|
|
|
switch (parms->cleanmode)
|
|
{
|
|
default:
|
|
break;
|
|
|
|
case DTA_Clean:
|
|
parms->x = (parms->x - 160.0) * CleanXfac + (Width * 0.5);
|
|
parms->y = (parms->y - 100.0) * CleanYfac + (Height * 0.5);
|
|
parms->destwidth = parms->texwidth * CleanXfac;
|
|
parms->destheight = parms->texheight * CleanYfac;
|
|
break;
|
|
|
|
case DTA_CleanNoMove:
|
|
parms->destwidth = parms->texwidth * CleanXfac;
|
|
parms->destheight = parms->texheight * CleanYfac;
|
|
break;
|
|
|
|
case DTA_CleanNoMove_1:
|
|
parms->destwidth = parms->texwidth * CleanXfac_1;
|
|
parms->destheight = parms->texheight * CleanYfac_1;
|
|
break;
|
|
|
|
case DTA_Fullscreen:
|
|
parms->x = parms->y = 0;
|
|
break;
|
|
|
|
case DTA_HUDRules:
|
|
case DTA_HUDRulesC:
|
|
{
|
|
bool xright = parms->x < 0;
|
|
bool ybot = parms->y < 0;
|
|
|
|
if (hud_scale)
|
|
{
|
|
parms->x *= CleanXfac;
|
|
if (parms->cleanmode == DTA_HUDRulesC)
|
|
parms->x += Width * 0.5;
|
|
else if (xright)
|
|
parms->x = Width + parms->x;
|
|
parms->y *= CleanYfac;
|
|
if (ybot)
|
|
parms->y = Height + parms->y;
|
|
parms->destwidth = parms->texwidth * CleanXfac;
|
|
parms->destheight = parms->texheight * CleanYfac;
|
|
}
|
|
else
|
|
{
|
|
if (parms->cleanmode == DTA_HUDRulesC)
|
|
parms->x += Width * 0.5;
|
|
else if (xright)
|
|
parms->x = Width + parms->x;
|
|
if (ybot)
|
|
parms->y = Height + parms->y;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if (parms->virtWidth != Width || parms->virtHeight != Height)
|
|
{
|
|
VirtualToRealCoords(parms->x, parms->y, parms->destwidth, parms->destheight,
|
|
parms->virtWidth, parms->virtHeight, parms->virtBottom, !parms->keepratio);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void ListEnd(Va_List &tags)
|
|
{
|
|
va_end(tags.list);
|
|
}
|
|
|
|
static int ListGetInt(Va_List &tags)
|
|
{
|
|
return va_arg(tags.list, int);
|
|
}
|
|
|
|
static inline double ListGetDouble(Va_List &tags)
|
|
{
|
|
return va_arg(tags.list, double);
|
|
}
|
|
|
|
// These two options are only being used by the D3D version of the HUD weapon drawer, they serve no purpose anywhere else.
|
|
static inline FSpecialColormap * ListGetSpecialColormap(Va_List &tags)
|
|
{
|
|
return va_arg(tags.list, FSpecialColormap *);
|
|
}
|
|
|
|
static inline FColormapStyle * ListGetColormapStyle(Va_List &tags)
|
|
{
|
|
return va_arg(tags.list, FColormapStyle *);
|
|
}
|
|
|
|
static void ListEnd(VMVa_List &tags)
|
|
{
|
|
}
|
|
|
|
int ListGetInt(VMVa_List &tags)
|
|
{
|
|
if (tags.curindex < tags.numargs && tags.args[tags.curindex].Type == REGT_INT)
|
|
{
|
|
return tags.args[tags.curindex++].i;
|
|
}
|
|
ThrowAbortException(X_OTHER, "Invalid parameter in draw function, int expected");
|
|
return 0;
|
|
}
|
|
|
|
static inline double ListGetDouble(VMVa_List &tags)
|
|
{
|
|
if (tags.curindex < tags.numargs && tags.args[tags.curindex].Type == REGT_FLOAT)
|
|
{
|
|
return tags.args[tags.curindex++].f;
|
|
}
|
|
ThrowAbortException(X_OTHER, "Invalid parameter in draw function, float expected");
|
|
return 0;
|
|
}
|
|
|
|
static inline FSpecialColormap * ListGetSpecialColormap(VMVa_List &tags)
|
|
{
|
|
ThrowAbortException(X_OTHER, "Invalid tag in draw function");
|
|
return nullptr;
|
|
}
|
|
|
|
static inline FColormapStyle * ListGetColormapStyle(VMVa_List &tags)
|
|
{
|
|
ThrowAbortException(X_OTHER, "Invalid tag in draw function");
|
|
return nullptr;
|
|
}
|
|
|
|
template<class T>
|
|
bool DCanvas::ParseDrawTextureTags(FTexture *img, double x, double y, DWORD tag, T& tags, DrawParms *parms, bool fortext) const
|
|
{
|
|
INTBOOL boolval;
|
|
int intval;
|
|
bool translationset = false;
|
|
bool fillcolorset = false;
|
|
|
|
if (!fortext)
|
|
{
|
|
if (img == NULL || img->UseType == FTexture::TEX_Null)
|
|
{
|
|
ListEnd(tags);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Do some sanity checks on the coordinates.
|
|
if (x < -16383 || x > 16383 || y < -16383 || y > 16383)
|
|
{
|
|
ListEnd(tags);
|
|
return false;
|
|
}
|
|
|
|
parms->fortext = fortext;
|
|
parms->windowleft = 0;
|
|
parms->windowright = INT_MAX;
|
|
parms->dclip = this->GetHeight();
|
|
parms->uclip = 0;
|
|
parms->lclip = 0;
|
|
parms->rclip = this->GetWidth();
|
|
parms->left = INT_MAX;
|
|
parms->top = INT_MAX;
|
|
parms->destwidth = INT_MAX;
|
|
parms->destheight = INT_MAX;
|
|
parms->Alpha = 1.f;
|
|
parms->fillcolor = -1;
|
|
parms->remap = NULL;
|
|
parms->colorOverlay = 0;
|
|
parms->alphaChannel = false;
|
|
parms->flipX = false;
|
|
parms->shadowAlpha = 0;
|
|
parms->shadowColor = 0;
|
|
parms->virtWidth = this->GetWidth();
|
|
parms->virtHeight = this->GetHeight();
|
|
parms->keepratio = false;
|
|
parms->style.BlendOp = 255; // Dummy "not set" value
|
|
parms->masked = true;
|
|
parms->bilinear = false;
|
|
parms->specialcolormap = NULL;
|
|
parms->colormapstyle = NULL;
|
|
parms->cleanmode = DTA_Base;
|
|
parms->scalex = parms->scaley = 1;
|
|
parms->cellx = parms->celly = 0;
|
|
parms->maxstrlen = INT_MAX;
|
|
parms->virtBottom = false;
|
|
|
|
// Parse the tag list for attributes. (For floating point attributes,
|
|
// consider that the C ABI dictates that all floats be promoted to
|
|
// doubles when passed as function arguments.)
|
|
while (tag != TAG_DONE)
|
|
{
|
|
switch (tag)
|
|
{
|
|
default:
|
|
ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_DestWidth:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->cleanmode = DTA_Base;
|
|
parms->destwidth = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_DestWidthF:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->cleanmode = DTA_Base;
|
|
parms->destwidth = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_DestHeight:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->cleanmode = DTA_Base;
|
|
parms->destheight = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_DestHeightF:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->cleanmode = DTA_Base;
|
|
parms->destheight = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_Clean:
|
|
boolval = ListGetInt(tags);
|
|
if (boolval)
|
|
{
|
|
parms->scalex = 1;
|
|
parms->scaley = 1;
|
|
parms->cleanmode = tag;
|
|
}
|
|
break;
|
|
|
|
case DTA_CleanNoMove:
|
|
boolval = ListGetInt(tags);
|
|
if (boolval)
|
|
{
|
|
parms->scalex = CleanXfac;
|
|
parms->scaley = CleanYfac;
|
|
parms->cleanmode = tag;
|
|
}
|
|
break;
|
|
|
|
case DTA_CleanNoMove_1:
|
|
boolval = ListGetInt(tags);
|
|
if (boolval)
|
|
{
|
|
parms->scalex = CleanXfac_1;
|
|
parms->scaley = CleanYfac_1;
|
|
parms->cleanmode = tag;
|
|
}
|
|
break;
|
|
|
|
case DTA_320x200:
|
|
boolval = ListGetInt(tags);
|
|
if (boolval)
|
|
{
|
|
parms->cleanmode = DTA_Base;
|
|
parms->scalex = 1;
|
|
parms->scaley = 1;
|
|
parms->virtWidth = 320;
|
|
parms->virtHeight = 200;
|
|
}
|
|
break;
|
|
|
|
case DTA_Bottom320x200:
|
|
boolval = ListGetInt(tags);
|
|
if (boolval)
|
|
{
|
|
parms->cleanmode = DTA_Base;
|
|
parms->scalex = 1;
|
|
parms->scaley = 1;
|
|
parms->virtWidth = 320;
|
|
parms->virtHeight = 200;
|
|
}
|
|
parms->virtBottom = true;
|
|
break;
|
|
|
|
case DTA_HUDRules:
|
|
intval = ListGetInt(tags);
|
|
parms->cleanmode = intval == HUD_HorizCenter ? DTA_HUDRulesC : DTA_HUDRules;
|
|
break;
|
|
|
|
case DTA_VirtualWidth:
|
|
parms->cleanmode = DTA_Base;
|
|
parms->virtWidth = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_VirtualWidthF:
|
|
parms->cleanmode = DTA_Base;
|
|
parms->virtWidth = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_VirtualHeight:
|
|
parms->cleanmode = DTA_Base;
|
|
parms->virtHeight = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_VirtualHeightF:
|
|
parms->cleanmode = DTA_Base;
|
|
parms->virtHeight = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_Fullscreen:
|
|
boolval = ListGetInt(tags);
|
|
if (boolval)
|
|
{
|
|
assert(fortext == false);
|
|
if (img == NULL) return false;
|
|
parms->cleanmode = DTA_Fullscreen;
|
|
parms->virtWidth = img->GetScaledWidthDouble();
|
|
parms->virtHeight = img->GetScaledHeightDouble();
|
|
}
|
|
break;
|
|
|
|
case DTA_Alpha:
|
|
parms->Alpha = (float)(MIN<double>(1., ListGetDouble(tags)));
|
|
break;
|
|
|
|
case DTA_AlphaChannel:
|
|
parms->alphaChannel = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_FillColor:
|
|
parms->fillcolor = ListGetInt(tags);
|
|
fillcolorset = true;
|
|
break;
|
|
|
|
case DTA_TranslationIndex:
|
|
parms->remap = TranslationToTable(ListGetInt(tags));
|
|
break;
|
|
|
|
case DTA_ColorOverlay:
|
|
parms->colorOverlay = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_FlipX:
|
|
parms->flipX = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_TopOffset:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->top = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_TopOffsetF:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->top = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_LeftOffset:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->left = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_LeftOffsetF:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->left = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_CenterOffset:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
if (ListGetInt(tags))
|
|
{
|
|
parms->left = img->GetScaledWidthDouble() * 0.5;
|
|
parms->top = img->GetScaledHeightDouble() * 0.5;
|
|
}
|
|
break;
|
|
|
|
case DTA_CenterBottomOffset:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
if (ListGetInt(tags))
|
|
{
|
|
parms->left = img->GetScaledWidthDouble() * 0.5;
|
|
parms->top = img->GetScaledHeightDouble();
|
|
}
|
|
break;
|
|
|
|
case DTA_WindowLeft:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->windowleft = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_WindowLeftF:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->windowleft = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_WindowRight:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->windowright = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_WindowRightF:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->windowright = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_ClipTop:
|
|
parms->uclip = ListGetInt(tags);
|
|
if (parms->uclip < 0)
|
|
{
|
|
parms->uclip = 0;
|
|
}
|
|
break;
|
|
|
|
case DTA_ClipBottom:
|
|
parms->dclip = ListGetInt(tags);
|
|
if (parms->dclip > this->GetHeight())
|
|
{
|
|
parms->dclip = this->GetHeight();
|
|
}
|
|
break;
|
|
|
|
case DTA_ClipLeft:
|
|
parms->lclip = ListGetInt(tags);
|
|
if (parms->lclip < 0)
|
|
{
|
|
parms->lclip = 0;
|
|
}
|
|
break;
|
|
|
|
case DTA_ClipRight:
|
|
parms->rclip = ListGetInt(tags);
|
|
if (parms->rclip > this->GetWidth())
|
|
{
|
|
parms->rclip = this->GetWidth();
|
|
}
|
|
break;
|
|
|
|
case DTA_ShadowAlpha:
|
|
parms->shadowAlpha = (float)MIN(1., ListGetDouble(tags));
|
|
break;
|
|
|
|
case DTA_ShadowColor:
|
|
parms->shadowColor = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_Shadow:
|
|
boolval = ListGetInt(tags);
|
|
if (boolval)
|
|
{
|
|
parms->shadowAlpha = 0.5;
|
|
parms->shadowColor = 0;
|
|
}
|
|
else
|
|
{
|
|
parms->shadowAlpha = 0;
|
|
}
|
|
break;
|
|
|
|
case DTA_Masked:
|
|
parms->masked = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_BilinearFilter:
|
|
parms->bilinear = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_KeepRatio:
|
|
// I think this is a terribly misleading name, since it actually turns
|
|
// *off* aspect ratio correction.
|
|
parms->keepratio = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_RenderStyle:
|
|
parms->style.AsDWORD = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_SpecialColormap:
|
|
parms->specialcolormap = ListGetSpecialColormap(tags);
|
|
break;
|
|
|
|
case DTA_ColormapStyle:
|
|
parms->colormapstyle = ListGetColormapStyle(tags);
|
|
break;
|
|
|
|
case DTA_TextLen:
|
|
parms->maxstrlen = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_CellX:
|
|
parms->cellx = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_CellY:
|
|
parms->celly = ListGetInt(tags);
|
|
break;
|
|
|
|
}
|
|
tag = ListGetInt(tags);
|
|
}
|
|
ListEnd(tags);
|
|
|
|
if (parms->remap != nullptr && parms->remap->Inactive)
|
|
{ // If it's inactive, pretend we were passed NULL instead.
|
|
parms->remap = nullptr;
|
|
}
|
|
|
|
if (parms->uclip >= parms->dclip || parms->lclip >= parms->rclip)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (img != NULL)
|
|
{
|
|
SetTextureParms(parms, img, x, y);
|
|
|
|
if (parms->destwidth <= 0 || parms->destheight <= 0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (parms->style.BlendOp == 255)
|
|
{
|
|
if (fillcolorset)
|
|
{
|
|
if (parms->alphaChannel)
|
|
{
|
|
parms->style = STYLE_Shaded;
|
|
}
|
|
else if (parms->Alpha < 1.f)
|
|
{
|
|
parms->style = STYLE_TranslucentStencil;
|
|
}
|
|
else
|
|
{
|
|
parms->style = STYLE_Stencil;
|
|
}
|
|
}
|
|
else if (parms->Alpha < 1.f)
|
|
{
|
|
parms->style = STYLE_Translucent;
|
|
}
|
|
else
|
|
{
|
|
parms->style = STYLE_Normal;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
// explicitly instantiate both versions for v_text.cpp.
|
|
|
|
template bool DCanvas::ParseDrawTextureTags<Va_List>(FTexture *img, double x, double y, DWORD tag, Va_List& tags, DrawParms *parms, bool fortext) const;
|
|
template bool DCanvas::ParseDrawTextureTags<VMVa_List>(FTexture *img, double x, double y, DWORD tag, VMVa_List& tags, DrawParms *parms, bool fortext) const;
|
|
|
|
void DCanvas::VirtualToRealCoords(double &x, double &y, double &w, double &h,
|
|
double vwidth, double vheight, bool vbottom, bool handleaspect) const
|
|
{
|
|
float myratio = handleaspect ? ActiveRatio (Width, Height) : (4.0f / 3.0f);
|
|
|
|
// if 21:9 AR, map to 16:9 for all callers.
|
|
// this allows for black bars and stops the stretching of fullscreen images
|
|
if (myratio > 1.7f) {
|
|
myratio = 16.0f / 9.0f;
|
|
}
|
|
|
|
double right = x + w;
|
|
double bottom = y + h;
|
|
|
|
if (myratio > 1.334f)
|
|
{ // The target surface is either 16:9 or 16:10, so expand the
|
|
// specified virtual size to avoid undesired stretching of the
|
|
// image. Does not handle non-4:3 virtual sizes. I'll worry about
|
|
// those if somebody expresses a desire to use them.
|
|
x = (x - vwidth * 0.5) * Width * 960 / (vwidth * AspectBaseWidth(myratio)) + Width * 0.5;
|
|
w = (right - vwidth * 0.5) * Width * 960 / (vwidth * AspectBaseWidth(myratio)) + Width * 0.5 - x;
|
|
}
|
|
else
|
|
{
|
|
x = x * Width / vwidth;
|
|
w = right * Width / vwidth - x;
|
|
}
|
|
if (AspectTallerThanWide(myratio))
|
|
{ // The target surface is 5:4
|
|
y = (y - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5;
|
|
h = (bottom - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5 - y;
|
|
if (vbottom)
|
|
{
|
|
y += (Height - Height * AspectMultiplier(myratio) / 48.0) * 0.5;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
y = y * Height / vheight;
|
|
h = bottom * Height / vheight - y;
|
|
}
|
|
}
|
|
|
|
void DCanvas::VirtualToRealCoordsFixed(fixed_t &x, fixed_t &y, fixed_t &w, fixed_t &h,
|
|
int vwidth, int vheight, bool vbottom, bool handleaspect) const
|
|
{
|
|
double dx, dy, dw, dh;
|
|
|
|
dx = FIXED2DBL(x);
|
|
dy = FIXED2DBL(y);
|
|
dw = FIXED2DBL(w);
|
|
dh = FIXED2DBL(h);
|
|
VirtualToRealCoords(dx, dy, dw, dh, vwidth, vheight, vbottom, handleaspect);
|
|
x = FLOAT2FIXED(dx);
|
|
y = FLOAT2FIXED(dy);
|
|
w = FLOAT2FIXED(dw);
|
|
h = FLOAT2FIXED(dh);
|
|
}
|
|
|
|
void DCanvas::VirtualToRealCoordsInt(int &x, int &y, int &w, int &h,
|
|
int vwidth, int vheight, bool vbottom, bool handleaspect) const
|
|
{
|
|
double dx, dy, dw, dh;
|
|
|
|
dx = x;
|
|
dy = y;
|
|
dw = w;
|
|
dh = h;
|
|
VirtualToRealCoords(dx, dy, dw, dh, vwidth, vheight, vbottom, handleaspect);
|
|
x = int(dx + 0.5);
|
|
y = int(dy + 0.5);
|
|
w = int(dx + dw + 0.5) - x;
|
|
h = int(dy + dh + 0.5) - y;
|
|
}
|
|
|
|
void DCanvas::FillBorder (FTexture *img)
|
|
{
|
|
float myratio = ActiveRatio (Width, Height);
|
|
|
|
// if 21:9 AR, fill borders akin to 16:9, since all fullscreen
|
|
// images are being drawn to that scale.
|
|
if (myratio > 1.7f) {
|
|
myratio = 16 / 9.0f;
|
|
}
|
|
|
|
if (myratio >= 1.3f && myratio <= 1.4f)
|
|
{ // This is a 4:3 display, so no border to show
|
|
return;
|
|
}
|
|
int bordtop, bordbottom, bordleft, bordright, bord;
|
|
if (AspectTallerThanWide(myratio))
|
|
{ // Screen is taller than it is wide
|
|
bordleft = bordright = 0;
|
|
bord = Height - Height * AspectMultiplier(myratio) / 48;
|
|
bordtop = bord / 2;
|
|
bordbottom = bord - bordtop;
|
|
}
|
|
else
|
|
{ // Screen is wider than it is tall
|
|
bordtop = bordbottom = 0;
|
|
bord = Width - Width * AspectMultiplier(myratio) / 48;
|
|
bordleft = bord / 2;
|
|
bordright = bord - bordleft;
|
|
}
|
|
|
|
if (img != NULL)
|
|
{
|
|
FlatFill (0, 0, Width, bordtop, img); // Top
|
|
FlatFill (0, bordtop, bordleft, Height - bordbottom, img); // Left
|
|
FlatFill (Width - bordright, bordtop, Width, Height - bordbottom, img); // Right
|
|
FlatFill (0, Height - bordbottom, Width, Height, img); // Bottom
|
|
}
|
|
else
|
|
{
|
|
Clear (0, 0, Width, bordtop, GPalette.BlackIndex, 0); // Top
|
|
Clear (0, bordtop, bordleft, Height - bordbottom, GPalette.BlackIndex, 0); // Left
|
|
Clear (Width - bordright, bordtop, Width, Height - bordbottom, GPalette.BlackIndex, 0); // Right
|
|
Clear (0, Height - bordbottom, Width, Height, GPalette.BlackIndex, 0); // Bottom
|
|
}
|
|
}
|
|
|
|
void DCanvas::PUTTRANSDOT (int xx, int yy, int basecolor, int level)
|
|
{
|
|
static int oldyy;
|
|
static int oldyyshifted;
|
|
|
|
if (yy == oldyy+1)
|
|
{
|
|
oldyy++;
|
|
oldyyshifted += GetPitch();
|
|
}
|
|
else if (yy == oldyy-1)
|
|
{
|
|
oldyy--;
|
|
oldyyshifted -= GetPitch();
|
|
}
|
|
else if (yy != oldyy)
|
|
{
|
|
oldyy = yy;
|
|
oldyyshifted = yy * GetPitch();
|
|
}
|
|
|
|
if (IsBgra())
|
|
{
|
|
uint32_t *spot = (uint32_t*)GetBuffer() + oldyyshifted + xx;
|
|
|
|
uint32_t fg = swrenderer::LightBgra::shade_pal_index_simple(basecolor, swrenderer::LightBgra::calc_light_multiplier(0));
|
|
uint32_t fg_red = (((fg >> 16) & 0xff) * (63 - level)) >> 6;
|
|
uint32_t fg_green = (((fg >> 8) & 0xff) * (63 - level)) >> 6;
|
|
uint32_t fg_blue = ((fg & 0xff) * (63 - level)) >> 6;
|
|
|
|
uint32_t bg_red = (((*spot >> 16) & 0xff) * level) >> 6;
|
|
uint32_t bg_green = (((*spot >> 8) & 0xff) * level) >> 6;
|
|
uint32_t bg_blue = (((*spot) & 0xff) * level) >> 6;
|
|
|
|
uint32_t red = fg_red + bg_red;
|
|
uint32_t green = fg_green + bg_green;
|
|
uint32_t blue = fg_blue + bg_blue;
|
|
|
|
*spot = 0xff000000 | (red << 16) | (green << 8) | blue;
|
|
}
|
|
else if (!r_blendmethod)
|
|
{
|
|
BYTE *spot = GetBuffer() + oldyyshifted + xx;
|
|
DWORD *bg2rgb = Col2RGB8[1+level];
|
|
DWORD *fg2rgb = Col2RGB8[63-level];
|
|
DWORD fg = fg2rgb[basecolor];
|
|
DWORD bg = bg2rgb[*spot];
|
|
bg = (fg+bg) | 0x1f07c1f;
|
|
*spot = RGB32k.All[bg&(bg>>15)];
|
|
}
|
|
else
|
|
{
|
|
BYTE *spot = GetBuffer() + oldyyshifted + xx;
|
|
|
|
uint32_t r = (GPalette.BaseColors[*spot].r * (64 - level) + GPalette.BaseColors[basecolor].r * level) / 64;
|
|
uint32_t g = (GPalette.BaseColors[*spot].g * (64 - level) + GPalette.BaseColors[basecolor].g * level) / 64;
|
|
uint32_t b = (GPalette.BaseColors[*spot].b * (64 - level) + GPalette.BaseColors[basecolor].b * level) / 64;
|
|
|
|
*spot = (BYTE)RGB256k.RGB[r][g][b];
|
|
}
|
|
}
|
|
|
|
void DCanvas::DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor)
|
|
//void DrawTransWuLine (int x0, int y0, int x1, int y1, BYTE palColor)
|
|
{
|
|
const int WeightingScale = 0;
|
|
const int WEIGHTBITS = 6;
|
|
const int WEIGHTSHIFT = 16-WEIGHTBITS;
|
|
const int NUMWEIGHTS = (1<<WEIGHTBITS);
|
|
const int WEIGHTMASK = (NUMWEIGHTS-1);
|
|
|
|
if (palColor < 0)
|
|
{
|
|
palColor = PalFromRGB(realcolor);
|
|
}
|
|
|
|
Lock();
|
|
int deltaX, deltaY, xDir;
|
|
|
|
if (y0 > y1)
|
|
{
|
|
int temp = y0; y0 = y1; y1 = temp;
|
|
temp = x0; x0 = x1; x1 = temp;
|
|
}
|
|
|
|
PUTTRANSDOT (x0, y0, palColor, 0);
|
|
|
|
if ((deltaX = x1 - x0) >= 0)
|
|
{
|
|
xDir = 1;
|
|
}
|
|
else
|
|
{
|
|
xDir = -1;
|
|
deltaX = -deltaX;
|
|
}
|
|
|
|
if ((deltaY = y1 - y0) == 0)
|
|
{ // horizontal line
|
|
if (x0 > x1)
|
|
{
|
|
swapvalues (x0, x1);
|
|
}
|
|
if (IsBgra())
|
|
{
|
|
uint32_t fillColor = GPalette.BaseColors[palColor].d;
|
|
uint32_t *spot = (uint32_t*)GetBuffer() + y0*GetPitch() + x0;
|
|
for (int i = 0; i <= deltaX; i++)
|
|
spot[i] = fillColor;
|
|
}
|
|
else
|
|
{
|
|
memset (GetBuffer() + y0*GetPitch() + x0, palColor, deltaX+1);
|
|
}
|
|
}
|
|
else if (deltaX == 0)
|
|
{ // vertical line
|
|
if (IsBgra())
|
|
{
|
|
uint32_t fillColor = GPalette.BaseColors[palColor].d;
|
|
uint32_t *spot = (uint32_t*)GetBuffer() + y0*GetPitch() + x0;
|
|
int pitch = GetPitch();
|
|
do
|
|
{
|
|
*spot = fillColor;
|
|
spot += pitch;
|
|
} while (--deltaY != 0);
|
|
}
|
|
else
|
|
{
|
|
BYTE *spot = GetBuffer() + y0*GetPitch() + x0;
|
|
int pitch = GetPitch();
|
|
do
|
|
{
|
|
*spot = palColor;
|
|
spot += pitch;
|
|
} while (--deltaY != 0);
|
|
}
|
|
}
|
|
else if (deltaX == deltaY)
|
|
{ // diagonal line.
|
|
if (IsBgra())
|
|
{
|
|
uint32_t fillColor = GPalette.BaseColors[palColor].d;
|
|
uint32_t *spot = (uint32_t*)GetBuffer() + y0*GetPitch() + x0;
|
|
int advance = GetPitch() + xDir;
|
|
do
|
|
{
|
|
*spot = fillColor;
|
|
spot += advance;
|
|
} while (--deltaY != 0);
|
|
}
|
|
else
|
|
{
|
|
BYTE *spot = GetBuffer() + y0*GetPitch() + x0;
|
|
int advance = GetPitch() + xDir;
|
|
do
|
|
{
|
|
*spot = palColor;
|
|
spot += advance;
|
|
} while (--deltaY != 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// line is not horizontal, diagonal, or vertical
|
|
fixed_t errorAcc = 0;
|
|
|
|
if (deltaY > deltaX)
|
|
{ // y-major line
|
|
fixed_t errorAdj = (((unsigned)deltaX << 16) / (unsigned)deltaY) & 0xffff;
|
|
if (xDir < 0)
|
|
{
|
|
if (WeightingScale == 0)
|
|
{
|
|
while (--deltaY)
|
|
{
|
|
errorAcc += errorAdj;
|
|
y0++;
|
|
int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK;
|
|
PUTTRANSDOT (x0 - (errorAcc >> 16), y0, palColor, weighting);
|
|
PUTTRANSDOT (x0 - (errorAcc >> 16) - 1, y0,
|
|
palColor, WEIGHTMASK - weighting);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (--deltaY)
|
|
{
|
|
errorAcc += errorAdj;
|
|
y0++;
|
|
int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT+8)) & WEIGHTMASK;
|
|
PUTTRANSDOT (x0 - (errorAcc >> 16), y0, palColor, weighting);
|
|
PUTTRANSDOT (x0 - (errorAcc >> 16) - 1, y0,
|
|
palColor, WEIGHTMASK - weighting);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (WeightingScale == 0)
|
|
{
|
|
while (--deltaY)
|
|
{
|
|
errorAcc += errorAdj;
|
|
y0++;
|
|
int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK;
|
|
PUTTRANSDOT (x0 + (errorAcc >> 16), y0, palColor, weighting);
|
|
PUTTRANSDOT (x0 + (errorAcc >> 16) + xDir, y0,
|
|
palColor, WEIGHTMASK - weighting);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (--deltaY)
|
|
{
|
|
errorAcc += errorAdj;
|
|
y0++;
|
|
int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT+8)) & WEIGHTMASK;
|
|
PUTTRANSDOT (x0 + (errorAcc >> 16), y0, palColor, weighting);
|
|
PUTTRANSDOT (x0 + (errorAcc >> 16) + xDir, y0,
|
|
palColor, WEIGHTMASK - weighting);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ // x-major line
|
|
fixed_t errorAdj = (((DWORD) deltaY << 16) / (DWORD) deltaX) & 0xffff;
|
|
|
|
if (WeightingScale == 0)
|
|
{
|
|
while (--deltaX)
|
|
{
|
|
errorAcc += errorAdj;
|
|
x0 += xDir;
|
|
int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK;
|
|
PUTTRANSDOT (x0, y0 + (errorAcc >> 16), palColor, weighting);
|
|
PUTTRANSDOT (x0, y0 + (errorAcc >> 16) + 1,
|
|
palColor, WEIGHTMASK - weighting);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (--deltaX)
|
|
{
|
|
errorAcc += errorAdj;
|
|
x0 += xDir;
|
|
int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT+8)) & WEIGHTMASK;
|
|
PUTTRANSDOT (x0, y0 + (errorAcc >> 16), palColor, weighting);
|
|
PUTTRANSDOT (x0, y0 + (errorAcc >> 16) + 1,
|
|
palColor, WEIGHTMASK - weighting);
|
|
}
|
|
}
|
|
}
|
|
PUTTRANSDOT (x1, y1, palColor, 0);
|
|
}
|
|
Unlock();
|
|
}
|
|
|
|
void DCanvas::DrawPixel(int x, int y, int palColor, uint32 realcolor)
|
|
{
|
|
if (palColor < 0)
|
|
{
|
|
palColor = PalFromRGB(realcolor);
|
|
}
|
|
|
|
Buffer[Pitch * y + x] = (BYTE)palColor;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DCanvas :: Clear
|
|
//
|
|
// Set an area to a specified color.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DCanvas::Clear (int left, int top, int right, int bottom, int palcolor, uint32 color)
|
|
{
|
|
int x, y;
|
|
|
|
if (left == right || top == bottom)
|
|
{
|
|
return;
|
|
}
|
|
|
|
assert(left < right);
|
|
assert(top < bottom);
|
|
|
|
if (left >= Width || right <= 0 || top >= Height || bottom <= 0)
|
|
{
|
|
return;
|
|
}
|
|
left = MAX(0,left);
|
|
right = MIN(Width,right);
|
|
top = MAX(0,top);
|
|
bottom = MIN(Height,bottom);
|
|
|
|
if (palcolor < 0)
|
|
{
|
|
if (APART(color) != 255)
|
|
{
|
|
Dim(color, APART(color)/255.f, left, top, right - left, bottom - top);
|
|
return;
|
|
}
|
|
|
|
palcolor = PalFromRGB(color);
|
|
}
|
|
|
|
if (IsBgra())
|
|
{
|
|
uint32_t fill_color = GPalette.BaseColors[palcolor];
|
|
|
|
uint32_t *dest = (uint32_t*)Buffer + top * Pitch + left;
|
|
x = right - left;
|
|
for (y = top; y < bottom; y++)
|
|
{
|
|
for (int i = 0; i < x; i++)
|
|
dest[i] = fill_color;
|
|
dest += Pitch;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
BYTE *dest = Buffer + top * Pitch + left;
|
|
x = right - left;
|
|
for (y = top; y < bottom; y++)
|
|
{
|
|
memset(dest, palcolor, x);
|
|
dest += Pitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// no-ops. This is so that renderer backends can better manage the
|
|
// processing of the subsector drawing in the automap
|
|
//
|
|
//==========================================================================
|
|
|
|
void DCanvas::StartSimplePolys()
|
|
{}
|
|
|
|
void DCanvas::FinishSimplePolys()
|
|
{}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DCanvas :: FillSimplePoly
|
|
//
|
|
// Fills a simple polygon with a texture. Here, "simple" means that a
|
|
// horizontal scanline at any vertical position within the polygon will
|
|
// not cross it more than twice.
|
|
//
|
|
// The originx, originy, scale, and rotation parameters specify
|
|
// transformation of the filling texture, not of the points.
|
|
//
|
|
// The points must be specified in clockwise order.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
|
|
double originx, double originy, double scalex, double scaley, DAngle rotation,
|
|
FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
|
|
{
|
|
#ifndef NO_SWRENDER
|
|
using namespace swrenderer;
|
|
|
|
// Use an equation similar to player sprites to determine shade
|
|
fixed_t shade = LIGHT2SHADE(lightlevel) - 12*FRACUNIT;
|
|
float topy, boty, leftx, rightx;
|
|
int toppt, botpt, pt1, pt2;
|
|
int i;
|
|
int y1, y2, y;
|
|
fixed_t x;
|
|
bool dorotate = rotation != 0.;
|
|
double cosrot, sinrot;
|
|
|
|
if (--npoints < 2 || Buffer == NULL)
|
|
{ // not a polygon or we're not locked
|
|
return;
|
|
}
|
|
|
|
if (bottomclip <= 0)
|
|
{
|
|
bottomclip = Height;
|
|
}
|
|
|
|
// Find the extents of the polygon, in particular the highest and lowest points.
|
|
for (botpt = toppt = 0, boty = topy = points[0].Y, leftx = rightx = points[0].X, i = 1; i <= npoints; ++i)
|
|
{
|
|
if (points[i].Y < topy)
|
|
{
|
|
topy = points[i].Y;
|
|
toppt = i;
|
|
}
|
|
if (points[i].Y > boty)
|
|
{
|
|
boty = points[i].Y;
|
|
botpt = i;
|
|
}
|
|
if (points[i].X < leftx)
|
|
{
|
|
leftx = points[i].X;
|
|
}
|
|
if (points[i].X > rightx)
|
|
{
|
|
rightx = points[i].X;
|
|
}
|
|
}
|
|
if (topy >= bottomclip || // off the bottom of the screen
|
|
boty <= 0 || // off the top of the screen
|
|
leftx >= Width || // off the right of the screen
|
|
rightx <= 0) // off the left of the screen
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto viewport = RenderViewport::Instance();
|
|
|
|
scalex /= tex->Scale.X;
|
|
scaley /= tex->Scale.Y;
|
|
|
|
// Use the CRT's functions here.
|
|
cosrot = cos(rotation.Radians());
|
|
sinrot = sin(rotation.Radians());
|
|
|
|
// Setup constant texture mapping parameters.
|
|
SpanDrawerArgs drawerargs;
|
|
drawerargs.SetTexture(tex);
|
|
if (colormap)
|
|
drawerargs.SetLight(colormap, 0, clamp(shade >> FRACBITS, 0, NUMCOLORMAPS - 1));
|
|
else
|
|
drawerargs.SetLight(&identitycolormap, 0, 0);
|
|
if (drawerargs.TextureWidthBits() != 0)
|
|
{
|
|
scalex = double(1u << (32 - drawerargs.TextureWidthBits())) / scalex;
|
|
drawerargs.SetTextureUStep(xs_RoundToInt(cosrot * scalex));
|
|
}
|
|
else
|
|
{ // Texture is one pixel wide.
|
|
scalex = 0;
|
|
drawerargs.SetTextureUStep(0);
|
|
}
|
|
if (drawerargs.TextureHeightBits() != 0)
|
|
{
|
|
scaley = double(1u << (32 - drawerargs.TextureHeightBits())) / scaley;
|
|
drawerargs.SetTextureVStep(xs_RoundToInt(sinrot * scaley));
|
|
}
|
|
else
|
|
{ // Texture is one pixel tall.
|
|
scaley = 0;
|
|
drawerargs.SetTextureVStep(0);
|
|
}
|
|
|
|
// Travel down the right edge and create an outline of that edge.
|
|
static short spanend[MAXHEIGHT];
|
|
pt1 = toppt;
|
|
pt2 = toppt + 1; if (pt2 > npoints) pt2 = 0;
|
|
y1 = xs_RoundToInt(points[pt1].Y + 0.5f);
|
|
do
|
|
{
|
|
x = FLOAT2FIXED(points[pt1].X + 0.5f);
|
|
y2 = xs_RoundToInt(points[pt2].Y + 0.5f);
|
|
if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip))
|
|
{
|
|
}
|
|
else
|
|
{
|
|
fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y));
|
|
int y3 = MIN(y2, bottomclip);
|
|
if (y1 < 0)
|
|
{
|
|
x += xinc * -y1;
|
|
y1 = 0;
|
|
}
|
|
for (y = y1; y < y3; ++y)
|
|
{
|
|
spanend[y] = clamp<short>(x >> FRACBITS, -1, Width);
|
|
x += xinc;
|
|
}
|
|
}
|
|
y1 = y2;
|
|
pt1 = pt2;
|
|
pt2++; if (pt2 > npoints) pt2 = 0;
|
|
} while (pt1 != botpt);
|
|
|
|
static RenderThread thread(nullptr);
|
|
thread.DrawQueue->ThreadedRender = false;
|
|
|
|
// Travel down the left edge and fill it in.
|
|
pt1 = toppt;
|
|
pt2 = toppt - 1; if (pt2 < 0) pt2 = npoints;
|
|
y1 = xs_RoundToInt(points[pt1].Y + 0.5f);
|
|
do
|
|
{
|
|
x = FLOAT2FIXED(points[pt1].X + 0.5f);
|
|
y2 = xs_RoundToInt(points[pt2].Y + 0.5f);
|
|
if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip))
|
|
{
|
|
}
|
|
else
|
|
{
|
|
fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y));
|
|
int y3 = MIN(y2, bottomclip);
|
|
if (y1 < 0)
|
|
{
|
|
x += xinc * -y1;
|
|
y1 = 0;
|
|
}
|
|
for (y = y1; y < y3; ++y)
|
|
{
|
|
int x1 = x >> FRACBITS;
|
|
int x2 = spanend[y];
|
|
if (x2 > x1 && x2 > 0 && x1 < Width)
|
|
{
|
|
x1 = MAX(x1, 0);
|
|
x2 = MIN(x2, Width);
|
|
#if 0
|
|
memset(this->Buffer + y * this->Pitch + x1, (int)tex, x2 - x1);
|
|
#else
|
|
drawerargs.SetDestY(y);
|
|
drawerargs.SetDestX1(x1);
|
|
drawerargs.SetDestX2(x2 - 1);
|
|
|
|
DVector2 tex(x1 - originx, y - originy);
|
|
if (dorotate)
|
|
{
|
|
double t = tex.X;
|
|
tex.X = t * cosrot - tex.Y * sinrot;
|
|
tex.Y = tex.Y * cosrot + t * sinrot;
|
|
}
|
|
drawerargs.SetTextureUPos(xs_RoundToInt(tex.X * scalex));
|
|
drawerargs.SetTextureVPos(xs_RoundToInt(tex.Y * scaley));
|
|
|
|
drawerargs.DrawSpan(&thread);
|
|
#endif
|
|
}
|
|
x += xinc;
|
|
}
|
|
}
|
|
y1 = y2;
|
|
pt1 = pt2;
|
|
pt2--; if (pt2 < 0) pt2 = npoints;
|
|
} while (pt1 != botpt);
|
|
#endif
|
|
}
|
|
|
|
|
|
/********************************/
|
|
/* */
|
|
/* Other miscellaneous routines */
|
|
/* */
|
|
/********************************/
|
|
|
|
|
|
//
|
|
// V_DrawBlock
|
|
// Draw a linear block of pixels into the view buffer.
|
|
//
|
|
void DCanvas::DrawBlock (int x, int y, int _width, int _height, const BYTE *src) const
|
|
{
|
|
if (IsBgra())
|
|
return;
|
|
|
|
int srcpitch = _width;
|
|
int destpitch;
|
|
BYTE *dest;
|
|
|
|
if (ClipBox (x, y, _width, _height, src, srcpitch))
|
|
{
|
|
return; // Nothing to draw
|
|
}
|
|
|
|
destpitch = Pitch;
|
|
dest = Buffer + y*Pitch + x;
|
|
|
|
do
|
|
{
|
|
memcpy (dest, src, _width);
|
|
src += srcpitch;
|
|
dest += destpitch;
|
|
} while (--_height);
|
|
}
|
|
|
|
//
|
|
// V_GetBlock
|
|
// Gets a linear block of pixels from the view buffer.
|
|
//
|
|
void DCanvas::GetBlock (int x, int y, int _width, int _height, BYTE *dest) const
|
|
{
|
|
if (IsBgra())
|
|
return;
|
|
|
|
const BYTE *src;
|
|
|
|
#ifdef RANGECHECK
|
|
if (x<0
|
|
||x+_width > Width
|
|
|| y<0
|
|
|| y+_height>Height)
|
|
{
|
|
I_Error ("Bad V_GetBlock");
|
|
}
|
|
#endif
|
|
|
|
src = Buffer + y*Pitch + x;
|
|
|
|
while (_height--)
|
|
{
|
|
memcpy (dest, src, _width);
|
|
src += Pitch;
|
|
dest += _width;
|
|
}
|
|
}
|
|
|
|
// Returns true if the box was completely clipped. False otherwise.
|
|
bool DCanvas::ClipBox (int &x, int &y, int &w, int &h, const BYTE *&src, const int srcpitch) const
|
|
{
|
|
if (x >= Width || y >= Height || x+w <= 0 || y+h <= 0)
|
|
{ // Completely clipped off screen
|
|
return true;
|
|
}
|
|
if (x < 0) // clip left edge
|
|
{
|
|
src -= x;
|
|
w += x;
|
|
x = 0;
|
|
}
|
|
if (x+w > Width) // clip right edge
|
|
{
|
|
w = Width - x;
|
|
}
|
|
if (y < 0) // clip top edge
|
|
{
|
|
src -= y*srcpitch;
|
|
h += y;
|
|
y = 0;
|
|
}
|
|
if (y+h > Height) // clip bottom edge
|
|
{
|
|
h = Height - y;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// V_SetBorderNeedRefresh
|
|
//
|
|
// Flag the border as in need of updating. (Probably because something that
|
|
// was on top of it has changed.
|
|
//
|
|
//==========================================================================
|
|
|
|
void V_SetBorderNeedRefresh()
|
|
{
|
|
if (screen != NULL)
|
|
{
|
|
BorderNeedRefresh = screen->GetPageCount();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// V_DrawFrame
|
|
//
|
|
// Draw a frame around the specified area using the view border
|
|
// frame graphics. The border is drawn outside the area, not in it.
|
|
//
|
|
//==========================================================================
|
|
|
|
void V_DrawFrame (int left, int top, int width, int height)
|
|
{
|
|
FTexture *p;
|
|
const gameborder_t *border = &gameinfo.Border;
|
|
// Sanity check for incomplete gameinfo
|
|
if (border == NULL)
|
|
return;
|
|
int offset = border->offset;
|
|
int right = left + width;
|
|
int bottom = top + height;
|
|
|
|
// Draw top and bottom sides.
|
|
p = TexMan[border->t];
|
|
screen->FlatFill(left, top - p->GetHeight(), right, top, p, true);
|
|
p = TexMan[border->b];
|
|
screen->FlatFill(left, bottom, right, bottom + p->GetHeight(), p, true);
|
|
|
|
// Draw left and right sides.
|
|
p = TexMan[border->l];
|
|
screen->FlatFill(left - p->GetWidth(), top, left, bottom, p, true);
|
|
p = TexMan[border->r];
|
|
screen->FlatFill(right, top, right + p->GetWidth(), bottom, p, true);
|
|
|
|
// Draw beveled corners.
|
|
screen->DrawTexture (TexMan[border->tl], left-offset, top-offset, TAG_DONE);
|
|
screen->DrawTexture (TexMan[border->tr], left+width, top-offset, TAG_DONE);
|
|
screen->DrawTexture (TexMan[border->bl], left-offset, top+height, TAG_DONE);
|
|
screen->DrawTexture (TexMan[border->br], left+width, top+height, TAG_DONE);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// V_DrawBorder
|
|
//
|
|
//==========================================================================
|
|
|
|
void V_DrawBorder (int x1, int y1, int x2, int y2)
|
|
{
|
|
FTextureID picnum;
|
|
|
|
if (level.info != NULL && level.info->BorderTexture.Len() != 0)
|
|
{
|
|
picnum = TexMan.CheckForTexture (level.info->BorderTexture, FTexture::TEX_Flat);
|
|
}
|
|
else
|
|
{
|
|
picnum = TexMan.CheckForTexture (gameinfo.BorderFlat, FTexture::TEX_Flat);
|
|
}
|
|
|
|
if (picnum.isValid())
|
|
{
|
|
screen->FlatFill (x1, y1, x2, y2, TexMan(picnum));
|
|
}
|
|
else
|
|
{
|
|
screen->Clear (x1, y1, x2, y2, 0, 0);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawViewBorder
|
|
//
|
|
// Draws the border around the view for different size windows
|
|
//
|
|
//==========================================================================
|
|
|
|
int BorderNeedRefresh;
|
|
|
|
|
|
static void V_DrawViewBorder (void)
|
|
{
|
|
// [RH] Redraw the status bar if SCREENWIDTH > status bar width.
|
|
// Will draw borders around itself, too.
|
|
if (SCREENWIDTH > 320)
|
|
{
|
|
ST_SetNeedRefresh();
|
|
}
|
|
|
|
if (viewwidth == SCREENWIDTH)
|
|
{
|
|
return;
|
|
}
|
|
|
|
V_DrawBorder (0, 0, SCREENWIDTH, viewwindowy);
|
|
V_DrawBorder (0, viewwindowy, viewwindowx, viewheight + viewwindowy);
|
|
V_DrawBorder (viewwindowx + viewwidth, viewwindowy, SCREENWIDTH, viewheight + viewwindowy);
|
|
V_DrawBorder (0, viewwindowy + viewheight, SCREENWIDTH, gST_Y);
|
|
|
|
V_DrawFrame (viewwindowx, viewwindowy, viewwidth, viewheight);
|
|
V_MarkRect (0, 0, SCREENWIDTH, gST_Y);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawTopBorder
|
|
//
|
|
// Draws the top border around the view for different size windows
|
|
//
|
|
//==========================================================================
|
|
|
|
static void V_DrawTopBorder ()
|
|
{
|
|
FTexture *p;
|
|
int offset;
|
|
|
|
if (viewwidth == SCREENWIDTH)
|
|
return;
|
|
|
|
offset = gameinfo.Border.offset;
|
|
|
|
if (viewwindowy < 34)
|
|
{
|
|
V_DrawBorder (0, 0, viewwindowx, 34);
|
|
V_DrawBorder (viewwindowx, 0, viewwindowx + viewwidth, viewwindowy);
|
|
V_DrawBorder (viewwindowx + viewwidth, 0, SCREENWIDTH, 34);
|
|
p = TexMan(gameinfo.Border.t);
|
|
screen->FlatFill(viewwindowx, viewwindowy - p->GetHeight(),
|
|
viewwindowx + viewwidth, viewwindowy, p, true);
|
|
|
|
p = TexMan(gameinfo.Border.l);
|
|
screen->FlatFill(viewwindowx - p->GetWidth(), viewwindowy,
|
|
viewwindowx, 35, p, true);
|
|
p = TexMan(gameinfo.Border.r);
|
|
screen->FlatFill(viewwindowx + viewwidth, viewwindowy,
|
|
viewwindowx + viewwidth + p->GetWidth(), 35, p, true);
|
|
|
|
p = TexMan(gameinfo.Border.tl);
|
|
screen->DrawTexture (p, viewwindowx - offset, viewwindowy - offset, TAG_DONE);
|
|
|
|
p = TexMan(gameinfo.Border.tr);
|
|
screen->DrawTexture (p, viewwindowx + viewwidth, viewwindowy - offset, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
V_DrawBorder (0, 0, SCREENWIDTH, 34);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_RefreshViewBorder
|
|
//
|
|
// Draws the border around the player view, if needed.
|
|
//
|
|
//==========================================================================
|
|
|
|
void V_RefreshViewBorder ()
|
|
{
|
|
if (setblocks < 10)
|
|
{
|
|
if (BorderNeedRefresh)
|
|
{
|
|
BorderNeedRefresh--;
|
|
if (BorderTopRefresh)
|
|
{
|
|
BorderTopRefresh--;
|
|
}
|
|
V_DrawViewBorder();
|
|
}
|
|
else if (BorderTopRefresh)
|
|
{
|
|
BorderTopRefresh--;
|
|
V_DrawTopBorder();
|
|
}
|
|
}
|
|
}
|
|
|