// //--------------------------------------------------------------------------- // // Copyright(C) 2016-2018 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** v_2ddrawer.h ** Device independent 2D draw list ** **/ #include #include "c_cvars.h" #include "v_2ddrawer.h" #include "renderstyle.h" #include "drawparms.h" #include "vectors.h" #include "gamecvars.h" //#include "doomtype.h" #include "templates.h" //#include "r_utility.h" //#include "v_video.h" //#include "g_levellocals.h" //#include "vm.h" F2DDrawer twod; //========================================================================== // // // //========================================================================== int F2DDrawer::AddCommand(const RenderCommand *data) { if (mData.Size() > 0 && data->isCompatible(mData.Last())) { // Merge with the last command. mData.Last().mIndexCount += data->mIndexCount; mData.Last().mVertCount += data->mVertCount; return mData.Size(); } else { return mData.Push(*data); } } //========================================================================== // // // //========================================================================== void F2DDrawer::AddIndices(int firstvert, int count, ...) { va_list ap; va_start(ap, count); int addr = mIndices.Reserve(count); for (int i = 0; i < count; i++) { mIndices[addr + i] = firstvert + va_arg(ap, int); } } //========================================================================== // // SetStyle // // Patterned after R_SetPatchStyle. // //========================================================================== bool F2DDrawer::SetStyle(FTexture *tex, DrawParms &parms, PalEntry &vertexcolor, RenderCommand &quad) { FRenderStyle style = parms.style; float alpha; bool stencilling; if (style.Flags & STYLEF_Alpha1) { alpha = 1; } else { alpha = clamp(parms.Alpha, 0.f, 1.f); } style.CheckFuzz(); if (style.BlendOp == STYLEOP_Shadow || style.BlendOp == STYLEOP_Fuzz) { style = LegacyRenderStyles[STYLE_TranslucentStencil]; alpha = 0.3f; parms.fillcolor = 0; } else if (style.BlendOp == STYLEOP_FuzzOrAdd) { style.BlendOp = STYLEOP_Add; } else if (style.BlendOp == STYLEOP_FuzzOrSub) { style.BlendOp = STYLEOP_Sub; } else if (style.BlendOp == STYLEOP_FuzzOrRevSub) { style.BlendOp = STYLEOP_RevSub; } stencilling = false; if (style.Flags & STYLEF_InvertOverlay) { // Only the overlay color is inverted, not the overlay alpha. parms.colorOverlay.r = 255 - parms.colorOverlay.r; parms.colorOverlay.g = 255 - parms.colorOverlay.g; parms.colorOverlay.b = 255 - parms.colorOverlay.b; } SetColorOverlay(parms.colorOverlay, alpha, vertexcolor, quad.mColor1); if (style.Flags & STYLEF_ColorIsFixed) { if (style.Flags & STYLEF_InvertSource) { // Since the source color is a constant, we can invert it now // without spending time doing it in the shader. parms.fillcolor.r = 255 - parms.fillcolor.r; parms.fillcolor.g = 255 - parms.fillcolor.g; parms.fillcolor.b = 255 - parms.fillcolor.b; style.Flags &= ~STYLEF_InvertSource; } if (parms.desaturate > 0) { // Desaturation can also be computed here without having to do it in the shader. auto gray = parms.fillcolor.Luminance(); auto notgray = 255 - gray; parms.fillcolor.r = uint8_t((parms.fillcolor.r * notgray + gray * 255) / 255); parms.fillcolor.g = uint8_t((parms.fillcolor.g * notgray + gray * 255) / 255); parms.fillcolor.b = uint8_t((parms.fillcolor.b * notgray + gray * 255) / 255); parms.desaturate = 0; } // Set up the color mod to replace the color from the image data. vertexcolor.r = parms.fillcolor.r; vertexcolor.g = parms.fillcolor.g; vertexcolor.b = parms.fillcolor.b; if (style.Flags & STYLEF_RedIsAlpha) { quad.mDrawMode = TM_ALPHATEXTURE; } else { quad.mDrawMode = TM_STENCIL; } } else { if (style.Flags & STYLEF_RedIsAlpha) { quad.mDrawMode = TM_ALPHATEXTURE; } else if (style.Flags & STYLEF_InvertSource) { quad.mDrawMode = TM_INVERSE; } quad.mDesaturate = parms.desaturate; } // apply the element's own color. This is being blended with anything that came before. 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); if (!parms.masked) { // For TM_ALPHATEXTURE and TM_STENCIL the mask cannot be turned off because it would not yield a usable result. if (quad.mDrawMode == TM_NORMAL) quad.mDrawMode = TM_OPAQUE; else if (quad.mDrawMode == TM_INVERSE) quad.mDrawMode = TM_INVERTOPAQUE; } quad.mRenderStyle = parms.style; // this contains the blend mode and blend equation settings. if (parms.burn) quad.mFlags |= DTF_Burn; return true; } //========================================================================== // // Draws a texture // //========================================================================== void F2DDrawer::SetColorOverlay(PalEntry color, float alpha, PalEntry &vertexcolor, PalEntry &overlaycolor) { if (color.a != 0 && (color & 0xffffff) != 0) { // overlay color uses premultiplied alpha. int a = color.a * 256 / 255; overlaycolor.r = (color.r * a) >> 8; overlaycolor.g = (color.g * a) >> 8; overlaycolor.b = (color.b * a) >> 8; overlaycolor.a = 0; // The overlay gets added on top of the texture data so to preserve the pixel's alpha this must be 0. } else { overlaycolor = 0; } // Vertex intensity is the inverse of the overlay so that the shader can do a simple addition to combine them. uint8_t light = 255 - color.a; vertexcolor = PalEntry(int(alpha * 255), light, light, light); // The real color gets multiplied into vertexcolor later. } //========================================================================== // // Draws a texture // //========================================================================== void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms) { if (parms.style.BlendOp == STYLEOP_None) return; // not supposed to be drawn. double xscale = parms.destwidth / parms.texwidth; double yscale = parms.destheight / parms.texheight; double x = parms.x - parms.left * xscale; double y = parms.y - parms.top * yscale; double w = parms.destwidth; double h = parms.destheight; double u1, v1, u2, v2; PalEntry vertexcolor; RenderCommand dg; dg.mType = DrawTypeTriangles; dg.mVertCount = 4; dg.mTexture = img; dg.mRemapIndex = parms.remap; SetStyle(img, parms, vertexcolor, dg); u1 = parms.srcx; v1 = parms.srcy; u2 = parms.srcx + parms.srcwidth; v2 = parms.srcy + parms.srcheight; if (parms.flipX) std::swap(u1, u2); if (parms.flipY) std::swap(v1, v2); // This is crap. Only kept for backwards compatibility with scripts that may have used it. // Note that this only works for unflipped full textures. if (parms.windowleft > 0 || parms.windowright < parms.texwidth) { double wi = std::min(parms.windowright, parms.texwidth); x += parms.windowleft * xscale; w -= (parms.texwidth - wi + parms.windowleft) * xscale; u1 = float(u1 + parms.windowleft / parms.texwidth); u2 = float(u2 - (parms.texwidth - wi) / parms.texwidth); } if (x < (double)parms.lclip || y < (double)parms.uclip || x + w >(double)parms.rclip || y + h >(double)parms.dclip) { dg.mScissor[0] = parms.lclip; dg.mScissor[1] = parms.uclip; dg.mScissor[2] = parms.rclip; dg.mScissor[3] = parms.dclip; dg.mFlags |= DTF_Scissor; } else { memset(dg.mScissor, 0, sizeof(dg.mScissor)); } dg.mVertCount = 4; dg.mVertIndex = (int)mVertices.Reserve(4); TwoDVertex *ptr = &mVertices[dg.mVertIndex]; ptr->Set(x, y, 0, u1, v1, vertexcolor); ptr++; ptr->Set(x, y + h, 0, u1, v2, vertexcolor); ptr++; ptr->Set(x + w, y, 0, u2, v1, vertexcolor); ptr++; ptr->Set(x + w, y + h, 0, u2, v2, vertexcolor); ptr++; dg.mIndexIndex = mIndices.Size(); dg.mIndexCount += 6; AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2); AddCommand(&dg); } //========================================================================== // // // //========================================================================== void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, DAngle rotation, int colormap, PalEntry flatcolor, int lightlevel, uint32_t *indices, size_t indexcount) { // Use an equation similar to player sprites to determine shade // Convert a light level into an unbounded colormap index (shade). // Why the +12? I wish I knew, but experimentation indicates it // is necessary in order to best reproduce Doom's original lighting. double fadelevel; // The hardware renderer's light modes 0, 1 and 4 use a linear light scale which must be used here as well. Otherwise the automap gets too dark. fadelevel = 1. - clamp(lightlevel, 0, 255) / 255.f; RenderCommand poly; poly.mType = DrawTypeTriangles; poly.mTexture = texture; poly.mRenderStyle = DefaultRenderStyle(); poly.mFlags |= DTF_Wrap; poly.mDesaturate = 0; PalEntry color0; double invfade = 1. - fadelevel; color0.r = uint8_t(flatcolor.r * invfade); color0.g = uint8_t(flatcolor.g * invfade); color0.b = uint8_t(flatcolor.b * invfade); color0.a = 255; poly.mColor1 = 0; bool dorotate = rotation != 0; float cosrot = (float)cos(rotation.Radians()); float sinrot = (float)sin(rotation.Radians()); float uscale = float(1.f / (texture->GetWidth() * scalex)); float vscale = float(1.f / (texture->GetHeight() * scaley)); float ox = float(originx); float oy = float(originy); poly.mVertCount = npoints; 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(); if (indices == nullptr || indexcount == 0) { poly.mIndexCount += (npoints - 2) * 3; for (int i = 2; i < npoints; ++i) { AddIndices(poly.mVertIndex, 3, 0, i - 1, i); } } else { poly.mIndexCount += (int)indexcount; int addr = mIndices.Reserve(indexcount); for (size_t i = 0; i < indexcount; i++) { mIndices[addr + i] = poly.mVertIndex + indices[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, uint32_t color, uint8_t alpha) { PalEntry p = (PalEntry)color; p.a = alpha; 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::AddThickLine(int x1, int y1, int x2, int y2, double thickness, uint32_t color, uint8_t alpha) { PalEntry p = (PalEntry)color; p.a = alpha; DVector2 point0(x1, y1); DVector2 point1(x2, y2); DVector2 delta = point1 - point0; DVector2 perp(-delta.Y, delta.X); perp.MakeUnit(); perp *= thickness / 2; DVector2 corner0 = point0 + perp; DVector2 corner1 = point0 - perp; DVector2 corner2 = point1 + perp; DVector2 corner3 = point1 - perp; RenderCommand dg; dg.mType = DrawTypeTriangles; dg.mVertCount = 4; dg.mVertIndex = (int)mVertices.Reserve(4); dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent]; auto ptr = &mVertices[dg.mVertIndex]; ptr->Set(corner0.X, corner0.Y, 0, 0, 0, p); ptr++; ptr->Set(corner1.X, corner1.Y, 0, 0, 0, p); ptr++; ptr->Set(corner2.X, corner2.Y, 0, 0, 0, p); ptr++; ptr->Set(corner3.X, corner3.Y, 0, 0, 0, p); ptr++; dg.mIndexIndex = mIndices.Size(); dg.mIndexCount += 6; AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2); AddCommand(&dg); } //========================================================================== // // // //========================================================================== void F2DDrawer::AddPixel(int x1, int y1, uint32_t color) { PalEntry p = (PalEntry)color; 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(); mIsFirstPass = true; } //========================================================================== // // // //========================================================================== #include "build.h" #include "../src/engine_priv.h" //sx,sy center of sprite; screen coords*65536 //z zoom*65536. > is zoomed in //a angle (0 is default) //dastat&1 1:translucence //dastat&2 1:auto-scale mode (use 320*200 coordinates) //dastat&4 1:y-flip //dastat&8 1:don't clip to startumost/startdmost //dastat&16 1:force point passed to be top-left corner, 0:Editart center //dastat&32 1:reverse translucence //dastat&64 1:non-masked, 0:masked //dastat&128 1:draw all pages (permanent - no longer used) //cx1,... clip window (actual screen coords) void F2DDrawer::rotatesprite(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) { // This is mainly a hack because the rotatesprite code is far too messed up to integrate into the 2D drawer. // This merely stores the parameters and later just calls polymost_rotatesprite do do the work. // Cleanup can be done once everything is working. RenderCommand dg; dg.mType = DrawTypeRotateSprite; // Just store the values in the otherwise useless fields of the draw command instead of allocating separate memory. dg.mVertIndex = sx; dg.mVertCount = sy; dg.mIndexIndex = z; dg.mIndexCount = a; dg.mSpecialColormap[0].d = picnum; dg.mRemapIndex = dashade; dg.mFlags = dapalnum; dg.mSpecialColormap[1].d = dastat; dg.mDesaturate = daalpha; dg.mColor1.d = dablend; dg.mScissor[0] = cx1; dg.mScissor[1] = cy1; dg.mScissor[2] = cx2; dg.mScissor[3] = cy2; mData.Push(dg); // don't even try to merge. }