qzdoom/src/v_draw.cpp

1495 lines
39 KiB
C++

/*
** 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.
**---------------------------------------------------------------------------
**
*/
#include <stdio.h>
#include <stdarg.h>
#include "doomtype.h"
#include "v_video.h"
#include "r_defs.h"
#include "r_utility.h"
#include "r_renderer.h"
#include "doomstat.h"
#include "gi.h"
#include "g_level.h"
#include "sbar.h"
#include "d_player.h"
#include "i_video.h"
#include "g_levellocals.h"
#include "vm.h"
#include "hwrenderer/utility/hw_cvars.h"
CVAR(Float, underwater_fade_scalar, 1.0f, CVAR_ARCHIVE) // [Nash] user-settable underwater blend intensity
CUSTOM_CVAR(Int, uiscale, 0, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
if (self < 0)
{
self = 0;
return;
}
if (StatusBar != NULL)
{
StatusBar->CallScreenSizeChanged();
}
setsizeneeded = true;
}
int GetUIScale(int altval)
{
int scaleval;
if (altval > 0) scaleval = altval;
else if (uiscale == 0)
{
// Default should try to scale to 640x400
int vscale = screen->GetHeight() / 400;
int hscale = screen->GetWidth() / 640;
scaleval = clamp(vscale, 1, hscale);
}
else scaleval = uiscale;
// block scales that result in something larger than the current screen.
int vmax = screen->GetHeight() / 200;
int hmax = screen->GetWidth() / 320;
int max = MAX(vmax, hmax);
return MAX(1,MIN(scaleval, max));
}
// [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;
//==========================================================================
//
// ZScript wrappers for inlines
//
//==========================================================================
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);
}
//==========================================================================
//
// Internal texture drawing function
//
//==========================================================================
void DFrameBuffer::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);
}
//==========================================================================
//
// ZScript texture drawing function
//
//==========================================================================
int ListGetInt(VMVa_List &tags);
void DFrameBuffer::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);
PARAM_VA_POINTER(va_reginfo) // Get the hidden type information array
if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
FTexture *tex = TexMan.ByIndex(texid, animate);
VMVa_List args = { param + 4, 0, numparam - 5, va_reginfo + 4 };
screen->DrawTexture(tex, x, y, args);
return 0;
}
//==========================================================================
//
// common drawing function
//
//==========================================================================
void DFrameBuffer::DrawTextureParms(FTexture *img, DrawParms &parms)
{
m2DDrawer.AddTexture(img, parms);
}
//==========================================================================
//
// ZScript arbitrary textured shape drawing functions
//
//==========================================================================
void DFrameBuffer::DrawShape(FTexture *img, DShape2D *shape, int tags_first, ...)
{
Va_List tags;
va_start(tags.list, tags_first);
DrawParms parms;
bool res = ParseDrawTextureTags(img, 0, 0, tags_first, tags, &parms, false);
va_end(tags.list);
if (!res) return;
m2DDrawer.AddShape(img, shape, parms);
}
void DFrameBuffer::DrawShape(FTexture *img, DShape2D *shape, VMVa_List &args)
{
DrawParms parms;
uint32_t tag = ListGetInt(args);
bool res = ParseDrawTextureTags(img, 0, 0, tag, args, &parms, false);
if (!res) return;
m2DDrawer.AddShape(img, shape, parms);
}
DEFINE_ACTION_FUNCTION(_Screen, DrawShape)
{
PARAM_PROLOGUE;
PARAM_INT(texid);
PARAM_BOOL(animate);
PARAM_POINTER(shape, DShape2D);
PARAM_VA_POINTER(va_reginfo) // Get the hidden type information array
if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
FTexture *tex = TexMan.ByIndex(texid, animate);
VMVa_List args = { param + 3, 0, numparam - 4, va_reginfo + 3 };
screen->DrawShape(tex, shape, args);
return 0;
}
//==========================================================================
//
// Clipping rect
//
//==========================================================================
void DFrameBuffer::SetClipRect(int x, int y, int w, int h)
{
clipleft = clamp(x, 0, GetWidth());
clipwidth = clamp(w, -1, GetWidth() - x);
cliptop = clamp(y, 0, GetHeight());
clipheight = clamp(h, -1, GetHeight() - y);
}
DEFINE_ACTION_FUNCTION(_Screen, SetClipRect)
{
PARAM_PROLOGUE;
PARAM_INT(x);
PARAM_INT(y);
PARAM_INT(w);
PARAM_INT(h);
screen->SetClipRect(x, y, w, h);
return 0;
}
DEFINE_ACTION_FUNCTION(_Screen, ClearClipRect)
{
PARAM_PROLOGUE;
screen->ClearClipRect();
return 0;
}
void DFrameBuffer::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;
}
DEFINE_ACTION_FUNCTION(_Screen, GetClipRect)
{
PARAM_PROLOGUE;
int x, y, w, h;
screen->GetClipRect(&x, &y, &w, &h);
if (numret > 0) ret[0].SetInt(x);
if (numret > 1) ret[1].SetInt(y);
if (numret > 2) ret[2].SetInt(w);
if (numret > 3) ret[3].SetInt(h);
return MIN(numret, 4);
}
DEFINE_ACTION_FUNCTION(_Screen, GetViewWindow)
{
PARAM_PROLOGUE;
if (numret > 0) ret[0].SetInt(viewwindowx);
if (numret > 1) ret[1].SetInt(viewwindowy);
if (numret > 2) ret[2].SetInt(viewwidth);
if (numret > 3) ret[3].SetInt(viewheight);
return MIN(numret, 4);
}
//==========================================================================
//
// Draw parameter parsing
//
//==========================================================================
bool DFrameBuffer::SetTextureParms(DrawParms *parms, FTexture *img, double xx, double yy) const
{
if (img != NULL)
{
parms->x = xx;
parms->y = yy;
parms->texwidth = img->GetDisplayWidthDouble();
parms->texheight = img->GetDisplayHeightDouble();
if (parms->top == INT_MAX || parms->fortext)
{
parms->top = img->GetDisplayTopOffset();
}
if (parms->left == INT_MAX || parms->fortext)
{
parms->left = img->GetDisplayLeftOffset();
}
if (parms->destwidth == INT_MAX || parms->fortext)
{
parms->destwidth = img->GetDisplayWidthDouble();
}
if (parms->destheight == INT_MAX || parms->fortext)
{
parms->destheight = img->GetDisplayHeightDouble();
}
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;
}
//==========================================================================
//
// template helpers
//
//==========================================================================
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);
}
static inline FSpecialColormap * ListGetSpecialColormap(Va_List &tags)
{
return va_arg(tags.list, FSpecialColormap *);
}
static void ListEnd(VMVa_List &tags)
{
}
int ListGetInt(VMVa_List &tags)
{
if (tags.curindex < tags.numargs)
{
if (tags.reginfo[tags.curindex] == 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)
{
if (tags.reginfo[tags.curindex] == REGT_FLOAT)
{
return tags.args[tags.curindex++].f;
}
if (tags.reginfo[tags.curindex] == REGT_INT)
{
return tags.args[tags.curindex++].i;
}
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;
}
//==========================================================================
//
// Main taglist parsing
//
//==========================================================================
template<class T>
bool DFrameBuffer::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->isValid())
{
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->flipY = false;
parms->color = 0xffffffff;
//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->desaturate = 0;
parms->cleanmode = DTA_Base;
parms->scalex = parms->scaley = 1;
parms->cellx = parms->celly = 0;
parms->maxstrlen = INT_MAX;
parms->virtBottom = false;
parms->srcx = 0.;
parms->srcy = 0.;
parms->srcwidth = 1.;
parms->srcheight = 1.;
parms->burn = 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->GetDisplayWidthDouble();
parms->virtHeight = img->GetDisplayHeightDouble();
}
break;
case DTA_Alpha:
parms->Alpha = (float)(MIN<double>(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_Color:
parms->color = ListGetInt(tags);
break;
case DTA_FlipX:
parms->flipX = ListGetInt(tags);
break;
case DTA_FlipY:
parms->flipY = ListGetInt(tags);
break;
case DTA_SrcX:
parms->srcx = ListGetDouble(tags) / img->GetDisplayWidthDouble();
break;
case DTA_SrcY:
parms->srcy = ListGetDouble(tags) / img->GetDisplayHeightDouble();
break;
case DTA_SrcWidth:
parms->srcwidth = ListGetDouble(tags) / img->GetDisplayWidthDouble();
break;
case DTA_SrcHeight:
parms->srcheight = ListGetDouble(tags) / img->GetDisplayHeightDouble();
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->GetDisplayWidthDouble() * 0.5;
parms->top = img->GetDisplayHeightDouble() * 0.5;
}
break;
case DTA_CenterBottomOffset:
assert(fortext == false);
if (fortext) return false;
if (ListGetInt(tags))
{
parms->left = img->GetDisplayWidthDouble() * 0.5;
parms->top = img->GetDisplayHeightDouble();
}
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_LegacyRenderStyle: // mainly for ZScript which does not handle FRenderStyle that well.
parms->style = (ERenderStyle)ListGetInt(tags);
break;
case DTA_SpecialColormap:
parms->specialcolormap = ListGetSpecialColormap(tags);
break;
case DTA_Desaturate:
parms->desaturate = ListGetInt(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;
case DTA_Burn:
parms->burn = true;
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->dclip = 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 DFrameBuffer::ParseDrawTextureTags<Va_List>(FTexture *img, double x, double y, uint32_t tag, Va_List& tags, DrawParms *parms, bool fortext) const;
template bool DFrameBuffer::ParseDrawTextureTags<VMVa_List>(FTexture *img, double x, double y, uint32_t tag, VMVa_List& tags, DrawParms *parms, bool fortext) const;
//==========================================================================
//
// Coordinate conversion
//
//==========================================================================
void DFrameBuffer::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(vbottom);
PARAM_BOOL(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 DFrameBuffer::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 DFrameBuffer::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
}
}
//==========================================================================
//
// Draw a line
//
//==========================================================================
void DFrameBuffer::DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32_t realcolor, uint8_t alpha)
{
m2DDrawer.AddLine(x0, y0, x1, y1, palColor, realcolor, alpha);
}
DEFINE_ACTION_FUNCTION(_Screen, DrawLine)
{
PARAM_PROLOGUE;
PARAM_INT(x0);
PARAM_INT(y0);
PARAM_INT(x1);
PARAM_INT(y1);
PARAM_INT(color);
PARAM_INT(alpha);
if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
screen->DrawLine(x0, y0, x1, y1, -1, color, alpha);
return 0;
}
void DFrameBuffer::DrawThickLine(int x0, int y0, int x1, int y1, double thickness, uint32_t realcolor, uint8_t alpha) {
m2DDrawer.AddThickLine(x0, y0, x1, y1, thickness, realcolor, alpha);
}
DEFINE_ACTION_FUNCTION(_Screen, DrawThickLine)
{
PARAM_PROLOGUE;
PARAM_INT(x0);
PARAM_INT(y0);
PARAM_INT(x1);
PARAM_INT(y1);
PARAM_FLOAT(thickness);
PARAM_INT(color);
PARAM_INT(alpha);
if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
screen->DrawThickLine(x0, y0, x1, y1, thickness, color, alpha);
return 0;
}
//==========================================================================
//
// Draw a single pixel
//
//==========================================================================
void DFrameBuffer::DrawPixel(int x, int y, int palColor, uint32_t realcolor)
{
m2DDrawer.AddPixel(x, y, palColor, realcolor);
}
//==========================================================================
//
// DCanvas :: Clear
//
// Set an area to a specified color.
//
//==========================================================================
void DFrameBuffer::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;
}
if (palcolor >= 0 && color == 0)
{
color = GPalette.BaseColors[palcolor] | 0xff000000;
}
m2DDrawer.AddColorOnlyQuad(left, top, right - left, bottom - top, color | 0xFF000000, nullptr);
}
DEFINE_ACTION_FUNCTION(_Screen, Clear)
{
PARAM_PROLOGUE;
PARAM_INT(x1);
PARAM_INT(y1);
PARAM_INT(x2);
PARAM_INT(y2);
PARAM_INT(color);
PARAM_INT(palcol);
if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
screen->Clear(x1, y1, x2, y2, palcol, color);
return 0;
}
//==========================================================================
//
// DCanvas :: Dim
//
// Applies a colored overlay to an area of the screen.
//
//==========================================================================
void DFrameBuffer::DoDim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style)
{
if (amount <= 0)
{
return;
}
if (amount > 1)
{
amount = 1;
}
m2DDrawer.AddColorOnlyQuad(x1, y1, w, h, (color.d & 0xffffff) | (int(amount * 255) << 24), style);
}
void DFrameBuffer::Dim(PalEntry color, float damount, int x1, int y1, int w, int h, FRenderStyle *style)
{
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) h = clipheight;
if (h <= 0) return;
}
DoDim(color, damount, x1, y1, w, h, style);
}
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);
if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
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 DFrameBuffer::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, uint32_t *indices, size_t indexcount)
{
m2DDrawer.AddPoly(tex, points, npoints, originx, originy, scalex, scaley, rotation, colormap, flatcolor, lightlevel, indices, indexcount);
}
//==========================================================================
//
// DCanvas :: FlatFill
//
// Fill an area with a texture. If local_origin is false, then the origin
// used for the wrapping is (0,0). Otherwise, (left,right) is used.
//
//==========================================================================
void DFrameBuffer::FlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin)
{
m2DDrawer.AddFlatFill(left, top, right, bottom, src, local_origin);
}
//==========================================================================
//
// 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 DFrameBuffer::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.GetTextureByName(border->t);
FlatFill(left, top - p->GetDisplayHeight(), right, top, p, true);
p = TexMan.GetTextureByName(border->b);
FlatFill(left, bottom, right, bottom + p->GetDisplayHeight(), p, true);
// Draw left and right sides.
p = TexMan.GetTextureByName(border->l);
FlatFill(left - p->GetDisplayWidth(), top, left, bottom, p, true);
p = TexMan.GetTextureByName(border->r);
FlatFill(right, top, right + p->GetDisplayWidth(), bottom, p, true);
// Draw beveled corners.
DrawTexture (TexMan.GetTextureByName(border->tl), left-offset, top-offset, TAG_DONE);
DrawTexture (TexMan.GetTextureByName(border->tr), left+width, top-offset, TAG_DONE);
DrawTexture (TexMan.GetTextureByName(border->bl), left-offset, top+height, TAG_DONE);
DrawTexture (TexMan.GetTextureByName(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);
screen->DrawFrame(x, y, w, h);
return 0;
}
//==========================================================================
//
// screen->DrawBorder
//
//==========================================================================
void DFrameBuffer::DrawBorder (FTextureID picnum, int x1, int y1, int x2, int y2)
{
if (picnum.isValid())
{
FlatFill (x1, y1, x2, y2, TexMan.GetTexture(picnum, false));
}
else
{
Clear (x1, y1, x2, y2, 0, 0);
}
}
///==========================================================================
//
// Draws a blend over the entire view
//
//==========================================================================
void DFrameBuffer::DrawBlend(sector_t * viewsector)
{
float blend[4] = { 0,0,0,0 };
PalEntry blendv = 0;
float extra_red;
float extra_green;
float extra_blue;
player_t *player = nullptr;
bool fullbright = false;
if (players[consoleplayer].camera != nullptr)
{
player = players[consoleplayer].camera->player;
if (player)
fullbright = (player->fixedcolormap != NOFIXEDCOLORMAP || player->extralight == INT_MIN || player->fixedlightlevel != -1);
}
// don't draw sector based blends when any fullbright screen effect is active.
if (!fullbright)
{
const auto &vpp = r_viewpoint.Pos;
if (!viewsector->e->XFloor.ffloors.Size())
{
if (viewsector->GetHeightSec())
{
auto s = viewsector->heightsec;
blendv = s->floorplane.PointOnSide(vpp) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(vpp) < 0 ? s->topmap : s->midmap;
}
}
else
{
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
for (unsigned int i = 0; i < lightlist.Size(); i++)
{
double lightbottom;
if (i < lightlist.Size() - 1)
lightbottom = lightlist[i + 1].plane.ZatPoint(vpp);
else
lightbottom = viewsector->floorplane.ZatPoint(vpp);
if (lightbottom < vpp.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
{
// 3d floor 'fog' is rendered as a blending value
blendv = lightlist[i].blend;
// If this is the same as the sector's it doesn't apply!
if (blendv == viewsector->Colormap.FadeColor) blendv = 0;
// a little hack to make this work for Legacy maps.
if (blendv.a == 0 && blendv != 0) blendv.a = 128;
break;
}
}
}
if (blendv.a == 0 && V_IsTrueColor()) // The paletted software renderer uses the original colormap as this frame's palette, but in true color that isn't doable.
{
blendv = R_BlendForColormap(blendv);
}
if (blendv.a == 255)
{
extra_red = blendv.r / 255.0f;
extra_green = blendv.g / 255.0f;
extra_blue = blendv.b / 255.0f;
// If this is a multiplicative blend do it separately and add the additive ones on top of it.
// black multiplicative blends are ignored
if (extra_red || extra_green || extra_blue)
{
screen->Dim(blendv, 1, 0, 0, screen->GetWidth(), screen->GetHeight(), &LegacyRenderStyles[STYLE_Multiply]);
}
blendv = 0;
}
else if (blendv.a)
{
// [Nash] allow user to set blend intensity
int cnt = blendv.a;
cnt = (int)(cnt * underwater_fade_scalar);
V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, cnt / 255.0f, blend);
}
}
else if (player && player->fixedlightlevel != -1 && player->fixedcolormap == NOFIXEDCOLORMAP)
{
// Draw fixedlightlevel effects as a 2D overlay. The hardware renderer just processes such a scene fullbright without any lighting.
auto torchtype = PClass::FindActor(NAME_PowerTorch);
auto litetype = PClass::FindActor(NAME_PowerLightAmp);
PalEntry color = 0xffffffff;
for (AActor *in = player->mo->Inventory; in; in = in->Inventory)
{
// Need special handling for light amplifiers
if (in->IsKindOf(torchtype))
{
// The software renderer already bakes the torch flickering into its output, so this must be omitted here.
float r = vid_rendermode < 4? 1.f : (0.8f + (7 - player->fixedlightlevel) / 70.0f);
if (r > 1.0f) r = 1.0f;
int rr = (int)(r * 255);
int b = rr;
if (gl_enhanced_nightvision) b = b * 3 / 4;
color = PalEntry(255, rr, rr, b);
}
else if (in->IsKindOf(litetype))
{
if (gl_enhanced_nightvision)
{
color = PalEntry(255, 104, 255, 104);
}
}
}
if (color != 0xffffffff)
{
screen->Dim(color, 1, 0, 0, screen->GetWidth(), screen->GetHeight(), &LegacyRenderStyles[STYLE_Multiply]);
}
}
if (player)
{
V_AddPlayerBlend(player, blend, 0.5, 175);
}
if (players[consoleplayer].camera != NULL)
{
// except for fadeto effects
player_t *player = (players[consoleplayer].camera->player != NULL) ? players[consoleplayer].camera->player : &players[consoleplayer];
V_AddBlend(player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
}
const float br = clamp(blend[0] * 255.f, 0.f, 255.f);
const float bg = clamp(blend[1] * 255.f, 0.f, 255.f);
const float bb = clamp(blend[2] * 255.f, 0.f, 255.f);
const PalEntry bcolor(255, uint8_t(br), uint8_t(bg), uint8_t(bb));
screen->Dim(bcolor, blend[3], 0, 0, screen->GetWidth(), screen->GetHeight());
}