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9a24771a7d
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
75 lines
1.7 KiB
C++
75 lines
1.7 KiB
C++
#ifndef __2DDRAWER_H
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#define __2DDRAWER_H
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#include "tarray.h"
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#include "gl/data/gl_vertexbuffer.h"
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class F2DDrawer : public FSimpleVertexBuffer
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{
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enum EDrawType
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{
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DrawTypeTexture,
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DrawTypeDim,
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DrawTypeFlatFill,
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DrawTypePoly,
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DrawTypeLine,
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DrawTypePixel
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};
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struct DataGeneric
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{
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EDrawType mType;
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uint32_t mLen;
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int mVertIndex;
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int mVertCount;
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};
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struct DataTexture : public DataGeneric
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{
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FMaterial *mTexture;
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int mScissor[4];
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uint32_t mColorOverlay;
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int mTranslation;
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FRenderStyle mRenderStyle;
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bool mMasked;
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bool mAlphaTexture;
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};
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struct DataFlatFill : public DataGeneric
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{
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FMaterial *mTexture;
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};
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struct DataSimplePoly : public DataGeneric
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{
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FMaterial *mTexture;
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int mLightLevel;
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FColormap mColormap;
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PalEntry mFlatColor;
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};
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TArray<FSimpleVertex> mVertices;
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TArray<uint8_t> mData;
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int mLastLineCmd = -1; // consecutive lines can be batched into a single draw call so keep this info around.
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int AddData(const DataGeneric *data);
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public:
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void AddTexture(FTexture *img, DrawParms &parms);
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void AddDim(PalEntry color, float damount, int x1, int y1, int w, int h);
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void AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color);
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void AddFlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin);
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void AddPoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel);
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void AddLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t color);
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void AddPixel(int x1, int y1, int palcolor, uint32_t color);
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void Draw();
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void Clear();
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};
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#endif
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