mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 14:22:13 +00:00
c948fd08f2
SVN r2788 (trunk)
506 lines
18 KiB
C++
506 lines
18 KiB
C++
/*
|
|
** 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 "doomtype.h"
|
|
|
|
#include "doomdef.h"
|
|
#include "dobject.h"
|
|
#include "r_blend.h"
|
|
#include "c_cvars.h"
|
|
|
|
extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac;
|
|
extern int CleanWidth_1, CleanHeight_1, CleanXfac_1, CleanYfac_1;
|
|
extern int DisplayWidth, DisplayHeight, DisplayBits;
|
|
|
|
bool V_DoModeSetup (int width, int height, int bits);
|
|
|
|
class FTexture;
|
|
|
|
// 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 {
|
|
// DWORD ti_Tag;
|
|
// DWORD ti_Data;
|
|
// };
|
|
|
|
#define TAG_DONE (0) /* Used to indicate the end of the Tag list */
|
|
#define TAG_END (0) /* Ditto */
|
|
#define TAG_IGNORE (1) /* Ignore this Tag */
|
|
#define TAG_MORE (2) /* Ends this list and continues with the */
|
|
/* list pointed to in ti_Data */
|
|
|
|
#define TAG_USER ((DWORD)(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_Translation, // 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_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, // DWORD: 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 (likely to be forever hardware-only)
|
|
DTA_ColormapStyle, // pointer to FColormapStyle (hardware-only)
|
|
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
|
|
};
|
|
|
|
enum
|
|
{
|
|
HUD_Normal,
|
|
HUD_HorizCenter
|
|
};
|
|
|
|
|
|
class FFont;
|
|
struct FRemapTable;
|
|
class player_t;
|
|
typedef uint32 angle_t;
|
|
|
|
//
|
|
// VIDEO
|
|
//
|
|
// [RH] Made screens more implementation-independant:
|
|
//
|
|
class DCanvas : public DObject
|
|
{
|
|
DECLARE_ABSTRACT_CLASS (DCanvas, DObject)
|
|
public:
|
|
DCanvas (int width, int height);
|
|
virtual ~DCanvas ();
|
|
|
|
// Member variable access
|
|
inline BYTE *GetBuffer () const { return Buffer; }
|
|
inline int GetWidth () const { return Width; }
|
|
inline int GetHeight () const { return Height; }
|
|
inline int GetPitch () const { return Pitch; }
|
|
|
|
virtual bool IsValid ();
|
|
|
|
// Access control
|
|
virtual bool Lock () = 0; // Returns true if the surface was lost since last time
|
|
virtual bool Lock (bool usesimplecanvas) { return Lock(); }
|
|
virtual void Unlock () = 0;
|
|
virtual bool IsLocked () { return Buffer != NULL; } // Returns true if the surface is locked
|
|
|
|
// Draw a linear block of pixels into the canvas
|
|
virtual void DrawBlock (int x, int y, int width, int height, const BYTE *src) const;
|
|
|
|
// Reads a linear block of pixels into the view buffer.
|
|
virtual void GetBlock (int x, int y, int width, int height, BYTE *dest) const;
|
|
|
|
// Dim the entire canvas for the menus
|
|
virtual void Dim (PalEntry color = 0);
|
|
|
|
// Dim part of the canvas
|
|
virtual void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
|
|
|
|
// Fill an area with a texture
|
|
virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin=false);
|
|
|
|
// Fill a simple polygon with a texture
|
|
virtual void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
|
|
double originx, double originy, double scalex, double scaley, angle_t rotation,
|
|
struct FDynamicColormap *colormap, int lightlevel);
|
|
|
|
// Set an area to a specified color
|
|
virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
|
|
|
|
// Draws a line
|
|
virtual void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor);
|
|
|
|
// Draws a single pixel
|
|
virtual void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
|
|
|
|
// Calculate gamma table
|
|
void CalcGamma (float gamma, BYTE gammalookup[256]);
|
|
|
|
// Can be overridden so that the colormaps for sector color/fade won't be built.
|
|
virtual bool UsesColormap() const;
|
|
|
|
// 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 BYTE *&buffer, int &pitch, ESSType &color_type);
|
|
|
|
// Releases the screenshot buffer.
|
|
virtual void ReleaseScreenshotBuffer();
|
|
|
|
// Text drawing functions -----------------------------------------------
|
|
|
|
// 2D Texture drawing
|
|
void STACK_ARGS DrawTexture (FTexture *img, double x, double y, int tags, ...);
|
|
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 VirtualToRealCoordsFixed(fixed_t &x, fixed_t &y, fixed_t &w, fixed_t &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
|
|
void VirtualToRealCoordsInt(int &x, int &y, int &w, int &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
|
|
|
|
// 2D Text drawing
|
|
void STACK_ARGS DrawText (FFont *font, int normalcolor, int x, int y, const char *string, ...);
|
|
void STACK_ARGS DrawChar (FFont *font, int normalcolor, int x, int y, BYTE character, ...);
|
|
|
|
struct DrawParms
|
|
{
|
|
double x, y;
|
|
double texwidth;
|
|
double texheight;
|
|
double destwidth;
|
|
double destheight;
|
|
double virtWidth;
|
|
double virtHeight;
|
|
double windowleft;
|
|
double windowright;
|
|
int dclip;
|
|
int uclip;
|
|
int lclip;
|
|
int rclip;
|
|
double top;
|
|
double left;
|
|
fixed_t alpha;
|
|
uint32 fillcolor;
|
|
FRemapTable *remap;
|
|
const BYTE *translation;
|
|
uint32 colorOverlay;
|
|
INTBOOL alphaChannel;
|
|
INTBOOL flipX;
|
|
fixed_t shadowAlpha;
|
|
int shadowColor;
|
|
INTBOOL keepratio;
|
|
INTBOOL masked;
|
|
INTBOOL bilinear;
|
|
FRenderStyle style;
|
|
struct FSpecialColormap *specialcolormap;
|
|
struct FColormapStyle *colormapstyle;
|
|
};
|
|
|
|
protected:
|
|
BYTE *Buffer;
|
|
int Width;
|
|
int Height;
|
|
int Pitch;
|
|
int LockCount;
|
|
|
|
bool ClipBox (int &left, int &top, int &width, int &height, const BYTE *&src, const int srcpitch) const;
|
|
virtual void STACK_ARGS DrawTextureV (FTexture *img, double x, double y, uint32 tag, va_list tags);
|
|
bool ParseDrawTextureTags (FTexture *img, double x, double y, uint32 tag, va_list tags, DrawParms *parms, bool hw) const;
|
|
|
|
DCanvas() {}
|
|
|
|
private:
|
|
// Keep track of canvases, for automatic destruction at exit
|
|
DCanvas *Next;
|
|
static DCanvas *CanvasChain;
|
|
|
|
void PUTTRANSDOT (int xx, int yy, int basecolor, int level);
|
|
};
|
|
|
|
// A canvas in system memory.
|
|
|
|
class DSimpleCanvas : public DCanvas
|
|
{
|
|
DECLARE_CLASS (DSimpleCanvas, DCanvas)
|
|
public:
|
|
DSimpleCanvas (int width, int height);
|
|
~DSimpleCanvas ();
|
|
|
|
bool IsValid ();
|
|
bool Lock ();
|
|
void Unlock ();
|
|
|
|
protected:
|
|
BYTE *MemBuffer;
|
|
|
|
DSimpleCanvas() {}
|
|
};
|
|
|
|
// This class represents a native texture, as opposed to an FTexture.
|
|
class FNativeTexture
|
|
{
|
|
public:
|
|
virtual ~FNativeTexture();
|
|
virtual bool Update() = 0;
|
|
virtual bool CheckWrapping(bool wrapping);
|
|
};
|
|
|
|
// This class represents a texture lookup palette.
|
|
class FNativePalette
|
|
{
|
|
public:
|
|
virtual ~FNativePalette();
|
|
virtual bool Update() = 0;
|
|
};
|
|
|
|
// 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 : public DSimpleCanvas
|
|
{
|
|
DECLARE_ABSTRACT_CLASS (DFrameBuffer, DSimpleCanvas)
|
|
public:
|
|
DFrameBuffer (int width, int height);
|
|
|
|
// Force the surface to use buffered output if true is passed.
|
|
virtual bool Lock (bool buffered) = 0;
|
|
|
|
// Make the surface visible. Also implies Unlock().
|
|
virtual void Update () = 0;
|
|
|
|
// Return a pointer to 256 palette entries that can be written to.
|
|
virtual PalEntry *GetPalette () = 0;
|
|
|
|
// Stores the palette with flash blended in into 256 dwords
|
|
virtual void GetFlashedPalette (PalEntry palette[256]) = 0;
|
|
|
|
// Mark the palette as changed. It will be updated on the next Update().
|
|
virtual void UpdatePalette () = 0;
|
|
|
|
// 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 bool SetGamma (float gamma) = 0;
|
|
|
|
// 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.)
|
|
virtual bool SetFlash (PalEntry rgb, int amount) = 0;
|
|
|
|
// Converse of SetFlash
|
|
virtual void GetFlash (PalEntry &rgb, int &amount) = 0;
|
|
|
|
// Returns the number of video pages the frame buffer is using.
|
|
virtual int GetPageCount () = 0;
|
|
|
|
// Returns true if running fullscreen.
|
|
virtual bool IsFullscreen () = 0;
|
|
|
|
// Changes the vsync setting, if supported by the device.
|
|
virtual void SetVSync (bool vsync);
|
|
|
|
// Tells the device to recreate itself with the new setting from vid_refreshrate.
|
|
virtual void NewRefreshRate ();
|
|
|
|
// Set the rect defining the area affected by blending.
|
|
virtual void SetBlendingRect (int x1, int y1, int x2, int y2);
|
|
|
|
// render 3D view
|
|
virtual void RenderView(player_t *player);
|
|
|
|
// renders view to a savegame picture
|
|
virtual void WriteSavePic (player_t *player, FILE *file, int width, int height);
|
|
|
|
// draws player sprites with hardware acceleration (only useful for software rendering)
|
|
virtual void DrawRemainingPlayerSprites();
|
|
|
|
// notifies the renderer that an actor has changed state.
|
|
virtual void StateChanged(AActor *actor);
|
|
|
|
// notify the renderer that serialization of the curent level is about to start/end
|
|
virtual void StartSerialize(FArchive &arc);
|
|
virtual void EndSerialize(FArchive &arc);
|
|
|
|
virtual int GetMaxViewPitch(bool down);
|
|
|
|
bool Accel2D; // If true, 2D drawing can be accelerated.
|
|
|
|
// Begin 2D drawing operations. This is like Update, but it doesn't end
|
|
// the scene, and it doesn't present the image yet. If you are going to
|
|
// be covering the entire screen with 2D elements, then pass false to
|
|
// avoid copying the software buffer to the screen.
|
|
// Returns true if hardware-accelerated 2D has been entered, false if not.
|
|
virtual bool Begin2D(bool copy3d);
|
|
|
|
// DrawTexture calls after Begin2D use native textures.
|
|
|
|
// Draws the blending rectangle over the viewwindow if in hardware-
|
|
// accelerated 2D mode.
|
|
virtual void DrawBlendingRect();
|
|
|
|
// Create a native texture from a game texture.
|
|
virtual FNativeTexture *CreateTexture(FTexture *gametex, bool wrapping);
|
|
|
|
// Create a palette texture from a remap/palette table.
|
|
virtual FNativePalette *CreatePalette(FRemapTable *remap);
|
|
|
|
// Precaches or unloads a texture
|
|
virtual void GetHitlist(BYTE *hitlist);
|
|
virtual void PrecacheTexture(FTexture *tex, int cache);
|
|
|
|
// Screen wiping
|
|
virtual bool WipeStartScreen(int type);
|
|
virtual void WipeEndScreen();
|
|
virtual bool WipeDo(int ticks);
|
|
virtual void WipeCleanup();
|
|
virtual int GetPixelDoubling() const { return 0; }
|
|
virtual int GetTrueHeight() { return GetHeight(); }
|
|
|
|
uint32 GetLastFPS() const { return LastCount; }
|
|
|
|
#ifdef _WIN32
|
|
virtual void PaletteChanged () = 0;
|
|
virtual int QueryNewPalette () = 0;
|
|
#endif
|
|
|
|
protected:
|
|
void DrawRateStuff ();
|
|
void CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest);
|
|
|
|
DFrameBuffer () {}
|
|
|
|
private:
|
|
uint32 LastMS, LastSec, FrameCount, LastCount, LastTic;
|
|
};
|
|
|
|
|
|
// 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)
|
|
|
|
// Translucency tables
|
|
|
|
// RGB32k is a normal R5G5B5 -> palette lookup table.
|
|
extern "C" BYTE RGB32k[32][32][32];
|
|
|
|
// Col2RGB8 is a pre-multiplied palette for color lookup. It is stored in a
|
|
// special R10B10G10 format for efficient blending computation.
|
|
// --RRRRRrrr--BBBBBbbb--GGGGGggg-- at level 64
|
|
// --------rrrr------bbbb------gggg at level 1
|
|
extern "C" DWORD Col2RGB8[65][256];
|
|
|
|
// Col2RGB8_LessPrecision is the same as Col2RGB8, but the LSB for red
|
|
// and blue are forced to zero, so if the blend overflows, it won't spill
|
|
// over into the next component's value.
|
|
// --RRRRRrrr-#BBBBBbbb-#GGGGGggg-- at level 64
|
|
// --------rrr#------bbb#------gggg at level 1
|
|
extern "C" DWORD *Col2RGB8_LessPrecision[65];
|
|
|
|
// Col2RGB8_Inverse is the same as Col2RGB8_LessPrecision, except the source
|
|
// palette has been inverted.
|
|
extern "C" DWORD Col2RGB8_Inverse[65][256];
|
|
|
|
// "Magic" numbers used during the blending:
|
|
// --000001111100000111110000011111 = 0x01f07c1f
|
|
// -0111111111011111111101111111111 = 0x3FEFFBFF
|
|
// -1000000000100000000010000000000 = 0x40100400
|
|
// ------10000000001000000000100000 = 0x40100400 >> 5
|
|
// --11111-----11111-----11111----- = 0x40100400 - (0x40100400 >> 5) aka "white"
|
|
// --111111111111111111111111111111 = 0x3FFFFFFF
|
|
|
|
// Allocates buffer screens, call before R_Init.
|
|
void V_Init ();
|
|
|
|
// Initializes graphics mode for the first time.
|
|
void V_Init2 ();
|
|
|
|
void V_Shutdown ();
|
|
|
|
void V_MarkRect (int x, int y, int width, int height);
|
|
|
|
// Returns the closest color to the one desired. String
|
|
// should be of the form "rr gg bb".
|
|
int V_GetColorFromString (const DWORD *palette, const char *colorstring);
|
|
// Scans through the X11R6RGB lump for a matching color
|
|
// and returns a color string suitable for V_GetColorFromString.
|
|
FString V_GetColorStringByName (const char *name);
|
|
|
|
// Tries to get color by name, then by string
|
|
int V_GetColor (const DWORD *palette, const char *str);
|
|
void V_DrawFrame (int left, int top, int width, int height);
|
|
|
|
#if defined(X86_ASM) || defined(X64_ASM)
|
|
extern "C" void ASM_PatchPitch (void);
|
|
#endif
|
|
|
|
int CheckRatio (int width, int height);
|
|
static inline int CheckRatio (double width, double height) { return CheckRatio(int(width), int(height)); }
|
|
extern const int BaseRatioSizes[5][4];
|
|
|
|
|
|
|
|
#endif // __V_VIDEO_H__
|