mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-30 05:35:54 +01:00
b64df456b6
.. still, didn't look at unused variable warnings from *.es because so many are generated.
1722 lines
58 KiB
C++
Executable File
1722 lines
58 KiB
C++
Executable File
/* Copyright (c) 2002-2012 Croteam Ltd.
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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 version 2 of the GNU General Public License as published by
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the Free Software Foundation
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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 General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include <Engine/StdH.h>
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#include <Engine/Graphics/DrawPort.h>
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#include <Engine/Base/Memory.h>
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#include <Engine/Base/CRC.h>
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#include <Engine/Math/Functions.h>
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#include <Engine/Math/Projection.h>
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#include <Engine/Math/AABBox.h>
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#include <Engine/Graphics/Raster.h>
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#include <Engine/Graphics/GfxProfile.h>
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#include <Engine/Graphics/GfxLibrary.h>
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#include <Engine/Graphics/ImageInfo.h>
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#include <Engine/Graphics/Color.h>
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#include <Engine/Graphics/Texture.h>
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#include <Engine/Graphics/ViewPort.h>
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#include <Engine/Graphics/Font.h>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Templates/StaticStackArray.cpp>
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extern INDEX gfx_bDecoratedText;
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extern INDEX ogl_iFinish;
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extern INDEX d3d_iFinish;
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// RECT HANDLING ROUTINES
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static BOOL ClipToDrawPort( const CDrawPort *pdp, PIX &pixI, PIX &pixJ, PIX &pixW, PIX &pixH)
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{
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if( pixI < 0) { pixW += pixI; pixI = 0; }
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else if( pixI >= pdp->dp_Width) return FALSE;
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if( pixJ < 0) { pixH += pixJ; pixJ = 0; }
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else if( pixJ >= pdp->dp_Height) return FALSE;
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if( pixW<1 || pixH<1) return FALSE;
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if( (pixI+pixW) > pdp->dp_Width) pixW = pdp->dp_Width - pixI;
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if( (pixJ+pixH) > pdp->dp_Height) pixH = pdp->dp_Height - pixJ;
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ASSERT( pixI>=0 && pixI<pdp->dp_Width);
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ASSERT( pixJ>=0 && pixJ<pdp->dp_Height);
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ASSERT( pixW>0 && pixH>0);
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return TRUE;
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}
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// set scissor (clipping) to window inside drawport
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static void SetScissor( const CDrawPort *pdp, PIX pixI, PIX pixJ, PIX pixW, PIX pixH)
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{
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ASSERT( pixI>=0 && pixI<pdp->dp_Width);
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ASSERT( pixJ>=0 && pixJ<pdp->dp_Height);
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ASSERT( pixW>0 && pixH>0);
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const PIX pixInvMinJ = pdp->dp_Raster->ra_Height - (pdp->dp_MinJ+pixJ+pixH);
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pglScissor( pdp->dp_MinI+pixI, pixInvMinJ, pixW, pixH);
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ASSERT( pglIsEnabled(GL_SCISSOR_TEST));
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OGL_CHECKERROR;
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}
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// reset scissor (clipping) to whole drawport
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static void ResetScissor( const CDrawPort *pdp)
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{
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const PIX pixMinSI = pdp->dp_ScissorMinI;
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const PIX pixMaxSI = pdp->dp_ScissorMaxI;
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const PIX pixMinSJ = pdp->dp_Raster->ra_Height-1 - pdp->dp_ScissorMaxJ;
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const PIX pixMaxSJ = pdp->dp_Raster->ra_Height-1 - pdp->dp_ScissorMinJ;
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pglScissor( pixMinSI, pixMinSJ, pixMaxSI-pixMinSI+1, pixMaxSJ-pixMinSJ+1);
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ASSERT( pglIsEnabled(GL_SCISSOR_TEST));
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OGL_CHECKERROR;
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}
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// DRAWPORT ROUTINES
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// set cloned drawport dimensions
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void CDrawPort::InitCloned( CDrawPort *pdpBase, DOUBLE rMinI,DOUBLE rMinJ, DOUBLE rSizeI,DOUBLE rSizeJ)
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{
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// remember the raster structures
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dp_Raster = pdpBase->dp_Raster;
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// set relative dimensions to make it contain the whole raster
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dp_MinIOverRasterSizeI = rMinI * pdpBase->dp_SizeIOverRasterSizeI
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+pdpBase->dp_MinIOverRasterSizeI;
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dp_MinJOverRasterSizeJ = rMinJ * pdpBase->dp_SizeJOverRasterSizeJ
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+pdpBase->dp_MinJOverRasterSizeJ;
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dp_SizeIOverRasterSizeI = rSizeI * pdpBase->dp_SizeIOverRasterSizeI;
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dp_SizeJOverRasterSizeJ = rSizeJ * pdpBase->dp_SizeJOverRasterSizeJ;
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// calculate pixel dimensions from relative dimensions
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RecalculateDimensions();
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// clip scissor to origin drawport
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dp_ScissorMinI = Max( dp_MinI, pdpBase->dp_MinI);
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dp_ScissorMinJ = Max( dp_MinJ, pdpBase->dp_MinJ);
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dp_ScissorMaxI = Min( dp_MaxI, pdpBase->dp_MaxI);
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dp_ScissorMaxJ = Min( dp_MaxJ, pdpBase->dp_MaxJ);
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if( dp_ScissorMinI>dp_ScissorMaxI) dp_ScissorMinI = dp_ScissorMaxI = 0;
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if( dp_ScissorMinJ>dp_ScissorMaxJ) dp_ScissorMinJ = dp_ScissorMaxJ = 0;
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// clone some vars
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dp_FontData = pdpBase->dp_FontData;
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dp_pixTextCharSpacing = pdpBase->dp_pixTextCharSpacing;
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dp_pixTextLineSpacing = pdpBase->dp_pixTextLineSpacing;
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dp_fTextScaling = pdpBase->dp_fTextScaling;
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dp_fTextAspect = pdpBase->dp_fTextAspect;
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dp_iTextMode = pdpBase->dp_iTextMode;
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dp_fWideAdjustment = pdpBase->dp_fWideAdjustment;
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dp_bRenderingOverlay = pdpBase->dp_bRenderingOverlay;
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// reset rest of vars
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dp_ulBlendingRA = 0;
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dp_ulBlendingGA = 0;
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dp_ulBlendingBA = 0;
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dp_ulBlendingA = 0;
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}
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/* Create a drawport for full raster. */
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CDrawPort::CDrawPort( CRaster *praBase)
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{
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// remember the raster structures
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dp_Raster = praBase;
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dp_fWideAdjustment = 1.0f;
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dp_bRenderingOverlay = FALSE;
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// set relative dimensions to make it contain the whole raster
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dp_MinIOverRasterSizeI = 0.0;
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dp_MinJOverRasterSizeJ = 0.0;
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dp_SizeIOverRasterSizeI = 1.0;
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dp_SizeJOverRasterSizeJ = 1.0;
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// clear unknown values
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dp_FontData = NULL;
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dp_pixTextCharSpacing = 1;
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dp_pixTextLineSpacing = 0;
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dp_fTextScaling = 1.0f;
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dp_fTextAspect = 1.0f;
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dp_iTextMode = 1;
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dp_ulBlendingRA = 0;
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dp_ulBlendingGA = 0;
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dp_ulBlendingBA = 0;
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dp_ulBlendingA = 0;
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}
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/* Clone a drawport */
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CDrawPort::CDrawPort( CDrawPort *pdpBase,
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DOUBLE rMinI,DOUBLE rMinJ, DOUBLE rSizeI,DOUBLE rSizeJ)
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{
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InitCloned( pdpBase, rMinI,rMinJ, rSizeI,rSizeJ);
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}
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CDrawPort::CDrawPort( CDrawPort *pdpBase, const PIXaabbox2D &box)
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{
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// force dimensions
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dp_MinI = box.Min()(1) +pdpBase->dp_MinI;
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dp_MinJ = box.Min()(2) +pdpBase->dp_MinJ;
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dp_Width = box.Size()(1);
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dp_Height = box.Size()(2);
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dp_MaxI = dp_MinI+dp_Width -1;
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dp_MaxJ = dp_MinJ+dp_Height -1;
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// clip scissor to origin drawport
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dp_ScissorMinI = Max( dp_MinI, pdpBase->dp_MinI);
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dp_ScissorMinJ = Max( dp_MinJ, pdpBase->dp_MinJ);
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dp_ScissorMaxI = Min( dp_MaxI, pdpBase->dp_MaxI);
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dp_ScissorMaxJ = Min( dp_MaxJ, pdpBase->dp_MaxJ);
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if( dp_ScissorMinI>dp_ScissorMaxI) dp_ScissorMinI = dp_ScissorMaxI = 0;
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if( dp_ScissorMinJ>dp_ScissorMaxJ) dp_ScissorMinJ = dp_ScissorMaxJ = 0;
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// remember the raster structures
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dp_Raster = pdpBase->dp_Raster;
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// set relative dimensions to make it contain the whole raster
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dp_MinIOverRasterSizeI = (DOUBLE)dp_MinI / dp_Raster->ra_Width;
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dp_MinJOverRasterSizeJ = (DOUBLE)dp_MinJ / dp_Raster->ra_Height;
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dp_SizeIOverRasterSizeI = (DOUBLE)dp_Width / dp_Raster->ra_Width;
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dp_SizeJOverRasterSizeJ = (DOUBLE)dp_Height / dp_Raster->ra_Height;
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// clone some vars
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dp_FontData = pdpBase->dp_FontData;
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dp_pixTextCharSpacing = pdpBase->dp_pixTextCharSpacing;
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dp_pixTextLineSpacing = pdpBase->dp_pixTextLineSpacing;
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dp_fTextScaling = pdpBase->dp_fTextScaling;
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dp_fTextAspect = pdpBase->dp_fTextAspect;
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dp_iTextMode = pdpBase->dp_iTextMode;
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dp_fWideAdjustment = pdpBase->dp_fWideAdjustment;
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dp_bRenderingOverlay = pdpBase->dp_bRenderingOverlay;
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// reset rest of vars
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dp_ulBlendingRA = 0;
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dp_ulBlendingGA = 0;
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dp_ulBlendingBA = 0;
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dp_ulBlendingA = 0;
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}
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// check if a drawport is dualhead
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BOOL CDrawPort::IsDualHead(void)
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{
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return GetWidth()*3 == GetHeight()*8;
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}
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// check if a drawport is already wide screen
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BOOL CDrawPort::IsWideScreen(void)
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{
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return GetWidth()*9 == GetHeight()*16;
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}
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// returns unique drawports number
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ULONG CDrawPort::GetID(void)
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{
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ULONG ulCRC;
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CRC_Start( ulCRC);
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#ifdef PLATFORM_64BIT
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CRC_AddLONGLONG( ulCRC, (__uint64)(size_t)dp_Raster);
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#else
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CRC_AddLONG( ulCRC, (ULONG)(size_t)dp_Raster);
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#endif
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CRC_AddLONG( ulCRC, (ULONG)dp_MinI);
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CRC_AddLONG( ulCRC, (ULONG)dp_MinJ);
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CRC_AddLONG( ulCRC, (ULONG)dp_MaxI);
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CRC_AddLONG( ulCRC, (ULONG)dp_MaxJ);
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CRC_Finish( ulCRC);
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return ulCRC;
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}
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// dualhead cloning
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CDrawPort::CDrawPort( CDrawPort *pdpBase, BOOL bLeft)
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{
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// if it is not a dualhead drawport
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if (!pdpBase->IsDualHead()) {
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// always use entire drawport
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InitCloned(pdpBase, 0,0, 1,1);
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// if dualhead is on
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} else {
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// use left or right
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if (bLeft) {
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InitCloned(pdpBase, 0,0, 0.5,1);
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} else {
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InitCloned(pdpBase, 0.5,0, 0.5,1);
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}
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}
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}
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// wide-screen cloning
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void CDrawPort::MakeWideScreen(CDrawPort *pdp)
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{
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// already wide?
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if( IsWideScreen()) {
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pdp->InitCloned( this, 0,0, 1,1);
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return;
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}
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// make wide!
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else {
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// get size
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const PIX pixSizeI = GetWidth();
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const PIX pixSizeJ = GetHeight();
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// make horiz width
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PIX pixSizeJW = pixSizeI*9/16;
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// if already too wide
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if (pixSizeJW>pixSizeJ-10) {
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// no wide screen
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pdp->InitCloned( this, 0,0, 1,1);
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return;
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}
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// clear upper and lower blanks
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const PIX pixJ0 = (pixSizeJ-pixSizeJW)/2;
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if( Lock()) {
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Fill(0, 0, pixSizeI, pixJ0, C_BLACK|CT_OPAQUE);
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Fill(0, pixJ0+pixSizeJW, pixSizeI, pixJ0, C_BLACK|CT_OPAQUE);
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Unlock();
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}
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// init
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pdp->InitCloned( this, 0, FLOAT(pixJ0)/pixSizeJ, 1, FLOAT(pixSizeJW)/pixSizeJ);
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pdp->dp_fWideAdjustment = 9.0f / 12.0f;
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}
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}
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/*****
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* Recalculate pixel dimensions from relative dimensions and raster size.
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*/
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void CDrawPort::RecalculateDimensions(void)
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{
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const PIX pixRasterSizeI = dp_Raster->ra_Width;
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const PIX pixRasterSizeJ = dp_Raster->ra_Height;
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dp_Width = (PIX)(dp_SizeIOverRasterSizeI*pixRasterSizeI);
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dp_Height = (PIX)(dp_SizeJOverRasterSizeJ*pixRasterSizeJ);
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dp_ScissorMinI = dp_MinI = (PIX)(dp_MinIOverRasterSizeI*pixRasterSizeI);
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dp_ScissorMinJ = dp_MinJ = (PIX)(dp_MinJOverRasterSizeJ*pixRasterSizeJ);
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dp_ScissorMaxI = dp_MaxI = dp_MinI+dp_Width -1;
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dp_ScissorMaxJ = dp_MaxJ = dp_MinJ+dp_Height -1;
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}
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// set orthogonal projection
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void CDrawPort::SetOrtho(void) const
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{
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// finish all pending render-operations (if required)
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ogl_iFinish = Clamp( ogl_iFinish, 0, 3);
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d3d_iFinish = Clamp( d3d_iFinish, 0, 3);
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if( (ogl_iFinish==3 && _pGfx->gl_eCurrentAPI==GAT_OGL)
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#ifdef SE1_D3D
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|| (d3d_iFinish==3 && _pGfx->gl_eCurrentAPI==GAT_D3D)
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#endif // SE1_D3D
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) gfxFinish();
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// prepare ortho dimensions
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const PIX pixMinI = dp_MinI;
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const PIX pixMinSI = dp_ScissorMinI;
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const PIX pixMaxSI = dp_ScissorMaxI;
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const PIX pixMaxJ = dp_Raster->ra_Height -1 - dp_MinJ;
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const PIX pixMinSJ = dp_Raster->ra_Height -1 - dp_ScissorMaxJ;
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const PIX pixMaxSJ = dp_Raster->ra_Height -1 - dp_ScissorMinJ;
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// init matrices (D3D needs sub-pixel adjustment)
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gfxSetOrtho( pixMinSI-pixMinI, pixMaxSI-pixMinI+1, pixMaxJ-pixMaxSJ, pixMaxJ-pixMinSJ+1, 0.0f, -1.0f, TRUE);
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gfxDepthRange(0,1);
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gfxSetViewMatrix(NULL);
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// disable face culling, custom clip plane and truform
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gfxCullFace(GFX_NONE);
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gfxDisableClipPlane();
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gfxDisableTruform();
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}
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// set given projection
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void CDrawPort::SetProjection(CAnyProjection3D &apr) const
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{
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// finish all pending render-operations (if required)
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ogl_iFinish = Clamp( ogl_iFinish, 0, 3);
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d3d_iFinish = Clamp( d3d_iFinish, 0, 3);
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if( (ogl_iFinish==3 && _pGfx->gl_eCurrentAPI==GAT_OGL)
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#ifdef SE1_D3D
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|| (d3d_iFinish==3 && _pGfx->gl_eCurrentAPI==GAT_D3D)
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#endif // SE1_D3D
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) gfxFinish();
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// if isometric projection
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if( apr.IsIsometric()) {
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CIsometricProjection3D &ipr = (CIsometricProjection3D&)*apr;
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const FLOAT2D vMin = ipr.pr_ScreenBBox.Min()-ipr.pr_ScreenCenter;
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const FLOAT2D vMax = ipr.pr_ScreenBBox.Max()-ipr.pr_ScreenCenter;
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const FLOAT fFactor = 1.0f / (ipr.ipr_ZoomFactor*ipr.pr_fViewStretch);
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const FLOAT fNear = ipr.pr_NearClipDistance;
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const FLOAT fLeft = +vMin(1) *fFactor;
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const FLOAT fRight = +vMax(1) *fFactor;
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const FLOAT fTop = -vMin(2) *fFactor;
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const FLOAT fBottom = -vMax(2) *fFactor;
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// if far clip plane is not specified use maximum expected dimension of the world
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FLOAT fFar = ipr.pr_FarClipDistance;
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if( fFar<0) fFar = 1E5f; // max size 32768, 3D (sqrt(3)), rounded up
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gfxSetOrtho( fLeft, fRight, fTop, fBottom, fNear, fFar, FALSE);
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}
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// if perspective projection
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else {
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ASSERT( apr.IsPerspective());
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CPerspectiveProjection3D &ppr = (CPerspectiveProjection3D&)*apr;
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const FLOAT fNear = ppr.pr_NearClipDistance;
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const FLOAT fLeft = ppr.pr_plClipL(3) / ppr.pr_plClipL(1) *fNear;
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const FLOAT fRight = ppr.pr_plClipR(3) / ppr.pr_plClipR(1) *fNear;
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const FLOAT fTop = ppr.pr_plClipU(3) / ppr.pr_plClipU(2) *fNear;
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const FLOAT fBottom = ppr.pr_plClipD(3) / ppr.pr_plClipD(2) *fNear;
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// if far clip plane is not specified use maximum expected dimension of the world
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FLOAT fFar = ppr.pr_FarClipDistance;
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if( fFar<0) fFar = 1E5f; // max size 32768, 3D (sqrt(3)), rounded up
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gfxSetFrustum( fLeft, fRight, fTop, fBottom, fNear, fFar);
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}
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// set some rendering params
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gfxDepthRange( apr->pr_fDepthBufferNear, apr->pr_fDepthBufferFar);
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gfxCullFace(GFX_BACK);
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gfxSetViewMatrix(NULL);
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gfxDisableTruform();
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// if projection is mirrored/warped and mirroring is allowed
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if( apr->pr_bMirror || apr->pr_bWarp) {
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// set custom clip plane 0 to mirror plane
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gfxEnableClipPlane();
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DOUBLE adViewPlane[4];
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adViewPlane[0] = +apr->pr_plMirrorView(1);
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adViewPlane[1] = +apr->pr_plMirrorView(2);
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adViewPlane[2] = +apr->pr_plMirrorView(3);
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adViewPlane[3] = -apr->pr_plMirrorView.Distance();
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gfxClipPlane(adViewPlane); // NOTE: view clip plane is multiplied by inverse modelview matrix at time when specified
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}
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// if projection is not mirrored
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else {
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// just disable custom clip plane 0
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gfxDisableClipPlane();
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}
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}
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// implementation for some drawport routines that uses raster class
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void CDrawPort::Unlock(void)
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{
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dp_Raster->Unlock();
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_pGfx->UnlockDrawPort(this);
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}
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|
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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; i<pixPicSize; i++) pubZBuffer[i] = 255-NormFloatToByte(pfZBuffer[i]);
|
|
// add as alpha channel
|
|
AddAlphaChannel( iiGrabbedImage.ii_Picture, (ULONG*)iiGrabbedImage.ii_Picture,
|
|
iiGrabbedImage.ii_Width * iiGrabbedImage.ii_Height, pubZBuffer);
|
|
FreeMemory(pfZBuffer);
|
|
}
|
|
// flip image vertically
|
|
FlipBitmap( iiGrabbedImage.ii_Picture, iiGrabbedImage.ii_Picture,
|
|
iiGrabbedImage.ii_Width, iiGrabbedImage.ii_Height, 1, iiGrabbedImage.ii_BitsPerPixel==32);
|
|
}
|
|
|
|
// Direct3D
|
|
#ifdef SE1_D3D
|
|
else if( eAPI==GAT_D3D)
|
|
{
|
|
// get back buffer
|
|
HRESULT hr;
|
|
D3DLOCKED_RECT rectLocked;
|
|
D3DSURFACE_DESC surfDesc;
|
|
LPDIRECT3DSURFACE8 pBackBuffer;
|
|
const BOOL bFullScreen = _pGfx->gl_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; j<dp_Height; j++) {
|
|
// loop thru pixles in row
|
|
for( INDEX i=0; i<dp_Width; i++) {
|
|
UBYTE ubR,ubG,ubB;
|
|
extern COLOR UnpackColor_D3D( UBYTE *pd3dColor, D3DFORMAT d3dFormat, SLONG &slColorSize);
|
|
COLOR col = UnpackColor_D3D( pubSrc, surfDesc.Format, slColSize);
|
|
ColorToRGB( col, ubR,ubG,ubB);
|
|
*pubDst++ = ubR;
|
|
*pubDst++ = ubG;
|
|
*pubDst++ = ubB;
|
|
pubSrc += slColSize;
|
|
} // advance modulo
|
|
pubSrc += rectLocked.Pitch - (dp_Width*slColSize);
|
|
} // all done
|
|
pBackBuffer->UnlockRect();
|
|
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;
|
|
|
|
#ifdef __arm__
|
|
// Assuming here that all ARM machine use GLES based GPU, were DEPTH reading is probably not available (or super slow)
|
|
return FALSE;
|
|
#endif
|
|
|
|
// 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; iChar<ctMaxChars; iChar++)
|
|
{
|
|
// get current char
|
|
unsigned char chrCurrent = strText[iChar];
|
|
// if at end of current line
|
|
if( chrCurrent=='\n') {
|
|
// advance to next line
|
|
pixX0 = pixStartX;
|
|
pixY0 += pixScaledHeight+dp_pixTextLineSpacing;
|
|
if( pixY0>dp_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'), 0, 9);
|
|
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,
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const FLOAT fI3, const FLOAT fJ3, const FLOAT fU3, const FLOAT fV3, const COLOR col3) const
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{
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const GFXColor glCol0( AdjustColor( col0, _slTexHueShift, _slTexSaturation));
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const GFXColor glCol1( AdjustColor( col1, _slTexHueShift, _slTexSaturation));
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const GFXColor glCol2( AdjustColor( col2, _slTexHueShift, _slTexSaturation));
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const GFXColor glCol3( AdjustColor( col3, _slTexHueShift, _slTexSaturation));
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const INDEX iStart = _avtxCommon.Count();
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GFXVertex *pvtx = _avtxCommon.Push(4);
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GFXTexCoord *ptex = _atexCommon.Push(4);
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GFXColor *pcol = _acolCommon.Push(4);
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INDEX *pelm = _aiCommonElements.Push(6);
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pvtx[0].x = fI0; pvtx[0].y = fJ0; pvtx[0].z = 0;
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pvtx[1].x = fI1; pvtx[1].y = fJ1; pvtx[1].z = 0;
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pvtx[2].x = fI2; pvtx[2].y = fJ2; pvtx[2].z = 0;
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pvtx[3].x = fI3; pvtx[3].y = fJ3; pvtx[3].z = 0;
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ptex[0].st.s = fU0; ptex[0].st.t = fV0;
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ptex[1].st.s = fU1; ptex[1].st.t = fV1;
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ptex[2].st.s = fU2; ptex[2].st.t = fV2;
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ptex[3].st.s = fU3; ptex[3].st.t = fV3;
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pcol[0] = glCol0;
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pcol[1] = glCol1;
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pcol[2] = glCol2;
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pcol[3] = glCol3;
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pelm[0] = iStart+0; pelm[1] = iStart+1; pelm[2] = iStart+2;
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pelm[3] = iStart+2; pelm[4] = iStart+3; pelm[5] = iStart+0;
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}
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// renders all textures from rendering queue and flushed rendering arrays
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void CDrawPort::FlushRenderingQueue(void) const
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{
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gfxFlushElements();
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gfxResetArrays();
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}
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// blends screen with accumulation color
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void CDrawPort::BlendScreen(void)
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{
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if( dp_ulBlendingA==0) return;
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ULONG fix1oA = 65536 / dp_ulBlendingA;
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ULONG ulRA = (dp_ulBlendingRA*fix1oA)>>16;
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ULONG ulGA = (dp_ulBlendingGA*fix1oA)>>16;
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ULONG ulBA = (dp_ulBlendingBA*fix1oA)>>16;
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ULONG ulA = ClampUp( dp_ulBlendingA, (ULONG) 255);
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COLOR colBlending = RGBAToColor( ulRA, ulGA, ulBA, ulA);
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// blend drawport (thru z-buffer because of elimination of pixel artefacts)
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gfxEnableDepthTest();
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gfxDisableDepthWrite();
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gfxEnableBlend();
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gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
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gfxDisableAlphaTest();
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gfxDisableTexture();
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// prepare color
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colBlending = AdjustColor( colBlending, _slTexHueShift, _slTexSaturation);
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GFXColor glcol(colBlending);
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// set arrays
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gfxResetArrays();
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GFXVertex *pvtx = _avtxCommon.Push(4);
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/* GFXTexCoord *ptex = */ _atexCommon.Push(4);
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GFXColor *pcol = _acolCommon.Push(4);
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const INDEX iW = dp_Width;
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const INDEX iH = dp_Height;
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pvtx[0].x = 0; pvtx[0].y = 0; pvtx[0].z = 0.01f;
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pvtx[1].x = 0; pvtx[1].y = iH; pvtx[1].z = 0.01f;
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pvtx[2].x = iW; pvtx[2].y = iH; pvtx[2].z = 0.01f;
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pvtx[3].x = iW; pvtx[3].y = 0; pvtx[3].z = 0.01f;
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pcol[0] = glcol;
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pcol[1] = glcol;
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pcol[2] = glcol;
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pcol[3] = glcol;
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gfxFlushQuads();
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// reset accumulation color
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dp_ulBlendingRA = 0;
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dp_ulBlendingGA = 0;
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dp_ulBlendingBA = 0;
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dp_ulBlendingA = 0;
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}
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