- 2D code works in GL legacy mode.

Not tested yet with shaders.
This commit is contained in:
Christoph Oelckers 2018-03-29 11:58:28 +02:00
commit 077df87704
2 changed files with 33 additions and 41 deletions

View file

@ -46,6 +46,7 @@ int F2DDrawer::AddCommand(const RenderCommand *data)
{
// Merge with the last command.
mData.Last().mIndexCount += data->mIndexCount;
mData.Last().mVertCount += data->mVertCount;
return mData.Size();
}
else
@ -223,22 +224,23 @@ bool F2DDrawer::SetStyle(FTexture *tex, DrawParms &parms, PalEntry &vertexcolor,
void F2DDrawer::SetColorOverlay(PalEntry color, float alpha, PalEntry &vertexcolor, PalEntry &overlaycolor)
{
if (APART(color) != 0)
if (color.a != 0 && (color & 0xffffff) != 0)
{
// overlay color uses premultiplied alpha. The alpha channel is what the main color gets multiplied with in the blending.
int a = APART(color) * 256 / 255;
// overlay color uses premultiplied alpha.
int a = color.a * 256 / 255;
overlaycolor.r = (color.r * a) >> 8;
overlaycolor.g = (color.g * a) >> 8;
overlaycolor.b = (color.b * a) >> 8;
overlaycolor.a = 255 - color.a;
vertexcolor = PalEntry(int(alpha * 255), color.a, color.a, color.a);
overlaycolor.a = 0; // The overlay gets added on top of the texture data so to preserve the pixel's alpha this must be 0.
}
else
{
overlaycolor = 0;
vertexcolor = PalEntry(int(alpha * 255), 255, 255, 255);
}
// Vertex intensity is the inverse of the overlay so that the shader can do a simple addition to combine them.
uint8_t light = 255 - color.a;
vertexcolor = PalEntry(int(alpha * 255), light, light, light);
// The real color gets multiplied into vertexcolor later.
}
@ -257,7 +259,6 @@ void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
double w = parms.destwidth;
double h = parms.destheight;
double u1, v1, u2, v2;
int light = 255;
PalEntry vertexcolor;
RenderCommand dg;
@ -266,13 +267,6 @@ void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
dg.mVertCount = 4;
dg.mTexture = img;
if (parms.colorOverlay && (parms.colorOverlay & 0xffffff) == 0)
{
// handle black overlays as reduced light.
light = 255 - APART(parms.colorOverlay);
parms.colorOverlay = 0;
}
dg.mTranslation = 0;
SetStyle(img, parms, vertexcolor, dg);
@ -303,7 +297,7 @@ void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
u2 = float(u2 - (parms.texwidth - wi) / parms.texwidth);
}
if (x < (double)parms.lclip || y < (double)parms.uclip || x + w >(double)parms.lclip || y + h >(double)parms.dclip)
if (x < (double)parms.lclip || y < (double)parms.uclip || x + w >(double)parms.rclip || y + h >(double)parms.dclip)
{
dg.mScissor[0] = parms.lclip;
dg.mScissor[1] = parms.uclip;
@ -415,6 +409,7 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FTexture *
dg.mTexture = src;
dg.mVertCount = 4;
dg.mTexture = src;
dg.mFlags = DTF_Wrap;
// scaling is not used here.
if (!local_origin)
@ -484,6 +479,7 @@ void F2DDrawer::AddLine(int x1, int y1, int x2, int y2, int palcolor, uint32_t c
RenderCommand dg;
dg.mType = DrawTypeLines;
dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
dg.mVertCount = 2;
dg.mVertIndex = (int)mVertices.Reserve(2);
mVertices[dg.mVertIndex].Set(x1, y1, 0, 0, 0, p);
@ -505,6 +501,7 @@ void F2DDrawer::AddPixel(int x1, int y1, int palcolor, uint32_t color)
RenderCommand dg;
dg.mType = DrawTypePoints;
dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
dg.mVertCount = 1;
dg.mVertIndex = (int)mVertices.Reserve(1);
mVertices[dg.mVertIndex].Set(x1, y1, 0, 0, 0, p);