/* ** v_draw.cpp ** Draw patches and blocks to a canvas ** **--------------------------------------------------------------------------- ** Copyright 1998-2008 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ // #define NO_SWRENDER // set this if you want to exclude the software renderer. Without the software renderer software canvas drawing does nothing. #include #include #include "doomtype.h" #include "v_video.h" #include "m_swap.h" #include "r_defs.h" #include "r_utility.h" #include "r_renderer.h" #ifndef NO_SWRENDER #include "swrenderer/r_swcanvas.h" #endif #include "r_data/r_translate.h" #include "doomstat.h" #include "v_palette.h" #include "gi.h" #include "g_level.h" #include "st_stuff.h" #include "sbar.h" #include "i_system.h" #include "i_video.h" #include "templates.h" #include "d_net.h" #include "colormatcher.h" #include "r_data/colormaps.h" #include "g_levellocals.h" #include "textures.h" CUSTOM_CVAR(Int, uiscale, 2, CVAR_ARCHIVE | CVAR_NOINITCALL) { if (StatusBar != NULL) { StatusBar->CallScreenSizeChanged(); } } // [RH] Stretch values to make a 320x200 image best fit the screen // without using fractional steppings int CleanXfac, CleanYfac; // [RH] Effective screen sizes that the above scale values give you int CleanWidth, CleanHeight; // Above minus 1 (or 1, if they are already 1) int CleanXfac_1, CleanYfac_1, CleanWidth_1, CleanHeight_1; DEFINE_ACTION_FUNCTION(_Screen, GetWidth) { PARAM_PROLOGUE; ACTION_RETURN_INT(screen->GetWidth()); } DEFINE_ACTION_FUNCTION(_Screen, GetHeight) { PARAM_PROLOGUE; ACTION_RETURN_INT(screen->GetHeight()); } DEFINE_ACTION_FUNCTION(_Screen, PaletteColor) { PARAM_PROLOGUE; PARAM_INT(index); if (index < 0 || index > 255) index = 0; else index = GPalette.BaseColors[index]; ACTION_RETURN_INT(index); } void DCanvas::DrawTexture (FTexture *img, double x, double y, int tags_first, ...) { Va_List tags; va_start(tags.list, tags_first); DrawParms parms; bool res = ParseDrawTextureTags(img, x, y, tags_first, tags, &parms, false); va_end(tags.list); if (!res) { return; } DrawTextureParms(img, parms); } int ListGetInt(VMVa_List &tags); void DCanvas::DrawTexture(FTexture *img, double x, double y, VMVa_List &args) { DrawParms parms; uint32_t tag = ListGetInt(args); bool res = ParseDrawTextureTags(img, x, y, tag, args, &parms, false); if (!res) return; DrawTextureParms(img, parms); } DEFINE_ACTION_FUNCTION(_Screen, DrawTexture) { PARAM_PROLOGUE; PARAM_INT(texid); PARAM_BOOL(animate); PARAM_FLOAT(x); PARAM_FLOAT(y); FTexture *tex = animate ? TexMan(FSetTextureID(texid)) : TexMan[FSetTextureID(texid)]; VMVa_List args = { param + 4, 0, numparam - 4 }; screen->DrawTexture(tex, x, y, args); return 0; } void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms) { #ifndef NO_SWRENDER SWCanvas::DrawTexture(this, img, parms); #endif if (ticdup != 0 && menuactive == MENU_Off) { NetUpdate(); } } void DCanvas::SetClipRect(int x, int y, int w, int h) { clipleft = clamp(x, 0, GetWidth()); clipwidth = clamp(w, 0, GetWidth() - x); cliptop = clamp(y, 0, GetHeight()); clipwidth = clamp(w, 0, GetHeight() - y); } void DCanvas::GetClipRect(int *x, int *y, int *w, int *h) { if (x) *x = clipleft; if (y) *y = cliptop; if (w) *w = clipwidth; if (h) *h = clipheight; } bool DCanvas::SetTextureParms(DrawParms *parms, FTexture *img, double xx, double yy) const { if (img != NULL) { parms->x = xx; parms->y = yy; parms->texwidth = img->GetScaledWidthDouble(); parms->texheight = img->GetScaledHeightDouble(); if (parms->top == INT_MAX || parms->fortext) { parms->top = img->GetScaledTopOffset(); } if (parms->left == INT_MAX || parms->fortext) { parms->left = img->GetScaledLeftOffset(); } if (parms->destwidth == INT_MAX || parms->fortext) { parms->destwidth = img->GetScaledWidthDouble(); } if (parms->destheight == INT_MAX || parms->fortext) { parms->destheight = img->GetScaledHeightDouble(); } switch (parms->cleanmode) { default: break; case DTA_Clean: parms->x = (parms->x - 160.0) * CleanXfac + (Width * 0.5); parms->y = (parms->y - 100.0) * CleanYfac + (Height * 0.5); parms->destwidth = parms->texwidth * CleanXfac; parms->destheight = parms->texheight * CleanYfac; break; case DTA_CleanNoMove: parms->destwidth = parms->texwidth * CleanXfac; parms->destheight = parms->texheight * CleanYfac; break; case DTA_CleanNoMove_1: parms->destwidth = parms->texwidth * CleanXfac_1; parms->destheight = parms->texheight * CleanYfac_1; break; case DTA_Fullscreen: parms->x = parms->y = 0; break; case DTA_HUDRules: case DTA_HUDRulesC: { // Note that this has been deprecated because the HUD should be drawn by the status bar. bool xright = parms->x < 0; bool ybot = parms->y < 0; DVector2 scale = StatusBar->GetHUDScale(); parms->x *= scale.X; if (parms->cleanmode == DTA_HUDRulesC) parms->x += Width * 0.5; else if (xright) parms->x = Width + parms->x; parms->y *= scale.Y; if (ybot) parms->y = Height + parms->y; parms->destwidth = parms->texwidth * scale.X; parms->destheight = parms->texheight * scale.Y; break; } } if (parms->virtWidth != Width || parms->virtHeight != Height) { VirtualToRealCoords(parms->x, parms->y, parms->destwidth, parms->destheight, parms->virtWidth, parms->virtHeight, parms->virtBottom, !parms->keepratio); } } return false; } static void ListEnd(Va_List &tags) { va_end(tags.list); } static int ListGetInt(Va_List &tags) { return va_arg(tags.list, int); } static inline double ListGetDouble(Va_List &tags) { return va_arg(tags.list, double); } // These two options are only being used by the D3D version of the HUD weapon drawer, they serve no purpose anywhere else. static inline FSpecialColormap * ListGetSpecialColormap(Va_List &tags) { return va_arg(tags.list, FSpecialColormap *); } static inline FColormapStyle * ListGetColormapStyle(Va_List &tags) { return va_arg(tags.list, FColormapStyle *); } static void ListEnd(VMVa_List &tags) { } int ListGetInt(VMVa_List &tags) { if (tags.curindex < tags.numargs) { if (tags.args[tags.curindex].Type == REGT_INT) { return tags.args[tags.curindex++].i; } ThrowAbortException(X_OTHER, "Invalid parameter in draw function, int expected"); } return TAG_DONE; } static inline double ListGetDouble(VMVa_List &tags) { if (tags.curindex < tags.numargs && tags.args[tags.curindex].Type == REGT_FLOAT) { return tags.args[tags.curindex++].f; } ThrowAbortException(X_OTHER, "Invalid parameter in draw function, float expected"); return 0; } static inline FSpecialColormap * ListGetSpecialColormap(VMVa_List &tags) { ThrowAbortException(X_OTHER, "Invalid tag in draw function"); return nullptr; } static inline FColormapStyle * ListGetColormapStyle(VMVa_List &tags) { ThrowAbortException(X_OTHER, "Invalid tag in draw function"); return nullptr; } template bool DCanvas::ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t tag, T& tags, DrawParms *parms, bool fortext) const { INTBOOL boolval; int intval; bool translationset = false; bool fillcolorset = false; if (!fortext) { if (img == NULL || img->UseType == FTexture::TEX_Null) { ListEnd(tags); return false; } } // Do some sanity checks on the coordinates. if (x < -16383 || x > 16383 || y < -16383 || y > 16383) { ListEnd(tags); return false; } parms->fortext = fortext; parms->windowleft = 0; parms->windowright = INT_MAX; parms->dclip = this->GetHeight(); parms->uclip = 0; parms->lclip = 0; parms->rclip = this->GetWidth(); parms->left = INT_MAX; parms->top = INT_MAX; parms->destwidth = INT_MAX; parms->destheight = INT_MAX; parms->Alpha = 1.f; parms->fillcolor = -1; parms->remap = NULL; parms->colorOverlay = 0; parms->alphaChannel = false; parms->flipX = false; //parms->shadowAlpha = 0; parms->shadowColor = 0; parms->virtWidth = this->GetWidth(); parms->virtHeight = this->GetHeight(); parms->keepratio = false; parms->style.BlendOp = 255; // Dummy "not set" value parms->masked = true; parms->bilinear = false; parms->specialcolormap = NULL; parms->colormapstyle = NULL; parms->cleanmode = DTA_Base; parms->scalex = parms->scaley = 1; parms->cellx = parms->celly = 0; parms->maxstrlen = INT_MAX; parms->virtBottom = false; // Parse the tag list for attributes. (For floating point attributes, // consider that the C ABI dictates that all floats be promoted to // doubles when passed as function arguments.) while (tag != TAG_DONE) { switch (tag) { default: ListGetInt(tags); break; case DTA_DestWidth: assert(fortext == false); if (fortext) return false; parms->cleanmode = DTA_Base; parms->destwidth = ListGetInt(tags); break; case DTA_DestWidthF: assert(fortext == false); if (fortext) return false; parms->cleanmode = DTA_Base; parms->destwidth = ListGetDouble(tags); break; case DTA_DestHeight: assert(fortext == false); if (fortext) return false; parms->cleanmode = DTA_Base; parms->destheight = ListGetInt(tags); break; case DTA_DestHeightF: assert(fortext == false); if (fortext) return false; parms->cleanmode = DTA_Base; parms->destheight = ListGetDouble(tags); break; case DTA_Clean: boolval = ListGetInt(tags); if (boolval) { parms->scalex = 1; parms->scaley = 1; parms->cleanmode = tag; } break; case DTA_CleanNoMove: boolval = ListGetInt(tags); if (boolval) { parms->scalex = CleanXfac; parms->scaley = CleanYfac; parms->cleanmode = tag; } break; case DTA_CleanNoMove_1: boolval = ListGetInt(tags); if (boolval) { parms->scalex = CleanXfac_1; parms->scaley = CleanYfac_1; parms->cleanmode = tag; } break; case DTA_320x200: boolval = ListGetInt(tags); if (boolval) { parms->cleanmode = DTA_Base; parms->scalex = 1; parms->scaley = 1; parms->virtWidth = 320; parms->virtHeight = 200; } break; case DTA_Bottom320x200: boolval = ListGetInt(tags); if (boolval) { parms->cleanmode = DTA_Base; parms->scalex = 1; parms->scaley = 1; parms->virtWidth = 320; parms->virtHeight = 200; } parms->virtBottom = true; break; case DTA_HUDRules: intval = ListGetInt(tags); parms->cleanmode = intval == HUD_HorizCenter ? DTA_HUDRulesC : DTA_HUDRules; break; case DTA_VirtualWidth: parms->cleanmode = DTA_Base; parms->virtWidth = ListGetInt(tags); break; case DTA_VirtualWidthF: parms->cleanmode = DTA_Base; parms->virtWidth = ListGetDouble(tags); break; case DTA_VirtualHeight: parms->cleanmode = DTA_Base; parms->virtHeight = ListGetInt(tags); break; case DTA_VirtualHeightF: parms->cleanmode = DTA_Base; parms->virtHeight = ListGetDouble(tags); break; case DTA_Fullscreen: boolval = ListGetInt(tags); if (boolval) { assert(fortext == false); if (img == NULL) return false; parms->cleanmode = DTA_Fullscreen; parms->virtWidth = img->GetScaledWidthDouble(); parms->virtHeight = img->GetScaledHeightDouble(); } break; case DTA_Alpha: parms->Alpha = (float)(MIN(1., ListGetDouble(tags))); break; case DTA_AlphaChannel: parms->alphaChannel = ListGetInt(tags); break; case DTA_FillColor: parms->fillcolor = ListGetInt(tags); if (parms->fillcolor != ~0u) { fillcolorset = true; } else if (parms->fillcolor != 0) { // The crosshair is the only thing which uses a non-black fill color. parms->fillcolor = PalEntry(ColorMatcher.Pick(parms->fillcolor), RPART(parms->fillcolor), GPART(parms->fillcolor), BPART(parms->fillcolor)); } break; case DTA_TranslationIndex: parms->remap = TranslationToTable(ListGetInt(tags)); break; case DTA_ColorOverlay: parms->colorOverlay = ListGetInt(tags); break; case DTA_FlipX: parms->flipX = ListGetInt(tags); break; case DTA_TopOffset: assert(fortext == false); if (fortext) return false; parms->top = ListGetInt(tags); break; case DTA_TopOffsetF: assert(fortext == false); if (fortext) return false; parms->top = ListGetDouble(tags); break; case DTA_LeftOffset: assert(fortext == false); if (fortext) return false; parms->left = ListGetInt(tags); break; case DTA_LeftOffsetF: assert(fortext == false); if (fortext) return false; parms->left = ListGetDouble(tags); break; case DTA_CenterOffset: assert(fortext == false); if (fortext) return false; if (ListGetInt(tags)) { parms->left = img->GetScaledWidthDouble() * 0.5; parms->top = img->GetScaledHeightDouble() * 0.5; } break; case DTA_CenterBottomOffset: assert(fortext == false); if (fortext) return false; if (ListGetInt(tags)) { parms->left = img->GetScaledWidthDouble() * 0.5; parms->top = img->GetScaledHeightDouble(); } break; case DTA_WindowLeft: assert(fortext == false); if (fortext) return false; parms->windowleft = ListGetInt(tags); break; case DTA_WindowLeftF: assert(fortext == false); if (fortext) return false; parms->windowleft = ListGetDouble(tags); break; case DTA_WindowRight: assert(fortext == false); if (fortext) return false; parms->windowright = ListGetInt(tags); break; case DTA_WindowRightF: assert(fortext == false); if (fortext) return false; parms->windowright = ListGetDouble(tags); break; case DTA_ClipTop: parms->uclip = ListGetInt(tags); if (parms->uclip < 0) { parms->uclip = 0; } break; case DTA_ClipBottom: parms->dclip = ListGetInt(tags); if (parms->dclip > this->GetHeight()) { parms->dclip = this->GetHeight(); } break; case DTA_ClipLeft: parms->lclip = ListGetInt(tags); if (parms->lclip < 0) { parms->lclip = 0; } break; case DTA_ClipRight: parms->rclip = ListGetInt(tags); if (parms->rclip > this->GetWidth()) { parms->rclip = this->GetWidth(); } break; case DTA_ShadowAlpha: //parms->shadowAlpha = (float)MIN(1., ListGetDouble(tags)); break; case DTA_ShadowColor: parms->shadowColor = ListGetInt(tags); break; case DTA_Shadow: boolval = ListGetInt(tags); if (boolval) { //parms->shadowAlpha = 0.5; parms->shadowColor = 0; } else { //parms->shadowAlpha = 0; } break; case DTA_Masked: parms->masked = ListGetInt(tags); break; case DTA_BilinearFilter: parms->bilinear = ListGetInt(tags); break; case DTA_KeepRatio: // I think this is a terribly misleading name, since it actually turns // *off* aspect ratio correction. parms->keepratio = ListGetInt(tags); break; case DTA_RenderStyle: parms->style.AsDWORD = ListGetInt(tags); break; case DTA_SpecialColormap: parms->specialcolormap = ListGetSpecialColormap(tags); break; case DTA_ColormapStyle: parms->colormapstyle = ListGetColormapStyle(tags); break; case DTA_TextLen: parms->maxstrlen = ListGetInt(tags); break; case DTA_CellX: parms->cellx = ListGetInt(tags); break; case DTA_CellY: parms->celly = ListGetInt(tags); break; } tag = ListGetInt(tags); } ListEnd(tags); if (parms->remap != nullptr && parms->remap->Inactive) { // If it's inactive, pretend we were passed NULL instead. parms->remap = nullptr; } // intersect with the canvas's clipping rectangle. if (clipwidth >= 0 && clipheight >= 0) { if (parms->lclip < clipleft) parms->lclip = clipleft; if (parms->rclip > clipleft + clipwidth) parms->rclip = clipleft + clipwidth; if (parms->uclip < cliptop) parms->uclip = cliptop; if (parms->dclip < cliptop + clipheight) parms->uclip = cliptop + clipheight; } if (parms->uclip >= parms->dclip || parms->lclip >= parms->rclip) { return false; } if (img != NULL) { SetTextureParms(parms, img, x, y); if (parms->destwidth <= 0 || parms->destheight <= 0) { return false; } } if (parms->style.BlendOp == 255) { if (fillcolorset) { if (parms->alphaChannel) { parms->style = STYLE_Shaded; } else if (parms->Alpha < 1.f) { parms->style = STYLE_TranslucentStencil; } else { parms->style = STYLE_Stencil; } } else if (parms->Alpha < 1.f) { parms->style = STYLE_Translucent; } else { parms->style = STYLE_Normal; } } return true; } // explicitly instantiate both versions for v_text.cpp. template bool DCanvas::ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t tag, Va_List& tags, DrawParms *parms, bool fortext) const; template bool DCanvas::ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t tag, VMVa_List& tags, DrawParms *parms, bool fortext) const; void DCanvas::VirtualToRealCoords(double &x, double &y, double &w, double &h, double vwidth, double vheight, bool vbottom, bool handleaspect) const { float myratio = handleaspect ? ActiveRatio (Width, Height) : (4.0f / 3.0f); // if 21:9 AR, map to 16:9 for all callers. // this allows for black bars and stops the stretching of fullscreen images if (myratio > 1.7f) { myratio = 16.0f / 9.0f; } double right = x + w; double bottom = y + h; if (myratio > 1.334f) { // The target surface is either 16:9 or 16:10, so expand the // specified virtual size to avoid undesired stretching of the // image. Does not handle non-4:3 virtual sizes. I'll worry about // those if somebody expresses a desire to use them. x = (x - vwidth * 0.5) * Width * 960 / (vwidth * AspectBaseWidth(myratio)) + Width * 0.5; w = (right - vwidth * 0.5) * Width * 960 / (vwidth * AspectBaseWidth(myratio)) + Width * 0.5 - x; } else { x = x * Width / vwidth; w = right * Width / vwidth - x; } if (AspectTallerThanWide(myratio)) { // The target surface is 5:4 y = (y - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5; h = (bottom - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5 - y; if (vbottom) { y += (Height - Height * AspectMultiplier(myratio) / 48.0) * 0.5; } } else { y = y * Height / vheight; h = bottom * Height / vheight - y; } } DEFINE_ACTION_FUNCTION(_Screen, VirtualToRealCoords) { PARAM_PROLOGUE; PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(w); PARAM_FLOAT(h); PARAM_FLOAT(vw); PARAM_FLOAT(vh); PARAM_BOOL_DEF(vbottom); PARAM_BOOL_DEF(handleaspect); screen->VirtualToRealCoords(x, y, w, h, vw, vh, vbottom, handleaspect); if (numret >= 1) ret[0].SetVector2(DVector2(x, y)); if (numret >= 2) ret[1].SetVector2(DVector2(w, h)); return MIN(numret, 2); } void DCanvas::VirtualToRealCoordsInt(int &x, int &y, int &w, int &h, int vwidth, int vheight, bool vbottom, bool handleaspect) const { double dx, dy, dw, dh; dx = x; dy = y; dw = w; dh = h; VirtualToRealCoords(dx, dy, dw, dh, vwidth, vheight, vbottom, handleaspect); x = int(dx + 0.5); y = int(dy + 0.5); w = int(dx + dw + 0.5) - x; h = int(dy + dh + 0.5) - y; } void DCanvas::FillBorder (FTexture *img) { float myratio = ActiveRatio (Width, Height); // if 21:9 AR, fill borders akin to 16:9, since all fullscreen // images are being drawn to that scale. if (myratio > 1.7f) { myratio = 16 / 9.0f; } if (myratio >= 1.3f && myratio <= 1.4f) { // This is a 4:3 display, so no border to show return; } int bordtop, bordbottom, bordleft, bordright, bord; if (AspectTallerThanWide(myratio)) { // Screen is taller than it is wide bordleft = bordright = 0; bord = Height - Height * AspectMultiplier(myratio) / 48; bordtop = bord / 2; bordbottom = bord - bordtop; } else { // Screen is wider than it is tall bordtop = bordbottom = 0; bord = Width - Width * AspectMultiplier(myratio) / 48; bordleft = bord / 2; bordright = bord - bordleft; } if (img != NULL) { FlatFill (0, 0, Width, bordtop, img); // Top FlatFill (0, bordtop, bordleft, Height - bordbottom, img); // Left FlatFill (Width - bordright, bordtop, Width, Height - bordbottom, img); // Right FlatFill (0, Height - bordbottom, Width, Height, img); // Bottom } else { Clear (0, 0, Width, bordtop, GPalette.BlackIndex, 0); // Top Clear (0, bordtop, bordleft, Height - bordbottom, GPalette.BlackIndex, 0); // Left Clear (Width - bordright, bordtop, Width, Height - bordbottom, GPalette.BlackIndex, 0); // Right Clear (0, Height - bordbottom, Width, Height, GPalette.BlackIndex, 0); // Bottom } } void DCanvas::DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32_t realcolor) { #ifndef NO_SWRENDER SWCanvas::DrawLine(this, x0, y0, x1, y1, palColor, realcolor); #endif } void DCanvas::DrawPixel(int x, int y, int palColor, uint32_t realcolor) { #ifndef NO_SWRENDER SWCanvas::DrawPixel(this, x, y, palColor, realcolor); #endif } //========================================================================== // // DCanvas :: Clear // // Set an area to a specified color. // //========================================================================== void DCanvas::DoClear (int left, int top, int right, int bottom, int palcolor, uint32_t color) { #ifndef NO_SWRENDER if (palcolor < 0 && APART(color) != 255) { Dim(color, APART(color) / 255.f, left, top, right - left, bottom - top); } else { SWCanvas::Clear(this, left, top, right, bottom, palcolor, color); } #endif } void DCanvas::Clear(int left, int top, int right, int bottom, int palcolor, uint32_t color) { if (clipwidth >= 0 && clipheight >= 0) { int w = right - left; int h = bottom - top; if (left < clipleft) { w -= (clipleft - left); left = clipleft; } if (w > clipwidth) w = clipwidth; if (w <= 0) return; if (top < cliptop) { h -= (cliptop - top); top = cliptop; } if (h > clipheight) w = clipheight; if (h <= 0) return; right = left + w; bottom = top + h; } DoClear(left, top, right, bottom, palcolor, color); } DEFINE_ACTION_FUNCTION(_Screen, Clear) { PARAM_PROLOGUE; PARAM_INT(x1); PARAM_INT(y1); PARAM_INT(x2); PARAM_INT(y2); PARAM_INT(color); PARAM_INT_DEF(palcol); screen->Clear(x1, y1, x2, y2, palcol, color); return 0; } //========================================================================== // // DCanvas :: Dim // // Applies a colored overlay to an area of the screen. // //========================================================================== void DCanvas::DoDim(PalEntry color, float damount, int x1, int y1, int w, int h) { #ifndef NO_SWRENDER SWCanvas::Dim(this, color, damount, x1, y1, w, h); #endif } void DCanvas::Dim(PalEntry color, float damount, int x1, int y1, int w, int h) { if (clipwidth >= 0 && clipheight >= 0) { if (x1 < clipleft) { w -= (clipleft - x1); x1 = clipleft; } if (w > clipwidth) w = clipwidth; if (w <= 0) return; if (y1 < cliptop) { h -= (cliptop - y1); y1 = cliptop; } if (h > clipheight) w = clipheight; if (h <= 0) return; } DoDim(color, damount, x1, y1, w, h); } DEFINE_ACTION_FUNCTION(_Screen, Dim) { PARAM_PROLOGUE; PARAM_INT(color); PARAM_FLOAT(amount); PARAM_INT(x1); PARAM_INT(y1); PARAM_INT(w); PARAM_INT(h); screen->Dim(color, float(amount), x1, y1, w, h); return 0; } //========================================================================== // // 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, const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip) { #ifndef NO_SWRENDER SWCanvas::FillSimplePoly(this, tex, points, npoints, originx, originy, scalex, scaley, rotation, colormap, flatcolor, lightlevel, bottomclip); #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 uint8_t *src) const { if (IsBgra()) return; int srcpitch = _width; int destpitch; uint8_t *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, uint8_t *dest) const { if (IsBgra()) return; const uint8_t *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 uint8_t *&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); } DEFINE_ACTION_FUNCTION(_Screen, DrawFrame) { PARAM_PROLOGUE; PARAM_INT(x); PARAM_INT(y); PARAM_INT(w); PARAM_INT(h); V_DrawFrame(x, y, w, h); return 0; } //========================================================================== // // 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) { if (viewwidth == SCREENWIDTH) { return; } V_DrawBorder (0, 0, SCREENWIDTH, viewwindowy); V_DrawBorder (0, viewwindowy, viewwindowx, viewheight + viewwindowy); V_DrawBorder (viewwindowx + viewwidth, viewwindowy, SCREENWIDTH, viewheight + viewwindowy); V_DrawBorder (0, viewwindowy + viewheight, SCREENWIDTH, gST_Y); V_DrawFrame (viewwindowx, viewwindowy, viewwidth, viewheight); V_MarkRect (0, 0, SCREENWIDTH, gST_Y); } //========================================================================== // // R_DrawTopBorder // // Draws the top border around the view for different size windows // //========================================================================== static void V_DrawTopBorder () { FTexture *p; int offset; if (viewwidth == SCREENWIDTH) return; offset = gameinfo.Border.offset; if (viewwindowy < 34) { V_DrawBorder (0, 0, viewwindowx, 34); V_DrawBorder (viewwindowx, 0, viewwindowx + viewwidth, viewwindowy); V_DrawBorder (viewwindowx + viewwidth, 0, SCREENWIDTH, 34); p = TexMan(gameinfo.Border.t); screen->FlatFill(viewwindowx, viewwindowy - p->GetHeight(), viewwindowx + viewwidth, viewwindowy, p, true); p = TexMan(gameinfo.Border.l); screen->FlatFill(viewwindowx - p->GetWidth(), viewwindowy, viewwindowx, 35, p, true); p = TexMan(gameinfo.Border.r); screen->FlatFill(viewwindowx + viewwidth, viewwindowy, viewwindowx + viewwidth + p->GetWidth(), 35, p, true); p = TexMan(gameinfo.Border.tl); screen->DrawTexture (p, viewwindowx - offset, viewwindowy - offset, TAG_DONE); p = TexMan(gameinfo.Border.tr); screen->DrawTexture (p, viewwindowx + viewwidth, viewwindowy - offset, TAG_DONE); } else { V_DrawBorder (0, 0, SCREENWIDTH, 34); } } //========================================================================== // // R_RefreshViewBorder // // Draws the border around the player view, if needed. // //========================================================================== void V_RefreshViewBorder () { if (setblocks < 10) { if (BorderNeedRefresh) { BorderNeedRefresh--; if (BorderTopRefresh) { BorderTopRefresh--; } V_DrawViewBorder(); } else if (BorderTopRefresh) { BorderTopRefresh--; V_DrawTopBorder(); } } }