raze-gles/source/common/2d/v_2ddrawer.h
Christoph Oelckers c61a2c3486 - enable palette emulation for HUD weapon drawing.
Not correct yet but the basics are in.
2020-09-13 23:14:44 +02:00

228 lines
5.8 KiB
C++

#ifndef __2DDRAWER_H
#define __2DDRAWER_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 DShape2D : public DObject
{
DECLARE_CLASS(DShape2D,DObject)
public:
DShape2D()
{
transform.Identity();
}
TArray<int> mIndices;
TArray<DVector2> mVertices;
TArray<DVector2> mCoords;
DMatrix3x3 transform;
// dirty stores whether we need to re-apply the transformation
// otherwise it uses the cached values
bool dirty = true;
TArray<DVector2> mTransformedVertices;
};
struct F2DPolygons
{
TArray<FVector4> vertices;
TArray<int> indices;
unsigned AllocVertices(int num)
{
auto vindex = vertices.Reserve(num);
indices.Push(num);
return vindex;
}
};
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;
RenderCommand()
{
memset(this, 0, sizeof(*this));
}
// If these fields match, two draw commands can be batched.
bool isCompatible(const RenderCommand &other) const
{
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;
}
};
TArray<int> mIndices;
TArray<TwoDVertex> mVertices;
TArray<RenderCommand> 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;
public:
int fullscreenautoaspect = 0;
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<int> &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);
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);
int DrawCount() const
{
return mData.Size();
}
bool mIsFirstPass = true;
};
#endif