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