mirror of
https://github.com/ZDoom/gzdoom.git
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6e83d231fe
- Changed WI_drawPercent() when wi_percents is false so that the total display is optional, and it formats it like Heretic's intermission, with a slash and a fixed-width right column. - Font is no longer a property of the screen object. Pass the font to DrawText and DrawChar directly instead. - Doom's intermission characters are now collected together as a font so they can be colorized. SVN r1294 (trunk)
457 lines
16 KiB
C++
457 lines
16 KiB
C++
/*
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** v_video.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __V_VIDEO_H__
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#define __V_VIDEO_H__
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#include "doomtype.h"
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#include "doomdef.h"
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#include "dobject.h"
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#include "r_blend.h"
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#include "c_cvars.h"
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extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac;
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extern int DisplayWidth, DisplayHeight, DisplayBits;
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bool V_DoModeSetup (int width, int height, int bits);
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class FTexture;
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// TagItem definitions for DrawTexture. As far as I know, tag lists
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// originated on the Amiga.
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//
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// Think of TagItems as an array of the following structure:
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//
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// struct TagItem {
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// DWORD ti_Tag;
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// DWORD ti_Data;
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// };
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#define TAG_DONE (0) /* Used to indicate the end of the Tag list */
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#define TAG_END (0) /* Ditto */
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#define TAG_IGNORE (1) /* Ignore this Tag */
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#define TAG_MORE (2) /* Ends this list and continues with the */
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/* list pointed to in ti_Data */
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#define TAG_USER ((DWORD)(1u<<30))
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enum
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{
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DTA_Base = TAG_USER + 5000,
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DTA_DestWidth, // width of area to draw to
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DTA_DestHeight, // height of area to draw to
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DTA_Alpha, // alpha value for translucency
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DTA_FillColor, // color to stencil onto the destination
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DTA_Translation, // translation table to recolor the source
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DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
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DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
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DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
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DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
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DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
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DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
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DTA_ShadowColor, // color of shadow
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DTA_ShadowAlpha, // alpha of shadow
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DTA_Shadow, // set shadow color and alphas to defaults
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DTA_VirtualWidth, // pretend the canvas is this wide
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DTA_VirtualHeight, // pretend the canvas is this tall
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DTA_TopOffset, // override texture's top offset
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DTA_LeftOffset, // override texture's left offset
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DTA_CenterOffset, // override texture's left and top offsets and set them for the texture's middle
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DTA_CenterBottomOffset,// override texture's left and top offsets and set them for the texture's bottom middle
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DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
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DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
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DTA_ClipTop, // don't draw anything above this row (on dest, not source)
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DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
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DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
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DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
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DTA_Masked, // true(default)=use masks from texture, false=ignore masks
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DTA_HUDRules, // use fullscreen HUD rules to position and size textures
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DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
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DTA_RenderStyle, // same as render style for actors
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DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software
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DTA_BilinearFilter, // bool: apply bilinear filtering to the image
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// For DrawText calls:
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DTA_TextLen, // stop after this many characters, even if \0 not hit
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DTA_CellX, // horizontal size of character cell
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DTA_CellY, // vertical size of character cell
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};
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enum
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{
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HUD_Normal,
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HUD_HorizCenter
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};
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class FFont;
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struct FRemapTable;
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class player_t;
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//
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// VIDEO
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//
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// [RH] Made screens more implementation-independant:
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//
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class DCanvas : public DObject
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{
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DECLARE_ABSTRACT_CLASS (DCanvas, DObject)
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public:
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DCanvas (int width, int height);
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virtual ~DCanvas ();
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// Member variable access
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inline BYTE *GetBuffer () const { return Buffer; }
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inline int GetWidth () const { return Width; }
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inline int GetHeight () const { return Height; }
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inline int GetPitch () const { return Pitch; }
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virtual bool IsValid ();
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// Access control
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virtual bool Lock () = 0; // Returns true if the surface was lost since last time
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virtual bool Lock (bool usesimplecanvas) { return Lock(); }
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virtual void Unlock () = 0;
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virtual bool IsLocked () { return Buffer != NULL; } // Returns true if the surface is locked
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// Draw a linear block of pixels into the canvas
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virtual void DrawBlock (int x, int y, int width, int height, const BYTE *src) const;
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// Reads a linear block of pixels into the view buffer.
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virtual void GetBlock (int x, int y, int width, int height, BYTE *dest) const;
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// Dim the entire canvas for the menus
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virtual void Dim (PalEntry color = 0);
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// Dim part of the canvas
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virtual void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
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// Fill an area with a texture
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virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin=false);
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// Set an area to a specified color
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virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
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// Draws a line
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virtual void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor);
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// Draws a single pixel
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virtual void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
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// Calculate gamma table
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void CalcGamma (float gamma, BYTE gammalookup[256]);
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// Can be overridden so that the colormaps for sector color/fade won't be built.
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virtual bool UsesColormap() const;
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// Retrieves a buffer containing image data for a screenshot.
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// Hint: Pitch can be negative for upside-down images, in which case buffer
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// points to the last row in the buffer, which will be the first row output.
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virtual void GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type);
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// Releases the screenshot buffer.
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virtual void ReleaseScreenshotBuffer();
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// Text drawing functions -----------------------------------------------
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// 2D Texture drawing
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void STACK_ARGS DrawTexture (FTexture *img, int x, int y, int tags, ...);
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void FillBorder (FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
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void VirtualToRealCoords(fixed_t &x, fixed_t &y, fixed_t &w, fixed_t &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
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void VirtualToRealCoordsInt(int &x, int &y, int &w, int &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
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// 2D Text drawing
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void STACK_ARGS DrawText (FFont *font, int normalcolor, int x, int y, const char *string, ...);
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void STACK_ARGS DrawChar (FFont *font, int normalcolor, int x, int y, BYTE character, ...);
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protected:
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BYTE *Buffer;
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int Width;
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int Height;
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int Pitch;
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int LockCount;
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struct DrawParms
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{
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fixed_t x, y;
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int texwidth;
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int texheight;
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int windowleft;
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int windowright;
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int dclip;
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int uclip;
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int lclip;
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int rclip;
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fixed_t destwidth;
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fixed_t destheight;
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int top;
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int left;
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fixed_t alpha;
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int fillcolor;
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FRemapTable *remap;
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const BYTE *translation;
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DWORD colorOverlay;
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INTBOOL alphaChannel;
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INTBOOL flipX;
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fixed_t shadowAlpha;
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int shadowColor;
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int virtWidth;
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int virtHeight;
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INTBOOL keepratio;
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INTBOOL masked;
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INTBOOL bilinear;
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FRenderStyle style;
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};
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bool ClipBox (int &left, int &top, int &width, int &height, const BYTE *&src, const int srcpitch) const;
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virtual void STACK_ARGS DrawTextureV (FTexture *img, int x, int y, uint32 tag, va_list tags);
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bool ParseDrawTextureTags (FTexture *img, int x, int y, uint32 tag, va_list tags, DrawParms *parms, bool hw) const;
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DCanvas() {}
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private:
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// Keep track of canvases, for automatic destruction at exit
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DCanvas *Next;
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static DCanvas *CanvasChain;
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void PUTTRANSDOT (int xx, int yy, int basecolor, int level);
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};
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// A canvas in system memory.
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class DSimpleCanvas : public DCanvas
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{
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DECLARE_CLASS (DSimpleCanvas, DCanvas)
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public:
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DSimpleCanvas (int width, int height);
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~DSimpleCanvas ();
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bool IsValid ();
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bool Lock ();
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void Unlock ();
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protected:
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BYTE *MemBuffer;
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DSimpleCanvas() {}
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};
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// This class represents a native texture, as opposed to an FTexture.
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class FNativeTexture
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{
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public:
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virtual ~FNativeTexture();
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virtual bool Update() = 0;
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virtual bool CheckWrapping(bool wrapping);
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};
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// This class represents a texture lookup palette.
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class FNativePalette
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{
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public:
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virtual ~FNativePalette();
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virtual bool Update() = 0;
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};
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// A canvas that represents the actual display. The video code is responsible
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// for actually implementing this. Built on top of SimpleCanvas, because it
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// needs a system memory buffer when buffered output is enabled.
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class DFrameBuffer : public DSimpleCanvas
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{
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DECLARE_ABSTRACT_CLASS (DFrameBuffer, DSimpleCanvas)
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public:
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DFrameBuffer (int width, int height);
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// Force the surface to use buffered output if true is passed.
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virtual bool Lock (bool buffered) = 0;
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// Make the surface visible. Also implies Unlock().
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virtual void Update () = 0;
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// Return a pointer to 256 palette entries that can be written to.
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virtual PalEntry *GetPalette () = 0;
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// Stores the palette with flash blended in into 256 dwords
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virtual void GetFlashedPalette (PalEntry palette[256]) = 0;
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// Mark the palette as changed. It will be updated on the next Update().
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virtual void UpdatePalette () = 0;
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// Sets the gamma level. Returns false if the hardware does not support
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// gamma changing. (Always true for now, since palettes can always be
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// gamma adjusted.)
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virtual bool SetGamma (float gamma) = 0;
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// Sets a color flash. RGB is the color, and amount is 0-256, with 256
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// being all flash and 0 being no flash. Returns false if the hardware
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// does not support this. (Always true for now, since palettes can always
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// be flashed.)
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virtual bool SetFlash (PalEntry rgb, int amount) = 0;
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// Converse of SetFlash
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virtual void GetFlash (PalEntry &rgb, int &amount) = 0;
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// Returns the number of video pages the frame buffer is using.
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virtual int GetPageCount () = 0;
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// Returns true if running fullscreen.
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virtual bool IsFullscreen () = 0;
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// Changes the vsync setting, if supported by the device.
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virtual void SetVSync (bool vsync);
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// Tells the device to recreate itself with the new setting from vid_refreshrate.
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virtual void NewRefreshRate ();
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// Set the rect defining the area effected by blending.
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virtual void SetBlendingRect (int x1, int y1, int x2, int y2);
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// render 3D view
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virtual void RenderView(player_t *player);
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// renders view to a savegame picture
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virtual void WriteSavePic (player_t *player, FILE *file, int width, int height);
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bool Accel2D; // If true, 2D drawing can be accelerated.
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// Begin 2D drawing operations. This is like Update, but it doesn't end
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// the scene, and it doesn't present the image yet. If you are going to
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// be covering the entire screen with 2D elements, then pass false to
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// avoid copying the software bufferer to the screen.
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// Returns true if hardware-accelerated 2D has been entered, false if not.
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virtual bool Begin2D(bool copy3d);
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// DrawTexture calls after Begin2D use native textures.
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// Create a native texture from a game texture.
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virtual FNativeTexture *CreateTexture(FTexture *gametex, bool wrapping);
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// Create a palette texture from a remap/palette table.
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virtual FNativePalette *CreatePalette(FRemapTable *remap);
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// Precaches or unloads a texture
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virtual void PrecacheTexture(FTexture *tex, int cache);
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// Screen wiping
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virtual bool WipeStartScreen(int type);
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virtual void WipeEndScreen();
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virtual bool WipeDo(int ticks);
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virtual void WipeCleanup();
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#ifdef _WIN32
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virtual void PaletteChanged () = 0;
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virtual int QueryNewPalette () = 0;
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#endif
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protected:
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void DrawRateStuff ();
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void CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest);
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DFrameBuffer () {}
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private:
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DWORD LastMS, LastSec, FrameCount, LastCount, LastTic;
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};
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// This is the screen updated by I_FinishUpdate.
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extern DFrameBuffer *screen;
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#define SCREENWIDTH (screen->GetWidth ())
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#define SCREENHEIGHT (screen->GetHeight ())
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#define SCREENPITCH (screen->GetPitch ())
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EXTERN_CVAR (Float, Gamma)
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// Translucency tables
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// RGB32k is a normal R5G5B5 -> palette lookup table.
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extern "C" BYTE RGB32k[32][32][32];
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// Col2RGB8 is a pre-multiplied palette for color lookup. It is stored in a
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// special R10B10G10 format for efficient blending computation.
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// --RRRRRrrr--BBBBBbbb--GGGGGggg-- at level 64
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// --------rrrr------bbbb------gggg at level 1
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extern "C" DWORD Col2RGB8[65][256];
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// Col2RGB8_LessPrecision is the same as Col2RGB8, but the LSB for red
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// and blue are forced to zero, so if the blend overflows, it won't spill
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// over into the next component's value.
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// --RRRRRrrr-#BBBBBbbb-#GGGGGggg-- at level 64
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// --------rrr#------bbb#------gggg at level 1
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extern "C" DWORD *Col2RGB8_LessPrecision[65];
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// Col2RGB8_Inverse is the same as Col2RGB8_LessPrecision, except the source
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// palette has been inverted.
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extern "C" DWORD Col2RGB8_Inverse[65][256];
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// "Magic" numbers used during the blending:
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// --000001111100000111110000011111 = 0x01f07c1f
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// -0111111111011111111101111111111 = 0x3FEFFBFF
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// -1000000000100000000010000000000 = 0x40100400
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// ------10000000001000000000100000 = 0x40100400 >> 5
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// --11111-----11111-----11111----- = 0x40100400 - (0x40100400 >> 5) aka "white"
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// --111111111111111111111111111111 = 0x3FFFFFFF
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// Allocates buffer screens, call before R_Init.
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void V_Init ();
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// Initializes graphics mode for the first time.
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void V_Init2 ();
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void V_Shutdown ();
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void V_MarkRect (int x, int y, int width, int height);
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// Returns the closest color to the one desired. String
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// should be of the form "rr gg bb".
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int V_GetColorFromString (const DWORD *palette, const char *colorstring);
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// Scans through the X11R6RGB lump for a matching color
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// and returns a color string suitable for V_GetColorFromString.
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FString V_GetColorStringByName (const char *name);
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// Tries to get color by name, then by string
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int V_GetColor (const DWORD *palette, const char *str);
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#if defined(X86_ASM) || defined(X64_ASM)
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extern "C" void ASM_PatchPitch (void);
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#endif
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int CheckRatio (int width, int height);
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extern const int BaseRatioSizes[5][4];
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#endif // __V_VIDEO_H__
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