vkdoom_m/src/hwrenderer/utility/hw_draw2d.cpp
Christoph Oelckers e2e34f5245 - cleanup of the buffer binding interface.
Some stuff is not really needed and the vertex buffers no longer need to insert themselves into the render state.
2018-10-30 22:43:58 +01:00

220 lines
6.2 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 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/
//
//--------------------------------------------------------------------------
//
/*
** 2d drawer
** Renderer interface
**
*/
#include "doomstat.h"
#include "v_video.h"
#include "cmdlib.h"
#include "r_defs.h"
#include "hwrenderer/data/buffers.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/scene/hw_renderstate.h"
#include "r_videoscale.h"
//===========================================================================
//
// Vertex buffer for 2D drawer
//
//===========================================================================
class F2DVertexBuffer
{
IVertexBuffer *mVertexBuffer;
IIndexBuffer *mIndexBuffer;
public:
F2DVertexBuffer()
{
mVertexBuffer = screen->CreateVertexBuffer();
mIndexBuffer = screen->CreateIndexBuffer();
static const FVertexBufferAttribute format[] = {
{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(F2DDrawer::TwoDVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(F2DDrawer::TwoDVertex, u) },
{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(F2DDrawer::TwoDVertex, color0) }
};
mVertexBuffer->SetFormat(1, 3, sizeof(F2DDrawer::TwoDVertex), format);
}
~F2DVertexBuffer()
{
delete mIndexBuffer;
delete mVertexBuffer;
}
void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount)
{
mVertexBuffer->SetData(vertcount * sizeof(*vertices), vertices, false);
mIndexBuffer->SetData(indexcount * sizeof(unsigned int), indices, false);
}
std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
{
return std::make_pair(mVertexBuffer, mIndexBuffer);
}
};
//===========================================================================
//
// Draws the 2D stuff. This is the version for OpenGL 3 and later.
//
//===========================================================================
CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
void Draw2D(F2DDrawer *drawer, FRenderState &state)
{
twoD.Clock();
const auto &mScreenViewport = screen->mScreenViewport;
state.SetViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
screen->mViewpoints->Set2D(state, screen->GetWidth(), screen->GetHeight());
state.EnableDepthTest(false);
state.EnableMultisampling(false);
state.EnableLineSmooth(gl_aalines);
auto &vertices = drawer->mVertices;
auto &indices = drawer->mIndices;
auto &commands = drawer->mData;
if (commands.Size() == 0)
{
twoD.Unclock();
return;
}
for (auto &v : vertices)
{
// Change from BGRA to RGBA
std::swap(v.color0.r, v.color0.b);
}
F2DVertexBuffer vb;
vb.UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
state.SetVertexBuffer(&vb);
state.EnableFog(false);
for(auto &cmd : commands)
{
int gltrans = -1;
state.SetRenderStyle(cmd.mRenderStyle);
state.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed));
state.EnableFog(2); // Special 2D mode 'fog'.
state.SetTextureMode(cmd.mDrawMode);
int sciX, sciY, sciW, sciH;
if (cmd.mFlags & F2DDrawer::DTF_Scissor)
{
// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
// Note that the origin here is the lower left corner!
sciX = screen->ScreenToWindowX(cmd.mScissor[0]);
sciY = screen->ScreenToWindowY(cmd.mScissor[3]);
sciW = screen->ScreenToWindowX(cmd.mScissor[2]) - sciX;
sciH = screen->ScreenToWindowY(cmd.mScissor[1]) - sciY;
}
else
{
sciX = sciY = sciW = sciH = -1;
}
state.SetScissor(sciX, sciY, sciW, sciH);
if (cmd.mSpecialColormap[0].a != 0)
{
state.SetTextureMode(TM_FIXEDCOLORMAP);
state.SetObjectColor(cmd.mSpecialColormap[0]);
state.SetObjectColor2(cmd.mSpecialColormap[1]);
}
state.SetFog(cmd.mColor1, 0);
state.SetColor(1, 1, 1, 1, cmd.mDesaturate);
state.AlphaFunc(Alpha_GEqual, 0.f);
if (cmd.mTexture != nullptr)
{
auto mat = FMaterial::ValidateTexture(cmd.mTexture, false);
if (mat == nullptr) continue;
if (gltrans == -1 && cmd.mTranslation != nullptr) gltrans = cmd.mTranslation->GetUniqueIndex();
state.SetMaterial(mat, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY_NOMIP, -gltrans, -1);
state.EnableTexture(true);
// Canvas textures are stored upside down
if (cmd.mTexture->bHasCanvas)
{
state.mTextureMatrix.loadIdentity();
state.mTextureMatrix.scale(1.f, -1.f, 1.f);
state.mTextureMatrix.translate(0.f, 1.f, 0.0f);
state.EnableTextureMatrix(true);
}
if (cmd.mFlags & F2DDrawer::DTF_Burn)
{
state.SetEffect(EFF_BURN);
}
}
else
{
state.EnableTexture(false);
}
switch (cmd.mType)
{
case F2DDrawer::DrawTypeTriangles:
state.DrawIndexed(DT_Triangles, cmd.mIndexIndex, cmd.mIndexCount);
break;
case F2DDrawer::DrawTypeLines:
state.Draw(DT_Lines, cmd.mVertIndex, cmd.mVertCount);
break;
case F2DDrawer::DrawTypePoints:
state.Draw(DT_Points, cmd.mVertIndex, cmd.mVertCount);
break;
}
state.SetObjectColor(0xffffffff);
state.SetObjectColor2(0);
state.EnableTextureMatrix(false);
state.SetEffect(EFF_NONE);
}
state.SetScissor(-1, -1, -1, -1);
state.SetRenderStyle(STYLE_Translucent);
state.SetVertexBuffer(screen->mVertexData);
state.EnableTexture(true);
state.EnableBrightmap(true);
state.SetTextureMode(TM_NORMAL);
state.EnableFog(false);
state.ResetColor();
twoD.Unclock();
}