// //--------------------------------------------------------------------------- // // Copyright(C) 2004-2018 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** r_swscene.cpp ** render the software scene through the hardware rendering backend ** */ #include "hwrenderer/textures/hw_ihwtexture.h" #include "hwrenderer/textures/hw_material.h" #include "swrenderer/r_renderer.h" #include "r_swscene.h" #include "w_wad.h" #include "d_player.h" #include "textures/bitmap.h" #include "swrenderer/scene/r_light.h" #include "image.h" #include "engineerrors.h" // [RH] Base blending values (for e.g. underwater) int BaseBlendR, BaseBlendG, BaseBlendB; float BaseBlendA; class FSWPaletteTexture : public FImageSource { public: FSWPaletteTexture() { Width = 256; Height = 1; } int CopyPixels(FBitmap *bmp, int conversion) override { PalEntry *pe = (PalEntry*)bmp->GetPixels(); for (int i = 0; i < 256; i++) { pe[i] = GPalette.BaseColors[i].d | 0xff000000; } return 0; } }; //========================================================================== // // SWSceneDrawer :: CreateResources // //========================================================================== SWSceneDrawer::SWSceneDrawer() { auto texid = TexMan.CheckForTexture("@@palette@@", ETextureType::Any); if (!texid.Exists()) { auto tex = new FImageTexture(new FSWPaletteTexture, "@@palette@@"); texid = TexMan.AddTexture(tex); } PaletteTexture = TexMan.GetTexture(texid); } SWSceneDrawer::~SWSceneDrawer() { } sector_t *SWSceneDrawer::RenderView(player_t *player) { if (!V_IsTrueColor() || !screen->IsPoly()) { // Avoid using the pixel buffer from the last frame FBTextureIndex = (FBTextureIndex + 1) % 2; auto &fbtex = FBTexture[FBTextureIndex]; if (fbtex == nullptr || fbtex->GetSystemTexture() == nullptr || fbtex->GetDisplayWidth() != screen->GetWidth() || fbtex->GetDisplayHeight() != screen->GetHeight() || (V_IsTrueColor() ? 1:0) != fbtex->GetColorFormat()) { // This manually constructs its own material here. fbtex.reset(); fbtex.reset(new FWrapperTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor())); fbtex->GetSystemTexture()->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1); auto mat = FMaterial::ValidateTexture(fbtex.get(), false); mat->AddTextureLayer(PaletteTexture); Canvas.reset(); Canvas.reset(new DCanvas(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor())); } IHardwareTexture *systemTexture = fbtex->GetSystemTexture(); auto buf = systemTexture->MapBuffer(); if (!buf) I_FatalError("Unable to map buffer for software rendering"); SWRenderer->RenderView(player, Canvas.get(), buf, systemTexture->GetBufferPitch()); systemTexture->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, "swbuffer"); auto map = swrenderer::CameraLight::Instance()->ShaderColormap(); screen->DrawTexture(fbtex.get(), 0, 0, DTA_SpecialColormap, map, TAG_DONE); screen->Draw2D(); screen->Clear2D(); screen->PostProcessScene(CM_DEFAULT, [&]() { SWRenderer->DrawRemainingPlayerSprites(); screen->Draw2D(); screen->Clear2D(); }); } else { // With softpoly truecolor we render directly to the target framebuffer DCanvas *canvas = screen->GetCanvas(); SWRenderer->RenderView(player, canvas, canvas->GetPixels(), canvas->GetPitch()); int cm = CM_DEFAULT; auto map = swrenderer::CameraLight::Instance()->ShaderColormap(); if (map) cm = (int)(ptrdiff_t)(map - SpecialColormaps.Data()) + CM_FIRSTSPECIALCOLORMAP; screen->PostProcessScene(cm, [&]() { }); SWRenderer->DrawRemainingPlayerSprites(); screen->Draw2D(); screen->Clear2D(); } return r_viewpoint.sector; }