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https://github.com/ZDoom/raze-gles.git
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242 lines
6.1 KiB
C++
242 lines
6.1 KiB
C++
#ifndef __2DDRAWER_H
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#define __2DDRAWER_H
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#include "tarray.h"
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#include "vectors.h"
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#include "textures.h"
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#include "renderstyle.h"
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#include "dobject.h"
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struct DrawParms;
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struct FColormap;
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class DShape2DTransform : public DObject
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{
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DECLARE_CLASS(DShape2DTransform, DObject)
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public:
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DShape2DTransform()
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{
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transform.Identity();
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}
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DMatrix3x3 transform;
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};
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// intermediate struct for shape drawing
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enum EClearWhich
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{
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C_Verts = 1,
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C_Coords = 2,
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C_Indices = 4,
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};
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class DShape2D : public DObject
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{
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DECLARE_CLASS(DShape2D,DObject)
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public:
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DShape2D()
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{
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transform.Identity();
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}
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TArray<int> mIndices;
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TArray<DVector2> mVertices;
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TArray<DVector2> mCoords;
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DMatrix3x3 transform;
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// dirty stores whether we need to re-apply the transformation
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// otherwise it uses the cached values
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bool dirty = true;
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TArray<DVector2> mTransformedVertices;
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};
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struct F2DPolygons
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{
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TArray<FVector4> vertices;
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TArray<int> indices;
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unsigned AllocVertices(int num)
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{
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auto vindex = vertices.Reserve(num);
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indices.Push(num);
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return vindex;
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}
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};
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class F2DDrawer
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{
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public:
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enum EDrawType : uint8_t
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{
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DrawTypeTriangles,
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DrawTypeLines,
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DrawTypePoints,
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DrawTypeRotateSprite,
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};
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enum ETextureFlags : uint8_t
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{
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DTF_Wrap = 1,
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DTF_Scissor = 2,
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DTF_Burn = 4,
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DTF_Indexed = 8,
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};
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// This vertex type is hardware independent and needs conversion when put into a buffer.
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struct TwoDVertex
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{
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float x, y, z;
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float u, v;
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PalEntry color0;
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void Set(float xx, float yy, float zz)
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{
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x = xx;
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z = zz;
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y = yy;
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u = 0;
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v = 0;
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color0 = 0;
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}
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void Set(double xx, double yy, double zz, double uu, double vv, PalEntry col)
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{
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x = (float)xx;
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z = (float)zz;
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y = (float)yy;
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u = (float)uu;
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v = (float)vv;
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color0 = col;
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}
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};
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struct RenderCommand
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{
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EDrawType mType;
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int mVertIndex;
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int mVertCount;
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int mIndexIndex;
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int mIndexCount;
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FGameTexture *mTexture;
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int mTranslationId;
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PalEntry mSpecialColormap[2];
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int mScissor[4];
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int mDesaturate;
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FRenderStyle mRenderStyle;
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PalEntry mColor1; // Overlay color
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ETexMode mDrawMode;
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uint8_t mLightLevel;
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uint8_t mFlags;
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RenderCommand()
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{
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memset(this, 0, sizeof(*this));
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}
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// If these fields match, two draw commands can be batched.
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bool isCompatible(const RenderCommand &other) const
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{
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return mTexture == other.mTexture &&
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mType == other.mType &&
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mTranslationId == other.mTranslationId &&
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mSpecialColormap[0].d == other.mSpecialColormap[0].d &&
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mSpecialColormap[1].d == other.mSpecialColormap[1].d &&
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!memcmp(mScissor, other.mScissor, sizeof(mScissor)) &&
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mDesaturate == other.mDesaturate &&
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mRenderStyle == other.mRenderStyle &&
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mDrawMode == other.mDrawMode &&
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mFlags == other.mFlags &&
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mLightLevel == other.mLightLevel &&
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mColor1.d == other.mColor1.d;
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}
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};
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TArray<int> mIndices;
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TArray<TwoDVertex> mVertices;
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TArray<RenderCommand> mData;
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int Width, Height;
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bool isIn2D;
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bool locked; // prevents clearing of the data so it can be reused multiple times (useful for screen fades)
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float screenFade = 1.f;
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DVector2 offset;
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public:
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int fullscreenautoaspect = 3;
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int cliptop = -1, clipleft = -1, clipwidth = -1, clipheight = -1;
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int AddCommand(const RenderCommand *data);
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void AddIndices(int firstvert, int count, ...);
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private:
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void AddIndices(int firstvert, TArray<int> &v);
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bool SetStyle(FGameTexture *tex, DrawParms &parms, PalEntry &color0, RenderCommand &quad);
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void SetColorOverlay(PalEntry color, float alpha, PalEntry &vertexcolor, PalEntry &overlaycolor);
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public:
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float GetClassicFlatScalarWidth();
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float GetClassicFlatScalarHeight();
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void AddTexture(FGameTexture* img, DrawParms& parms);
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void AddShape(FGameTexture *img, DShape2D *shape, DrawParms &parms);
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void AddPoly(FGameTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, const FColormap &colormap, PalEntry flatcolor, double lightlevel, uint32_t *indices, size_t indexcount);
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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);
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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,
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int clipx1, int clipy1, int clipx2, int clipy2);
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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);
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void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color, FRenderStyle *style = nullptr, bool prepend = false);
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void ClearScreen(PalEntry color = 0xff000000);
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void AddDim(PalEntry color, float damount, int x1, int y1, int w, int h);
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void AddClear(int left, int top, int right, int bottom, int palcolor, uint32_t color);
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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);
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void AddThickLine(int x1, int y1, int x2, int y2, double thickness, uint32_t color, uint8_t alpha = 255);
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void AddPixel(int x1, int y1, uint32_t color);
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void Clear();
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void Lock() { locked = true; }
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void SetScreenFade(float factor) { screenFade = factor; }
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void Unlock() { locked = false; }
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int GetWidth() const { return Width; }
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int GetHeight() const { return Height; }
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void SetSize(int w, int h) { Width = w; Height = h; }
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void Begin(int w, int h) { isIn2D = true; Width = w; Height = h; }
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void End() { isIn2D = false; }
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bool HasBegun2D() { return isIn2D; }
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void ClearClipRect() { clipleft = cliptop = 0; clipwidth = clipheight = -1; }
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void SetClipRect(int x, int y, int w, int h);
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void GetClipRect(int* x, int* y, int* w, int* h);
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DVector2 SetOffset(const DVector2& vec)
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{
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auto v = offset;
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offset = vec;
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return v;
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}
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void Set(TwoDVertex* v, double xx, double yy, double zz, double uu, double vv, PalEntry col)
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{
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v->Set(xx + offset.X, yy + offset.Y, zz, uu, vv, col);
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}
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int DrawCount() const
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{
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return mData.Size();
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}
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bool mIsFirstPass = true;
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};
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#endif
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