mirror of
https://github.com/ZDoom/gzdoom.git
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1597 lines
37 KiB
C++
1597 lines
37 KiB
C++
/*
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** v_draw.cpp
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** Draw patches and blocks to a canvas
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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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// #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.
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#include <stdio.h>
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#include <stdarg.h>
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#include "doomtype.h"
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#include "v_video.h"
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#include "m_swap.h"
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#include "r_defs.h"
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#include "r_utility.h"
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#ifndef NO_SWRENDER
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#include "r_draw.h"
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#include "r_main.h"
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#include "r_things.h"
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#endif
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#include "r_data/r_translate.h"
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#include "doomstat.h"
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#include "v_palette.h"
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#include "gi.h"
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#include "g_level.h"
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#include "st_stuff.h"
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#include "sbar.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "templates.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "r_data/colormaps.h"
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// [RH] Stretch values to make a 320x200 image best fit the screen
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// without using fractional steppings
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int CleanXfac, CleanYfac;
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// [RH] Effective screen sizes that the above scale values give you
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int CleanWidth, CleanHeight;
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// Above minus 1 (or 1, if they are already 1)
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int CleanXfac_1, CleanYfac_1, CleanWidth_1, CleanHeight_1;
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// FillSimplePoly uses this
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extern "C" short spanend[MAXHEIGHT];
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CVAR (Bool, hud_scale, false, CVAR_ARCHIVE);
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// For routines that take RGB colors, cache the previous lookup in case there
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// are several repetitions with the same color.
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static int LastPal = -1;
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static uint32 LastRGB;
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static int PalFromRGB(uint32 rgb)
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{
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if (LastPal >= 0 && LastRGB == rgb)
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{
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return LastPal;
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}
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// Quick check for black and white.
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if (rgb == MAKEARGB(255,0,0,0))
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{
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LastPal = GPalette.BlackIndex;
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}
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else if (rgb == MAKEARGB(255,255,255,255))
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{
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LastPal = GPalette.WhiteIndex;
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}
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else
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{
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LastPal = ColorMatcher.Pick(RPART(rgb), GPART(rgb), BPART(rgb));
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}
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LastRGB = rgb;
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return LastPal;
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}
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void STACK_ARGS DCanvas::DrawTexture (FTexture *img, double x, double y, int tags_first, ...)
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{
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va_list tags;
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va_start(tags, tags_first);
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DrawParms parms;
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if (!ParseDrawTextureTags(img, x, y, tags_first, tags, &parms, false))
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{
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return;
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}
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DrawTextureParms(img, parms);
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}
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void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
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{
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#ifndef NO_SWRENDER
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FTexture::Span unmaskedSpan[2];
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const FTexture::Span **spanptr, *spans;
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static short bottomclipper[MAXWIDTH], topclipper[MAXWIDTH];
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if (parms.masked)
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{
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spanptr = &spans;
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}
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else
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{
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spanptr = NULL;
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}
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if (APART(parms.colorOverlay) != 0)
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{
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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INTBOOL invertoverlay = (parms.style.Flags & STYLEF_InvertOverlay);
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if (parms.style.Flags & STYLEF_InvertSource)
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{
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invertoverlay = !invertoverlay;
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}
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if (invertoverlay)
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{
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parms.colorOverlay = PalEntry(parms.colorOverlay).InverseColor();
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}
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// Note that this overrides DTA_Translation in software, but not in hardware.
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FDynamicColormap *colormap = GetSpecialLights(MAKERGB(255,255,255),
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parms.colorOverlay & MAKEARGB(0,255,255,255), 0);
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parms.translation = &colormap->Maps[(APART(parms.colorOverlay)*NUMCOLORMAPS/255)*256];
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}
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if (parms.translation != NULL)
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{
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dc_colormap = (lighttable_t *)parms.translation;
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}
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else
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{
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dc_colormap = identitymap;
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}
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fixedcolormap = dc_colormap;
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ESPSResult mode = R_SetPatchStyle (parms.style, parms.Alpha, 0, parms.fillcolor);
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BYTE *destorgsave = dc_destorg;
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dc_destorg = screen->GetBuffer();
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if (dc_destorg == NULL)
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{
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I_FatalError("Attempt to write to buffer of hardware canvas");
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}
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double x0 = parms.x - parms.left * parms.destwidth / parms.texwidth;
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double y0 = parms.y - parms.top * parms.destheight / parms.texheight;
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if (mode != DontDraw)
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{
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const BYTE *pixels;
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int stop4;
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if (spanptr == NULL)
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{ // Create a single span for forced unmasked images
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spans = unmaskedSpan;
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unmaskedSpan[0].TopOffset = 0;
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unmaskedSpan[0].Length = img->GetHeight();
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unmaskedSpan[1].TopOffset = 0;
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unmaskedSpan[1].Length = 0;
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}
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fixed_t centeryback = centeryfrac;
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centeryfrac = 0;
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sprtopscreen = FLOAT2FIXED(y0);
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// There is not enough precision in the drawing routines to keep the full
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// precision for y0. :(
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sprtopscreen &= ~(FRACUNIT - 1);
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double yscale = parms.destheight / img->GetHeight();
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double iyscale = 1 / yscale;
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spryscale = FLOAT2FIXED(yscale);
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assert(spryscale > 2);
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#if 0
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// Fix precision errors that are noticeable at some resolutions
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if ((y0 + parms.destheight) > (y0 + yscale * img->GetHeight()))
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{
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spryscale++;
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}
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#endif
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sprflipvert = false;
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//dc_iscale = FLOAT2FIXED(iyscale);
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//dc_texturemid = FLOAT2FIXED((-y0) * iyscale);
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//dc_iscale = 0xffffffffu / (unsigned)spryscale;
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dc_iscale = DivScale32(1, spryscale);
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dc_texturemid = FixedMul(-sprtopscreen, dc_iscale) + FixedMul(centeryfrac-FRACUNIT, dc_iscale);
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fixed_t frac = 0;
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double xiscale = img->GetWidth() / parms.destwidth;
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double x2 = x0 + parms.destwidth;
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if (bottomclipper[0] != parms.dclip)
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{
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clearbufshort(bottomclipper, screen->GetWidth(), (short)parms.dclip);
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}
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if (parms.uclip != 0)
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{
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if (topclipper[0] != parms.uclip)
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{
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clearbufshort(topclipper, screen->GetWidth(), (short)parms.uclip);
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}
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mceilingclip = topclipper;
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}
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else
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{
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mceilingclip = zeroarray;
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}
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mfloorclip = bottomclipper;
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if (parms.flipX)
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{
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frac = (img->GetWidth() << FRACBITS) - 1;
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xiscale = -xiscale;
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}
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if (parms.windowleft > 0 || parms.windowright < parms.texwidth)
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{
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double xscale = parms.destwidth / parms.texwidth;
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x0 += parms.windowleft * xscale;
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frac += FLOAT2FIXED(parms.windowleft);
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x2 -= (parms.texwidth - parms.windowright) * xscale;
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}
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if (x0 < parms.lclip)
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{
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frac += FLOAT2FIXED((parms.lclip - x0) * xiscale);
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x0 = parms.lclip;
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}
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if (x2 > parms.rclip)
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{
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x2 = parms.rclip;
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}
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// Drawing short output ought to fit in the data cache well enough
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// if we draw one column at a time, so do that, since it's simpler.
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if (parms.destheight < 32 || (parms.dclip - parms.uclip) < 32)
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{
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mode = DoDraw0;
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}
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dc_x = int(x0);
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int x2_i = int(x2);
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fixed_t xiscale_i = FLOAT2FIXED(xiscale);
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if (mode == DoDraw0)
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{
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// One column at a time
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stop4 = dc_x;
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}
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else // DoDraw1`
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{
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// Up to four columns at a time
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stop4 = x2_i & ~3;
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}
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if (dc_x < x2_i)
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{
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while ((dc_x < stop4) && (dc_x & 3))
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{
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pixels = img->GetColumn(frac >> FRACBITS, spanptr);
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R_DrawMaskedColumn(pixels, spans);
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dc_x++;
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frac += xiscale_i;
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}
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while (dc_x < stop4)
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{
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rt_initcols();
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for (int zz = 4; zz; --zz)
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{
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pixels = img->GetColumn(frac >> FRACBITS, spanptr);
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R_DrawMaskedColumnHoriz(pixels, spans);
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dc_x++;
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frac += xiscale_i;
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}
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rt_draw4cols(dc_x - 4);
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}
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while (dc_x < x2_i)
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{
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pixels = img->GetColumn(frac >> FRACBITS, spanptr);
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R_DrawMaskedColumn(pixels, spans);
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dc_x++;
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frac += xiscale_i;
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}
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}
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centeryfrac = centeryback;
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}
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R_FinishSetPatchStyle ();
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dc_destorg = destorgsave;
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if (ticdup != 0 && menuactive == MENU_Off)
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{
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NetUpdate();
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}
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#endif
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}
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bool DCanvas::ParseDrawTextureTags (FTexture *img, double x, double y, DWORD tag, va_list tags, DrawParms *parms, bool fortext) const
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{
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INTBOOL boolval;
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int intval;
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bool translationset = false;
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bool virtBottom;
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bool fillcolorset = false;
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if (img == NULL || img->UseType == FTexture::TEX_Null)
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{
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va_end(tags);
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return false;
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}
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// Do some sanity checks on the coordinates.
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if (x < -16383 || x > 16383 || y < -16383 || y > 16383)
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{
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va_end(tags);
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return false;
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}
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virtBottom = false;
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parms->texwidth = img->GetScaledWidthDouble();
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parms->texheight = img->GetScaledHeightDouble();
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parms->windowleft = 0;
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parms->windowright = parms->texwidth;
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parms->dclip = this->GetHeight();
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parms->uclip = 0;
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parms->lclip = 0;
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parms->rclip = this->GetWidth();
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parms->destwidth = parms->windowright;
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parms->destheight = parms->texheight;
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parms->top = img->GetScaledTopOffset();
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parms->left = img->GetScaledLeftOffset();
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parms->Alpha = 1.f;
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parms->fillcolor = -1;
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parms->remap = NULL;
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parms->translation = NULL;
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parms->colorOverlay = 0;
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parms->alphaChannel = false;
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parms->flipX = false;
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parms->shadowAlpha = 0;
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parms->shadowColor = 0;
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parms->virtWidth = this->GetWidth();
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parms->virtHeight = this->GetHeight();
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parms->keepratio = false;
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parms->style.BlendOp = 255; // Dummy "not set" value
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parms->masked = true;
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parms->bilinear = false;
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parms->specialcolormap = NULL;
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parms->colormapstyle = NULL;
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parms->x = x;
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parms->y = y;
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// Parse the tag list for attributes. (For floating point attributes,
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// consider that the C ABI dictates that all floats be promoted to
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// doubles when passed as function arguments.)
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while (tag != TAG_DONE)
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{
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va_list *more_p;
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DWORD data;
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switch (tag)
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{
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case TAG_IGNORE:
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default:
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data = va_arg(tags, DWORD);
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break;
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case TAG_MORE:
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more_p = va_arg(tags, va_list *);
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va_end (tags);
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#ifndef NO_VA_COPY
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va_copy (tags, *more_p);
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#else
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tags = *more_p;
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#endif
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break;
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case DTA_DestWidth:
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parms->destwidth = va_arg(tags, int);
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break;
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case DTA_DestWidthF:
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parms->destwidth = va_arg(tags, double);
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break;
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case DTA_DestHeight:
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parms->destheight = va_arg(tags, int);
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break;
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case DTA_DestHeightF:
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parms->destheight = va_arg(tags, double);
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break;
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case DTA_Clean:
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boolval = va_arg(tags, INTBOOL);
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if (boolval)
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{
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parms->x = (parms->x - 160.0) * CleanXfac + (Width * 0.5);
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parms->y = (parms->y - 100.0) * CleanYfac + (Height * 0.5);
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parms->destwidth = parms->texwidth * CleanXfac;
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parms->destheight = parms->texheight * CleanYfac;
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}
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break;
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case DTA_CleanNoMove:
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boolval = va_arg(tags, INTBOOL);
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if (boolval)
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{
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parms->destwidth = parms->texwidth * CleanXfac;
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parms->destheight = parms->texheight * CleanYfac;
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}
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break;
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case DTA_CleanNoMove_1:
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boolval = va_arg(tags, INTBOOL);
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if (boolval)
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{
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parms->destwidth = parms->texwidth * CleanXfac_1;
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parms->destheight = parms->texheight * CleanYfac_1;
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}
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break;
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case DTA_320x200:
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boolval = va_arg(tags, INTBOOL);
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if (boolval)
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{
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parms->virtWidth = 320;
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parms->virtHeight = 200;
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}
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break;
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case DTA_Bottom320x200:
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boolval = va_arg(tags, INTBOOL);
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if (boolval)
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{
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parms->virtWidth = 320;
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parms->virtHeight = 200;
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}
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virtBottom = true;
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break;
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case DTA_HUDRules:
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{
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bool xright = parms->x < 0;
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bool ybot = parms->y < 0;
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intval = va_arg(tags, int);
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if (hud_scale)
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{
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parms->x *= CleanXfac;
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if (intval == HUD_HorizCenter)
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parms->x += Width * 0.5;
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else if (xright)
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parms->x = Width + parms->x;
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parms->y *= CleanYfac;
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if (ybot)
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parms->y = Height + parms->y;
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parms->destwidth = parms->texwidth * CleanXfac;
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parms->destheight = parms->texheight * CleanYfac;
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}
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else
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{
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if (intval == HUD_HorizCenter)
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parms->x += Width * 0.5;
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else if (xright)
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parms->x = Width + parms->x;
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if (ybot)
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parms->y = Height + parms->y;
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}
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}
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break;
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case DTA_VirtualWidth:
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parms->virtWidth = va_arg(tags, int);
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break;
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case DTA_VirtualWidthF:
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parms->virtWidth = va_arg(tags, double);
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break;
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case DTA_VirtualHeight:
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parms->virtHeight = va_arg(tags, int);
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break;
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case DTA_VirtualHeightF:
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parms->virtHeight = va_arg(tags, double);
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break;
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case DTA_Fullscreen:
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boolval = va_arg(tags, INTBOOL);
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if (boolval)
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{
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parms->x = parms->y = 0;
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|
parms->virtWidth = img->GetScaledWidthDouble();
|
|
parms->virtHeight = img->GetScaledHeightDouble();
|
|
}
|
|
break;
|
|
|
|
case DTA_Alpha:
|
|
parms->Alpha = FIXED2FLOAT(MIN<fixed_t>(OPAQUE, va_arg (tags, fixed_t)));
|
|
break;
|
|
|
|
case DTA_AlphaF:
|
|
parms->Alpha = (float)(MIN<double>(1., va_arg(tags, double)));
|
|
break;
|
|
|
|
case DTA_AlphaChannel:
|
|
parms->alphaChannel = va_arg(tags, INTBOOL);
|
|
break;
|
|
|
|
case DTA_FillColor:
|
|
parms->fillcolor = va_arg(tags, uint32);
|
|
fillcolorset = true;
|
|
break;
|
|
|
|
case DTA_Translation:
|
|
parms->remap = va_arg(tags, FRemapTable *);
|
|
if (parms->remap != NULL && parms->remap->Inactive)
|
|
{ // If it's inactive, pretend we were passed NULL instead.
|
|
parms->remap = NULL;
|
|
}
|
|
break;
|
|
|
|
case DTA_ColorOverlay:
|
|
parms->colorOverlay = va_arg(tags, DWORD);
|
|
break;
|
|
|
|
case DTA_FlipX:
|
|
parms->flipX = va_arg(tags, INTBOOL);
|
|
break;
|
|
|
|
case DTA_TopOffset:
|
|
parms->top = va_arg(tags, int);
|
|
break;
|
|
|
|
case DTA_TopOffsetF:
|
|
parms->top = va_arg(tags, double);
|
|
break;
|
|
|
|
case DTA_LeftOffset:
|
|
parms->left = va_arg(tags, int);
|
|
break;
|
|
|
|
case DTA_LeftOffsetF:
|
|
parms->left = va_arg(tags, double);
|
|
break;
|
|
|
|
case DTA_CenterOffset:
|
|
if (va_arg(tags, int))
|
|
{
|
|
parms->left = parms->texwidth * 0.5;
|
|
parms->top = parms->texheight * 0.5;
|
|
}
|
|
break;
|
|
|
|
case DTA_CenterBottomOffset:
|
|
if (va_arg(tags, int))
|
|
{
|
|
parms->left = parms->texwidth * 0.5;
|
|
parms->top = parms->texheight;
|
|
}
|
|
break;
|
|
|
|
case DTA_WindowLeft:
|
|
parms->windowleft = va_arg(tags, int);
|
|
break;
|
|
|
|
case DTA_WindowLeftF:
|
|
parms->windowleft = va_arg(tags, double);
|
|
break;
|
|
|
|
case DTA_WindowRight:
|
|
parms->windowright = va_arg(tags, int);
|
|
break;
|
|
|
|
case DTA_WindowRightF:
|
|
parms->windowright = va_arg(tags, double);
|
|
break;
|
|
|
|
case DTA_ClipTop:
|
|
parms->uclip = va_arg(tags, int);
|
|
if (parms->uclip < 0)
|
|
{
|
|
parms->uclip = 0;
|
|
}
|
|
break;
|
|
|
|
case DTA_ClipBottom:
|
|
parms->dclip = va_arg(tags, int);
|
|
if (parms->dclip > this->GetHeight())
|
|
{
|
|
parms->dclip = this->GetHeight();
|
|
}
|
|
break;
|
|
|
|
case DTA_ClipLeft:
|
|
parms->lclip = va_arg(tags, int);
|
|
if (parms->lclip < 0)
|
|
{
|
|
parms->lclip = 0;
|
|
}
|
|
break;
|
|
|
|
case DTA_ClipRight:
|
|
parms->rclip = va_arg(tags, int);
|
|
if (parms->rclip > this->GetWidth())
|
|
{
|
|
parms->rclip = this->GetWidth();
|
|
}
|
|
break;
|
|
|
|
case DTA_ShadowAlpha:
|
|
parms->shadowAlpha = MIN<fixed_t>(OPAQUE, va_arg (tags, fixed_t));
|
|
break;
|
|
|
|
case DTA_ShadowColor:
|
|
parms->shadowColor = va_arg(tags, int);
|
|
break;
|
|
|
|
case DTA_Shadow:
|
|
boolval = va_arg(tags, INTBOOL);
|
|
if (boolval)
|
|
{
|
|
parms->shadowAlpha = FRACUNIT/2;
|
|
parms->shadowColor = 0;
|
|
}
|
|
else
|
|
{
|
|
parms->shadowAlpha = 0;
|
|
}
|
|
break;
|
|
|
|
case DTA_Masked:
|
|
parms->masked = va_arg(tags, INTBOOL);
|
|
break;
|
|
|
|
case DTA_BilinearFilter:
|
|
parms->bilinear = va_arg(tags, INTBOOL);
|
|
break;
|
|
|
|
case DTA_KeepRatio:
|
|
// I think this is a terribly misleading name, since it actually turns
|
|
// *off* aspect ratio correction.
|
|
parms->keepratio = va_arg(tags, INTBOOL);
|
|
break;
|
|
|
|
case DTA_RenderStyle:
|
|
parms->style.AsDWORD = va_arg(tags, DWORD);
|
|
break;
|
|
|
|
case DTA_SpecialColormap:
|
|
parms->specialcolormap = va_arg(tags, FSpecialColormap *);
|
|
break;
|
|
|
|
case DTA_ColormapStyle:
|
|
parms->colormapstyle = va_arg(tags, FColormapStyle *);
|
|
break;
|
|
}
|
|
tag = va_arg(tags, DWORD);
|
|
}
|
|
va_end (tags);
|
|
|
|
if (parms->uclip >= parms->dclip || parms->lclip >= parms->rclip)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (parms->virtWidth != Width || parms->virtHeight != Height)
|
|
{
|
|
VirtualToRealCoords(parms->x, parms->y, parms->destwidth, parms->destheight,
|
|
parms->virtWidth, parms->virtHeight, virtBottom, !parms->keepratio);
|
|
}
|
|
|
|
if (parms->destwidth <= 0 || parms->destheight <= 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (parms->remap != NULL)
|
|
{
|
|
parms->translation = parms->remap->Remap;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void DCanvas::VirtualToRealCoords(double &x, double &y, double &w, double &h,
|
|
double vwidth, double vheight, bool vbottom, bool handleaspect) const
|
|
{
|
|
int myratio = handleaspect ? CheckRatio (Width, Height) : 0;
|
|
|
|
// 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 == 6) {
|
|
myratio = 2;
|
|
}
|
|
|
|
double right = x + w;
|
|
double bottom = y + h;
|
|
|
|
if (myratio != 0 && myratio != 4)
|
|
{ // 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 * BaseRatioSizes[myratio][0]) + Width * 0.5;
|
|
w = (right - vwidth * 0.5) * Width * 960 / (vwidth * BaseRatioSizes[myratio][0]) + Width * 0.5 - x;
|
|
}
|
|
else
|
|
{
|
|
x = x * Width / vwidth;
|
|
w = right * Width / vwidth - x;
|
|
}
|
|
if (myratio == 4)
|
|
{ // The target surface is 5:4
|
|
y = (y - vheight * 0.5) * Height * 600 / (vheight * BaseRatioSizes[myratio][1]) + Height * 0.5;
|
|
h = (bottom - vheight * 0.5) * Height * 600 / (vheight * BaseRatioSizes[myratio][1]) + Height * 0.5 - y;
|
|
if (vbottom)
|
|
{
|
|
y += (Height - Height * BaseRatioSizes[myratio][3] / 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)
|
|
{
|
|
int myratio = CheckRatio (Width, Height);
|
|
|
|
// if 21:9 AR, fill borders akin to 16:9, since all fullscreen
|
|
// images are being drawn to that scale.
|
|
if (myratio == 6) {
|
|
myratio = 2;
|
|
}
|
|
|
|
if (myratio == 0)
|
|
{ // This is a 4:3 display, so no border to show
|
|
return;
|
|
}
|
|
int bordtop, bordbottom, bordleft, bordright, bord;
|
|
if (Is54Aspect(myratio))
|
|
{ // Screen is taller than it is wide
|
|
bordleft = bordright = 0;
|
|
bord = Height - Height * BaseRatioSizes[myratio][3] / 48;
|
|
bordtop = bord / 2;
|
|
bordbottom = bord - bordtop;
|
|
}
|
|
else
|
|
{ // Screen is wider than it is tall
|
|
bordtop = bordbottom = 0;
|
|
bord = Width - Width * BaseRatioSizes[myratio][3] / 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 0
|
|
if(xx < 32)
|
|
cc += 7-(xx>>2);
|
|
else if(xx > (finit_width - 32))
|
|
cc += 7-((finit_width-xx) >> 2);
|
|
// if(cc==oldcc) //make sure that we don't double fade the corners.
|
|
// {
|
|
if(yy < 32)
|
|
cc += 7-(yy>>2);
|
|
else if(yy > (finit_height - 32))
|
|
cc += 7-((finit_height-yy) >> 2);
|
|
// }
|
|
if(cc > cm && cm != NULL)
|
|
{
|
|
cc = cm;
|
|
}
|
|
else if(cc > oldcc+6) // don't let the color escape from the fade table...
|
|
{
|
|
cc=oldcc+6;
|
|
}
|
|
#endif
|
|
if (yy == oldyy+1)
|
|
{
|
|
oldyy++;
|
|
oldyyshifted += GetPitch();
|
|
}
|
|
else if (yy == oldyy-1)
|
|
{
|
|
oldyy--;
|
|
oldyyshifted -= GetPitch();
|
|
}
|
|
else if (yy != oldyy)
|
|
{
|
|
oldyy = yy;
|
|
oldyyshifted = yy * GetPitch();
|
|
}
|
|
|
|
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)];
|
|
}
|
|
|
|
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);
|
|
}
|
|
memset (GetBuffer() + y0*GetPitch() + x0, palColor, deltaX+1);
|
|
}
|
|
else if (deltaX == 0)
|
|
{ // vertical line
|
|
BYTE *spot = GetBuffer() + y0*GetPitch() + x0;
|
|
int pitch = GetPitch ();
|
|
do
|
|
{
|
|
*spot = palColor;
|
|
spot += pitch;
|
|
} while (--deltaY != 0);
|
|
}
|
|
else if (deltaX == deltaY)
|
|
{ // diagonal line.
|
|
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;
|
|
BYTE *dest;
|
|
|
|
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);
|
|
}
|
|
|
|
dest = Buffer + top * Pitch + left;
|
|
x = right - left;
|
|
for (y = top; y < bottom; y++)
|
|
{
|
|
memset(dest, palcolor, x);
|
|
dest += Pitch;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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, int lightlevel)
|
|
{
|
|
#ifndef NO_SWRENDER
|
|
// 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;
|
|
}
|
|
|
|
// 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 >= Height || // 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;
|
|
}
|
|
|
|
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.
|
|
R_SetupSpanBits(tex);
|
|
R_SetSpanColormap(colormap != NULL ? &colormap->Maps[clamp(shade >> FRACBITS, 0, NUMCOLORMAPS-1) * 256] : identitymap);
|
|
R_SetSpanSource(tex->GetPixels());
|
|
scalex = double(1u << (32 - ds_xbits)) / scalex;
|
|
scaley = double(1u << (32 - ds_ybits)) / scaley;
|
|
ds_xstep = xs_RoundToInt(cosrot * scalex);
|
|
ds_ystep = xs_RoundToInt(sinrot * scaley);
|
|
|
|
// Travel down the right edge and create an outline of that edge.
|
|
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 >= Height && y2 >= Height))
|
|
{
|
|
}
|
|
else
|
|
{
|
|
fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y));
|
|
int y3 = MIN(y2, Height);
|
|
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);
|
|
|
|
// 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 >= Height && y2 >= Height))
|
|
{
|
|
}
|
|
else
|
|
{
|
|
fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y));
|
|
int y3 = MIN(y2, Height);
|
|
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
|
|
ds_y = y;
|
|
ds_x1 = x1;
|
|
ds_x2 = 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;
|
|
}
|
|
ds_xfrac = xs_RoundToInt(tex.X * scalex);
|
|
ds_yfrac = xs_RoundToInt(tex.Y * scaley);
|
|
|
|
R_DrawSpan();
|
|
#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
|
|
{
|
|
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
|
|
{
|
|
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, ST_Y);
|
|
|
|
V_DrawFrame (viewwindowx, viewwindowy, viewwidth, viewheight);
|
|
V_MarkRect (0, 0, SCREENWIDTH, ST_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();
|
|
}
|
|
}
|
|
}
|
|
|