qzdoom/src/v_2ddrawer.h
Christoph Oelckers 832df6d43a - implemented desaturation for the legacy GL renderer's 2D.
A lot of work that's only needed to be able to use the hardware renderer's 2D code with the software renderer.
2018-03-30 18:14:42 +02:00

139 lines
3.1 KiB
C++

#ifndef __2DDRAWER_H
#define __2DDRAWER_H
#include "tarray.h"
#include "textures.h"
#include "v_palette.h"
#include "r_data/renderstyle.h"
#include "r_data/colormaps.h"
struct DrawParms;
class F2DDrawer
{
public:
enum EDrawType : uint8_t
{
DrawTypeTriangles,
DrawTypeLines,
DrawTypePoints,
};
enum ETextureDrawMode : uint8_t
{
DTM_Normal = 0,
DTM_Stencil = 1,
DTM_Opaque = 2,
DTM_Invert = 3,
DTM_AlphaTexture = 4,
DTM_InvertOpaque = 6,
};
enum ETextureFlags : uint8_t
{
DTF_Wrap = 1,
DTF_Scissor = 2,
//DTF_SpecialColormap = 4,
};
// This vertex type is hardware independent and needs conversion when put into a buffer.
struct TwoDVertex
{
float x, y, z;
float u, v;
PalEntry color0;
void Set(float xx, float yy, float zz)
{
x = xx;
z = zz;
y = yy;
u = 0;
v = 0;
color0 = 0;
}
void Set(double xx, double yy, double zz, double uu, double vv, PalEntry col)
{
x = (float)xx;
z = (float)zz;
y = (float)yy;
u = (float)uu;
v = (float)vv;
color0 = col;
}
};
struct RenderCommand
{
EDrawType mType;
int mVertIndex;
int mVertCount;
int mIndexIndex;
int mIndexCount;
FTexture *mTexture;
FRemapTable *mTranslation;
FSpecialColormap *mSpecialColormap;
int mScissor[4];
int mDesaturate;
FRenderStyle mRenderStyle;
PalEntry mColor1; // Overlay color
ETextureDrawMode mDrawMode;
uint8_t mFlags;
RenderCommand()
{
memset(this, 0, sizeof(*this));
}
// If these fields match, two draw commands can be batched.
bool isCompatible(const RenderCommand &other) const
{
return mTexture == other.mTexture &&
mType == other.mType &&
mTranslation == other.mTranslation &&
mSpecialColormap == other.mSpecialColormap &&
!memcmp(mScissor, other.mScissor, sizeof(mScissor)) &&
mDesaturate == other.mDesaturate &&
mRenderStyle == other.mRenderStyle &&
mDrawMode == other.mDrawMode &&
mFlags == other.mFlags &&
mColor1 == other.mColor1;
}
};
TArray<int> mIndices;
TArray<TwoDVertex> mVertices;
TArray<RenderCommand> mData;
int AddCommand(const RenderCommand *data);
void AddIndices(int firstvert, int count, ...);
bool SetStyle(FTexture *tex, DrawParms &parms, PalEntry &color0, RenderCommand &quad);
void SetColorOverlay(PalEntry color, float alpha, PalEntry &vertexcolor, PalEntry &overlaycolor);
public:
void AddTexture(FTexture *img, DrawParms &parms);
void AddPoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel);
void AddFlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin);
void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color);
void AddDim(PalEntry color, float damount, int x1, int y1, int w, int h);
void AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color);
void AddLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t color);
void AddPixel(int x1, int y1, int palcolor, uint32_t color);
void Clear();
};
#endif