vkdoom_m/src/rendering/swrenderer/r_swscene.cpp
2020-04-11 20:20:38 +02:00

146 lines
4.4 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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 "hw_ihwtexture.h"
#include "hwrenderer/textures/hw_material.h"
#include "swrenderer/r_renderer.h"
#include "r_swscene.h"
#include "filesystem.h"
#include "d_player.h"
#include "textures/bitmap.h"
#include "swrenderer/scene/r_light.h"
#include "image.h"
#include "engineerrors.h"
#include "texturemanager.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;
}