/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include extern INDEX gfx_bDecoratedText; extern INDEX ogl_iFinish; extern INDEX d3d_iFinish; // RECT HANDLING ROUTINES static BOOL ClipToDrawPort( const CDrawPort *pdp, PIX &pixI, PIX &pixJ, PIX &pixW, PIX &pixH) { if( pixI < 0) { pixW += pixI; pixI = 0; } else if( pixI >= pdp->dp_Width) return FALSE; if( pixJ < 0) { pixH += pixJ; pixJ = 0; } else if( pixJ >= pdp->dp_Height) return FALSE; if( pixW<1 || pixH<1) return FALSE; if( (pixI+pixW) > pdp->dp_Width) pixW = pdp->dp_Width - pixI; if( (pixJ+pixH) > pdp->dp_Height) pixH = pdp->dp_Height - pixJ; ASSERT( pixI>=0 && pixIdp_Width); ASSERT( pixJ>=0 && pixJdp_Height); ASSERT( pixW>0 && pixH>0); return TRUE; } // set scissor (clipping) to window inside drawport static void SetScissor( const CDrawPort *pdp, PIX pixI, PIX pixJ, PIX pixW, PIX pixH) { ASSERT( pixI>=0 && pixIdp_Width); ASSERT( pixJ>=0 && pixJdp_Height); ASSERT( pixW>0 && pixH>0); const PIX pixInvMinJ = pdp->dp_Raster->ra_Height - (pdp->dp_MinJ+pixJ+pixH); pglScissor( pdp->dp_MinI+pixI, pixInvMinJ, pixW, pixH); ASSERT( pglIsEnabled(GL_SCISSOR_TEST)); OGL_CHECKERROR; } // reset scissor (clipping) to whole drawport static void ResetScissor( const CDrawPort *pdp) { const PIX pixMinSI = pdp->dp_ScissorMinI; const PIX pixMaxSI = pdp->dp_ScissorMaxI; const PIX pixMinSJ = pdp->dp_Raster->ra_Height-1 - pdp->dp_ScissorMaxJ; const PIX pixMaxSJ = pdp->dp_Raster->ra_Height-1 - pdp->dp_ScissorMinJ; pglScissor( pixMinSI, pixMinSJ, pixMaxSI-pixMinSI+1, pixMaxSJ-pixMinSJ+1); ASSERT( pglIsEnabled(GL_SCISSOR_TEST)); OGL_CHECKERROR; } // DRAWPORT ROUTINES // set cloned drawport dimensions void CDrawPort::InitCloned( CDrawPort *pdpBase, DOUBLE rMinI,DOUBLE rMinJ, DOUBLE rSizeI,DOUBLE rSizeJ) { // remember the raster structures dp_Raster = pdpBase->dp_Raster; // set relative dimensions to make it contain the whole raster dp_MinIOverRasterSizeI = rMinI * pdpBase->dp_SizeIOverRasterSizeI +pdpBase->dp_MinIOverRasterSizeI; dp_MinJOverRasterSizeJ = rMinJ * pdpBase->dp_SizeJOverRasterSizeJ +pdpBase->dp_MinJOverRasterSizeJ; dp_SizeIOverRasterSizeI = rSizeI * pdpBase->dp_SizeIOverRasterSizeI; dp_SizeJOverRasterSizeJ = rSizeJ * pdpBase->dp_SizeJOverRasterSizeJ; // calculate pixel dimensions from relative dimensions RecalculateDimensions(); // clip scissor to origin drawport dp_ScissorMinI = Max( dp_MinI, pdpBase->dp_MinI); dp_ScissorMinJ = Max( dp_MinJ, pdpBase->dp_MinJ); dp_ScissorMaxI = Min( dp_MaxI, pdpBase->dp_MaxI); dp_ScissorMaxJ = Min( dp_MaxJ, pdpBase->dp_MaxJ); if( dp_ScissorMinI>dp_ScissorMaxI) dp_ScissorMinI = dp_ScissorMaxI = 0; if( dp_ScissorMinJ>dp_ScissorMaxJ) dp_ScissorMinJ = dp_ScissorMaxJ = 0; // clone some vars dp_FontData = pdpBase->dp_FontData; dp_pixTextCharSpacing = pdpBase->dp_pixTextCharSpacing; dp_pixTextLineSpacing = pdpBase->dp_pixTextLineSpacing; dp_fTextScaling = pdpBase->dp_fTextScaling; dp_fTextAspect = pdpBase->dp_fTextAspect; dp_iTextMode = pdpBase->dp_iTextMode; dp_fWideAdjustment = pdpBase->dp_fWideAdjustment; dp_bRenderingOverlay = pdpBase->dp_bRenderingOverlay; // reset rest of vars dp_ulBlendingRA = 0; dp_ulBlendingGA = 0; dp_ulBlendingBA = 0; dp_ulBlendingA = 0; } /* Create a drawport for full raster. */ CDrawPort::CDrawPort( CRaster *praBase) { // remember the raster structures dp_Raster = praBase; dp_fWideAdjustment = 1.0f; dp_bRenderingOverlay = FALSE; // set relative dimensions to make it contain the whole raster dp_MinIOverRasterSizeI = 0.0; dp_MinJOverRasterSizeJ = 0.0; dp_SizeIOverRasterSizeI = 1.0; dp_SizeJOverRasterSizeJ = 1.0; // clear unknown values dp_FontData = NULL; dp_pixTextCharSpacing = 1; dp_pixTextLineSpacing = 0; dp_fTextScaling = 1.0f; dp_fTextAspect = 1.0f; dp_iTextMode = 1; dp_ulBlendingRA = 0; dp_ulBlendingGA = 0; dp_ulBlendingBA = 0; dp_ulBlendingA = 0; } /* Clone a drawport */ CDrawPort::CDrawPort( CDrawPort *pdpBase, DOUBLE rMinI,DOUBLE rMinJ, DOUBLE rSizeI,DOUBLE rSizeJ) { InitCloned( pdpBase, rMinI,rMinJ, rSizeI,rSizeJ); } CDrawPort::CDrawPort( CDrawPort *pdpBase, const PIXaabbox2D &box) { // force dimensions dp_MinI = box.Min()(1) +pdpBase->dp_MinI; dp_MinJ = box.Min()(2) +pdpBase->dp_MinJ; dp_Width = box.Size()(1); dp_Height = box.Size()(2); dp_MaxI = dp_MinI+dp_Width -1; dp_MaxJ = dp_MinJ+dp_Height -1; // clip scissor to origin drawport dp_ScissorMinI = Max( dp_MinI, pdpBase->dp_MinI); dp_ScissorMinJ = Max( dp_MinJ, pdpBase->dp_MinJ); dp_ScissorMaxI = Min( dp_MaxI, pdpBase->dp_MaxI); dp_ScissorMaxJ = Min( dp_MaxJ, pdpBase->dp_MaxJ); if( dp_ScissorMinI>dp_ScissorMaxI) dp_ScissorMinI = dp_ScissorMaxI = 0; if( dp_ScissorMinJ>dp_ScissorMaxJ) dp_ScissorMinJ = dp_ScissorMaxJ = 0; // remember the raster structures dp_Raster = pdpBase->dp_Raster; // set relative dimensions to make it contain the whole raster dp_MinIOverRasterSizeI = (DOUBLE)dp_MinI / dp_Raster->ra_Width; dp_MinJOverRasterSizeJ = (DOUBLE)dp_MinJ / dp_Raster->ra_Height; dp_SizeIOverRasterSizeI = (DOUBLE)dp_Width / dp_Raster->ra_Width; dp_SizeJOverRasterSizeJ = (DOUBLE)dp_Height / dp_Raster->ra_Height; // clone some vars dp_FontData = pdpBase->dp_FontData; dp_pixTextCharSpacing = pdpBase->dp_pixTextCharSpacing; dp_pixTextLineSpacing = pdpBase->dp_pixTextLineSpacing; dp_fTextScaling = pdpBase->dp_fTextScaling; dp_fTextAspect = pdpBase->dp_fTextAspect; dp_iTextMode = pdpBase->dp_iTextMode; dp_fWideAdjustment = pdpBase->dp_fWideAdjustment; dp_bRenderingOverlay = pdpBase->dp_bRenderingOverlay; // reset rest of vars dp_ulBlendingRA = 0; dp_ulBlendingGA = 0; dp_ulBlendingBA = 0; dp_ulBlendingA = 0; } // check if a drawport is dualhead BOOL CDrawPort::IsDualHead(void) { return GetWidth()*3 == GetHeight()*8; } // check if a drawport is already wide screen BOOL CDrawPort::IsWideScreen(void) { return GetWidth()*9 == GetHeight()*16; } // returns unique drawports number ULONG CDrawPort::GetID(void) { ULONG ulCRC; CRC_Start( ulCRC); CRC_AddLONG( ulCRC, (ULONG)dp_Raster); CRC_AddLONG( ulCRC, (ULONG)dp_MinI); CRC_AddLONG( ulCRC, (ULONG)dp_MinJ); CRC_AddLONG( ulCRC, (ULONG)dp_MaxI); CRC_AddLONG( ulCRC, (ULONG)dp_MaxJ); CRC_Finish( ulCRC); return ulCRC; } // dualhead cloning CDrawPort::CDrawPort( CDrawPort *pdpBase, BOOL bLeft) { // if it is not a dualhead drawport if (!pdpBase->IsDualHead()) { // always use entire drawport InitCloned(pdpBase, 0,0, 1,1); // if dualhead is on } else { // use left or right if (bLeft) { InitCloned(pdpBase, 0,0, 0.5,1); } else { InitCloned(pdpBase, 0.5,0, 0.5,1); } } } // wide-screen cloning void CDrawPort::MakeWideScreen(CDrawPort *pdp) { // already wide? if( IsWideScreen()) { pdp->InitCloned( this, 0,0, 1,1); return; } // make wide! else { // get size const PIX pixSizeI = GetWidth(); const PIX pixSizeJ = GetHeight(); // make horiz width PIX pixSizeJW = pixSizeI*9/16; // if already too wide if (pixSizeJW>pixSizeJ-10) { // no wide screen pdp->InitCloned( this, 0,0, 1,1); return; } // clear upper and lower blanks const PIX pixJ0 = (pixSizeJ-pixSizeJW)/2; if( Lock()) { Fill(0, 0, pixSizeI, pixJ0, C_BLACK|CT_OPAQUE); Fill(0, pixJ0+pixSizeJW, pixSizeI, pixJ0, C_BLACK|CT_OPAQUE); Unlock(); } // init pdp->InitCloned( this, 0, FLOAT(pixJ0)/pixSizeJ, 1, FLOAT(pixSizeJW)/pixSizeJ); pdp->dp_fWideAdjustment = 9.0f / 12.0f; } } /***** * Recalculate pixel dimensions from relative dimensions and raster size. */ void CDrawPort::RecalculateDimensions(void) { const PIX pixRasterSizeI = dp_Raster->ra_Width; const PIX pixRasterSizeJ = dp_Raster->ra_Height; dp_Width = (PIX)(dp_SizeIOverRasterSizeI*pixRasterSizeI); dp_Height = (PIX)(dp_SizeJOverRasterSizeJ*pixRasterSizeJ); dp_ScissorMinI = dp_MinI = (PIX)(dp_MinIOverRasterSizeI*pixRasterSizeI); dp_ScissorMinJ = dp_MinJ = (PIX)(dp_MinJOverRasterSizeJ*pixRasterSizeJ); dp_ScissorMaxI = dp_MaxI = dp_MinI+dp_Width -1; dp_ScissorMaxJ = dp_MaxJ = dp_MinJ+dp_Height -1; } // set orthogonal projection void CDrawPort::SetOrtho(void) const { // finish all pending render-operations (if required) ogl_iFinish = Clamp( ogl_iFinish, 0L, 3L); d3d_iFinish = Clamp( d3d_iFinish, 0L, 3L); if( (ogl_iFinish==3 && _pGfx->gl_eCurrentAPI==GAT_OGL) #ifdef SE1_D3D || (d3d_iFinish==3 && _pGfx->gl_eCurrentAPI==GAT_D3D) #endif // SE1_D3D ) gfxFinish(); // prepare ortho dimensions const PIX pixMinI = dp_MinI; const PIX pixMinSI = dp_ScissorMinI; const PIX pixMaxSI = dp_ScissorMaxI; const PIX pixMaxJ = dp_Raster->ra_Height -1 - dp_MinJ; const PIX pixMinSJ = dp_Raster->ra_Height -1 - dp_ScissorMaxJ; const PIX pixMaxSJ = dp_Raster->ra_Height -1 - dp_ScissorMinJ; // init matrices (D3D needs sub-pixel adjustment) gfxSetOrtho( pixMinSI-pixMinI, pixMaxSI-pixMinI+1, pixMaxJ-pixMaxSJ, pixMaxJ-pixMinSJ+1, 0.0f, -1.0f, TRUE); gfxDepthRange(0,1); gfxSetViewMatrix(NULL); // disable face culling, custom clip plane and truform gfxCullFace(GFX_NONE); gfxDisableClipPlane(); gfxDisableTruform(); } // set given projection void CDrawPort::SetProjection(CAnyProjection3D &apr) const { // finish all pending render-operations (if required) ogl_iFinish = Clamp( ogl_iFinish, 0L, 3L); d3d_iFinish = Clamp( d3d_iFinish, 0L, 3L); if( (ogl_iFinish==3 && _pGfx->gl_eCurrentAPI==GAT_OGL) #ifdef SE1_D3D || (d3d_iFinish==3 && _pGfx->gl_eCurrentAPI==GAT_D3D) #endif // SE1_D3D ) gfxFinish(); // if isometric projection if( apr.IsIsometric()) { CIsometricProjection3D &ipr = (CIsometricProjection3D&)*apr; const FLOAT2D vMin = ipr.pr_ScreenBBox.Min()-ipr.pr_ScreenCenter; const FLOAT2D vMax = ipr.pr_ScreenBBox.Max()-ipr.pr_ScreenCenter; const FLOAT fFactor = 1.0f / (ipr.ipr_ZoomFactor*ipr.pr_fViewStretch); const FLOAT fNear = ipr.pr_NearClipDistance; const FLOAT fLeft = +vMin(1) *fFactor; const FLOAT fRight = +vMax(1) *fFactor; const FLOAT fTop = -vMin(2) *fFactor; const FLOAT fBottom = -vMax(2) *fFactor; // if far clip plane is not specified use maximum expected dimension of the world FLOAT fFar = ipr.pr_FarClipDistance; if( fFar<0) fFar = 1E5f; // max size 32768, 3D (sqrt(3)), rounded up gfxSetOrtho( fLeft, fRight, fTop, fBottom, fNear, fFar, FALSE); } // if perspective projection else { ASSERT( apr.IsPerspective()); CPerspectiveProjection3D &ppr = (CPerspectiveProjection3D&)*apr; const FLOAT fNear = ppr.pr_NearClipDistance; const FLOAT fLeft = ppr.pr_plClipL(3) / ppr.pr_plClipL(1) *fNear; const FLOAT fRight = ppr.pr_plClipR(3) / ppr.pr_plClipR(1) *fNear; const FLOAT fTop = ppr.pr_plClipU(3) / ppr.pr_plClipU(2) *fNear; const FLOAT fBottom = ppr.pr_plClipD(3) / ppr.pr_plClipD(2) *fNear; // if far clip plane is not specified use maximum expected dimension of the world FLOAT fFar = ppr.pr_FarClipDistance; if( fFar<0) fFar = 1E5f; // max size 32768, 3D (sqrt(3)), rounded up gfxSetFrustum( fLeft, fRight, fTop, fBottom, fNear, fFar); } // set some rendering params gfxDepthRange( apr->pr_fDepthBufferNear, apr->pr_fDepthBufferFar); gfxCullFace(GFX_BACK); gfxSetViewMatrix(NULL); gfxDisableTruform(); // if projection is mirrored/warped and mirroring is allowed if( apr->pr_bMirror || apr->pr_bWarp) { // set custom clip plane 0 to mirror plane gfxEnableClipPlane(); DOUBLE adViewPlane[4]; adViewPlane[0] = +apr->pr_plMirrorView(1); adViewPlane[1] = +apr->pr_plMirrorView(2); adViewPlane[2] = +apr->pr_plMirrorView(3); adViewPlane[3] = -apr->pr_plMirrorView.Distance(); gfxClipPlane(adViewPlane); // NOTE: view clip plane is multiplied by inverse modelview matrix at time when specified } // if projection is not mirrored else { // just disable custom clip plane 0 gfxDisableClipPlane(); } } // implementation for some drawport routines that uses raster class void CDrawPort::Unlock(void) { dp_Raster->Unlock(); _pGfx->UnlockDrawPort(this); } BOOL CDrawPort::Lock(void) { _pfGfxProfile.StartTimer( CGfxProfile::PTI_LOCKDRAWPORT); BOOL bRasterLocked = dp_Raster->Lock(); if( bRasterLocked) { // try to lock drawport with driver BOOL bDrawportLocked = _pGfx->LockDrawPort(this); if( !bDrawportLocked) { dp_Raster->Unlock(); bRasterLocked = FALSE; } } // done _pfGfxProfile.StopTimer( CGfxProfile::PTI_LOCKDRAWPORT); return bRasterLocked; } // DRAWING ROUTINES ------------------------------------- // draw one point void CDrawPort::DrawPoint( PIX pixI, PIX pixJ, COLOR col, PIX pixRadius/*=1*/) const { // check API and radius const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); ASSERT( pixRadius>=0); if( pixRadius==0) return; // do nothing if radius is 0 // setup rendering mode gfxDisableTexture(); gfxDisableDepthTest(); gfxDisableDepthWrite(); gfxDisableAlphaTest(); gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); // set point color/alpha and radius col = AdjustColor( col, _slTexHueShift, _slTexSaturation); const FLOAT fR = pixRadius; // OpenGL if( eAPI==GAT_OGL) { const FLOAT fI = pixI+0.5f; const FLOAT fJ = pixJ+0.5f; glCOLOR(col); pglPointSize(fR); pglBegin(GL_POINTS); pglVertex2f(fI,fJ); pglEnd(); OGL_CHECKERROR; } // Direct3D #ifdef SE1_D3D else if( eAPI==GAT_D3D) { HRESULT hr; const FLOAT fI = pixI+0.75f; const FLOAT fJ = pixJ+0.75f; const ULONG d3dColor = rgba2argb(col); CTVERTEX avtx = {fI,fJ,0, d3dColor, 0,0}; hr = _pGfx->gl_pd3dDevice->SetRenderState( D3DRS_POINTSIZE, *((DWORD*)&fR)); D3D_CHECKERROR(hr); // set vertex shader and draw d3dSetVertexShader(D3DFVF_CTVERTEX); hr = _pGfx->gl_pd3dDevice->DrawPrimitiveUP( D3DPT_POINTLIST, 1, &avtx, sizeof(CTVERTEX)); D3D_CHECKERROR(hr); } #endif // SE1_D3D } // draw one point in 3D void CDrawPort::DrawPoint3D( FLOAT3D v, COLOR col, FLOAT fRadius/*=1.0f*/) const { // check API and radius const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); ASSERT( fRadius>=0); if( fRadius==0) return; // do nothing if radius is 0 // setup rendering mode gfxDisableTexture(); gfxDisableDepthWrite(); gfxDisableAlphaTest(); gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); // set point color/alpha col = AdjustColor( col, _slTexHueShift, _slTexSaturation); // OpenGL if( eAPI==GAT_OGL) { glCOLOR(col); pglPointSize(fRadius); pglBegin(GL_POINTS); pglVertex3f( v(1),v(2),v(3)); pglEnd(); OGL_CHECKERROR; } // Direct3D #ifdef SE1_D3D else if( eAPI==GAT_D3D) { HRESULT hr; const ULONG d3dColor = rgba2argb(col); CTVERTEX avtx = {v(1),v(2),v(3), d3dColor, 0,0}; hr = _pGfx->gl_pd3dDevice->SetRenderState( D3DRS_POINTSIZE, *((DWORD*)&fRadius)); D3D_CHECKERROR(hr); // set vertex shader and draw d3dSetVertexShader(D3DFVF_CTVERTEX); hr = _pGfx->gl_pd3dDevice->DrawPrimitiveUP( D3DPT_POINTLIST, 1, &avtx, sizeof(CTVERTEX)); D3D_CHECKERROR(hr); } #endif // SE1_D3D } // draw one line void CDrawPort::DrawLine( PIX pixI0, PIX pixJ0, PIX pixI1, PIX pixJ1, COLOR col, ULONG typ/*=_FULL*/) const { // check API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); // setup rendering mode gfxDisableDepthTest(); gfxDisableDepthWrite(); gfxDisableAlphaTest(); gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); FLOAT fD; INDEX iTexFilter, iTexAnisotropy; if( typ==_FULL_) { // no pattern - just disable texturing gfxDisableTexture(); fD = 0; } else { // revert to simple point-sample filtering without mipmaps INDEX iNewFilter=10, iNewAnisotropy=1; gfxGetTextureFiltering( iTexFilter, iTexAnisotropy); gfxSetTextureFiltering( iNewFilter, iNewAnisotropy); // prepare line pattern and mapping extern void gfxSetPattern( ULONG ulPattern); gfxSetPattern(typ); fD = Max( Abs(pixI0-pixI1), Abs(pixJ0-pixJ1)) /32.0f; } // set line color/alpha and go go go col = AdjustColor( col, _slTexHueShift, _slTexSaturation); // OpenGL if( eAPI==GAT_OGL) { const FLOAT fI0 = pixI0+0.5f; const FLOAT fJ0 = pixJ0+0.5f; const FLOAT fI1 = pixI1+0.5f; const FLOAT fJ1 = pixJ1+0.5f; glCOLOR(col); pglBegin( GL_LINES); pglTexCoord2f( 0,0); pglVertex2f(fI0,fJ0); pglTexCoord2f(fD,0); pglVertex2f(fI1,fJ1); pglEnd(); OGL_CHECKERROR; } // Direct3D #ifdef SE1_D3D else if( eAPI==GAT_D3D) { HRESULT hr; const FLOAT fI0 = pixI0+0.75f; const FLOAT fJ0 = pixJ0+0.75f; const FLOAT fI1 = pixI1+0.75f; const FLOAT fJ1 = pixJ1+0.75f; const ULONG d3dColor = rgba2argb(col); CTVERTEX avtxLine[2] = { {fI0,fJ0,0, d3dColor, 0,0}, {fI1,fJ1,0, d3dColor, fD,0} }; // set vertex shader and draw d3dSetVertexShader(D3DFVF_CTVERTEX); hr = _pGfx->gl_pd3dDevice->DrawPrimitiveUP( D3DPT_LINELIST, 1, avtxLine, sizeof(CTVERTEX)); D3D_CHECKERROR(hr); } #endif // SE1_D3D // revert to old filtering if( typ!=_FULL_) gfxSetTextureFiltering( iTexFilter, iTexAnisotropy); } // draw one line in 3D void CDrawPort::DrawLine3D( FLOAT3D v0, FLOAT3D v1, COLOR col) const { // check API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); // setup rendering mode gfxDisableTexture(); gfxDisableDepthWrite(); gfxDisableAlphaTest(); gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); // set line color/alpha and go go go col = AdjustColor( col, _slTexHueShift, _slTexSaturation); // OpenGL if( eAPI==GAT_OGL) { glCOLOR(col); pglBegin( GL_LINES); pglVertex3f( v0(1),v0(2),v0(3)); pglVertex3f( v1(1),v1(2),v1(3)); pglEnd(); OGL_CHECKERROR; } // Direct3D #ifdef SE1_D3D else if( eAPI==GAT_D3D) { HRESULT hr; const ULONG d3dColor = rgba2argb(col); CTVERTEX avtxLine[2] = { {v0(1),v0(2),v0(3), d3dColor, 0,0}, {v1(1),v1(2),v1(3), d3dColor, 0,0} }; // set vertex shader and draw d3dSetVertexShader(D3DFVF_CTVERTEX); hr = _pGfx->gl_pd3dDevice->DrawPrimitiveUP( D3DPT_LINELIST, 1, avtxLine, sizeof(CTVERTEX)); D3D_CHECKERROR(hr); } #endif // SE1_D3D } // draw border void CDrawPort::DrawBorder( PIX pixI, PIX pixJ, PIX pixWidth, PIX pixHeight, COLOR col, ULONG typ/*=_FULL_*/) const { // check API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); // setup rendering mode gfxDisableDepthTest(); gfxDisableDepthWrite(); gfxDisableAlphaTest(); gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); // for non-full lines, must have FLOAT fD; INDEX iTexFilter, iTexAnisotropy; if( typ==_FULL_) { // no pattern - just disable texturing gfxDisableTexture(); fD = 0; } else { // revert to simple point-sample filtering without mipmaps INDEX iNewFilter=10, iNewAnisotropy=1; gfxGetTextureFiltering( iTexFilter, iTexAnisotropy); gfxSetTextureFiltering( iNewFilter, iNewAnisotropy); // prepare line pattern extern void gfxSetPattern( ULONG ulPattern); gfxSetPattern(typ); fD = Max( pixWidth, pixHeight) /32.0f; } // set line color/alpha and go go go col = AdjustColor( col, _slTexHueShift, _slTexSaturation); const FLOAT fI0 = pixI+0.5f; const FLOAT fJ0 = pixJ+0.5f; const FLOAT fI1 = pixI-0.5f +pixWidth; const FLOAT fJ1 = pixJ-0.5f +pixHeight; // OpenGL if( eAPI==GAT_OGL) { glCOLOR(col); pglBegin( GL_LINES); pglTexCoord2f(0,0); pglVertex2f(fI0,fJ0); pglTexCoord2f(fD,0); pglVertex2f(fI1, fJ0); // up pglTexCoord2f(0,0); pglVertex2f(fI1,fJ0); pglTexCoord2f(fD,0); pglVertex2f(fI1, fJ1); // right pglTexCoord2f(0,0); pglVertex2f(fI0,fJ1); pglTexCoord2f(fD,0); pglVertex2f(fI1+1,fJ1); // down pglTexCoord2f(0,0); pglVertex2f(fI0,fJ0+1); pglTexCoord2f(fD,0); pglVertex2f(fI0, fJ1); // left pglEnd(); OGL_CHECKERROR; } // Direct3D #ifdef SE1_D3D else if( eAPI==GAT_D3D) { HRESULT hr; const ULONG d3dColor = rgba2argb(col); CTVERTEX avtxLines[8] = { // setup lines {fI0,fJ0, 0, d3dColor, 0,0}, {fI1, fJ0,0, d3dColor, fD,0}, // up {fI1,fJ0, 0, d3dColor, 0,0}, {fI1, fJ1,0, d3dColor, fD,0}, // right {fI0,fJ1, 0, d3dColor, 0,0}, {fI1+1,fJ1,0, d3dColor, fD,0}, // down {fI0,fJ0+1,0, d3dColor, 0,0}, {fI0, fJ1,0, d3dColor, fD,0} }; // left // set vertex shader and draw d3dSetVertexShader(D3DFVF_CTVERTEX); hr = _pGfx->gl_pd3dDevice->DrawPrimitiveUP( D3DPT_LINELIST, 4, avtxLines, sizeof(CTVERTEX)); D3D_CHECKERROR(hr); } #endif // SE1_D3D // revert to old filtering if( typ!=_FULL_) gfxSetTextureFiltering( iTexFilter, iTexAnisotropy); } // fill part of a drawport with a given color void CDrawPort::Fill( PIX pixI, PIX pixJ, PIX pixWidth, PIX pixHeight, COLOR col) const { // if color is tranlucent if( ((col&CT_AMASK)>>CT_ASHIFT) != CT_OPAQUE) { // draw thru polygon Fill( pixI,pixJ, pixWidth,pixHeight, col,col,col,col); return; } // clip and eventually reject const BOOL bInside = ClipToDrawPort( this, pixI, pixJ, pixWidth, pixHeight); if( !bInside) return; // draw thru fast clear for opaque colors col = AdjustColor( col, _slTexHueShift, _slTexSaturation); // check API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); // OpenGL if( eAPI==GAT_OGL) { // do fast filling SetScissor( this, pixI, pixJ, pixWidth, pixHeight); UBYTE ubR, ubG, ubB; ColorToRGB( col, ubR,ubG,ubB); pglClearColor( ubR/255.0f, ubG/255.0f, ubB/255.0f, 1.0f); pglClear( GL_COLOR_BUFFER_BIT); ResetScissor(this); } // Direct3D #ifdef SE1_D3D else if( eAPI==GAT_D3D) { HRESULT hr; // must convert coordinates to raster (i.e. surface) pixI += dp_MinI; pixJ += dp_MinJ; const PIX pixRasterW = dp_Raster->ra_Width; const PIX pixRasterH = dp_Raster->ra_Height; const ULONG d3dColor = rgba2argb(col); // do fast filling if( pixI==0 && pixJ==0 && pixWidth==pixRasterW && pixHeight==pixRasterH) { hr = _pGfx->gl_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, d3dColor,0,0); } else { D3DRECT d3dRect = { pixI, pixJ, pixI+pixWidth, pixJ+pixHeight }; hr = _pGfx->gl_pd3dDevice->Clear( 1, &d3dRect, D3DCLEAR_TARGET, d3dColor,0,0); } // done D3D_CHECKERROR(hr); } #endif // SE1_D3D } // fill part of a drawport with a four corner colors void CDrawPort::Fill( PIX pixI, PIX pixJ, PIX pixWidth, PIX pixHeight, COLOR colUL, COLOR colUR, COLOR colDL, COLOR colDR) const { // clip and eventually reject const BOOL bInside = ClipToDrawPort( this, pixI, pixJ, pixWidth, pixHeight); if( !bInside) return; // check API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); // setup rendering mode gfxDisableDepthTest(); gfxDisableDepthWrite(); gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); gfxDisableAlphaTest(); gfxDisableTexture(); // prepare colors and coords colUL = AdjustColor( colUL, _slTexHueShift, _slTexSaturation); colUR = AdjustColor( colUR, _slTexHueShift, _slTexSaturation); colDL = AdjustColor( colDL, _slTexHueShift, _slTexSaturation); colDR = AdjustColor( colDR, _slTexHueShift, _slTexSaturation); const FLOAT fI0 = pixI; const FLOAT fI1 = pixI +pixWidth; const FLOAT fJ0 = pixJ; const FLOAT fJ1 = pixJ +pixHeight; // render rectangle if( eAPI==GAT_OGL) { // thru OpenGL gfxResetArrays(); GFXVertex *pvtx = _avtxCommon.Push(4); GFXTexCoord *ptex = _atexCommon.Push(4); GFXColor *pcol = _acolCommon.Push(4); const GFXColor glcolUL(colUL); const GFXColor glcolUR(colUR); const GFXColor glcolDL(colDL); const GFXColor glcolDR(colDR); // add to element list and flush (the toilet!:) pvtx[0].x = fI0; pvtx[0].y = fJ0; pvtx[0].z = 0; pcol[0] = glcolUL; pvtx[1].x = fI0; pvtx[1].y = fJ1; pvtx[1].z = 0; pcol[1] = glcolDL; pvtx[2].x = fI1; pvtx[2].y = fJ1; pvtx[2].z = 0; pcol[2] = glcolDR; pvtx[3].x = fI1; pvtx[3].y = fJ0; pvtx[3].z = 0; pcol[3] = glcolUR; gfxFlushQuads(); } #ifdef SE1_D3D else if( eAPI==GAT_D3D) { // thru Direct3D HRESULT hr; const ULONG d3dColUL = rgba2argb(colUL); const ULONG d3dColUR = rgba2argb(colUR); const ULONG d3dColDL = rgba2argb(colDL); const ULONG d3dColDR = rgba2argb(colDR); CTVERTEX avtxTris[6] = { {fI0,fJ0,0, d3dColUL, 0,0}, {fI0,fJ1,0, d3dColDL, 0,1}, {fI1,fJ1,0, d3dColDR, 1,1}, {fI0,fJ0,0, d3dColUL, 0,0}, {fI1,fJ1,0, d3dColDR, 1,1}, {fI1,fJ0,0, d3dColUR, 1,0} }; // set vertex shader and draw d3dSetVertexShader(D3DFVF_CTVERTEX); hr = _pGfx->gl_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, 2, avtxTris, sizeof(CTVERTEX)); D3D_CHECKERROR(hr); } #endif // SE1_D3D } // fill an entire drawport with a given color void CDrawPort::Fill( COLOR col) const { // if color is tranlucent if( ((col&CT_AMASK)>>CT_ASHIFT) != CT_OPAQUE) { // draw thru polygon Fill( 0,0, dp_Width,dp_Height, col,col,col,col); return; } // draw thru fast clear for opaque colors col = AdjustColor( col, _slTexHueShift, _slTexSaturation); // check API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); // OpenGL if( eAPI==GAT_OGL) { // do fast filling UBYTE ubR, ubG, ubB; ColorToRGB( col, ubR,ubG,ubB); pglClearColor( ubR/255.0f, ubG/255.0f, ubB/255.0f, 1.0f); pglClear( GL_COLOR_BUFFER_BIT); } #ifdef PLATFORM_WIN32 // Direct3D else if( eAPI==GAT_D3D) { const ULONG d3dColor = rgba2argb(col); HRESULT hr = _pGfx->gl_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, d3dColor,0,0); D3D_CHECKERROR(hr); } #endif } // fill an part of Z-Buffer with a given value void CDrawPort::FillZBuffer( PIX pixI, PIX pixJ, PIX pixWidth, PIX pixHeight, FLOAT zval) const { // check API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); // clip and eventually reject const BOOL bInside = ClipToDrawPort( this, pixI, pixJ, pixWidth, pixHeight); if( !bInside) return; gfxEnableDepthWrite(); // OpenGL if( eAPI==GAT_OGL) { // fast clearing thru scissor SetScissor( this, pixI, pixJ, pixWidth, pixHeight); pglClearDepth(zval); pglClearStencil(0); // must clear stencil buffer too in case it exist (we don't need it) for the performance sake pglClear( GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); ResetScissor(this); OGL_CHECKERROR; } // Direct3D #ifdef SE1_D3D else if( eAPI==GAT_D3D) { D3DRECT d3dRect = { pixI, pixJ, pixI+pixWidth, pixJ+pixHeight }; HRESULT hr = _pGfx->gl_pd3dDevice->Clear( 1, &d3dRect, D3DCLEAR_ZBUFFER, 0,zval,0); D3D_CHECKERROR(hr); } #endif SE1_D3D } // fill an entire Z-Buffer with a given value void CDrawPort::FillZBuffer( FLOAT zval) const { // check API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); gfxEnableDepthWrite(); // OpenGL if( eAPI==GAT_OGL) { // fill whole z-buffer pglClearDepth(zval); pglClearStencil(0); pglClear( GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); } // Direct3D #ifdef SE1_D3D else if( eAPI==GAT_D3D) { HRESULT hr = _pGfx->gl_pd3dDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER, 0,zval,0); D3D_CHECKERROR(hr); } #endif SE1_D3D } // grab screen void CDrawPort::GrabScreen( class CImageInfo &iiGrabbedImage, INDEX iGrabZBuffer/*=0*/) const { // check API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); extern INDEX ogl_bGrabDepthBuffer; const BOOL bGrabDepth = eAPI==GAT_OGL && ((iGrabZBuffer==1 && ogl_bGrabDepthBuffer) || iGrabZBuffer==2); // prepare image info's dimensions iiGrabbedImage.Clear(); iiGrabbedImage.ii_Width = dp_Width; iiGrabbedImage.ii_Height = dp_Height; iiGrabbedImage.ii_BitsPerPixel = bGrabDepth ? 32 : 24; // allocate memory for 24-bit raw picture and copy buffer context const PIX pixPicSize = iiGrabbedImage.ii_Width * iiGrabbedImage.ii_Height; const SLONG slBytes = pixPicSize * iiGrabbedImage.ii_BitsPerPixel/8; iiGrabbedImage.ii_Picture = (UBYTE*)AllocMemory( slBytes); memset( iiGrabbedImage.ii_Picture, 128, slBytes); // OpenGL if( eAPI==GAT_OGL) { // determine drawport starting location inside raster const PIX pixStartI = dp_MinI; const PIX pixStartJ = dp_Raster->ra_Height-(dp_MinJ+dp_Height); pglReadPixels( pixStartI, pixStartJ, dp_Width, dp_Height, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)iiGrabbedImage.ii_Picture); OGL_CHECKERROR; // grab z-buffer to alpha channel, if needed if( bGrabDepth) { // grab FLOAT *pfZBuffer = (FLOAT*)AllocMemory( pixPicSize*sizeof(FLOAT)); pglReadPixels( pixStartI, pixStartJ, dp_Width, dp_Height, GL_DEPTH_COMPONENT, GL_FLOAT, (GLvoid*)pfZBuffer); OGL_CHECKERROR; // convert UBYTE *pubZBuffer = (UBYTE*)pfZBuffer; for( INDEX i=0; igl_ulFlags & GLF_FULLSCREEN; if( bFullScreen) hr = _pGfx->gl_pd3dDevice->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer); else hr = dp_Raster->ra_pvpViewPort->vp_pSwapChain->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer); D3D_CHECKERROR(hr); pBackBuffer->GetDesc(&surfDesc); ASSERT( surfDesc.Width==dp_Raster->ra_Width && surfDesc.Height==dp_Raster->ra_Height); const RECT rectToLock = { dp_MinI, dp_MinJ, dp_MaxI+1, dp_MaxJ+1 }; hr = pBackBuffer->LockRect( &rectLocked, &rectToLock, D3DLOCK_READONLY); D3D_CHECKERROR(hr); // prepare to copy'n'convert SLONG slColSize; UBYTE *pubSrc = (UBYTE*)rectLocked.pBits; UBYTE *pubDst = iiGrabbedImage.ii_Picture; // loop thru rows for( INDEX j=0; jUnlockRect(); D3DRELEASE( pBackBuffer, TRUE); } #endif // SE1_D3D } BOOL CDrawPort::IsPointVisible( PIX pixI, PIX pixJ, FLOAT fOoK, INDEX iID, INDEX iMirrorLevel/*=0*/) const { // must have raster! if( dp_Raster==NULL) { ASSERT(FALSE); return FALSE; } // if the point is out or at the edge of drawport, it is not visible by default if( pixI<1 || pixI>dp_Width-2 || pixJ<1 || pixJ>dp_Height-2) return FALSE; // check API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); // use delayed mechanism for checking extern BOOL CheckDepthPoint( const CDrawPort *pdp, PIX pixI, PIX pixJ, FLOAT fOoK, INDEX iID, INDEX iMirrorLevel=0); return CheckDepthPoint( this, pixI, pixJ, fOoK, iID, iMirrorLevel); } void CDrawPort::RenderLensFlare( CTextureObject *pto, FLOAT fI, FLOAT fJ, FLOAT fSizeI, FLOAT fSizeJ, ANGLE aRotation, COLOR colLight) const { // check API const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); // setup rendering mode gfxEnableDepthTest(); gfxDisableDepthWrite(); gfxEnableBlend(); gfxBlendFunc( GFX_ONE, GFX_ONE); gfxDisableAlphaTest(); gfxResetArrays(); GFXVertex *pvtx = _avtxCommon.Push(4); GFXTexCoord *ptex = _atexCommon.Push(4); GFXColor *pcol = _acolCommon.Push(4); // find lens location and dimension const FLOAT fRI = fSizeI*0.5f; const FLOAT fRJ = fSizeJ*0.5f; const FLOAT fSinA = SinFast(aRotation); const FLOAT fCosA = CosFast(aRotation); const FLOAT fRICosA = fRI * +fCosA; const FLOAT fRJSinA = fRJ * -fSinA; const FLOAT fRISinA = fRI * +fSinA; const FLOAT fRJCosA = fRJ * +fCosA; // get texture parameters for current frame and needed mip factor and upload texture CTextureData *ptd = (CTextureData*)pto->GetData(); ptd->SetAsCurrent(pto->GetFrame()); // set lens color colLight = AdjustColor( colLight, _slShdHueShift, _slShdSaturation); const GFXColor glcol(colLight); // prepare coordinates of the rectangle pvtx[0].x = fI- fRICosA+fRJSinA; pvtx[0].y = fJ- fRISinA+fRJCosA; pvtx[0].z = 0.01f; pvtx[1].x = fI- fRICosA-fRJSinA; pvtx[1].y = fJ- fRISinA-fRJCosA; pvtx[1].z = 0.01f; pvtx[2].x = fI+ fRICosA-fRJSinA; pvtx[2].y = fJ+ fRISinA-fRJCosA; pvtx[2].z = 0.01f; pvtx[3].x = fI+ fRICosA+fRJSinA; pvtx[3].y = fJ+ fRISinA+fRJCosA; pvtx[3].z = 0.01f; ptex[0].st.s = 0; ptex[0].st.t = 0; ptex[1].st.s = 0; ptex[1].st.t = 1; ptex[2].st.s = 1; ptex[2].st.t = 1; ptex[3].st.s = 1; ptex[3].st.t = 0; pcol[0] = glcol; pcol[1] = glcol; pcol[2] = glcol; pcol[3] = glcol; // render it _pGfx->gl_ctWorldTriangles += 2; gfxFlushQuads(); } /******************************************************* * Routines for manipulating drawport's text capabilites */ // sets font to be used to printout some text on this drawport // WARNING: this resets text spacing, scaling and mode variables void CDrawPort::SetFont( CFontData *pfd) { // check if we're using font that's not even loaded yet ASSERT( pfd!=NULL); dp_FontData = pfd; dp_pixTextCharSpacing = pfd->fd_pixCharSpacing; dp_pixTextLineSpacing = pfd->fd_pixLineSpacing; dp_fTextScaling = 1.0f; dp_fTextAspect = 1.0f; dp_iTextMode = 1; }; // returns width of the longest line in text string ULONG CDrawPort::GetTextWidth( const CTString &strText) const { // prepare scaling factors PIX pixCellWidth = dp_FontData->fd_pixCharWidth; SLONG fixTextScalingX = FloatToInt(dp_fTextScaling*dp_fTextAspect*65536.0f); // calculate width of entire text line PIX pixStringWidth=0, pixOldWidth=0; PIX pixCharStart=0, pixCharEnd=pixCellWidth; INDEX ctCharsPrinted=0; for( INDEX i=0; i<(INDEX)strlen(strText); i++) { // get current letter unsigned char chrCurrent = strText[i]; // next line situation? if( chrCurrent == '\n') { if( pixOldWidth < pixStringWidth) pixOldWidth = pixStringWidth; pixStringWidth=0; continue; } // special char encountered and allowed? else if( chrCurrent=='^' && dp_iTextMode!=-1) { // get next char chrCurrent = strText[++i]; switch( chrCurrent) { // skip corresponding number of characters case 'c': i += FindZero((UBYTE*)&strText[i],6); continue; case 'a': i += FindZero((UBYTE*)&strText[i],2); continue; case 'f': i += 1; continue; case 'b': case 'i': case 'r': case 'o': case 'C': case 'A': case 'F': case 'B': case 'I': i+=0; continue; default: break; // if we get here this means that ^ or an unrecognized special code was specified } } // ignore tab else if( chrCurrent == '\t') continue; // add current letter's width to result width if( !dp_FontData->fd_bFixedWidth) { // proportional font case pixCharStart = dp_FontData->fd_fcdFontCharData[chrCurrent].fcd_pixStart; pixCharEnd = dp_FontData->fd_fcdFontCharData[chrCurrent].fcd_pixEnd; } pixStringWidth += (((pixCharEnd-pixCharStart)*fixTextScalingX)>>16) +dp_pixTextCharSpacing; ctCharsPrinted++; } // determine largest width if( pixStringWidth < pixOldWidth) pixStringWidth = pixOldWidth; return pixStringWidth; } // writes text string on drawport (left aligned if not forced otherwise) void CDrawPort::PutText( const CTString &strText, PIX pixX0, PIX pixY0, const COLOR colBlend) const { // check API and adjust position for D3D by half pixel const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); // skip drawing if text falls above or below draw port if( pixY0>dp_Height || pixX0>dp_Width) return; _pfGfxProfile.StartTimer( CGfxProfile::PTI_PUTTEXT); char acTmp[7]; // needed for strtoul() char *pcDummy; INDEX iRet; // cache char and texture dimensions FLOAT fTextScalingX = dp_fTextScaling*dp_fTextAspect; SLONG fixTextScalingX = FloatToInt(fTextScalingX *65536.0f); SLONG fixTextScalingY = FloatToInt(dp_fTextScaling*65536.0f); PIX pixCellWidth = dp_FontData->fd_pixCharWidth; PIX pixCharHeight = dp_FontData->fd_pixCharHeight-1; PIX pixScaledWidth = (pixCellWidth *fixTextScalingX)>>16; PIX pixScaledHeight = (pixCharHeight*fixTextScalingY)>>16; // prepare font texture gfxSetTextureWrapping( GFX_REPEAT, GFX_REPEAT); CTextureData &td = *dp_FontData->fd_ptdTextureData; td.SetAsCurrent(); // setup rendering mode gfxDisableDepthTest(); gfxDisableDepthWrite(); gfxDisableAlphaTest(); gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); // calculate and apply correction factor FLOAT fCorrectionU = 1.0f / td.GetPixWidth(); FLOAT fCorrectionV = 1.0f / td.GetPixHeight(); INDEX ctMaxChars = (INDEX)strlen(strText); // determine text color GFXColor glcolDefault( AdjustColor( colBlend, _slTexHueShift, _slTexSaturation)); GFXColor glcol = glcolDefault; ULONG ulAlphaDefault = (colBlend&CT_AMASK)>>CT_ASHIFT;; // for flasher ASSERT( dp_iTextMode==-1 || dp_iTextMode==0 || dp_iTextMode==+1); // prepare some text control and output vars INDEX ctCharsPrinted=0, ctBoldsPrinted=0; BOOL bBold = FALSE; BOOL bItalic = FALSE; INDEX iFlash = 0; ULONG ulAlpha = ulAlphaDefault; TIME tmFrame = _pGfx->gl_tvFrameTime.GetSeconds(); BOOL bParse = dp_iTextMode==1; // prepare arrays gfxResetArrays(); GFXVertex *pvtx = _avtxCommon.Push( 2*ctMaxChars*4); // 2* because of bold GFXTexCoord *ptex = _atexCommon.Push( 2*ctMaxChars*4); GFXColor *pcol = _acolCommon.Push( 2*ctMaxChars*4); // loop thru chars PIX pixAdvancer = ((pixCellWidth*fixTextScalingX)>>16) +dp_pixTextCharSpacing; PIX pixStartX = pixX0; for( INDEX iChar=0; iChardp_Height) break; // skip to next char continue; } // special char encountered and allowed? else if( chrCurrent=='^' && dp_iTextMode!=-1) { // get next char chrCurrent = strText[++iChar]; COLOR col; switch( chrCurrent) { // color change? case 'c': strncpy( acTmp, &strText[iChar+1], 6); iRet = FindZero( (UBYTE*)&strText[iChar+1], 6); iChar+=iRet; if( !bParse || iRet<6) continue; acTmp[6] = '\0'; // terminate string col = strtoul( acTmp, &pcDummy, 16) <<8; col = AdjustColor( col, _slTexHueShift, _slTexSaturation); glcol.Set( col|glcol.ub.a); // do color change but keep original alpha continue; // alpha change? case 'a': strncpy( acTmp, &strText[iChar+1], 2); iRet = FindZero( (UBYTE*)&strText[iChar+1], 2); iChar+=iRet; if( !bParse || iRet<2) continue; acTmp[2] = '\0'; // terminate string ulAlpha = strtoul( acTmp, &pcDummy, 16); continue; // flash? case 'f': chrCurrent = strText[++iChar]; if( bParse) iFlash = 1+ 2* Clamp( (INDEX)(chrCurrent-'0'), 0L, 9L); continue; // reset all? case 'r': bBold = FALSE; bItalic = FALSE; iFlash = 0; glcol = glcolDefault; ulAlpha = ulAlphaDefault; continue; // simple codes ... case 'o': bParse = bParse && gfx_bDecoratedText; continue; // allow console override settings? case 'b': if( bParse) bBold = TRUE; continue; // bold? case 'i': if( bParse) bItalic = TRUE; continue; // italic? case 'C': glcol = glcolDefault; continue; // color reset? case 'A': ulAlpha = ulAlphaDefault; continue; // alpha reset? case 'B': bBold = FALSE; continue; // no bold? case 'I': bItalic = FALSE; continue; // italic? case 'F': iFlash = 0; continue; // no flash? default: break; } // unrecognized special code or just plain ^ if( chrCurrent!='^') { iChar--; break; } } // ignore tab else if( chrCurrent=='\t') continue; // get current location and dimensions CFontCharData &fcdCurrent = dp_FontData->fd_fcdFontCharData[chrCurrent]; PIX pixCharX = fcdCurrent.fcd_pixXOffset; PIX pixCharY = fcdCurrent.fcd_pixYOffset; PIX pixCharStart = fcdCurrent.fcd_pixStart; PIX pixCharEnd = fcdCurrent.fcd_pixEnd; PIX pixXA; // adjusted starting X location of printout // determine corresponding char width and position adjustments if( dp_FontData->fd_bFixedWidth) { // for fixed font pixXA = pixX0 - ((pixCharStart*fixTextScalingX)>>16) + (((pixScaledWidth<<16) - ((pixCharEnd-pixCharStart)*fixTextScalingX) +0x10000) >>17); } else { // for proportional font pixXA = pixX0 - ((pixCharStart*fixTextScalingX)>>16); pixAdvancer = (((pixCharEnd-pixCharStart)*fixTextScalingX)>>16) +dp_pixTextCharSpacing; } // out of screen (left) ? if( pixXA>dp_Width || (pixXA+pixCharEnd)<0) { // skip to next char pixX0 += pixAdvancer; continue; } // adjust alpha for flashing if( iFlash>0) glcol.ub.a = (UBYTE) (ulAlpha*(sin(iFlash*tmFrame)*0.5f+0.5f)); else glcol.ub.a = ulAlpha; // prepare coordinates for screen and texture const FLOAT fX0 = pixXA; const FLOAT fX1 = fX0 +pixScaledWidth; const FLOAT fY0 = pixY0; const FLOAT fY1 = fY0 +pixScaledHeight; const FLOAT fU0 = pixCharX *fCorrectionU; const FLOAT fU1 = (pixCharX+pixCellWidth) *fCorrectionU; const FLOAT fV0 = pixCharY *fCorrectionV; const FLOAT fV1 = (pixCharY+pixCharHeight) *fCorrectionV; pvtx[0].x = fX0; pvtx[0].y = fY0; pvtx[0].z = 0; pvtx[1].x = fX0; pvtx[1].y = fY1; pvtx[1].z = 0; pvtx[2].x = fX1; pvtx[2].y = fY1; pvtx[2].z = 0; pvtx[3].x = fX1; pvtx[3].y = fY0; pvtx[3].z = 0; ptex[0].st.s = fU0; ptex[0].st.t = fV0; ptex[1].st.s = fU0; ptex[1].st.t = fV1; ptex[2].st.s = fU1; ptex[2].st.t = fV1; ptex[3].st.s = fU1; ptex[3].st.t = fV0; pcol[0] = glcol; pcol[1] = glcol; pcol[2] = glcol; pcol[3] = glcol; // adjust for italic if( bItalic) { const FLOAT fAdjustX = fTextScalingX * (fY1-fY0)*0.2f; // 20% slanted pvtx[0].x += fAdjustX; pvtx[3].x += fAdjustX; } // advance to next vetrices group pvtx += 4; ptex += 4; pcol += 4; // add bold char if( bBold) { const FLOAT fAdjustX = fTextScalingX * ((FLOAT)pixCellWidth)*0.1f; // 10% fat (extra light mayonnaise:) pvtx[0].x = pvtx[0-4].x +fAdjustX; pvtx[0].y = fY0; pvtx[0].z = 0; pvtx[1].x = pvtx[1-4].x +fAdjustX; pvtx[1].y = fY1; pvtx[1].z = 0; pvtx[2].x = pvtx[2-4].x +fAdjustX; pvtx[2].y = fY1; pvtx[2].z = 0; pvtx[3].x = pvtx[3-4].x +fAdjustX; pvtx[3].y = fY0; pvtx[3].z = 0; ptex[0].st.s = fU0; ptex[0].st.t = fV0; ptex[1].st.s = fU0; ptex[1].st.t = fV1; ptex[2].st.s = fU1; ptex[2].st.t = fV1; ptex[3].st.s = fU1; ptex[3].st.t = fV0; pcol[0] = glcol; pcol[1] = glcol; pcol[2] = glcol; pcol[3] = glcol; pvtx += 4; ptex += 4; pcol += 4; ctBoldsPrinted++; } // advance to next char pixX0 += pixAdvancer; ctCharsPrinted++; } // adjust vertex arrays size according to chars that really got printed out ctCharsPrinted += ctBoldsPrinted; _avtxCommon.PopUntil( ctCharsPrinted*4-1); _atexCommon.PopUntil( ctCharsPrinted*4-1); _acolCommon.PopUntil( ctCharsPrinted*4-1); gfxFlushQuads(); // all done _pfGfxProfile.StopTimer( CGfxProfile::PTI_PUTTEXT); } // writes text string on drawport (centered arround X) void CDrawPort::PutTextC( const CTString &strText, PIX pixX0, PIX pixY0, const COLOR colBlend/*=0xFFFFFFFF*/) const { PutText( strText, pixX0-GetTextWidth(strText)/2, pixY0, colBlend); } // writes text string on drawport (centered arround X and Y) void CDrawPort::PutTextCXY( const CTString &strText, PIX pixX0, PIX pixY0, const COLOR colBlend/*=0xFFFFFFFF*/) const { PIX pixTextWidth = GetTextWidth(strText); PIX pixTextHeight = (PIX) (dp_FontData->fd_pixCharHeight * dp_fTextScaling); PutText( strText, pixX0-pixTextWidth/2, pixY0-pixTextHeight/2, colBlend); } // writes text string on drawport (right-aligned) void CDrawPort::PutTextR( const CTString &strText, PIX pixX0, PIX pixY0, const COLOR colBlend/*=0xFFFFFFFF*/) const { PutText( strText, pixX0-GetTextWidth(strText), pixY0, colBlend); } /********************************************************** * Routines for putting and getting textures strictly in 2D */ void CDrawPort::PutTexture( class CTextureObject *pTO, const PIXaabbox2D &boxScreen, const COLOR colBlend/*=0xFFFFFFFF*/) const { PutTexture( pTO, boxScreen, colBlend, colBlend, colBlend, colBlend); } void CDrawPort::PutTexture( class CTextureObject *pTO, const PIXaabbox2D &boxScreen, const MEXaabbox2D &boxTexture, const COLOR colBlend/*=0xFFFFFFFF*/) const { PutTexture( pTO, boxScreen, boxTexture, colBlend, colBlend, colBlend, colBlend); } void CDrawPort::PutTexture( class CTextureObject *pTO, const PIXaabbox2D &boxScreen, const COLOR colUL, const COLOR colUR, const COLOR colDL, const COLOR colDR) const { MEXaabbox2D boxTexture( MEX2D(0,0), MEX2D(pTO->GetWidth(), pTO->GetHeight())); PutTexture( pTO, boxScreen, boxTexture, colUL, colUR, colDL, colDR); } // complete put texture routine void CDrawPort::PutTexture( class CTextureObject *pTO, const PIXaabbox2D &boxScreen, const MEXaabbox2D &boxTexture, const COLOR colUL, const COLOR colUR, const COLOR colDL, const COLOR colDR) const { _pfGfxProfile.StartTimer( CGfxProfile::PTI_PUTTEXTURE); // extract screen and texture coordinates const PIX pixI0 = boxScreen.Min()(1); const PIX pixI1 = boxScreen.Max()(1); const PIX pixJ0 = boxScreen.Min()(2); const PIX pixJ1 = boxScreen.Max()(2); // if whole texture is out of drawport if( pixI0>dp_Width || pixJ0>dp_Height || pixI1<0 || pixJ1<0) { // skip it (just to reduce OpenGL call overhead) _pfGfxProfile.StopTimer( CGfxProfile::PTI_PUTTEXTURE); return; } // check API and adjust position for D3D by half pixel const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT( GfxValidApi(eAPI) ); FLOAT fI0 = pixI0; FLOAT fI1 = pixI1; FLOAT fJ0 = pixJ0; FLOAT fJ1 = pixJ1; // prepare texture gfxSetTextureWrapping( GFX_REPEAT, GFX_REPEAT); CTextureData *ptd = (CTextureData*)pTO->GetData(); ptd->SetAsCurrent(pTO->GetFrame()); // setup rendering mode gfxDisableDepthTest(); gfxDisableDepthWrite(); gfxDisableAlphaTest(); gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); gfxResetArrays(); GFXVertex *pvtx = _avtxCommon.Push(4); GFXTexCoord *ptex = _atexCommon.Push(4); GFXColor *pcol = _acolCommon.Push(4); // extract texture coordinates and apply correction factor const PIX pixWidth = ptd->GetPixWidth(); const PIX pixHeight = ptd->GetPixHeight(); FLOAT fCorrectionU, fCorrectionV; (SLONG&)fCorrectionU = (127-FastLog2(pixWidth)) <<23; // fCorrectionU = 1.0f / ptd->GetPixWidth() (SLONG&)fCorrectionV = (127-FastLog2(pixHeight)) <<23; // fCorrectionV = 1.0f / ptd->GetPixHeight() FLOAT fU0 = (boxTexture.Min()(1)>>ptd->td_iFirstMipLevel) *fCorrectionU; FLOAT fU1 = (boxTexture.Max()(1)>>ptd->td_iFirstMipLevel) *fCorrectionU; FLOAT fV0 = (boxTexture.Min()(2)>>ptd->td_iFirstMipLevel) *fCorrectionV; FLOAT fV1 = (boxTexture.Max()(2)>>ptd->td_iFirstMipLevel) *fCorrectionV; // if not tiled const BOOL bTiled = Abs(fU0-fU1)>1 || Abs(fV0-fV1)>1; if( !bTiled) { // slight adjust for sub-pixel precision fU0 += +0.25f *fCorrectionU; fU1 += -0.25f *fCorrectionU; fV0 += +0.25f *fCorrectionV; fV1 += -0.25f *fCorrectionV; } // prepare colors const GFXColor glcolUL( AdjustColor( colUL, _slTexHueShift, _slTexSaturation)); const GFXColor glcolUR( AdjustColor( colUR, _slTexHueShift, _slTexSaturation)); const GFXColor glcolDL( AdjustColor( colDL, _slTexHueShift, _slTexSaturation)); const GFXColor glcolDR( AdjustColor( colDR, _slTexHueShift, _slTexSaturation)); // prepare coordinates of the rectangle pvtx[0].x = fI0; pvtx[0].y = fJ0; pvtx[0].z = 0; pvtx[1].x = fI0; pvtx[1].y = fJ1; pvtx[1].z = 0; pvtx[2].x = fI1; pvtx[2].y = fJ1; pvtx[2].z = 0; pvtx[3].x = fI1; pvtx[3].y = fJ0; pvtx[3].z = 0; ptex[0].st.s = fU0; ptex[0].st.t = fV0; ptex[1].st.s = fU0; ptex[1].st.t = fV1; ptex[2].st.s = fU1; ptex[2].st.t = fV1; ptex[3].st.s = fU1; ptex[3].st.t = fV0; pcol[0] = glcolUL; pcol[1] = glcolDL; pcol[2] = glcolDR; pcol[3] = glcolUR; gfxFlushQuads(); _pfGfxProfile.StopTimer( CGfxProfile::PTI_PUTTEXTURE); } // prepares texture and rendering arrays void CDrawPort::InitTexture( class CTextureObject *pTO, const BOOL bClamp/*=FALSE*/) const { // prepare if( pTO!=NULL) { // has texture CTextureData *ptd = (CTextureData*)pTO->GetData(); GfxWrap eWrap = GFX_REPEAT; if( bClamp) eWrap = GFX_CLAMP; gfxSetTextureWrapping( eWrap, eWrap); ptd->SetAsCurrent(pTO->GetFrame()); } else { // no texture gfxDisableTexture(); } // setup rendering mode gfxDisableDepthTest(); gfxDisableDepthWrite(); gfxDisableAlphaTest(); gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); // prepare arrays gfxResetArrays(); } // adds one full texture to rendering queue void CDrawPort::AddTexture( const FLOAT fI0, const FLOAT fJ0, const FLOAT fI1, const FLOAT fJ1, const COLOR col) const { const GFXColor glCol( AdjustColor( col, _slTexHueShift, _slTexSaturation)); const INDEX iStart = _avtxCommon.Count(); GFXVertex *pvtx = _avtxCommon.Push(4); GFXTexCoord *ptex = _atexCommon.Push(4); GFXColor *pcol = _acolCommon.Push(4); INDEX *pelm = _aiCommonElements.Push(6); pvtx[0].x = fI0; pvtx[0].y = fJ0; pvtx[0].z = 0; pvtx[1].x = fI0; pvtx[1].y = fJ1; pvtx[1].z = 0; pvtx[2].x = fI1; pvtx[2].y = fJ1; pvtx[2].z = 0; pvtx[3].x = fI1; pvtx[3].y = fJ0; pvtx[3].z = 0; ptex[0].st.s = 0; ptex[0].st.t = 0; ptex[1].st.s = 0; ptex[1].st.t = 1; ptex[2].st.s = 1; ptex[2].st.t = 1; ptex[3].st.s = 1; ptex[3].st.t = 0; pcol[0] = glCol; pcol[1] = glCol; pcol[2] = glCol; pcol[3] = glCol; pelm[0] = iStart+0; pelm[1] = iStart+1; pelm[2] = iStart+2; pelm[3] = iStart+2; pelm[4] = iStart+3; pelm[5] = iStart+0; } // adds one part of texture to rendering queue void CDrawPort::AddTexture( const FLOAT fI0, const FLOAT fJ0, const FLOAT fI1, const FLOAT fJ1, const FLOAT fU0, const FLOAT fV0, const FLOAT fU1, const FLOAT fV1, const COLOR col) const { const GFXColor glCol( AdjustColor( col, _slTexHueShift, _slTexSaturation)); const INDEX iStart = _avtxCommon.Count(); GFXVertex *pvtx = _avtxCommon.Push(4); GFXTexCoord *ptex = _atexCommon.Push(4); GFXColor *pcol = _acolCommon.Push(4); INDEX *pelm = _aiCommonElements.Push(6); pvtx[0].x = fI0; pvtx[0].y = fJ0; pvtx[0].z = 0; pvtx[1].x = fI0; pvtx[1].y = fJ1; pvtx[1].z = 0; pvtx[2].x = fI1; pvtx[2].y = fJ1; pvtx[2].z = 0; pvtx[3].x = fI1; pvtx[3].y = fJ0; pvtx[3].z = 0; ptex[0].st.s = fU0; ptex[0].st.t = fV0; ptex[1].st.s = fU0; ptex[1].st.t = fV1; ptex[2].st.s = fU1; ptex[2].st.t = fV1; ptex[3].st.s = fU1; ptex[3].st.t = fV0; pcol[0] = glCol; pcol[1] = glCol; pcol[2] = glCol; pcol[3] = glCol; pelm[0] = iStart+0; pelm[1] = iStart+1; pelm[2] = iStart+2; pelm[3] = iStart+2; pelm[4] = iStart+3; pelm[5] = iStart+0; } // adds one triangle to rendering queue void CDrawPort::AddTriangle( const FLOAT fI0, const FLOAT fJ0, const FLOAT fI1, const FLOAT fJ1, const FLOAT fI2, const FLOAT fJ2, const COLOR col) const { const GFXColor glCol( AdjustColor( col, _slTexHueShift, _slTexSaturation)); const INDEX iStart = _avtxCommon.Count(); GFXVertex *pvtx = _avtxCommon.Push(3); GFXTexCoord *ptex = _atexCommon.Push(3); GFXColor *pcol = _acolCommon.Push(3); INDEX *pelm = _aiCommonElements.Push(3); pvtx[0].x = fI0; pvtx[0].y = fJ0; pvtx[0].z = 0; pvtx[1].x = fI1; pvtx[1].y = fJ1; pvtx[1].z = 0; pvtx[2].x = fI2; pvtx[2].y = fJ2; pvtx[2].z = 0; pcol[0] = glCol; pcol[1] = glCol; pcol[2] = glCol; pelm[0] = iStart+0; pelm[1] = iStart+1; pelm[2] = iStart+2; } // adds one textured quad (up-left start, counter-clockwise) void CDrawPort::AddTexture( const FLOAT fI0, const FLOAT fJ0, const FLOAT fU0, const FLOAT fV0, const COLOR col0, const FLOAT fI1, const FLOAT fJ1, const FLOAT fU1, const FLOAT fV1, const COLOR col1, const FLOAT fI2, const FLOAT fJ2, const FLOAT fU2, const FLOAT fV2, const COLOR col2, const FLOAT fI3, const FLOAT fJ3, const FLOAT fU3, const FLOAT fV3, const COLOR col3) const { const GFXColor glCol0( AdjustColor( col0, _slTexHueShift, _slTexSaturation)); const GFXColor glCol1( AdjustColor( col1, _slTexHueShift, _slTexSaturation)); const GFXColor glCol2( AdjustColor( col2, _slTexHueShift, _slTexSaturation)); const GFXColor glCol3( AdjustColor( col3, _slTexHueShift, _slTexSaturation)); const INDEX iStart = _avtxCommon.Count(); GFXVertex *pvtx = _avtxCommon.Push(4); GFXTexCoord *ptex = _atexCommon.Push(4); GFXColor *pcol = _acolCommon.Push(4); INDEX *pelm = _aiCommonElements.Push(6); pvtx[0].x = fI0; pvtx[0].y = fJ0; pvtx[0].z = 0; pvtx[1].x = fI1; pvtx[1].y = fJ1; pvtx[1].z = 0; pvtx[2].x = fI2; pvtx[2].y = fJ2; pvtx[2].z = 0; pvtx[3].x = fI3; pvtx[3].y = fJ3; pvtx[3].z = 0; ptex[0].st.s = fU0; ptex[0].st.t = fV0; ptex[1].st.s = fU1; ptex[1].st.t = fV1; ptex[2].st.s = fU2; ptex[2].st.t = fV2; ptex[3].st.s = fU3; ptex[3].st.t = fV3; pcol[0] = glCol0; pcol[1] = glCol1; pcol[2] = glCol2; pcol[3] = glCol3; pelm[0] = iStart+0; pelm[1] = iStart+1; pelm[2] = iStart+2; pelm[3] = iStart+2; pelm[4] = iStart+3; pelm[5] = iStart+0; } // renders all textures from rendering queue and flushed rendering arrays void CDrawPort::FlushRenderingQueue(void) const { gfxFlushElements(); gfxResetArrays(); } // blends screen with accumulation color void CDrawPort::BlendScreen(void) { if( dp_ulBlendingA==0) return; ULONG fix1oA = 65536 / dp_ulBlendingA; ULONG ulRA = (dp_ulBlendingRA*fix1oA)>>16; ULONG ulGA = (dp_ulBlendingGA*fix1oA)>>16; ULONG ulBA = (dp_ulBlendingBA*fix1oA)>>16; ULONG ulA = ClampUp( dp_ulBlendingA, 255UL); COLOR colBlending = RGBAToColor( ulRA, ulGA, ulBA, ulA); // blend drawport (thru z-buffer because of elimination of pixel artefacts) gfxEnableDepthTest(); gfxDisableDepthWrite(); gfxEnableBlend(); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); gfxDisableAlphaTest(); gfxDisableTexture(); // prepare color colBlending = AdjustColor( colBlending, _slTexHueShift, _slTexSaturation); GFXColor glcol(colBlending); // set arrays gfxResetArrays(); GFXVertex *pvtx = _avtxCommon.Push(4); GFXTexCoord *ptex = _atexCommon.Push(4); GFXColor *pcol = _acolCommon.Push(4); const INDEX iW = dp_Width; const INDEX iH = dp_Height; pvtx[0].x = 0; pvtx[0].y = 0; pvtx[0].z = 0.01f; pvtx[1].x = 0; pvtx[1].y = iH; pvtx[1].z = 0.01f; pvtx[2].x = iW; pvtx[2].y = iH; pvtx[2].z = 0.01f; pvtx[3].x = iW; pvtx[3].y = 0; pvtx[3].z = 0.01f; pcol[0] = glcol; pcol[1] = glcol; pcol[2] = glcol; pcol[3] = glcol; gfxFlushQuads(); // reset accumulation color dp_ulBlendingRA = 0; dp_ulBlendingGA = 0; dp_ulBlendingBA = 0; dp_ulBlendingA = 0; }