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838 lines
24 KiB
C++
838 lines
24 KiB
C++
// scissi
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016-2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** v_2ddrawer.h
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** Device independent 2D draw list
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**
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**/
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#include <stdarg.h>
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#include "c_cvars.h"
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#include "v_2ddrawer.h"
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#include "renderstyle.h"
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#include "drawparms.h"
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#include "vectors.h"
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#include "gamecvars.h"
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#include "earcut.hpp"
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//#include "doomtype.h"
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#include "templates.h"
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//#include "r_utility.h"
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#include "v_video.h"
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//#include "g_levellocals.h"
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//#include "vm.h"
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F2DDrawer twodpsp;
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F2DDrawer twodgen;
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F2DDrawer *twod = &twodgen;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int F2DDrawer::AddCommand(const RenderCommand *data)
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{
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if (mData.Size() > 0 && data->isCompatible(mData.Last()))
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{
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// Merge with the last command.
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mData.Last().mIndexCount += data->mIndexCount;
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mData.Last().mVertCount += data->mVertCount;
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return mData.Size();
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}
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else
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{
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return mData.Push(*data);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::AddIndices(int firstvert, int count, ...)
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{
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va_list ap;
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va_start(ap, count);
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int addr = mIndices.Reserve(count);
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for (int i = 0; i < count; i++)
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{
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mIndices[addr + i] = firstvert + va_arg(ap, int);
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}
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}
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void F2DDrawer::AddIndices(int firstvert, TArray<int> &v)
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{
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int addr = mIndices.Reserve(v.Size());
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for (unsigned i = 0; i < v.Size(); i++)
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{
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mIndices[addr + i] = firstvert + v[i];
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}
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}
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//==========================================================================
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//
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// SetStyle
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//
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// Patterned after R_SetPatchStyle.
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//
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//==========================================================================
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bool F2DDrawer::SetStyle(FTexture *tex, DrawParms &parms, PalEntry &vertexcolor, RenderCommand &quad)
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{
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FRenderStyle style = parms.style;
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float alpha;
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bool stencilling;
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if (style.Flags & STYLEF_Alpha1)
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{
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alpha = 1;
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}
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else
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{
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alpha = clamp(parms.Alpha, 0.f, 1.f);
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}
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style.CheckFuzz();
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if (style.BlendOp == STYLEOP_Shadow || style.BlendOp == STYLEOP_Fuzz)
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{
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style = LegacyRenderStyles[STYLE_TranslucentStencil];
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alpha = 0.3f;
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parms.fillcolor = 0;
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}
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else if (style.BlendOp == STYLEOP_FuzzOrAdd)
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{
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style.BlendOp = STYLEOP_Add;
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}
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else if (style.BlendOp == STYLEOP_FuzzOrSub)
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{
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style.BlendOp = STYLEOP_Sub;
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}
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else if (style.BlendOp == STYLEOP_FuzzOrRevSub)
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{
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style.BlendOp = STYLEOP_RevSub;
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}
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stencilling = false;
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if (style.Flags & STYLEF_InvertOverlay)
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{
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// Only the overlay color is inverted, not the overlay alpha.
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parms.colorOverlay.r = 255 - parms.colorOverlay.r;
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parms.colorOverlay.g = 255 - parms.colorOverlay.g;
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parms.colorOverlay.b = 255 - parms.colorOverlay.b;
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}
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SetColorOverlay(parms.colorOverlay, alpha, vertexcolor, quad.mColor1);
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if (style.Flags & STYLEF_ColorIsFixed)
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{
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if (style.Flags & STYLEF_InvertSource)
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{ // Since the source color is a constant, we can invert it now
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// without spending time doing it in the shader.
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parms.fillcolor.r = 255 - parms.fillcolor.r;
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parms.fillcolor.g = 255 - parms.fillcolor.g;
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parms.fillcolor.b = 255 - parms.fillcolor.b;
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style.Flags &= ~STYLEF_InvertSource;
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}
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if (parms.desaturate > 0)
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{
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// Desaturation can also be computed here without having to do it in the shader.
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auto gray = parms.fillcolor.Luminance();
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auto notgray = 255 - gray;
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parms.fillcolor.r = uint8_t((parms.fillcolor.r * notgray + gray * 255) / 255);
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parms.fillcolor.g = uint8_t((parms.fillcolor.g * notgray + gray * 255) / 255);
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parms.fillcolor.b = uint8_t((parms.fillcolor.b * notgray + gray * 255) / 255);
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parms.desaturate = 0;
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}
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// Set up the color mod to replace the color from the image data.
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vertexcolor.r = parms.fillcolor.r;
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vertexcolor.g = parms.fillcolor.g;
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vertexcolor.b = parms.fillcolor.b;
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if (style.Flags & STYLEF_RedIsAlpha)
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{
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quad.mDrawMode = TM_ALPHATEXTURE;
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}
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else
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{
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quad.mDrawMode = TM_STENCIL;
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}
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}
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else
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{
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if (style.Flags & STYLEF_RedIsAlpha)
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{
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quad.mDrawMode = TM_ALPHATEXTURE;
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}
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else if (style.Flags & STYLEF_InvertSource)
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{
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quad.mDrawMode = TM_INVERSE;
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}
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quad.mDesaturate = parms.desaturate;
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}
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// apply the element's own color. This is being blended with anything that came before.
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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);
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if (!parms.masked)
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{
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// For TM_ALPHATEXTURE and TM_STENCIL the mask cannot be turned off because it would not yield a usable result.
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if (quad.mDrawMode == TM_NORMAL) quad.mDrawMode = TM_OPAQUE;
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else if (quad.mDrawMode == TM_INVERSE) quad.mDrawMode = TM_INVERTOPAQUE;
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}
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quad.mRenderStyle = parms.style; // this contains the blend mode and blend equation settings.
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if (parms.burn) quad.mFlags |= DTF_Burn;
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return true;
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}
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//==========================================================================
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//
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// Draws a texture
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//
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//==========================================================================
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void F2DDrawer::SetColorOverlay(PalEntry color, float alpha, PalEntry &vertexcolor, PalEntry &overlaycolor)
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{
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if (color.a != 0 && (color & 0xffffff) != 0)
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{
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// overlay color uses premultiplied alpha.
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int a = color.a * 256 / 255;
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overlaycolor.r = (color.r * a) >> 8;
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overlaycolor.g = (color.g * a) >> 8;
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overlaycolor.b = (color.b * a) >> 8;
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overlaycolor.a = 0; // The overlay gets added on top of the texture data so to preserve the pixel's alpha this must be 0.
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}
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else
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{
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overlaycolor = 0;
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}
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// Vertex intensity is the inverse of the overlay so that the shader can do a simple addition to combine them.
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uint8_t light = 255 - color.a;
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vertexcolor = PalEntry(int(alpha * 255), light, light, light);
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// The real color gets multiplied into vertexcolor later.
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}
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//==========================================================================
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//
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// Draws a texture
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//
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//==========================================================================
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void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
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{
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if (parms.style.BlendOp == STYLEOP_None) return; // not supposed to be drawn.
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double xscale = parms.destwidth / parms.texwidth;
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double yscale = parms.destheight / parms.texheight;
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double x = parms.x - parms.left * xscale;
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double y = parms.y - parms.top * yscale;
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double w = parms.destwidth;
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double h = parms.destheight;
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double u1, v1, u2, v2;
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PalEntry vertexcolor;
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RenderCommand dg;
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dg.mType = DrawTypeTriangles;
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dg.mVertCount = 4;
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dg.mTexture = img;
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dg.mRemapIndex = parms.remap;
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SetStyle(img, parms, vertexcolor, dg);
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u1 = parms.srcx;
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v1 = parms.srcy;
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u2 = parms.srcx + parms.srcwidth;
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v2 = parms.srcy + parms.srcheight;
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if (parms.flipX)
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std::swap(u1, u2);
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if (parms.flipY)
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std::swap(v1, v2);
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// This is crap. Only kept for backwards compatibility with scripts that may have used it.
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// Note that this only works for unflipped full textures.
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if (parms.windowleft > 0 || parms.windowright < parms.texwidth)
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{
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double wi = std::min(parms.windowright, parms.texwidth);
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x += parms.windowleft * xscale;
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w -= (parms.texwidth - wi + parms.windowleft) * xscale;
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u1 = float(u1 + parms.windowleft / parms.texwidth);
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u2 = float(u2 - (parms.texwidth - wi) / parms.texwidth);
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}
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if (x < (double)parms.lclip || y < (double)parms.uclip || x + w >(double)parms.rclip || y + h >(double)parms.dclip)
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{
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dg.mScissor[0] = parms.lclip;
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dg.mScissor[1] = parms.uclip;
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dg.mScissor[2] = parms.rclip;
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dg.mScissor[3] = parms.dclip;
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dg.mFlags |= DTF_Scissor;
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}
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else
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{
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memset(dg.mScissor, 0, sizeof(dg.mScissor));
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}
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dg.mVertCount = 4;
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dg.mVertIndex = (int)mVertices.Reserve(4);
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TwoDVertex *ptr = &mVertices[dg.mVertIndex];
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ptr->Set(x, y, 0, u1, v1, vertexcolor); ptr++;
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ptr->Set(x, y + h, 0, u1, v2, vertexcolor); ptr++;
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ptr->Set(x + w, y, 0, u2, v1, vertexcolor); ptr++;
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ptr->Set(x + w, y + h, 0, u2, v2, vertexcolor); ptr++;
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += 6;
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AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
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AddCommand(&dg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin)
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{
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float fU1, fU2, fV1, fV2;
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RenderCommand dg;
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dg.mType = DrawTypeTriangles;
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dg.mRenderStyle = DefaultRenderStyle();
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dg.mTexture = src;
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dg.mVertCount = 4;
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dg.mTexture = src;
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dg.mFlags = DTF_Wrap;
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// scaling is not used here.
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if (!local_origin)
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{
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fU1 = float(left) / src->GetWidth();
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fV1 = float(top) / src->GetHeight();
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fU2 = float(right) / src->GetWidth();
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fV2 = float(bottom) / src->GetHeight();
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}
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else
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{
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fU1 = 0;
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fV1 = 0;
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fU2 = float(right - left) / src->GetWidth();
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fV2 = float(bottom - top) / src->GetHeight();
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}
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dg.mVertIndex = (int)mVertices.Reserve(4);
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auto ptr = &mVertices[dg.mVertIndex];
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ptr->Set(left, top, 0, fU1, fV1, 0xffffffff); ptr++;
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ptr->Set(left, bottom, 0, fU1, fV2, 0xffffffff); ptr++;
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ptr->Set(right, top, 0, fU2, fV1, 0xffffffff); ptr++;
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ptr->Set(right, bottom, 0, fU2, fV2, 0xffffffff); ptr++;
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += 6;
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AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
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AddCommand(&dg);
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color, FRenderStyle *style)
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{
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RenderCommand dg;
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dg.mType = DrawTypeTriangles;
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dg.mVertCount = 4;
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dg.mVertIndex = (int)mVertices.Reserve(4);
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dg.mRenderStyle = style? *style : LegacyRenderStyles[STYLE_Translucent];
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auto ptr = &mVertices[dg.mVertIndex];
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ptr->Set(x1, y1, 0, 0, 0, color); ptr++;
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ptr->Set(x1, y1 + h, 0, 0, 0, color); ptr++;
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ptr->Set(x1 + w, y1, 0, 0, 0, color); ptr++;
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ptr->Set(x1 + w, y1 + h, 0, 0, 0, color); ptr++;
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += 6;
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AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
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AddCommand(&dg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::AddLine(float x1, float y1, float x2, float y2, int clipx1, int clipy1, int clipx2, int clipy2, uint32_t color, uint8_t alpha)
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{
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PalEntry p = (PalEntry)color;
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p.a = alpha;
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RenderCommand dg;
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if (clipx1 > 0 || clipy1 > 0 || clipx2 < screen->GetWidth()- 1 || clipy2 < screen->GetHeight() - 1)
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{
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dg.mScissor[0] = clipx1;
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dg.mScissor[1] = clipy1;
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dg.mScissor[2] = clipx2 + 1;
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dg.mScissor[3] = clipy2 + 1;
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dg.mFlags |= DTF_Scissor;
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}
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dg.mType = DrawTypeLines;
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dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
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dg.mVertCount = 2;
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dg.mVertIndex = (int)mVertices.Reserve(2);
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mVertices[dg.mVertIndex].Set(x1, y1, 0, 0, 0, p);
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mVertices[dg.mVertIndex+1].Set(x2, y2, 0, 0, 0, p);
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AddCommand(&dg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::AddThickLine(int x1, int y1, int x2, int y2, double thickness, uint32_t color, uint8_t alpha)
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{
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PalEntry p = (PalEntry)color;
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p.a = alpha;
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DVector2 point0(x1, y1);
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DVector2 point1(x2, y2);
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DVector2 delta = point1 - point0;
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DVector2 perp(-delta.Y, delta.X);
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perp.MakeUnit();
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perp *= thickness / 2;
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DVector2 corner0 = point0 + perp;
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DVector2 corner1 = point0 - perp;
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DVector2 corner2 = point1 + perp;
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DVector2 corner3 = point1 - perp;
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RenderCommand dg;
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dg.mType = DrawTypeTriangles;
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dg.mVertCount = 4;
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dg.mVertIndex = (int)mVertices.Reserve(4);
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dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
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auto ptr = &mVertices[dg.mVertIndex];
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ptr->Set(corner0.X, corner0.Y, 0, 0, 0, p); ptr++;
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ptr->Set(corner1.X, corner1.Y, 0, 0, 0, p); ptr++;
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ptr->Set(corner2.X, corner2.Y, 0, 0, 0, p); ptr++;
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ptr->Set(corner3.X, corner3.Y, 0, 0, 0, p); ptr++;
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += 6;
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AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
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AddCommand(&dg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::AddPixel(int x1, int y1, uint32_t color)
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{
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PalEntry p = (PalEntry)color;
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p.a = 255;
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RenderCommand dg;
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dg.mType = DrawTypePoints;
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dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
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dg.mVertCount = 1;
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dg.mVertIndex = (int)mVertices.Reserve(1);
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mVertices[dg.mVertIndex].Set(x1, y1, 0, 0, 0, p);
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AddCommand(&dg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::Clear()
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{
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mVertices.Clear();
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mIndices.Clear();
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mData.Clear();
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mIsFirstPass = true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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#include "build.h"
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#include "../src/engine_priv.h"
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//sx,sy center of sprite; screen coords*65536
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//z zoom*65536. > is zoomed in
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//a angle (0 is default)
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//dastat&1 1:translucence
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//dastat&2 1:auto-scale mode (use 320*200 coordinates)
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//dastat&4 1:y-flip
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//dastat&8 1:don't clip to startumost/startdmost
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//dastat&16 1:force point passed to be top-left corner, 0:Editart center
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//dastat&32 1:reverse translucence
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//dastat&64 1:non-masked, 0:masked
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//dastat&128 1:draw all pages (permanent - no longer used)
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//cx1,... clip window (actual screen coords)
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//==========================================================================
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//
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// INTERNAL helper function for classic/polymost dorotatesprite
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// sxptr, sxptr, z: in/out
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// ret_yxaspect, ret_xyaspect: out
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//
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//==========================================================================
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static int32_t dorotspr_handle_bit2(int32_t* sxptr, int32_t* syptr, int32_t* z, int32_t dastat, int32_t cx1_plus_cx2, int32_t cy1_plus_cy2)
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{
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if ((dastat & RS_AUTO) == 0)
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{
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if (!(dastat & RS_STRETCH) && 4 * ydim <= 3 * xdim)
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{
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return (10 << 16) / 12;
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}
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else
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{
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return xyaspect;
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}
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}
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else
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{
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// dastat&2: Auto window size scaling
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const int32_t oxdim = xdim;
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const int32_t oydim = ydim;
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int32_t xdim = oxdim; // SHADOWS global
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int32_t ydim = oydim;
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int32_t zoomsc, sx = *sxptr, sy = *syptr;
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int32_t ouryxaspect = yxaspect, ourxyaspect = xyaspect;
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sy += rotatesprite_y_offset;
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if (!(dastat & RS_STRETCH) && 4 * ydim <= 3 * xdim)
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{
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if ((dastat & RS_ALIGN_MASK) && (dastat & RS_ALIGN_MASK) != RS_ALIGN_MASK)
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sx += NEGATE_ON_CONDITION(scale(120 << 16, xdim, ydim) - (160 << 16), !(dastat & RS_ALIGN_R));
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if ((dastat & RS_ALIGN_MASK) == RS_ALIGN_MASK)
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ydim = scale(xdim, 3, 4);
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else
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xdim = scale(ydim, 4, 3);
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ouryxaspect = (12 << 16) / 10;
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ourxyaspect = (10 << 16) / 12;
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}
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ouryxaspect = mulscale16(ouryxaspect, rotatesprite_yxaspect);
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ourxyaspect = divscale16(ourxyaspect, rotatesprite_yxaspect);
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// screen center to s[xy], 320<<16 coords.
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const int32_t normxofs = sx - (320 << 15), normyofs = sy - (200 << 15);
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// nasty hacks go here
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if (!(dastat & RS_NOCLIP))
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{
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const int32_t twice_midcx = cx1_plus_cx2 + 2;
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// screen x center to sx1, scaled to viewport
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const int32_t scaledxofs = scale(normxofs, scale(xdimen, xdim, oxdim), 320);
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sx = ((twice_midcx) << 15) + scaledxofs;
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zoomsc = xdimenscale; //= scale(xdimen,yxaspect,320);
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zoomsc = mulscale16(zoomsc, rotatesprite_yxaspect);
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if ((dastat & RS_ALIGN_MASK) == RS_ALIGN_MASK)
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zoomsc = scale(zoomsc, ydim, oydim);
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sy = ((cy1_plus_cy2 + 2) << 15) + mulscale16(normyofs, zoomsc);
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}
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else
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{
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//If not clipping to startmosts, & auto-scaling on, as a
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//hard-coded bonus, scale to full screen instead
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sx = (xdim << 15) + 32768 + scale(normxofs, xdim, 320);
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zoomsc = scale(xdim, ouryxaspect, 320);
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sy = (ydim << 15) + 32768 + mulscale16(normyofs, zoomsc);
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if ((dastat & RS_ALIGN_MASK) == RS_ALIGN_MASK)
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sy += (oydim - ydim) << 15;
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else
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sx += (oxdim - xdim) << 15;
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if (dastat & RS_CENTERORIGIN)
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sx += oxdim << 15;
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}
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*sxptr = sx;
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*syptr = sy;
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*z = mulscale16(*z, zoomsc);
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return ourxyaspect;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::rotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum,
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int8_t dashade, uint8_t dapalnum, int32_t dastat, uint8_t daalpha, uint8_t dablend,
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int32_t clipx1, int32_t clipy1, int32_t clipx2, int32_t clipy2)
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{
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RenderCommand dg = {};
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int method = 0;
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dg.mType = DrawTypeRotateSprite;
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if (clipx1 > 0 || clipy1 > 0 || clipx2 < screen->GetWidth() - 1 || clipy2 < screen->GetHeight() - 1)
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{
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dg.mScissor[0] = clipx1;
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dg.mScissor[1] = clipy1;
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dg.mScissor[2] = clipx2 + 1;
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dg.mScissor[3] = clipy2 + 1;
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dg.mFlags |= DTF_Scissor;
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}
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if (!(dastat & RS_NOMASK))
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{
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if (dastat & RS_TRANS1)
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method |= (dastat & RS_TRANS2) ? DAMETH_TRANS2 : DAMETH_TRANS1;
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else
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method |= DAMETH_MASK;
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dg.mRenderStyle = GetBlend(dablend, (dastat & RS_TRANS2) ? 1 : 0);
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}
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else
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{
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dg.mRenderStyle = LegacyRenderStyles[STYLE_Normal];
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}
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PalEntry p = 0xffffffff;
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dg.mTexture = TileFiles.tiles[picnum];
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dg.mRemapIndex = dapalnum | (dashade << 16);
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dg.mVertCount = 4;
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dg.mVertIndex = (int)mVertices.Reserve(4);
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auto ptr = &mVertices[dg.mVertIndex];
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float drawpoly_alpha = daalpha * (1.0f / 255.0f);
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float alpha = float_trans(method, dablend) * (1.f - drawpoly_alpha); // Hmmm...
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p.a = (uint8_t)(alpha * 255);
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vec2_16_t const siz = tilesiz[picnum];
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vec2_16_t ofs = { 0, 0 };
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if (!(dastat & RS_TOPLEFT))
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{
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ofs = { int16_t(picanm[picnum].xofs + (siz.x >> 1)),
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int16_t(picanm[picnum].yofs + (siz.y >> 1)) };
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}
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if (dastat & RS_YFLIP)
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ofs.y = siz.y - ofs.y;
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int32_t aspectcorrect = dorotspr_handle_bit2(&sx, &sy, &z, dastat, clipx1 + clipx2, clipy1 + clipy2);
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int32_t cosang = mulscale14(sintable[(a + 512) & 2047], z);
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int32_t cosang2 = cosang;
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int32_t sinang = mulscale14(sintable[a & 2047], z);
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int32_t sinang2 = sinang;
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if ((dastat & RS_AUTO) || (!(dastat & RS_NOCLIP))) // Don't aspect unscaled perms
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{
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cosang2 = mulscale16(cosang2, aspectcorrect);
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sinang2 = mulscale16(sinang2, aspectcorrect);
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}
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int cx0 = sx - ofs.x * cosang2 + ofs.y * sinang2;
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int cy0 = sy - ofs.x * sinang - ofs.y * cosang;
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int cx1 = cx0 + siz.x * cosang2;
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int cy1 = cy0 + siz.x * sinang;
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int cx3 = cx0 - siz.y * sinang2;
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int cy3 = cy0 + siz.y * cosang;
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int cx2 = cx1 + cx3 - cx0;
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int cy2 = cy1 + cy3 - cy0;
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float y = (dastat & RS_YFLIP) ? 1.f : 0.f;
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ptr->Set(cx0 / 65536.f, cy0 / 65536.f, 0.f, 0.f, y, p); ptr++;
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ptr->Set(cx1 / 65536.f, cy1 / 65536.f, 0.f, 1.f, y, p); ptr++;
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ptr->Set(cx2 / 65536.f, cy2 / 65536.f, 0.f, 1.f, 1.f-y, p); ptr++;
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ptr->Set(cx3 / 65536.f, cy3 / 65536.f, 0.f, 0.f, 1.f-y, p); ptr++;
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += 6;
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AddIndices(dg.mVertIndex, 6, 0, 1, 2, 0, 2, 3);
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AddCommand(&dg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::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)
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{
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RenderCommand dg = {};
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int method = 0;
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dg.mType = DrawTypeRotateSprite;
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if (clipx1 > 0 || clipy1 > 0 || clipx2 < screen->GetWidth() - 1 || clipy2 < screen->GetHeight() - 1)
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{
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dg.mScissor[0] = clipx1;
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dg.mScissor[1] = clipy1;
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dg.mScissor[2] = clipx2 + 1;
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dg.mScissor[3] = clipy2 + 1;
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dg.mFlags |= DTF_Scissor;
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}
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PalEntry p = 0xffffffff;
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if (maskprops > DAMETH_MASK)
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{
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dg.mRenderStyle = GetBlend(0, maskprops == DAMETH_TRANS2);
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p.a = (uint8_t)(float_trans(maskprops, 0) * 255);
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}
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dg.mTexture = img;
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dg.mRemapIndex = palette | (shade << 16);
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dg.mVertCount = vtcount;
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dg.mVertIndex = (int)mVertices.Reserve(vtcount);
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dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
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dg.mIndexIndex = mIndices.Size();
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dg.mFlags |= DTF_Wrap;
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auto ptr = &mVertices[dg.mVertIndex];
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for (size_t i=0;i<vtcount;i++)
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{
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ptr->Set(vt[i].X, vt[i].Y, 0.f, vt[i].Z, vt[i].W, p);
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ptr++;
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}
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dg.mIndexIndex = mIndices.Size();
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mIndices.Reserve(idxcount);
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for (size_t i = 0; i < idxcount; i++)
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{
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mIndices[dg.mIndexIndex + i] = ind[i] + dg.mVertIndex;
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}
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dg.mIndexCount = idxcount;
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AddCommand(&dg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::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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{
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//Convert int32_t to float (in-place)
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TArray<FVector4> points(npoints, true);
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using Point = std::pair<float, float>;
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std::vector<std::vector<Point>> polygon;
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std::vector<Point>* curPoly;
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polygon.resize(1);
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curPoly = &polygon.back();
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for (bssize_t i = 0; i < npoints; ++i)
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{
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auto X = ((float)rx1[i]) * (1.0f / 4096.f);
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auto Y = ((float)ry1[i]) * (1.0f / 4096.f);
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curPoly->push_back(std::make_pair(X, Y));
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if (xb1[i] < i && i < npoints - 1)
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{
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polygon.resize(polygon.size() + 1);
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curPoly = &polygon.back();
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}
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}
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// Now make sure that the outer boundary is the first polygon by picking a point that's as much to the outside as possible.
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int outer = 0;
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float minx = FLT_MAX;
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float miny = FLT_MAX;
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for (size_t a = 0; a < polygon.size(); a++)
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{
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for (auto& pt : polygon[a])
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{
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if (pt.first < minx || pt.first == minx && pt.second < miny)
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{
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minx = pt.first;
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miny = pt.second;
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outer = a;
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}
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}
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}
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if (outer != 0) std::swap(polygon[0], polygon[outer]);
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auto indices = mapbox::earcut(polygon);
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int p = 0;
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for (size_t a = 0; a < polygon.size(); a++)
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{
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for (auto& pt : polygon[a])
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{
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FVector4 point = { pt.first, pt.second, float(pt.first * xtex.X + pt.second * ytex.X + otex.X), float(pt.first * xtex.Y + pt.second * ytex.Y + otex.Y) };
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points[p++] = point;
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}
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}
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AddPoly(TileFiles.tiles[picnum], points.Data(), points.Size(), indices.data(), indices.size(), palette, shade, (props >> 7)& DAMETH_MASKPROPS, clipx1, clipy1, clipx2, clipy2);
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}
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void drawlinergb(int32_t x1, int32_t y1, int32_t x2, int32_t y2, palette_t p)
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{
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twod->AddLine(x1 / 4096.f, y1 / 4096.f, x2 / 4096.f, y2 / 4096.f, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y, PalEntry(p.r, p.g, p.b));
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}
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void renderDrawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, uint8_t col)
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{
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drawlinergb(x1, y1, x2, y2, paletteGetColor(palookup[0][col]));
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}
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