mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
fda4293013
The movie code has always been the part causing the most issues because it alters the palettes - the rest treats them as static data.
181 lines
4.3 KiB
C++
181 lines
4.3 KiB
C++
#ifndef __2DDRAWER_H
|
|
#define __2DDRAWER_H
|
|
|
|
#include "tarray.h"
|
|
#include "vectors.h"
|
|
#include "textures.h"
|
|
#include "renderstyle.h"
|
|
|
|
struct DrawParms;
|
|
|
|
|
|
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,
|
|
};
|
|
|
|
|
|
// 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;
|
|
|
|
FTexture *mTexture;
|
|
int mRemapIndex;
|
|
PalEntry mSpecialColormap[2];
|
|
int mScissor[4];
|
|
int mDesaturate;
|
|
FRenderStyle mRenderStyle;
|
|
PalEntry mColor1; // Overlay color
|
|
ETexMode mDrawMode;
|
|
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 &&
|
|
mRemapIndex == other.mRemapIndex &&
|
|
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 &&
|
|
mColor1.d == other.mColor1.d;
|
|
|
|
}
|
|
};
|
|
|
|
TArray<int> mIndices;
|
|
TArray<TwoDVertex> mVertices;
|
|
TArray<RenderCommand> mData;
|
|
|
|
int AddCommand(const RenderCommand *data);
|
|
void AddIndices(int firstvert, int count, ...);
|
|
void AddIndices(int firstvert, TArray<int> &v);
|
|
bool SetStyle(FTexture *tex, DrawParms &parms, PalEntry &color0, RenderCommand &quad);
|
|
void SetColorOverlay(PalEntry color, float alpha, PalEntry &vertexcolor, PalEntry &overlaycolor);
|
|
|
|
public:
|
|
void AddTexture(FTexture *img, DrawParms &parms);
|
|
void AddPoly(FTexture* img, FVector4 *vt, size_t vtcount, unsigned int *ind, size_t idxcount, int palette, int shade, int maskprops, 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, FTexture *src, bool local_origin);
|
|
|
|
void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color, FRenderStyle *style = nullptr);
|
|
void ClearScreen(PalEntry color = 0xff000000);
|
|
|
|
void AddLine(float x1, float y1, float x2, float y2, uint32_t color, uint8_t alpha = 255);
|
|
void AddLine(float x1, float y1, float x2, float 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 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, FTexture *pic);
|
|
|
|
void Clear();
|
|
|
|
bool mIsFirstPass = true;
|
|
};
|
|
|
|
extern F2DDrawer twodgen;
|
|
extern F2DDrawer twodpsp;
|
|
extern F2DDrawer* twod;
|
|
|
|
// This is for safely substituting the 2D drawer for a block of code.
|
|
class PspTwoDSetter
|
|
{
|
|
F2DDrawer* old;
|
|
public:
|
|
PspTwoDSetter()
|
|
{
|
|
old = twod;
|
|
twod = &twodpsp;
|
|
}
|
|
~PspTwoDSetter()
|
|
{
|
|
twod = old;
|
|
}
|
|
// Shadow Warrior fucked this up and draws the weapons in the same pass as the hud, meaning we have to switch this on and off depending on context.
|
|
void set()
|
|
{
|
|
twod = &twodpsp;
|
|
}
|
|
void clear()
|
|
{
|
|
twod = old;
|
|
}
|
|
};
|
|
|
|
#endif
|