mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-17 16:01:00 +00:00
1294f3df64
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame. However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture. Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
623 lines
18 KiB
C++
623 lines
18 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016-2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** v_2ddrawer.h
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** Device independent 2D draw list
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**
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**/
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#include <stdarg.h>
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#include "doomtype.h"
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#include "templates.h"
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#include "r_utility.h"
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#include "v_video.h"
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#include "g_levellocals.h"
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#include "vm.h"
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EXTERN_CVAR(Float, transsouls)
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IMPLEMENT_CLASS(DShape2D, false, false)
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DEFINE_ACTION_FUNCTION(DShape2D, Clear)
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{
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PARAM_SELF_PROLOGUE(DShape2D);
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PARAM_INT_DEF(which);
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if ( which&C_Verts ) self->mVertices.Clear();
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if ( which&C_Coords ) self->mCoords.Clear();
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if ( which&C_Indices ) self->mIndices.Clear();
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DShape2D, PushVertex)
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{
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PARAM_SELF_PROLOGUE(DShape2D);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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self->mVertices.Push(DVector2(x,y));
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DShape2D, PushCoord)
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{
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PARAM_SELF_PROLOGUE(DShape2D);
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PARAM_FLOAT(u);
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PARAM_FLOAT(v);
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self->mCoords.Push(DVector2(u,v));
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DShape2D, PushTriangle)
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{
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PARAM_SELF_PROLOGUE(DShape2D);
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PARAM_INT(a);
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PARAM_INT(b);
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PARAM_INT(c);
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self->mIndices.Push(a);
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self->mIndices.Push(b);
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self->mIndices.Push(c);
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int F2DDrawer::AddCommand(const RenderCommand *data)
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{
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if (mData.Size() > 0 && data->isCompatible(mData.Last()))
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{
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// Merge with the last command.
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mData.Last().mIndexCount += data->mIndexCount;
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mData.Last().mVertCount += data->mVertCount;
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return mData.Size();
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}
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else
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{
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return mData.Push(*data);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::AddIndices(int firstvert, int count, ...)
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{
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va_list ap;
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va_start(ap, count);
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int addr = mIndices.Reserve(count);
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for (int i = 0; i < count; i++)
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{
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mIndices[addr + i] = firstvert + va_arg(ap, int);
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}
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}
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//==========================================================================
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//
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// SetStyle
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//
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// Patterned after R_SetPatchStyle.
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//
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//==========================================================================
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bool F2DDrawer::SetStyle(FTexture *tex, DrawParms &parms, PalEntry &vertexcolor, RenderCommand &quad)
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{
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auto fmt = tex->GetFormat();
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FRenderStyle style = parms.style;
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float alpha;
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bool stencilling;
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if (style.Flags & STYLEF_TransSoulsAlpha)
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{
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alpha = transsouls;
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}
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else if (style.Flags & STYLEF_Alpha1)
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{
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alpha = 1;
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}
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else
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{
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alpha = clamp(parms.Alpha, 0.f, 1.f);
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}
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style.CheckFuzz();
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if (style.BlendOp == STYLEOP_Shadow || style.BlendOp == STYLEOP_Fuzz)
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{
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style = LegacyRenderStyles[STYLE_TranslucentStencil];
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alpha = 0.3f;
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parms.fillcolor = 0;
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}
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else if (style.BlendOp == STYLEOP_FuzzOrAdd)
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{
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style.BlendOp = STYLEOP_Add;
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}
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else if (style.BlendOp == STYLEOP_FuzzOrSub)
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{
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style.BlendOp = STYLEOP_Sub;
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}
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else if (style.BlendOp == STYLEOP_FuzzOrRevSub)
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{
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style.BlendOp = STYLEOP_RevSub;
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}
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stencilling = false;
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if (style.Flags & STYLEF_InvertOverlay)
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{
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// Only the overlay color is inverted, not the overlay alpha.
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parms.colorOverlay.r = 255 - parms.colorOverlay.r;
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parms.colorOverlay.g = 255 - parms.colorOverlay.g;
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parms.colorOverlay.b = 255 - parms.colorOverlay.b;
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}
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SetColorOverlay(parms.colorOverlay, alpha, vertexcolor, quad.mColor1);
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if (style.Flags & STYLEF_ColorIsFixed)
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{
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if (style.Flags & STYLEF_InvertSource)
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{ // Since the source color is a constant, we can invert it now
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// without spending time doing it in the shader.
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parms.fillcolor.r = 255 - parms.fillcolor.r;
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parms.fillcolor.g = 255 - parms.fillcolor.g;
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parms.fillcolor.b = 255 - parms.fillcolor.b;
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style.Flags &= ~STYLEF_InvertSource;
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}
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if (parms.desaturate > 0)
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{
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// Desaturation can also be computed here without having to do it in the shader.
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auto gray = parms.fillcolor.Luminance();
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auto notgray = 255 - gray;
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parms.fillcolor.r = uint8_t((parms.fillcolor.r * notgray + gray * 255) / 255);
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parms.fillcolor.g = uint8_t((parms.fillcolor.g * notgray + gray * 255) / 255);
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parms.fillcolor.b = uint8_t((parms.fillcolor.b * notgray + gray * 255) / 255);
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parms.desaturate = 0;
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}
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// Set up the color mod to replace the color from the image data.
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vertexcolor.r = parms.fillcolor.r;
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vertexcolor.g = parms.fillcolor.g;
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vertexcolor.b = parms.fillcolor.b;
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if (style.Flags & STYLEF_RedIsAlpha)
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{
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quad.mDrawMode = DTM_AlphaTexture;
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}
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else
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{
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quad.mDrawMode = DTM_Stencil;
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}
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}
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else
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{
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if (style.Flags & STYLEF_RedIsAlpha)
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{
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quad.mDrawMode = DTM_AlphaTexture;
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}
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else if (style.Flags & STYLEF_InvertSource)
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{
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quad.mDrawMode = DTM_Invert;
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}
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if (parms.specialcolormap != nullptr)
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{ // draw with an invulnerability or similar colormap.
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auto scm = parms.specialcolormap;
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quad.mSpecialColormap[0] = PalEntry(255, int(scm->ColorizeStart[0] * 127.5f), int(scm->ColorizeStart[1] * 127.5f), int(scm->ColorizeStart[2] * 127.5f));
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quad.mSpecialColormap[1] = PalEntry(255, int(scm->ColorizeEnd[0] * 127.5f), int(scm->ColorizeEnd[1] * 127.5f), int(scm->ColorizeEnd[2] * 127.5f));
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quad.mColor1 = 0; // this disables the color overlay.
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}
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quad.mDesaturate = parms.desaturate;
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}
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// apply the element's own color. This is being blended with anything that came before.
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vertexcolor = PalEntry((vertexcolor.a * parms.color.a) / 255, (vertexcolor.r * parms.color.r) / 255, (vertexcolor.g * parms.color.g) / 255, (vertexcolor.b * parms.color.b) / 255);
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if (!parms.masked)
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{
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// For DTM_AlphaTexture and DTM_Stencil the mask cannot be turned off because it would not yield a usable result.
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if (quad.mDrawMode == DTM_Normal) quad.mDrawMode = DTM_Opaque;
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else if (quad.mDrawMode == DTM_Invert) quad.mDrawMode = DTM_InvertOpaque;
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}
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quad.mRenderStyle = parms.style; // this contains the blend mode and blend equation settings.
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return true;
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}
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//==========================================================================
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//
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// Draws a texture
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//
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//==========================================================================
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void F2DDrawer::SetColorOverlay(PalEntry color, float alpha, PalEntry &vertexcolor, PalEntry &overlaycolor)
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{
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if (color.a != 0 && (color & 0xffffff) != 0)
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{
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// overlay color uses premultiplied alpha.
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int a = color.a * 256 / 255;
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overlaycolor.r = (color.r * a) >> 8;
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overlaycolor.g = (color.g * a) >> 8;
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overlaycolor.b = (color.b * a) >> 8;
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overlaycolor.a = 0; // The overlay gets added on top of the texture data so to preserve the pixel's alpha this must be 0.
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}
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else
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{
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overlaycolor = 0;
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}
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// Vertex intensity is the inverse of the overlay so that the shader can do a simple addition to combine them.
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uint8_t light = 255 - color.a;
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vertexcolor = PalEntry(int(alpha * 255), light, light, light);
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// The real color gets multiplied into vertexcolor later.
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}
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//==========================================================================
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//
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// Draws a texture
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//
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//==========================================================================
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void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
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{
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if (parms.style.BlendOp == STYLEOP_None) return; // not supposed to be drawn.
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double xscale = parms.destwidth / parms.texwidth;
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double yscale = parms.destheight / parms.texheight;
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double x = parms.x - parms.left * xscale;
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double y = parms.y - parms.top * yscale;
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double w = parms.destwidth;
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double h = parms.destheight;
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double u1, v1, u2, v2;
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PalEntry vertexcolor;
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RenderCommand dg;
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dg.mType = DrawTypeTriangles;
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dg.mVertCount = 4;
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dg.mTexture = img;
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if (img->bWarped) dg.mFlags |= DTF_Wrap;
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dg.mTranslation = 0;
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SetStyle(img, parms, vertexcolor, dg);
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if (!img->bHasCanvas && parms.remap != nullptr && !parms.remap->Inactive)
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{
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dg.mTranslation = parms.remap;
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}
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u1 = parms.srcx;
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v1 = parms.srcy;
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u2 = parms.srcx + parms.srcwidth;
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v2 = parms.srcy + parms.srcheight;
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if (parms.flipX)
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std::swap(u1, u2);
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if (parms.flipY)
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std::swap(v1, v2);
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// This is crap. Only kept for backwards compatibility with scripts that may have used it.
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// Note that this only works for unflipped full textures.
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if (parms.windowleft > 0 || parms.windowright < parms.texwidth)
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{
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double wi = MIN(parms.windowright, parms.texwidth);
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x += parms.windowleft * xscale;
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w -= (parms.texwidth - wi + parms.windowleft) * xscale;
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u1 = float(u1 + parms.windowleft / parms.texwidth);
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u2 = float(u2 - (parms.texwidth - wi) / parms.texwidth);
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}
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if (x < (double)parms.lclip || y < (double)parms.uclip || x + w >(double)parms.rclip || y + h >(double)parms.dclip)
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{
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dg.mScissor[0] = parms.lclip;
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dg.mScissor[1] = parms.uclip;
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dg.mScissor[2] = parms.rclip;
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dg.mScissor[3] = parms.dclip;
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dg.mFlags |= DTF_Scissor;
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}
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else
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{
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memset(dg.mScissor, 0, sizeof(dg.mScissor));
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}
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dg.mVertCount = 4;
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dg.mVertIndex = (int)mVertices.Reserve(4);
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TwoDVertex *ptr = &mVertices[dg.mVertIndex];
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ptr->Set(x, y, 0, u1, v1, vertexcolor); ptr++;
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ptr->Set(x, y + h, 0, u1, v2, vertexcolor); ptr++;
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ptr->Set(x + w, y, 0, u2, v1, vertexcolor); ptr++;
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ptr->Set(x + w, y + h, 0, u2, v2, vertexcolor); ptr++;
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += 6;
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AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
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AddCommand(&dg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::AddShape( FTexture *img, DShape2D *shape, DrawParms &parms )
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{
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if (parms.style.BlendOp == STYLEOP_None) return; // not supposed to be drawn.
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PalEntry vertexcolor;
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RenderCommand dg;
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dg.mType = DrawTypeTriangles;
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dg.mVertCount = shape->mVertices.Size();
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dg.mFlags |= DTF_Wrap;
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dg.mTexture = img;
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dg.mTranslation = 0;
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SetStyle(img, parms, vertexcolor, dg);
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if (!img->bHasCanvas && parms.remap != nullptr && !parms.remap->Inactive)
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dg.mTranslation = parms.remap;
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double minx = 16383, miny = 16383, maxx = -16384, maxy = -16384;
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for ( int i=0; i<dg.mVertCount; i++ )
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{
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if ( shape->mVertices[i].X < minx ) minx = shape->mVertices[i].X;
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if ( shape->mVertices[i].Y < miny ) miny = shape->mVertices[i].Y;
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if ( shape->mVertices[i].X > maxx ) maxx = shape->mVertices[i].X;
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if ( shape->mVertices[i].Y > maxy ) maxy = shape->mVertices[i].Y;
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}
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if (minx < (double)parms.lclip || miny < (double)parms.uclip || maxx >(double)parms.rclip || maxy >(double)parms.dclip)
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{
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dg.mScissor[0] = parms.lclip;
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dg.mScissor[1] = parms.uclip;
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dg.mScissor[2] = parms.rclip;
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dg.mScissor[3] = parms.dclip;
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dg.mFlags |= DTF_Scissor;
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}
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else
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memset(dg.mScissor, 0, sizeof(dg.mScissor));
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dg.mVertIndex = (int)mVertices.Reserve(dg.mVertCount);
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TwoDVertex *ptr = &mVertices[dg.mVertIndex];
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for ( int i=0; i<dg.mVertCount; i++ )
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ptr[i].Set(shape->mVertices[i].X, shape->mVertices[i].Y, 0, shape->mCoords[i].X, shape->mCoords[i].Y, vertexcolor);
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += shape->mIndices.Size();
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for ( int i=0; i<int(shape->mIndices.Size()); i+=3 )
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AddIndices(dg.mVertIndex, 3, shape->mIndices[i], shape->mIndices[i+1], shape->mIndices[i+2]);
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AddCommand(&dg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::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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{
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// Use an equation similar to player sprites to determine shade
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// Convert a light level into an unbounded colormap index (shade).
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// Why the +12? I wish I knew, but experimentation indicates it
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// is necessary in order to best reproduce Doom's original lighting.
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double fadelevel;
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if (vid_rendermode != 4 || (level.lightmode >= 2 && level.lightmode != 4))
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{
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double map = (NUMCOLORMAPS * 2.) - ((lightlevel + 12) * (NUMCOLORMAPS / 128.));
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fadelevel = clamp((map - 12) / NUMCOLORMAPS, 0.0, 1.0);
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}
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else
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{
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fadelevel = 1. - clamp(lightlevel, 0, 255) / 255.f;
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}
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RenderCommand poly;
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poly.mType = DrawTypeTriangles;
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poly.mTexture = texture;
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poly.mRenderStyle = DefaultRenderStyle();
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poly.mFlags |= DTF_Wrap;
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poly.mDesaturate = colormap.Desaturation;
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PalEntry color0;
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double invfade = 1. - fadelevel;
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color0.r = uint8_t(colormap.LightColor.r * invfade);
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color0.g = uint8_t(colormap.LightColor.g * invfade);
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color0.b = uint8_t(colormap.LightColor.b * invfade);
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color0.a = 255;
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poly.mColor1.a = 0;
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poly.mColor1.r = uint8_t(colormap.FadeColor.r * fadelevel);
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poly.mColor1.g = uint8_t(colormap.FadeColor.g * fadelevel);
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poly.mColor1.b = uint8_t(colormap.FadeColor.b * fadelevel);
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bool dorotate = rotation != 0;
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float cosrot = (float)cos(rotation.Radians());
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float sinrot = (float)sin(rotation.Radians());
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float uscale = float(1.f / (texture->GetScaledWidth() * scalex));
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float vscale = float(1.f / (texture->GetScaledHeight() * scaley));
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float ox = float(originx);
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float oy = float(originy);
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poly.mVertCount = npoints;
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poly.mVertIndex = (int)mVertices.Reserve(npoints);
|
|
for (int i = 0; i < npoints; ++i)
|
|
{
|
|
float u = points[i].X - 0.5f - ox;
|
|
float v = points[i].Y - 0.5f - oy;
|
|
if (dorotate)
|
|
{
|
|
float t = u;
|
|
u = t * cosrot - v * sinrot;
|
|
v = v * cosrot + t * sinrot;
|
|
}
|
|
mVertices[poly.mVertIndex+i].Set(points[i].X, points[i].Y, 0, u*uscale, v*vscale, color0);
|
|
}
|
|
poly.mIndexIndex = mIndices.Size();
|
|
poly.mIndexCount += (npoints - 2) * 3;
|
|
|
|
for (int i = 2; i < npoints; ++i)
|
|
{
|
|
AddIndices(poly.mVertIndex, 3, 0, i - 1, i);
|
|
}
|
|
|
|
AddCommand(&poly);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin)
|
|
{
|
|
float fU1, fU2, fV1, fV2;
|
|
|
|
RenderCommand dg;
|
|
|
|
dg.mType = DrawTypeTriangles;
|
|
dg.mRenderStyle = DefaultRenderStyle();
|
|
dg.mTexture = src;
|
|
dg.mVertCount = 4;
|
|
dg.mTexture = src;
|
|
dg.mFlags = DTF_Wrap;
|
|
|
|
// scaling is not used here.
|
|
if (!local_origin)
|
|
{
|
|
fU1 = float(left) / src->GetWidth();
|
|
fV1 = float(top) / src->GetHeight();
|
|
fU2 = float(right) / src->GetWidth();
|
|
fV2 = float(bottom) / src->GetHeight();
|
|
}
|
|
else
|
|
{
|
|
fU1 = 0;
|
|
fV1 = 0;
|
|
fU2 = float(right - left) / src->GetWidth();
|
|
fV2 = float(bottom - top) / src->GetHeight();
|
|
}
|
|
dg.mVertIndex = (int)mVertices.Reserve(4);
|
|
auto ptr = &mVertices[dg.mVertIndex];
|
|
|
|
ptr->Set(left, top, 0, fU1, fV1, 0xffffffff); ptr++;
|
|
ptr->Set(left, bottom, 0, fU1, fV2, 0xffffffff); ptr++;
|
|
ptr->Set(right, top, 0, fU2, fV1, 0xffffffff); ptr++;
|
|
ptr->Set(right, bottom, 0, fU2, fV2, 0xffffffff); ptr++;
|
|
dg.mIndexIndex = mIndices.Size();
|
|
dg.mIndexCount += 6;
|
|
AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
|
|
AddCommand(&dg);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color, FRenderStyle *style)
|
|
{
|
|
RenderCommand dg;
|
|
|
|
dg.mType = DrawTypeTriangles;
|
|
dg.mVertCount = 4;
|
|
dg.mVertIndex = (int)mVertices.Reserve(4);
|
|
dg.mRenderStyle = style? *style : LegacyRenderStyles[STYLE_Translucent];
|
|
auto ptr = &mVertices[dg.mVertIndex];
|
|
ptr->Set(x1, y1, 0, 0, 0, color); ptr++;
|
|
ptr->Set(x1, y1 + h, 0, 0, 0, color); ptr++;
|
|
ptr->Set(x1 + w, y1, 0, 0, 0, color); ptr++;
|
|
ptr->Set(x1 + w, y1 + h, 0, 0, 0, color); ptr++;
|
|
dg.mIndexIndex = mIndices.Size();
|
|
dg.mIndexCount += 6;
|
|
AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
|
|
AddCommand(&dg);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void F2DDrawer::AddLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t color)
|
|
{
|
|
PalEntry p = color ? (PalEntry)color : GPalette.BaseColors[palcolor];
|
|
p.a = 255;
|
|
|
|
RenderCommand dg;
|
|
|
|
dg.mType = DrawTypeLines;
|
|
dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
|
|
dg.mVertCount = 2;
|
|
dg.mVertIndex = (int)mVertices.Reserve(2);
|
|
mVertices[dg.mVertIndex].Set(x1, y1, 0, 0, 0, p);
|
|
mVertices[dg.mVertIndex+1].Set(x2, y2, 0, 0, 0, p);
|
|
AddCommand(&dg);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void F2DDrawer::AddPixel(int x1, int y1, int palcolor, uint32_t color)
|
|
{
|
|
PalEntry p = color ? (PalEntry)color : GPalette.BaseColors[palcolor];
|
|
p.a = 255;
|
|
|
|
RenderCommand dg;
|
|
|
|
dg.mType = DrawTypePoints;
|
|
dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
|
|
dg.mVertCount = 1;
|
|
dg.mVertIndex = (int)mVertices.Reserve(1);
|
|
mVertices[dg.mVertIndex].Set(x1, y1, 0, 0, 0, p);
|
|
AddCommand(&dg);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void F2DDrawer::Clear()
|
|
{
|
|
mVertices.Clear();
|
|
mIndices.Clear();
|
|
mData.Clear();
|
|
}
|