qzdoom/src/v_video.h
Christoph Oelckers ce5d4dba02 - Changed true color texture creation to use a newly defined Bitmap class
instead of having the copy functions in the frame buffer class.
- Fixed: The WolfSS didn't have its obituary defined.


SVN r915 (trunk)
2008-04-15 18:05:39 +00:00

470 lines
16 KiB
C++

/*
** v_video.h
**
**---------------------------------------------------------------------------
** 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.
**---------------------------------------------------------------------------
**
*/
#ifndef __V_VIDEO_H__
#define __V_VIDEO_H__
#include "doomtype.h"
#include "v_palette.h"
#include "v_font.h"
#include "colormatcher.h"
#include "doomdef.h"
// Needed because we are refering to patches.
#include "r_data.h"
extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac;
extern int DisplayWidth, DisplayHeight, DisplayBits;
bool V_DoModeSetup (int width, int height, int bits);
class FTexture;
// TagItem definitions for DrawTexture. As far as I know, tag lists
// originated on the Amiga.
//
// Think of TagItems as an array of the following structure:
//
// struct TagItem {
// DWORD ti_Tag;
// DWORD ti_Data;
// };
#define TAG_DONE (0) /* Used to indicate the end of the Tag list */
#define TAG_END (0) /* Ditto */
#define TAG_IGNORE (1) /* Ignore this Tag */
#define TAG_MORE (2) /* Ends this list and continues with the */
/* list pointed to in ti_Data */
#define TAG_USER ((DWORD)(1u<<30))
enum
{
DTA_Base = TAG_USER + 5000,
DTA_DestWidth, // width of area to draw to
DTA_DestHeight, // height of area to draw to
DTA_Alpha, // alpha value for translucency
DTA_FillColor, // color to stencil onto the destination
DTA_Translation, // translation table to recolor the source
DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
DTA_ShadowColor, // color of shadow
DTA_ShadowAlpha, // alpha of shadow
DTA_Shadow, // set shadow color and alphas to defaults
DTA_VirtualWidth, // pretend the canvas is this wide
DTA_VirtualHeight, // pretend the canvas is this tall
DTA_TopOffset, // override texture's top offset
DTA_LeftOffset, // override texture's left offset
DTA_CenterOffset, // override texture's left and top offsets and set them for the texture's middle
DTA_CenterBottomOffset,// override texture's left and top offsets and set them for the texture's bottom middle
DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
DTA_ClipTop, // don't draw anything above this row (on dest, not source)
DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
DTA_Masked, // true(default)=use masks from texture, false=ignore masks
DTA_HUDRules, // use fullscreen HUD rules to position and size textures
DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
DTA_RenderStyle, // same as render style for actors
DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software
DTA_BilinearFilter, // bool: apply bilinear filtering to the image
// For DrawText calls:
DTA_TextLen, // stop after this many characters, even if \0 not hit
DTA_CellX, // horizontal size of character cell
DTA_CellY, // vertical size of character cell
};
enum
{
HUD_Normal,
HUD_HorizCenter
};
// Screenshot buffer image data types
enum ESSType
{
SS_PAL,
SS_RGB,
SS_BGRA
};
//
// VIDEO
//
// [RH] Made screens more implementation-independant:
//
class DCanvas : public DObject
{
DECLARE_ABSTRACT_CLASS (DCanvas, DObject)
public:
FFont *Font;
DCanvas (int width, int height);
virtual ~DCanvas ();
// Member variable access
inline BYTE *GetBuffer () const { return Buffer; }
inline int GetWidth () const { return Width; }
inline int GetHeight () const { return Height; }
inline int GetPitch () const { return Pitch; }
virtual bool IsValid ();
// Access control
virtual bool Lock () = 0; // Returns true if the surface was lost since last time
virtual bool Lock (bool usesimplecanvas) { return Lock(); }
virtual void Unlock () = 0;
virtual bool IsLocked () { return Buffer != NULL; } // Returns true if the surface is locked
// Draw a linear block of pixels into the canvas
virtual void DrawBlock (int x, int y, int width, int height, const BYTE *src) const;
// Reads a linear block of pixels into the view buffer.
virtual void GetBlock (int x, int y, int width, int height, BYTE *dest) const;
// Dim the entire canvas for the menus
virtual void Dim (PalEntry color = 0);
// Dim part of the canvas
virtual void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
// Fill an area with a texture
virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin=false);
// Set an area to a specified color
virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
// Draws a line
virtual void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor);
// Draws a single pixel
virtual void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
// Calculate gamma table
void CalcGamma (float gamma, BYTE gammalookup[256]);
// Can be overridden so that the colormaps for sector color/fade won't be built.
virtual bool UsesColormap() const;
// Retrieves a buffer containing image data for a screenshot.
// Hint: Pitch can be negative for upside-down images, in which case buffer
// points to the last row in the buffer, which will be the first row output.
virtual void GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type);
// Releases the screenshot buffer.
virtual void ReleaseScreenshotBuffer();
// Text drawing functions -----------------------------------------------
virtual void SetFont (FFont *font);
// 2D Texture drawing
void STACK_ARGS DrawTexture (FTexture *img, int x, int y, int tags, ...);
void FillBorder (FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
void VirtualToRealCoords(fixed_t &x, fixed_t &y, fixed_t &w, fixed_t &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
void VirtualToRealCoordsInt(int &x, int &y, int &w, int &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
// 2D Text drawing
void STACK_ARGS DrawText (int normalcolor, int x, int y, const char *string, ...);
void STACK_ARGS DrawChar (int normalcolor, int x, int y, BYTE character, ...);
protected:
BYTE *Buffer;
int Width;
int Height;
int Pitch;
int LockCount;
struct DrawParms
{
fixed_t x, y;
int texwidth;
int texheight;
int windowleft;
int windowright;
int dclip;
int uclip;
int lclip;
int rclip;
fixed_t destwidth;
fixed_t destheight;
int top;
int left;
fixed_t alpha;
int fillcolor;
FRemapTable *remap;
const BYTE *translation;
DWORD colorOverlay;
INTBOOL alphaChannel;
INTBOOL flipX;
fixed_t shadowAlpha;
int shadowColor;
int virtWidth;
int virtHeight;
INTBOOL keepratio;
INTBOOL masked;
INTBOOL bilinear;
FRenderStyle style;
};
bool ClipBox (int &left, int &top, int &width, int &height, const BYTE *&src, const int srcpitch) const;
virtual void STACK_ARGS DrawTextureV (FTexture *img, int x, int y, uint32 tag, va_list tags);
bool ParseDrawTextureTags (FTexture *img, int x, int y, uint32 tag, va_list tags, DrawParms *parms, bool hw) const;
DCanvas() {}
private:
// Keep track of canvases, for automatic destruction at exit
DCanvas *Next;
static DCanvas *CanvasChain;
void PUTTRANSDOT (int xx, int yy, int basecolor, int level);
};
// A canvas in system memory.
class DSimpleCanvas : public DCanvas
{
DECLARE_CLASS (DSimpleCanvas, DCanvas)
public:
DSimpleCanvas (int width, int height);
~DSimpleCanvas ();
bool IsValid ();
bool Lock ();
void Unlock ();
protected:
BYTE *MemBuffer;
DSimpleCanvas() {}
};
// This class represents a native texture, as opposed to an FTexture.
class FNativeTexture
{
public:
virtual ~FNativeTexture();
virtual bool Update() = 0;
virtual bool CheckWrapping(bool wrapping);
};
// This class represents a texture lookup palette.
class FNativePalette
{
public:
virtual ~FNativePalette();
virtual bool Update() = 0;
};
// A canvas that represents the actual display. The video code is responsible
// for actually implementing this. Built on top of SimpleCanvas, because it
// needs a system memory buffer when buffered output is enabled.
class DFrameBuffer : public DSimpleCanvas
{
DECLARE_ABSTRACT_CLASS (DFrameBuffer, DSimpleCanvas)
public:
DFrameBuffer (int width, int height);
// Force the surface to use buffered output if true is passed.
virtual bool Lock (bool buffered) = 0;
// Make the surface visible. Also implies Unlock().
virtual void Update () = 0;
// Return a pointer to 256 palette entries that can be written to.
virtual PalEntry *GetPalette () = 0;
// Stores the palette with flash blended in into 256 dwords
virtual void GetFlashedPalette (PalEntry palette[256]) = 0;
// Mark the palette as changed. It will be updated on the next Update().
virtual void UpdatePalette () = 0;
// Sets the gamma level. Returns false if the hardware does not support
// gamma changing. (Always true for now, since palettes can always be
// gamma adjusted.)
virtual bool SetGamma (float gamma) = 0;
// Sets a color flash. RGB is the color, and amount is 0-256, with 256
// being all flash and 0 being no flash. Returns false if the hardware
// does not support this. (Always true for now, since palettes can always
// be flashed.)
virtual bool SetFlash (PalEntry rgb, int amount) = 0;
// Converse of SetFlash
virtual void GetFlash (PalEntry &rgb, int &amount) = 0;
// Returns the number of video pages the frame buffer is using.
virtual int GetPageCount () = 0;
// Returns true if running fullscreen.
virtual bool IsFullscreen () = 0;
// Changes the vsync setting, if supported by the device.
virtual void SetVSync (bool vsync);
// Tells the device to recreate itself with the new setting from vid_refreshrate.
virtual void NewRefreshRate ();
// Set the rect defining the area effected by blending.
virtual void SetBlendingRect (int x1, int y1, int x2, int y2);
// render 3D view
virtual void RenderView(player_t *player);
// renders view to a savegame picture
virtual void WriteSavePic (player_t *player, FILE *file, int width, int height);
bool Accel2D; // If true, 2D drawing can be accelerated.
// Begin 2D drawing operations. This is like Update, but it doesn't end
// the scene, and it doesn't present the image yet. If you are going to
// be covering the entire screen with 2D elements, then pass false to
// avoid copying the software bufferer to the screen.
// Returns true if hardware-accelerated 2D has been entered, false if not.
virtual bool Begin2D(bool copy3d);
// DrawTexture calls after Begin2D use native textures.
// Create a native texture from a game texture.
virtual FNativeTexture *CreateTexture(FTexture *gametex, bool wrapping);
// Create a palette texture from a remap/palette table.
virtual FNativePalette *CreatePalette(FRemapTable *remap);
// Precaches or unloads a texture
virtual void PrecacheTexture(FTexture *tex, int cache);
// Screen wiping
virtual bool WipeStartScreen(int type);
virtual void WipeEndScreen();
virtual bool WipeDo(int ticks);
virtual void WipeCleanup();
#ifdef _WIN32
virtual void PaletteChanged () = 0;
virtual int QueryNewPalette () = 0;
#endif
protected:
void DrawRateStuff ();
void CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest);
DFrameBuffer () {}
private:
DWORD LastMS, LastSec, FrameCount, LastCount, LastTic;
};
extern FColorMatcher ColorMatcher;
// This is the screen updated by I_FinishUpdate.
extern DFrameBuffer *screen;
#define SCREENWIDTH (screen->GetWidth ())
#define SCREENHEIGHT (screen->GetHeight ())
#define SCREENPITCH (screen->GetPitch ())
EXTERN_CVAR (Float, Gamma)
// Translucency tables
// RGB32k is a normal R5G5B5 -> palette lookup table.
extern "C" BYTE RGB32k[32][32][32];
// Col2RGB8 is a pre-multiplied palette for color lookup. It is stored in a
// special R10B10G10 format for efficient blending computation.
// --RRRRRrrr--BBBBBbbb--GGGGGggg-- at level 64
// --------rrrr------bbbb------gggg at level 1
extern "C" DWORD Col2RGB8[65][256];
// Col2RGB8_LessPrecision is the same as Col2RGB8, but the LSB for red
// and blue are forced to zero, so if the blend overflows, it won't spill
// over into the next component's value.
// --RRRRRrrr-#BBBBBbbb-#GGGGGggg-- at level 64
// --------rrr#------bbb#------gggg at level 1
extern "C" DWORD *Col2RGB8_LessPrecision[65];
// Col2RGB8_Inverse is the same as Col2RGB8_LessPrecision, except the source
// palette has been inverted.
extern "C" DWORD Col2RGB8_Inverse[65][256];
// "Magic" numbers used during the blending:
// --000001111100000111110000011111 = 0x01f07c1f
// -0111111111011111111101111111111 = 0x3FEFFBFF
// -1000000000100000000010000000000 = 0x40100400
// ------10000000001000000000100000 = 0x40100400 >> 5
// --11111-----11111-----11111----- = 0x40100400 - (0x40100400 >> 5) aka "white"
// --111111111111111111111111111111 = 0x3FFFFFFF
// Allocates buffer screens, call before R_Init.
void V_Init ();
// Initializes graphics mode for the first time.
void V_Init2 ();
void V_Shutdown ();
void V_MarkRect (int x, int y, int width, int height);
// Returns the closest color to the one desired. String
// should be of the form "rr gg bb".
int V_GetColorFromString (const DWORD *palette, const char *colorstring);
// Scans through the X11R6RGB lump for a matching color
// and returns a color string suitable for V_GetColorFromString.
FString V_GetColorStringByName (const char *name);
// Tries to get color by name, then by string
int V_GetColor (const DWORD *palette, const char *str);
#ifdef USEASM
extern "C" void ASM_PatchPitch (void);
#endif
int CheckRatio (int width, int height);
extern const int BaseRatioSizes[5][4];
#endif // __V_VIDEO_H__