/* ** 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 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_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, // override texture's left and top offsets and set them for the texture's middle DTA_CenterBottomOffset,// 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) // 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; // // 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); // 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, int x, int 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(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 { fixed_t x, y; int texwidth; int texheight; int windowleft; int windowright; int dclip; int uclip; int lclip; int rclip; fixed_t destwidth; fixed_t destheight; int top; int left; fixed_t alpha; int fillcolor; FRemapTable *remap; const BYTE *translation; DWORD colorOverlay; INTBOOL alphaChannel; INTBOOL flipX; fixed_t shadowAlpha; int shadowColor; int virtWidth; int virtHeight; 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, int x, int y, uint32 tag, va_list tags); bool ParseDrawTextureTags (FTexture *img, int x, int 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 effected 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(); 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 PrecacheTexture(FTexture *tex, int cache); // Screen wiping virtual bool WipeStartScreen(int type); virtual void WipeEndScreen(); virtual bool WipeDo(int ticks); virtual void WipeCleanup(); #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: DWORD 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); #if defined(X86_ASM) || defined(X64_ASM) extern "C" void ASM_PatchPitch (void); #endif int CheckRatio (int width, int height); extern const int BaseRatioSizes[5][4]; #endif // __V_VIDEO_H__