146 lines
4.4 KiB
C++
146 lines
4.4 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2004-2018 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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** r_swscene.cpp
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** render the software scene through the hardware rendering backend
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**
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*/
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#include "hw_ihwtexture.h"
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#include "hw_material.h"
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#include "swrenderer/r_renderer.h"
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#include "r_swscene.h"
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#include "filesystem.h"
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#include "d_player.h"
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#include "bitmap.h"
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#include "swrenderer/scene/r_light.h"
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#include "image.h"
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#include "engineerrors.h"
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#include "texturemanager.h"
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// [RH] Base blending values (for e.g. underwater)
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int BaseBlendR, BaseBlendG, BaseBlendB;
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float BaseBlendA;
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class FSWPaletteTexture : public FImageSource
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{
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public:
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FSWPaletteTexture()
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{
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Width = 256;
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Height = 1;
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}
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int CopyPixels(FBitmap *bmp, int conversion) override
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{
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PalEntry *pe = (PalEntry*)bmp->GetPixels();
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for (int i = 0; i < 256; i++)
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{
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pe[i] = GPalette.BaseColors[i].d | 0xff000000;
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}
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return 0;
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}
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};
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//==========================================================================
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//
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// SWSceneDrawer :: CreateResources
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//
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//==========================================================================
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SWSceneDrawer::SWSceneDrawer()
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{
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auto texid = TexMan.CheckForTexture("@@palette@@", ETextureType::Any);
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if (!texid.Exists())
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{
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auto tex = new FImageTexture(new FSWPaletteTexture, "@@palette@@");
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texid = TexMan.AddTexture(tex);
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}
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PaletteTexture = TexMan.GetTexture(texid);
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}
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SWSceneDrawer::~SWSceneDrawer()
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{
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}
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sector_t *SWSceneDrawer::RenderView(player_t *player)
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{
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if (!V_IsTrueColor() || !screen->IsPoly())
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{
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// Avoid using the pixel buffer from the last frame
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FBTextureIndex = (FBTextureIndex + 1) % 2;
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auto &fbtex = FBTexture[FBTextureIndex];
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if (fbtex == nullptr || fbtex->GetSystemTexture() == nullptr ||
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fbtex->GetDisplayWidth() != screen->GetWidth() ||
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fbtex->GetDisplayHeight() != screen->GetHeight() ||
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(V_IsTrueColor() ? 1:0) != fbtex->GetColorFormat())
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{
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// This manually constructs its own material here.
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fbtex.reset();
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fbtex.reset(new FWrapperTexture(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()));
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fbtex->GetSystemTexture()->AllocateBuffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor() ? 4 : 1);
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auto mat = FMaterial::ValidateTexture(fbtex.get(), false);
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mat->AddTextureLayer(PaletteTexture);
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Canvas.reset();
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Canvas.reset(new DCanvas(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor()));
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}
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IHardwareTexture *systemTexture = fbtex->GetSystemTexture();
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auto buf = systemTexture->MapBuffer();
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if (!buf) I_FatalError("Unable to map buffer for software rendering");
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SWRenderer->RenderView(player, Canvas.get(), buf, systemTexture->GetBufferPitch());
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systemTexture->CreateTexture(nullptr, screen->GetWidth(), screen->GetHeight(), 0, false, "swbuffer");
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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DrawTexture(twod, fbtex.get(), 0, 0, DTA_SpecialColormap, map, TAG_DONE);
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screen->Draw2D();
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screen->Clear2D();
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screen->PostProcessScene(CM_DEFAULT, [&]() {
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SWRenderer->DrawRemainingPlayerSprites();
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screen->Draw2D();
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screen->Clear2D();
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});
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}
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else
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{
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// With softpoly truecolor we render directly to the target framebuffer
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DCanvas *canvas = screen->GetCanvas();
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SWRenderer->RenderView(player, canvas, canvas->GetPixels(), canvas->GetPitch());
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int cm = CM_DEFAULT;
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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if (map) cm = (int)(ptrdiff_t)(map - SpecialColormaps.Data()) + CM_FIRSTSPECIALCOLORMAP;
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screen->PostProcessScene(cm, [&]() { });
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SWRenderer->DrawRemainingPlayerSprites();
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screen->Draw2D();
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screen->Clear2D();
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}
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return r_viewpoint.sector;
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}
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