mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 09:21:36 +00:00
21ac5e87b5
- draw fullscreen blends below the console. - moved all mouse event processing out of the SDL backend to D_PostEvent. - removed all remaining code for dealing with mouse buttons directly.
292 lines
8.1 KiB
C++
292 lines
8.1 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 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 3 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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** 2d drawer
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** Renderer interface
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**
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*/
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#include "cmdlib.h"
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#include "gl_buffers.h"
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#include "v_2ddrawer.h"
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#include "c_cvars.h"
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#include "glbackend.h"
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#include "v_draw.h"
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#include "palette.h"
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//===========================================================================
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//
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// Vertex buffer for 2D drawer
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//
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//===========================================================================
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class F2DVertexBuffer
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{
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IVertexBuffer *mVertexBuffer;
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IIndexBuffer *mIndexBuffer;
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public:
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F2DVertexBuffer()
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{
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mVertexBuffer = new OpenGLRenderer::GLVertexBuffer();
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mIndexBuffer = new OpenGLRenderer::GLIndexBuffer();
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static const FVertexBufferAttribute format[] = {
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{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(F2DDrawer::TwoDVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(F2DDrawer::TwoDVertex, u) },
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{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(F2DDrawer::TwoDVertex, color0) }
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};
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mVertexBuffer->SetFormat(1, 3, sizeof(F2DDrawer::TwoDVertex), format);
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}
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~F2DVertexBuffer()
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{
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delete mIndexBuffer;
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delete mVertexBuffer;
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}
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void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount)
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{
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mVertexBuffer->SetData(vertcount * sizeof(*vertices), vertices, false);
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mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
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}
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std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
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{
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return std::make_pair(mVertexBuffer, mIndexBuffer);
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}
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};
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//===========================================================================
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//
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// Draws the 2D stuff. This is the version for OpenGL 3 and later.
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//
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//===========================================================================
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void GLInstance::Draw2D(F2DDrawer *drawer)
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{
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VSMatrix mat(0);
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SetMatrix(Matrix_View, mat.get());
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SetMatrix(Matrix_ModelView, mat.get());
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SetMatrix(Matrix_Detail, mat.get());
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mat.ortho(0, xdim, ydim, 0, -1, 1);
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SetMatrix(Matrix_Projection, mat.get());
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SetViewport(0, 0, xdim, ydim);
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EnableDepthTest(false);
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EnableMultisampling(false);
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EnableBlend(true);
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EnableAlphaTest(true);
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SetBlendFunc(STYLEALPHA_Src, STYLEALPHA_InvSrc);
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auto &vertices = drawer->mVertices;
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auto &indices = drawer->mIndices;
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auto &commands = drawer->mData;
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if (commands.Size() == 0)
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{
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return;
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}
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if (drawer->mIsFirstPass)
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{
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for (auto &v : vertices)
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{
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// Change from BGRA to RGBA
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std::swap(v.color0.r, v.color0.b);
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}
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}
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F2DVertexBuffer vb;
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vb.UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
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SetVertexBuffer(vb.GetBufferObjects().first, 0, 0);
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SetIndexBuffer(vb.GetBufferObjects().second);
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SetFadeDisable(true);
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for(auto &cmd : commands)
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{
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int gltrans = -1;
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//state.SetRenderStyle(cmd.mRenderStyle);
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//state.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed));
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//state.SetTextureMode(cmd.mDrawMode);
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int sciX, sciY, sciW, sciH;
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if (cmd.mFlags & F2DDrawer::DTF_Scissor)
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{
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// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
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// Note that the origin here is the lower left corner!
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sciX = /*screen->ScreenToWindowX*/(cmd.mScissor[0]);
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sciY = /*screen->ScreenToWindowY*/(cmd.mScissor[3]);
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sciW = /*screen->ScreenToWindowX*/(cmd.mScissor[2]) - sciX;
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sciH = /*screen->ScreenToWindowY*/(cmd.mScissor[1]) - sciY;
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}
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else
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{
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sciX = sciY = sciW = sciH = -1;
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}
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//SetScissor(sciX, sciY, sciW, sciH);
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//state.SetFog(cmd.mColor1, 0);
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SetColor(1, 1, 1);
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//state.SetColor(1, 1, 1, 1, cmd.mDesaturate);
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if (cmd.mTexture != nullptr)
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{
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auto tex = cmd.mTexture;
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SetNamedTexture(cmd.mTexture, cmd.mRemapIndex, cmd.mFlags & F2DDrawer::DTF_Wrap ? SamplerRepeat : SamplerClampXY);
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UseColorOnly(false);
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}
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else
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{
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UseColorOnly(true);
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}
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switch (cmd.mType)
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{
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case F2DDrawer::DrawTypeTriangles:
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Draw(DT_TRIANGLES, cmd.mIndexIndex, cmd.mIndexCount);
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break;
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case F2DDrawer::DrawTypeLines:
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//Draw(DT_LINES, cmd.mVertIndex, cmd.mVertCount);
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break;
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case F2DDrawer::DrawTypePoints:
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//Draw(DT_POINTS, cmd.mVertIndex, cmd.mVertCount);
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break;
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}
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/*
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state.SetObjectColor(0xffffffff);
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state.SetObjectColor2(0);
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state.SetAddColor(0);
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state.EnableTextureMatrix(false);
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state.SetEffect(EFF_NONE);
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*/
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}
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//state.SetScissor(-1, -1, -1, -1);
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//state.SetRenderStyle(STYLE_Translucent);
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SetVertexBuffer(nullptr, 0, 0);
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SetIndexBuffer(nullptr);
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UseColorOnly(false);
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//state.EnableBrightmap(true);
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//state.SetTextureMode(TM_NORMAL);
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SetFadeDisable(false);
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SetColor(1, 1, 1);
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//drawer->mIsFirstPass = false;
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twod.Clear();
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EnableMultisampling(true);
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}
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void fullscreen_tint_gl(PalEntry pe)
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{
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// Todo: reroute to the 2D drawer
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auto oldproj = GLInterface.GetMatrix(Matrix_Projection);
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auto oldmv = GLInterface.GetMatrix(Matrix_ModelView);
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VSMatrix identity(0);
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GLInterface.SetMatrix(Matrix_Projection, &identity);
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GLInterface.SetMatrix(Matrix_ModelView, &identity);
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GLInterface.EnableDepthTest(false);
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GLInterface.EnableAlphaTest(false);
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GLInterface.SetBlendFunc(STYLEALPHA_Src, STYLEALPHA_InvSrc);
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GLInterface.EnableBlend(true);
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GLInterface.SetColorub (pe.r, pe.g, pe.b, pe.a);
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GLInterface.UseColorOnly(true);
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auto data = GLInterface.AllocVertices(3);
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auto vt = data.second;
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vt[0].Set(-2.5f, 1.f);
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vt[1].Set(2.5f, 1.f);
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vt[2].Set(.0f, -2.5f);
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GLInterface.Draw(DT_TRIANGLES, data.first, 3);
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GLInterface.UseColorOnly(false);
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GLInterface.SetMatrix(Matrix_Projection, &oldproj);
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GLInterface.SetMatrix(Matrix_ModelView, &oldmv);
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}
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void fullscreen_tint_gl_blood(int tint_blood_r, int tint_blood_g, int tint_blood_b)
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{
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if (!(tint_blood_r | tint_blood_g | tint_blood_b))
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return;
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auto oldproj = GLInterface.GetMatrix(Matrix_Projection);
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auto oldmv = GLInterface.GetMatrix(Matrix_ModelView);
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VSMatrix identity(0);
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GLInterface.SetMatrix(Matrix_Projection, &identity);
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GLInterface.SetMatrix(Matrix_ModelView, &identity);
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GLInterface.EnableDepthTest(false);
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GLInterface.EnableAlphaTest(false);
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GLInterface.SetBlendFunc(STYLEALPHA_One, STYLEALPHA_One);
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GLInterface.EnableBlend(true);
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GLInterface.UseColorOnly(true);
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GLInterface.SetColorub(max(tint_blood_r, 0), max(tint_blood_g, 0), max(tint_blood_b, 0), 255);
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auto data = GLInterface.AllocVertices(3);
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auto vt = data.second;
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vt[0].Set(-2.5f, 1.f);
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vt[1].Set(2.5f, 1.f);
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vt[2].Set(.0f, -2.5f);
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GLInterface.Draw(DT_TRIANGLES, data.first, 3);
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GLInterface.SetBlendOp(STYLEOP_RevSub);
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GLInterface.SetColorub(max(-tint_blood_r, 0), max(-tint_blood_g, 0), max(-tint_blood_b, 0), 255);
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data = GLInterface.AllocVertices(3);
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vt = data.second;
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vt[0].Set(-2.5f, 1.f);
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vt[1].Set(2.5f, 1.f);
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vt[2].Set(.0f, -2.5f);
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GLInterface.Draw(DT_TRIANGLES, data.first, 3);
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GLInterface.SetBlendOp(STYLEOP_Add);
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GLInterface.SetColorub(0, 0, 0, 0);
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GLInterface.SetBlendFunc(STYLEALPHA_Src, STYLEALPHA_InvSrc);
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GLInterface.UseColorOnly(false);
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GLInterface.SetMatrix(Matrix_Projection, &oldproj);
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GLInterface.SetMatrix(Matrix_ModelView, &oldmv);
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}
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static int32_t tint_blood_r = 0, tint_blood_g = 0, tint_blood_b = 0;
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extern palette_t palfadergb;
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extern char palfadedelta ;
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void DrawFullscreenBlends()
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{
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if (palfadedelta) fullscreen_tint_gl(PalEntry(palfadedelta, palfadergb.r, palfadergb.g, palfadergb.b));
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fullscreen_tint_gl_blood(tint_blood_r, tint_blood_g, tint_blood_b);
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}
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void videoTintBlood(int32_t r, int32_t g, int32_t b)
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{
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tint_blood_r = r;
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tint_blood_g = g;
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tint_blood_b = b;
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}
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