/* ** hw_draw2d.cpp ** 2d drawer Renderer interface ** **--------------------------------------------------------------------------- ** Copyright 2018-2019 Christoph Oelckers ** 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 "cmdlib.h" #include "gl_buffers.h" #include "v_2ddrawer.h" #include "c_cvars.h" #include "glbackend.h" #include "v_draw.h" #include "palette.h" #include "flatvertices.h" extern int16_t numshades; //=========================================================================== // // Vertex buffer for 2D drawer // //=========================================================================== class F2DVertexBuffer { IVertexBuffer *mVertexBuffer; IIndexBuffer *mIndexBuffer; public: F2DVertexBuffer() { mVertexBuffer = new OpenGLRenderer::GLVertexBuffer(); mIndexBuffer = new OpenGLRenderer::GLIndexBuffer(); static const FVertexBufferAttribute format[] = { { 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(F2DDrawer::TwoDVertex, x) }, { 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(F2DDrawer::TwoDVertex, u) }, { 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(F2DDrawer::TwoDVertex, color0) } }; mVertexBuffer->SetFormat(1, 3, sizeof(F2DDrawer::TwoDVertex), format); } ~F2DVertexBuffer() { delete mIndexBuffer; delete mVertexBuffer; } void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount) { mVertexBuffer->SetData(vertcount * sizeof(*vertices), vertices, false); mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false); } std::pair GetBufferObjects() const { return std::make_pair(mVertexBuffer, mIndexBuffer); } }; //=========================================================================== // // Draws the 2D stuff. This is the version for OpenGL 3 and later. // //=========================================================================== void polymost_dorotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum, int8_t dashade, uint8_t dapalnum, int32_t dastat, uint8_t daalpha, uint8_t dablend, int32_t cx1, int32_t cy1, int32_t cx2, int32_t cy2, int32_t uniqid); void GLInstance::Draw2D(F2DDrawer *drawer) { VSMatrix mat(0); SetMatrix(Matrix_View, mat.get()); SetMatrix(Matrix_ModelView, mat.get()); SetMatrix(Matrix_Detail, mat.get()); mat.ortho(0, xdim, ydim, 0, -1, 1); SetMatrix(Matrix_Projection, mat.get()); SetViewport(0, 0, xdim, ydim); EnableDepthTest(false); EnableMultisampling(false); EnableBlend(true); EnableAlphaTest(true); SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]); auto &vertices = drawer->mVertices; auto &indices = drawer->mIndices; auto &commands = drawer->mData; if (commands.Size() == 0) { return; } if (drawer->mIsFirstPass) { for (auto &v : vertices) { // Change from BGRA to RGBA std::swap(v.color0.r, v.color0.b); } } F2DVertexBuffer vb; vb.UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size()); assert(vb.GetBufferObjects().first && vb.GetBufferObjects().second); SetVertexBuffer(vb.GetBufferObjects().first, 0, 0); SetIndexBuffer(vb.GetBufferObjects().second); SetFadeDisable(true); for(auto &cmd : commands) { int gltrans = -1; SetRenderStyle(cmd.mRenderStyle); //state.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed)); //state.SetTextureMode(cmd.mDrawMode); if (cmd.mFlags & F2DDrawer::DTF_Scissor) { // scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates // Note that the origin here is the lower left corner! int sciX = screen->ScreenToWindowX(cmd.mScissor[0]); int sciY = screen->ScreenToWindowY(cmd.mScissor[3]); int sciW = screen->ScreenToWindowX(cmd.mScissor[2]) - sciX; int sciH = screen->ScreenToWindowY(cmd.mScissor[1]) - sciY; SetScissor(sciX, sciY, sciW, sciH); } else { DisableScissor(); } //state.SetFog(cmd.mColor1, 0); SetColor(1, 1, 1); //state.SetColor(1, 1, 1, 1, cmd.mDesaturate); if (cmd.mTexture != nullptr) { auto tex = cmd.mTexture; if (cmd.mType == F2DDrawer::DrawTypeRotateSprite) { // todo: Set up hictinting. (broken as the feature is...) SetShade(cmd.mRemapIndex >> 16, numshades); SetFadeDisable(false); SetTexture(0, tex, cmd.mRemapIndex & 0xffff, 4/*DAMETH_CLAMPED*/, cmd.mFlags & F2DDrawer::DTF_Wrap ? SamplerRepeat : SamplerClampXY); } else { SetFadeDisable(true); SetShade(0, numshades); SetNamedTexture(cmd.mTexture, cmd.mRemapIndex, cmd.mFlags & F2DDrawer::DTF_Wrap ? SamplerRepeat : SamplerClampXY); } EnableBlend(!(cmd.mRenderStyle.Flags & STYLEF_Alpha1)); UseColorOnly(false); } else { UseColorOnly(true); } switch (cmd.mType) { case F2DDrawer::DrawTypeTriangles: case F2DDrawer::DrawTypeRotateSprite: Draw(DT_TRIANGLES, cmd.mIndexIndex, cmd.mIndexCount); break; case F2DDrawer::DrawTypeLines: Draw(DT_LINES, cmd.mVertIndex, cmd.mVertCount); break; case F2DDrawer::DrawTypePoints: //Draw(DT_POINTS, cmd.mVertIndex, cmd.mVertCount); break; } /* state.SetObjectColor(0xffffffff); state.SetObjectColor2(0); state.SetAddColor(0); state.EnableTextureMatrix(false); state.SetEffect(EFF_NONE); */ } //state.SetScissor(-1, -1, -1, -1); //state.SetRenderStyle(STYLE_Translucent); ClearBufferState(); UseColorOnly(false); //state.EnableBrightmap(true); //state.SetTextureMode(TM_NORMAL); SetShade(0, numshades); SetFadeDisable(false); SetColor(1, 1, 1); DisableScissor(); //drawer->mIsFirstPass = false; EnableBlend(true); EnableMultisampling(true); } void fullscreen_tint_gl(PalEntry pe) { // Todo: reroute to the 2D drawer GLInterface.SetIdentityMatrix(Matrix_Projection); GLInterface.SetIdentityMatrix(Matrix_ModelView); GLInterface.EnableDepthTest(false); GLInterface.EnableAlphaTest(false); GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]); GLInterface.EnableBlend(true); GLInterface.SetColorub (pe.r, pe.g, pe.b, pe.a); GLInterface.UseColorOnly(true); GLInterface.Draw(DT_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4); GLInterface.UseColorOnly(false); } void fullscreen_tint_gl_blood(int tint_blood_r, int tint_blood_g, int tint_blood_b) { if (!(tint_blood_r | tint_blood_g | tint_blood_b)) return; GLInterface.SetIdentityMatrix(Matrix_Projection); GLInterface.SetIdentityMatrix(Matrix_ModelView); GLInterface.EnableDepthTest(false); GLInterface.EnableAlphaTest(false); GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Add]); GLInterface.EnableBlend(true); GLInterface.UseColorOnly(true); GLInterface.SetColorub(max(tint_blood_r, 0), max(tint_blood_g, 0), max(tint_blood_b, 0), 255); GLInterface.Draw(DT_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4); GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Subtract]); GLInterface.SetColorub(max(-tint_blood_r, 0), max(-tint_blood_g, 0), max(-tint_blood_b, 0), 255); GLInterface.Draw(DT_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4); GLInterface.SetColorub(255, 255, 255, 255); GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]); GLInterface.UseColorOnly(false); } static int32_t tint_blood_r = 0, tint_blood_g = 0, tint_blood_b = 0; extern palette_t palfadergb; extern char palfadedelta ; void DrawFullscreenBlends() { if (palfadedelta) fullscreen_tint_gl(PalEntry(palfadedelta, palfadergb.r, palfadergb.g, palfadergb.b)); fullscreen_tint_gl_blood(tint_blood_r, tint_blood_g, tint_blood_b); } void videoTintBlood(int32_t r, int32_t g, int32_t b) { tint_blood_r = r; tint_blood_g = g; tint_blood_b = b; }