1 /*
2 ** v_video.h
3 **
4 **---------------------------------------------------------------------------
5 ** Copyright 1998-2008 Randy Heit
6 ** All rights reserved.
7 **
8 ** Redistribution and use in source and binary forms, with or without
9 ** modification, are permitted provided that the following conditions
10 ** are met:
11 **
12 ** 1. Redistributions of source code must retain the above copyright
13 ** notice, this list of conditions and the following disclaimer.
14 ** 2. Redistributions in binary form must reproduce the above copyright
15 ** notice, this list of conditions and the following disclaimer in the
16 ** documentation and/or other materials provided with the distribution.
17 ** 3. The name of the author may not be used to endorse or promote products
18 ** derived from this software without specific prior written permission.
19 **
20 ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
21 ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
22 ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
23 ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
24 ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
25 ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
26 ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
27 ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
28 ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
29 ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
30 **---------------------------------------------------------------------------
31 **
32 */
33
34 #ifndef __V_VIDEO_H__
35 #define __V_VIDEO_H__
36
37 #include "doomtype.h"
38
39 #include "doomdef.h"
40 #include "dobject.h"
41 #include "r_data/renderstyle.h"
42 #include "c_cvars.h"
43
44 extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac;
45 extern int CleanWidth_1, CleanHeight_1, CleanXfac_1, CleanYfac_1;
46 extern int DisplayWidth, DisplayHeight, DisplayBits;
47
48 bool V_DoModeSetup (int width, int height, int bits);
49 void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *cx1=NULL, int *cx2=NULL);
50
51 class FTexture;
52
53 // TagItem definitions for DrawTexture. As far as I know, tag lists
54 // originated on the Amiga.
55 //
56 // Think of TagItems as an array of the following structure:
57 //
58 // struct TagItem {
59 // DWORD ti_Tag;
60 // DWORD ti_Data;
61 // };
62
63 #define TAG_DONE (0) /* Used to indicate the end of the Tag list */
64 #define TAG_END (0) /* Ditto */
65 #define TAG_IGNORE (1) /* Ignore this Tag */
66 #define TAG_MORE (2) /* Ends this list and continues with the */
67 /* list pointed to in ti_Data */
68
69 #define TAG_USER ((DWORD)(1u<<30))
70
71 enum
72 {
73 DTA_Base = TAG_USER + 5000,
74 DTA_DestWidth, // width of area to draw to
75 DTA_DestHeight, // height of area to draw to
76 DTA_Alpha, // alpha value for translucency
77 DTA_FillColor, // color to stencil onto the destination (RGB is the color for truecolor drawers, A is the palette index for paletted drawers)
78 DTA_Translation, // translation table to recolor the source
79 DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
80 DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
81 DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
82 DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
83 DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
84 DTA_CleanNoMove_1, // bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead
85 DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
86 DTA_ShadowColor, // color of shadow
87 DTA_ShadowAlpha, // alpha of shadow
88 DTA_Shadow, // set shadow color and alphas to defaults
89 DTA_VirtualWidth, // pretend the canvas is this wide
90 DTA_VirtualHeight, // pretend the canvas is this tall
91 DTA_TopOffset, // override texture's top offset
92 DTA_LeftOffset, // override texture's left offset
93 DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle
94 DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle
95 DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
96 DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
97 DTA_ClipTop, // don't draw anything above this row (on dest, not source)
98 DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
99 DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
100 DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
101 DTA_Masked, // true(default)=use masks from texture, false=ignore masks
102 DTA_HUDRules, // use fullscreen HUD rules to position and size textures
103 DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
104 DTA_RenderStyle, // same as render style for actors
105 DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software
106 DTA_BilinearFilter, // bool: apply bilinear filtering to the image
107 DTA_SpecialColormap,// pointer to FSpecialColormapParameters (likely to be forever hardware-only)
108 DTA_ColormapStyle, // pointer to FColormapStyle (hardware-only)
109 DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
110
111 // floating point duplicates of some of the above:
112 DTA_DestWidthF,
113 DTA_DestHeightF,
114 DTA_TopOffsetF,
115 DTA_LeftOffsetF,
116 DTA_VirtualWidthF,
117 DTA_VirtualHeightF,
118 DTA_WindowLeftF,
119 DTA_WindowRightF,
120
121 // For DrawText calls:
122 DTA_TextLen, // stop after this many characters, even if \0 not hit
123 DTA_CellX, // horizontal size of character cell
124 DTA_CellY, // vertical size of character cell
125 };
126
127 enum
128 {
129 HUD_Normal,
130 HUD_HorizCenter
131 };
132
133
134 class FFont;
135 struct FRemapTable;
136 class player_t;
137 typedef uint32 angle_t;
138
139 //
140 // VIDEO
141 //
142 // [RH] Made screens more implementation-independant:
143 //
144 class DCanvas : public DObject
145 {
146 DECLARE_ABSTRACT_CLASS (DCanvas, DObject)
147 public:
148 DCanvas (int width, int height);
149 virtual ~DCanvas ();
150
151 // Member variable access
GetBuffer()152 inline BYTE *GetBuffer () const { return Buffer; }
GetWidth()153 inline int GetWidth () const { return Width; }
GetHeight()154 inline int GetHeight () const { return Height; }
GetPitch()155 inline int GetPitch () const { return Pitch; }
156
157 virtual bool IsValid ();
158
159 // Access control
160 virtual bool Lock (bool buffered=true) = 0; // Returns true if the surface was lost since last time
161 virtual void Unlock () = 0;
IsLocked()162 virtual bool IsLocked () { return Buffer != NULL; } // Returns true if the surface is locked
163
164 // Draw a linear block of pixels into the canvas
165 virtual void DrawBlock (int x, int y, int width, int height, const BYTE *src) const;
166
167 // Reads a linear block of pixels into the view buffer.
168 virtual void GetBlock (int x, int y, int width, int height, BYTE *dest) const;
169
170 // Dim the entire canvas for the menus
171 virtual void Dim (PalEntry color = 0);
172
173 // Dim part of the canvas
174 virtual void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
175
176 // Fill an area with a texture
177 virtual void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin=false);
178
179 // Fill a simple polygon with a texture
180 virtual void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
181 double originx, double originy, double scalex, double scaley, angle_t rotation,
182 struct FDynamicColormap *colormap, int lightlevel);
183
184 // Set an area to a specified color
185 virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
186
187 // Draws a line
188 virtual void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor);
189
190 // Draws a single pixel
191 virtual void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
192
193 // Calculate gamma table
194 void CalcGamma (float gamma, BYTE gammalookup[256]);
195
196
197 // Retrieves a buffer containing image data for a screenshot.
198 // Hint: Pitch can be negative for upside-down images, in which case buffer
199 // points to the last row in the buffer, which will be the first row output.
200 virtual void GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type);
201
202 // Releases the screenshot buffer.
203 virtual void ReleaseScreenshotBuffer();
204
205 // Text drawing functions -----------------------------------------------
206
207 // 2D Texture drawing
208 void STACK_ARGS DrawTexture (FTexture *img, double x, double y, int tags, ...);
209 void FillBorder (FTexture *img); // Fills the border around a 4:3 part of the screen on non-4:3 displays
210 void VirtualToRealCoords(double &x, double &y, double &w, double &h, double vwidth, double vheight, bool vbottom=false, bool handleaspect=true) const;
211
212 // Code that uses these (i.e. SBARINFO) should probably be evaluated for using doubles all around instead.
213 void VirtualToRealCoordsFixed(fixed_t &x, fixed_t &y, fixed_t &w, fixed_t &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
214 void VirtualToRealCoordsInt(int &x, int &y, int &w, int &h, int vwidth, int vheight, bool vbottom=false, bool handleaspect=true) const;
215
216 // 2D Text drawing
217 void STACK_ARGS DrawText (FFont *font, int normalcolor, int x, int y, const char *string, ...);
218 #ifndef DrawText // See WinUser.h for the definition of DrawText as a macro
219 void STACK_ARGS DrawTextA (FFont *font, int normalcolor, int x, int y, const char *string, ...);
220 #endif
221 void DrawTextV (FFont *font, int normalcolor, int x, int y, const char *string, va_list tags);
222 void STACK_ARGS DrawChar (FFont *font, int normalcolor, int x, int y, BYTE character, ...);
223
224 struct DrawParms
225 {
226 double x, y;
227 double texwidth;
228 double texheight;
229 double destwidth;
230 double destheight;
231 double virtWidth;
232 double virtHeight;
233 double windowleft;
234 double windowright;
235 int dclip;
236 int uclip;
237 int lclip;
238 int rclip;
239 double top;
240 double left;
241 fixed_t alpha;
242 uint32 fillcolor;
243 FRemapTable *remap;
244 const BYTE *translation;
245 uint32 colorOverlay;
246 INTBOOL alphaChannel;
247 INTBOOL flipX;
248 fixed_t shadowAlpha;
249 int shadowColor;
250 INTBOOL keepratio;
251 INTBOOL masked;
252 INTBOOL bilinear;
253 FRenderStyle style;
254 struct FSpecialColormap *specialcolormap;
255 struct FColormapStyle *colormapstyle;
256 };
257
258 protected:
259 BYTE *Buffer;
260 int Width;
261 int Height;
262 int Pitch;
263 int LockCount;
264
265 bool ClipBox (int &left, int &top, int &width, int &height, const BYTE *&src, const int srcpitch) const;
266 virtual void STACK_ARGS DrawTextureV (FTexture *img, double x, double y, uint32 tag, va_list tags);
267 bool ParseDrawTextureTags (FTexture *img, double x, double y, uint32 tag, va_list tags, DrawParms *parms, bool hw) const;
268
DCanvas()269 DCanvas() {}
270
271 private:
272 // Keep track of canvases, for automatic destruction at exit
273 DCanvas *Next;
274 static DCanvas *CanvasChain;
275
276 void PUTTRANSDOT (int xx, int yy, int basecolor, int level);
277 };
278
279 // A canvas in system memory.
280
281 class DSimpleCanvas : public DCanvas
282 {
283 DECLARE_CLASS (DSimpleCanvas, DCanvas)
284 public:
285 DSimpleCanvas (int width, int height);
286 ~DSimpleCanvas ();
287
288 bool IsValid ();
289 bool Lock (bool buffered=true);
290 void Unlock ();
291
292 protected:
293 BYTE *MemBuffer;
294
DSimpleCanvas()295 DSimpleCanvas() {}
296 };
297
298 // This class represents a native texture, as opposed to an FTexture.
299 class FNativeTexture
300 {
301 public:
302 virtual ~FNativeTexture();
303 virtual bool Update() = 0;
304 virtual bool CheckWrapping(bool wrapping);
305 };
306
307 // This class represents a texture lookup palette.
308 class FNativePalette
309 {
310 public:
311 virtual ~FNativePalette();
312 virtual bool Update() = 0;
313 };
314
315 // A canvas that represents the actual display. The video code is responsible
316 // for actually implementing this. Built on top of SimpleCanvas, because it
317 // needs a system memory buffer when buffered output is enabled.
318
319 class DFrameBuffer : public DSimpleCanvas
320 {
321 DECLARE_ABSTRACT_CLASS (DFrameBuffer, DSimpleCanvas)
322 public:
323 DFrameBuffer (int width, int height);
324
325 // Force the surface to use buffered output if true is passed.
326 virtual bool Lock (bool buffered) = 0;
327
328 // Make the surface visible. Also implies Unlock().
329 virtual void Update () = 0;
330
331 // Return a pointer to 256 palette entries that can be written to.
332 virtual PalEntry *GetPalette () = 0;
333
334 // Stores the palette with flash blended in into 256 dwords
335 virtual void GetFlashedPalette (PalEntry palette[256]) = 0;
336
337 // Mark the palette as changed. It will be updated on the next Update().
338 virtual void UpdatePalette () = 0;
339
340 // Sets the gamma level. Returns false if the hardware does not support
341 // gamma changing. (Always true for now, since palettes can always be
342 // gamma adjusted.)
343 virtual bool SetGamma (float gamma) = 0;
344
345 // Sets a color flash. RGB is the color, and amount is 0-256, with 256
346 // being all flash and 0 being no flash. Returns false if the hardware
347 // does not support this. (Always true for now, since palettes can always
348 // be flashed.)
349 virtual bool SetFlash (PalEntry rgb, int amount) = 0;
350
351 // Converse of SetFlash
352 virtual void GetFlash (PalEntry &rgb, int &amount) = 0;
353
354 // Returns the number of video pages the frame buffer is using.
355 virtual int GetPageCount () = 0;
356
357 // Returns true if running fullscreen.
358 virtual bool IsFullscreen () = 0;
359
360 // Changes the vsync setting, if supported by the device.
361 virtual void SetVSync (bool vsync);
362
363 // Tells the device to recreate itself with the new setting from vid_refreshrate.
364 virtual void NewRefreshRate ();
365
366 // Set the rect defining the area affected by blending.
367 virtual void SetBlendingRect (int x1, int y1, int x2, int y2);
368
369 bool Accel2D; // If true, 2D drawing can be accelerated.
370
371 // Begin 2D drawing operations. This is like Update, but it doesn't end
372 // the scene, and it doesn't present the image yet. If you are going to
373 // be covering the entire screen with 2D elements, then pass false to
374 // avoid copying the software buffer to the screen.
375 // Returns true if hardware-accelerated 2D has been entered, false if not.
376 virtual bool Begin2D(bool copy3d);
377
378 // DrawTexture calls after Begin2D use native textures.
379
380 // Draws the blending rectangle over the viewwindow if in hardware-
381 // accelerated 2D mode.
382 virtual void DrawBlendingRect();
383
384 // Create a native texture from a game texture.
385 virtual FNativeTexture *CreateTexture(FTexture *gametex, bool wrapping);
386
387 // Create a palette texture from a remap/palette table.
388 virtual FNativePalette *CreatePalette(FRemapTable *remap);
389
390 // Precaches or unloads a texture
391 virtual void GetHitlist(BYTE *hitlist);
392
393 // Report a game restart
394 virtual void GameRestart();
395
396 // Screen wiping
397 virtual bool WipeStartScreen(int type);
398 virtual void WipeEndScreen();
399 virtual bool WipeDo(int ticks);
400 virtual void WipeCleanup();
401
ScaleCoordsFromWindow(SWORD & x,SWORD & y)402 virtual void ScaleCoordsFromWindow(SWORD &x, SWORD &y) {}
403
GetLastFPS()404 uint32 GetLastFPS() const { return LastCount; }
405
406 #ifdef _WIN32
407 virtual void PaletteChanged () = 0;
408 virtual int QueryNewPalette () = 0;
409 virtual bool Is8BitMode() = 0;
410 #endif
411
412 protected:
413 void DrawRateStuff ();
414 void CopyFromBuff (BYTE *src, int srcPitch, int width, int height, BYTE *dest);
415
DFrameBuffer()416 DFrameBuffer () {}
417
418 private:
419 uint32 LastMS, LastSec, FrameCount, LastCount, LastTic;
420 };
421
422
423 // This is the screen updated by I_FinishUpdate.
424 extern DFrameBuffer *screen;
425
426 #define SCREENWIDTH (screen->GetWidth ())
427 #define SCREENHEIGHT (screen->GetHeight ())
428 #define SCREENPITCH (screen->GetPitch ())
429
430 EXTERN_CVAR (Float, Gamma)
431
432 // Translucency tables
433
434 // RGB32k is a normal R5G5B5 -> palette lookup table.
435
436 // Use a union so we can "overflow" without warnings.
437 // Otherwise, we get stuff like this from Clang (when compiled
438 // with -fsanitize=bounds) while running:
439 // src/v_video.cpp:390:12: runtime error: index 1068 out of bounds for type 'BYTE [32]'
440 // src/r_draw.cpp:273:11: runtime error: index 1057 out of bounds for type 'BYTE [32]'
441 union ColorTable32k
442 {
443 BYTE RGB[32][32][32];
444 BYTE All[32 *32 *32];
445 };
446 extern "C" ColorTable32k RGB32k;
447
448 // Col2RGB8 is a pre-multiplied palette for color lookup. It is stored in a
449 // special R10B10G10 format for efficient blending computation.
450 // --RRRRRrrr--BBBBBbbb--GGGGGggg-- at level 64
451 // --------rrrr------bbbb------gggg at level 1
452 extern "C" DWORD Col2RGB8[65][256];
453
454 // Col2RGB8_LessPrecision is the same as Col2RGB8, but the LSB for red
455 // and blue are forced to zero, so if the blend overflows, it won't spill
456 // over into the next component's value.
457 // --RRRRRrrr-#BBBBBbbb-#GGGGGggg-- at level 64
458 // --------rrr#------bbb#------gggg at level 1
459 extern "C" DWORD *Col2RGB8_LessPrecision[65];
460
461 // Col2RGB8_Inverse is the same as Col2RGB8_LessPrecision, except the source
462 // palette has been inverted.
463 extern "C" DWORD Col2RGB8_Inverse[65][256];
464
465 // "Magic" numbers used during the blending:
466 // --000001111100000111110000011111 = 0x01f07c1f
467 // -0111111111011111111101111111111 = 0x3FEFFBFF
468 // -1000000000100000000010000000000 = 0x40100400
469 // ------10000000001000000000100000 = 0x40100400 >> 5
470 // --11111-----11111-----11111----- = 0x40100400 - (0x40100400 >> 5) aka "white"
471 // --111111111111111111111111111111 = 0x3FFFFFFF
472
473 // Allocates buffer screens, call before R_Init.
474 void V_Init (bool restart);
475
476 // Initializes graphics mode for the first time.
477 void V_Init2 ();
478
479 void V_Shutdown ();
480
481 void V_MarkRect (int x, int y, int width, int height);
482
483 // Returns the closest color to the one desired. String
484 // should be of the form "rr gg bb".
485 int V_GetColorFromString (const DWORD *palette, const char *colorstring);
486 // Scans through the X11R6RGB lump for a matching color
487 // and returns a color string suitable for V_GetColorFromString.
488 FString V_GetColorStringByName (const char *name);
489
490 // Tries to get color by name, then by string
491 int V_GetColor (const DWORD *palette, const char *str);
492 void V_DrawFrame (int left, int top, int width, int height);
493
494 // If the view size is not full screen, draws a border around it.
495 void V_DrawBorder (int x1, int y1, int x2, int y2);
496 void V_RefreshViewBorder ();
497
498 void V_SetBorderNeedRefresh();
499
500 #if defined(X86_ASM) || defined(X64_ASM)
501 extern "C" void ASM_PatchPitch (void);
502 #endif
503
504 int CheckRatio (int width, int height, int *trueratio=NULL);
CheckRatio(double width,double height)505 static inline int CheckRatio (double width, double height) { return CheckRatio(int(width), int(height)); }
506 extern const int BaseRatioSizes[5][4];
507
508
509
510 #endif // __V_VIDEO_H__
511