#ifndef __2DDRAWER_H #define __2DDRAWER_H #include "buffers.h" #include "tarray.h" #include "vectors.h" #include "textures.h" #include "renderstyle.h" #include "dobject.h" struct DrawParms; struct FColormap; class DShape2DTransform : public DObject { DECLARE_CLASS(DShape2DTransform, DObject) public: DShape2DTransform() { transform.Identity(); } DMatrix3x3 transform; }; // intermediate struct for shape drawing enum EClearWhich { C_Verts = 1, C_Coords = 2, C_Indices = 4, }; class F2DVertexBuffer; struct F2DPolygons { TArray vertices; TArray indices; unsigned AllocVertices(int num) { auto vindex = vertices.Reserve(num); indices.Push(num); return vindex; } }; class DShape2D; class F2DDrawer { public: enum EDrawType : uint8_t { DrawTypeTriangles, DrawTypeLines, DrawTypePoints, DrawTypeRotateSprite, }; enum ETextureFlags : uint8_t { DTF_Wrap = 1, DTF_Scissor = 2, DTF_Burn = 4, DTF_Indexed = 8, }; // This vertex type is hardware independent and needs conversion when put into a buffer. struct TwoDVertex { float x, y, z; float u, v; PalEntry color0; void Set(float xx, float yy, float zz) { x = xx; z = zz; y = yy; u = 0; v = 0; color0 = 0; } void Set(double xx, double yy, double zz, double uu, double vv, PalEntry col) { x = (float)xx; z = (float)zz; y = (float)yy; u = (float)uu; v = (float)vv; color0 = col; } }; struct RenderCommand { EDrawType mType; int mVertIndex; int mVertCount; int mIndexIndex; int mIndexCount; FGameTexture *mTexture; int mTranslationId; PalEntry mSpecialColormap[2]; int mScissor[4]; int mDesaturate; FRenderStyle mRenderStyle; PalEntry mColor1; // Overlay color ETexMode mDrawMode; uint8_t mLightLevel; uint8_t mFlags; bool useTransform; DMatrix3x3 transform; DShape2D* shape2D; int shape2DBufIndex; int shape2DIndexCount; int shape2DCommandCounter; RenderCommand() { memset(this, 0, sizeof(*this)); } // If these fields match, two draw commands can be batched. bool isCompatible(const RenderCommand &other) const { if (shape2D != nullptr || other.shape2D != nullptr) return false; return mTexture == other.mTexture && mType == other.mType && mTranslationId == other.mTranslationId && mSpecialColormap[0].d == other.mSpecialColormap[0].d && mSpecialColormap[1].d == other.mSpecialColormap[1].d && !memcmp(mScissor, other.mScissor, sizeof(mScissor)) && mDesaturate == other.mDesaturate && mRenderStyle == other.mRenderStyle && mDrawMode == other.mDrawMode && mFlags == other.mFlags && mLightLevel == other.mLightLevel && mColor1.d == other.mColor1.d && useTransform == other.useTransform && ( !useTransform || ( transform[0] == other.transform[0] && transform[1] == other.transform[1] && transform[2] == other.transform[2] ) ); } }; TArray mIndices; TArray mVertices; TArray mData; int Width, Height; bool isIn2D; bool locked; // prevents clearing of the data so it can be reused multiple times (useful for screen fades) float screenFade = 1.f; DVector2 offset; public: int fullscreenautoaspect = 3; int cliptop = -1, clipleft = -1, clipwidth = -1, clipheight = -1; int AddCommand(const RenderCommand *data); void AddIndices(int firstvert, int count, ...); private: void AddIndices(int firstvert, TArray &v); bool SetStyle(FGameTexture *tex, DrawParms &parms, PalEntry &color0, RenderCommand &quad); void SetColorOverlay(PalEntry color, float alpha, PalEntry &vertexcolor, PalEntry &overlaycolor); public: float GetClassicFlatScalarWidth(); float GetClassicFlatScalarHeight(); void AddTexture(FGameTexture* img, DrawParms& parms); void AddShape(FGameTexture *img, DShape2D *shape, DrawParms &parms); void AddPoly(FGameTexture *texture, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, DAngle rotation, const FColormap &colormap, PalEntry flatcolor, double lightlevel, uint32_t *indices, size_t indexcount); void AddPoly(FGameTexture* img, FVector4 *vt, size_t vtcount, unsigned int *ind, size_t idxcount, int translation, PalEntry color, FRenderStyle style, int clipx1, int clipy1, int clipx2, int clipy2); void FillPolygon(int* rx1, int* ry1, int* xb1, int32_t npoints, int picnum, int palette, int shade, int props, const FVector2& xtex, const FVector2& ytex, const FVector2& otex, int clipx1, int clipy1, int clipx2, int clipy2); void AddFlatFill(int left, int top, int right, int bottom, FGameTexture *src, int local_origin = false, double flatscale = 1.0, PalEntry color = 0xffffffff, ERenderStyle rs = STYLE_Normal); void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color, FRenderStyle *style = nullptr, bool prepend = false); void ClearScreen(PalEntry color = 0xff000000); void AddDim(PalEntry color, float damount, int x1, int y1, int w, int h); void AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color); void AddLine(double x1, double y1, double x2, double y2, int cx, int cy, int cx2, int cy2, uint32_t color, uint8_t alpha = 255); void AddThickLine(int x1, int y1, int x2, int y2, double thickness, uint32_t color, uint8_t alpha = 255); void AddPixel(int x1, int y1, uint32_t color); void Clear(); void Lock() { locked = true; } void SetScreenFade(float factor) { screenFade = factor; } void Unlock() { locked = false; } int GetWidth() const { return Width; } int GetHeight() const { return Height; } void SetSize(int w, int h) { Width = w; Height = h; } void Begin(int w, int h) { isIn2D = true; Width = w; Height = h; } void End() { isIn2D = false; } bool HasBegun2D() { return isIn2D; } void ClearClipRect() { clipleft = cliptop = 0; clipwidth = clipheight = -1; } void SetClipRect(int x, int y, int w, int h); void GetClipRect(int* x, int* y, int* w, int* h); DVector2 SetOffset(const DVector2& vec) { auto v = offset; offset = vec; return v; } void Set(TwoDVertex* v, double xx, double yy, double zz, double uu, double vv, PalEntry col) { v->Set(xx + offset.X, yy + offset.Y, zz, uu, vv, col); } int DrawCount() const { return mData.Size(); } bool mIsFirstPass = true; }; class DShape2D : public DObject { DECLARE_CLASS(DShape2D,DObject) public: DShape2D() { transform.Identity(); } TArray mIndices; TArray mVertices; TArray mCoords; double minx = 0.0; double maxx = 0.0; double miny = 0.0; double maxy = 0.0; DMatrix3x3 transform; TArray buffers; bool needsVertexUpload = true; int bufIndex = -1; int lastCommand = -1; bool uploadedOnce = false; DrawParms* lastParms; ~DShape2D(); }; //=========================================================================== // // Vertex buffer for 2D drawer // //=========================================================================== class F2DVertexBuffer { IVertexBuffer *mVertexBuffer; IIndexBuffer *mIndexBuffer; public: F2DVertexBuffer(); ~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); } }; #endif