Files
asarium f25d98cebd Add AA bitmap support for standard gr.drawImage
Since that function already has full support for UV scaling it makes
sense to unify the behavior in one function instead of having a separate
monochrome function that does weird things.

Also deprecates that function since all its use cases are now covered by
drawImage.
2020-12-21 12:48:58 +01:00

1390 lines
40 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _GRAPHICS_H
#define _GRAPHICS_H
#include "globalincs/flagset.h"
#include "globalincs/pstypes.h"
#include "bmpman/bmpman.h"
#include "cfile/cfile.h"
#include "graphics/grinternal.h"
#include "graphics/tmapper.h"
#include "io/cursor.h"
#include "math/vecmat.h"
#include "osapi/osapi.h"
#include "utils/id.h"
// Forward definition
namespace graphics {
namespace util {
class UniformBuffer;
class GPUMemoryHeap;
} // namespace util
} // namespace graphics
namespace scripting {
class OverridableHook;
}
extern const float Default_min_draw_distance;
extern const float Default_max_draw_distance;
extern float Min_draw_distance;
extern float Max_draw_distance;
extern int Gr_inited;
// z-buffering stuff
extern int gr_zbuffering, gr_zbuffering_mode;
extern int gr_global_zbuffering;
extern bool Gr_enable_soft_particles;
FLAG_LIST(FramebufferEffects){Thrusters = 0, Shockwaves, NUM_VALUES};
extern flagset<FramebufferEffects> Gr_framebuffer_effects;
enum class AntiAliasMode {
None = 0,
FXAA_Low = 1,
FXAA_Medium = 2,
FXAA_High = 3,
SMAA_Low = 4,
SMAA_Medium = 5,
SMAA_High = 6,
SMAA_Ultra = 7,
};
extern AntiAliasMode Gr_aa_mode;
extern AntiAliasMode Gr_aa_mode_last_frame;
bool gr_is_fxaa_mode(AntiAliasMode mode);
bool gr_is_smaa_mode(AntiAliasMode mode);
extern bool Gr_post_processing_enabled;
extern bool Gr_enable_vsync;
extern bool Deferred_lighting;
extern bool High_dynamic_range;
extern os::ViewportState Gr_configured_window_state;
extern const std::shared_ptr<scripting::OverridableHook> OnFrameHook;
class material;
class model_material;
class particle_material;
class distortion_material;
class shield_material;
class movie_material;
class batched_bitmap_material;
class nanovg_material;
class decal_material;
class interface_material;
class transform_stack {
matrix4 Current_transform;
SCP_vector<matrix4> Stack;
public:
transform_stack()
{
vm_matrix4_set_identity(&Current_transform);
Stack.clear();
Stack.push_back(Current_transform);
}
matrix4 &get_transform()
{
return Current_transform;
}
void clear()
{
vm_matrix4_set_identity(&Current_transform);
Stack.clear();
Stack.push_back(Current_transform);
}
void push_and_replace(matrix4 new_transform)
{
Current_transform = new_transform;
Stack.push_back(Current_transform);
}
void push(const vec3d *pos, const matrix *orient, const vec3d *scale = NULL)
{
vec3d new_scale = SCALE_IDENTITY_VECTOR;
matrix new_orient = IDENTITY_MATRIX;
vec3d new_pos = ZERO_VECTOR;
matrix4 current_transform_copy = Current_transform;
matrix4 new_transform;
if ( pos != NULL ) {
new_pos = *pos;
}
if ( orient != NULL ) {
new_orient = *orient;
}
if ( scale != NULL ) {
new_scale = *scale;
}
vm_vec_scale(&new_orient.vec.rvec, new_scale.xyz.x);
vm_vec_scale(&new_orient.vec.uvec, new_scale.xyz.y);
vm_vec_scale(&new_orient.vec.fvec, new_scale.xyz.z);
vm_matrix4_set_transform(&new_transform, &new_orient, &new_pos);
vm_matrix4_x_matrix4(&Current_transform, &current_transform_copy, &new_transform);
Stack.push_back(Current_transform);
}
void pop()
{
if ( Stack.size() > 1 ) {
Stack.pop_back();
}
Current_transform = Stack.back();
}
size_t depth() {
return Stack.size();
}
};
enum primitive_type {
PRIM_TYPE_POINTS,
PRIM_TYPE_LINES,
PRIM_TYPE_LINESTRIP,
PRIM_TYPE_TRIS,
PRIM_TYPE_TRISTRIP,
PRIM_TYPE_TRIFAN,
};
enum shader_type {
SDR_TYPE_NONE = -1,
SDR_TYPE_MODEL,
SDR_TYPE_EFFECT_PARTICLE,
SDR_TYPE_EFFECT_DISTORTION,
SDR_TYPE_POST_PROCESS_MAIN,
SDR_TYPE_POST_PROCESS_BLUR,
SDR_TYPE_POST_PROCESS_BLOOM_COMP,
SDR_TYPE_POST_PROCESS_BRIGHTPASS,
SDR_TYPE_POST_PROCESS_FXAA,
SDR_TYPE_POST_PROCESS_FXAA_PREPASS,
SDR_TYPE_POST_PROCESS_LIGHTSHAFTS,
SDR_TYPE_POST_PROCESS_TONEMAPPING,
SDR_TYPE_DEFERRED_LIGHTING,
SDR_TYPE_DEFERRED_CLEAR,
SDR_TYPE_VIDEO_PROCESS,
SDR_TYPE_PASSTHROUGH_RENDER, //!< Shader for doing the old style fixed-function rendering. Only used internally, use
//!< SDR_TYPE_DEFAULT_MATERIAL.
SDR_TYPE_SHIELD_DECAL,
SDR_TYPE_BATCHED_BITMAP,
SDR_TYPE_DEFAULT_MATERIAL,
SDR_TYPE_NANOVG,
SDR_TYPE_DECAL,
SDR_TYPE_SCENE_FOG,
SDR_TYPE_ROCKET_UI,
SDR_TYPE_POST_PROCESS_SMAA_EDGE,
SDR_TYPE_POST_PROCESS_SMAA_BLENDING_WEIGHT,
SDR_TYPE_POST_PROCESS_SMAA_NEIGHBORHOOD_BLENDING,
NUM_SHADER_TYPES
};
// Shader flags
#define SDR_FLAG_MODEL_LIGHT (1<<0)
#define SDR_FLAG_MODEL_FOG (1<<1)
#define SDR_FLAG_MODEL_DIFFUSE_MAP (1<<2)
#define SDR_FLAG_MODEL_GLOW_MAP (1<<3)
#define SDR_FLAG_MODEL_SPEC_MAP (1<<4)
#define SDR_FLAG_MODEL_NORMAL_MAP (1<<5)
#define SDR_FLAG_MODEL_HEIGHT_MAP (1<<6)
#define SDR_FLAG_MODEL_ENV_MAP (1<<7)
#define SDR_FLAG_MODEL_ANIMATED (1<<8)
#define SDR_FLAG_MODEL_MISC_MAP (1<<9)
#define SDR_FLAG_MODEL_TEAMCOLOR (1<<10)
#define SDR_FLAG_MODEL_TRANSFORM (1<<11)
#define SDR_FLAG_MODEL_DEFERRED (1<<12)
#define SDR_FLAG_MODEL_SHADOW_MAP (1<<13)
#define SDR_FLAG_MODEL_GEOMETRY (1<<14)
#define SDR_FLAG_MODEL_SHADOWS (1<<15)
#define SDR_FLAG_MODEL_THRUSTER (1<<16)
#define SDR_FLAG_MODEL_CLIP (1<<17)
#define SDR_FLAG_MODEL_HDR (1<<18)
#define SDR_FLAG_MODEL_AMBIENT_MAP (1<<19)
#define SDR_FLAG_MODEL_NORMAL_ALPHA (1<<20)
#define SDR_FLAG_MODEL_THICK_OUTLINES (1<<21) // Renders the model geometry as an outline with configurable line width
#define SDR_FLAG_PARTICLE_POINT_GEN (1<<0)
#define SDR_FLAG_BLUR_HORIZONTAL (1<<0)
#define SDR_FLAG_BLUR_VERTICAL (1<<1)
#define SDR_FLAG_NANOVG_EDGE_AA (1<<0)
#define SDR_FLAG_DECAL_USE_NORMAL_MAP (1<<0)
enum class uniform_block_type {
Lights = 0,
ModelData = 1,
NanoVGData = 2,
DecalInfo = 3,
DecalGlobals = 4,
DeferredGlobals = 5,
Matrices = 6,
GenericData = 7,
NUM_BLOCK_TYPES
};
struct vertex_format_data
{
enum vertex_format {
POSITION4,
POSITION3,
POSITION2,
SCREEN_POS,
COLOR3,
COLOR4,
COLOR4F,
TEX_COORD2,
TEX_COORD3,
NORMAL,
TANGENT,
MODEL_ID,
RADIUS,
UVEC,
};
vertex_format format_type;
size_t stride;
size_t offset;
vertex_format_data(vertex_format i_format_type, size_t i_stride, size_t i_offset) :
format_type(i_format_type), stride(i_stride), offset(i_offset) {}
static inline uint mask(vertex_format v_format) { return 1 << v_format; }
bool operator==(const vertex_format_data& other) const {
return format_type == other.format_type && stride == other.stride && offset == other.offset;
}
};
class vertex_layout
{
SCP_vector<vertex_format_data> Vertex_components;
uint Vertex_mask = 0;
size_t Vertex_stride = 0;
public:
vertex_layout() {}
size_t get_num_vertex_components() const { return Vertex_components.size(); }
const vertex_format_data* get_vertex_component(size_t index) const { return &Vertex_components[index]; }
bool resident_vertex_format(vertex_format_data::vertex_format format_type) const;
void add_vertex_component(vertex_format_data::vertex_format format_type, size_t stride, size_t offset);
size_t get_vertex_stride() { return Vertex_stride; }
bool operator==(const vertex_layout& other) const;
size_t hash() const;
};
namespace std {
template<> struct hash<vertex_format_data> {
size_t operator()(const vertex_format_data& data) const;
};
template<> struct hash<vertex_layout> {
size_t operator()(const vertex_layout& data) const;
};
}
typedef enum gr_capability {
CAPABILITY_ENVIRONMENT_MAP,
CAPABILITY_NORMAL_MAP,
CAPABILITY_HEIGHT_MAP,
CAPABILITY_SOFT_PARTICLES,
CAPABILITY_DISTORTION,
CAPABILITY_POST_PROCESSING,
CAPABILITY_DEFERRED_LIGHTING,
CAPABILITY_SHADOWS,
CAPABILITY_BATCHED_SUBMODELS,
CAPABILITY_POINT_PARTICLES,
CAPABILITY_TIMESTAMP_QUERY,
CAPABILITY_SEPARATE_BLEND_FUNCTIONS,
CAPABILITY_PERSISTENT_BUFFER_MAPPING,
CAPABILITY_BPTC
} gr_capability;
enum class gr_property
{
UNIFORM_BUFFER_OFFSET_ALIGNMENT,
UNIFORM_BUFFER_MAX_SIZE,
MAX_ANISOTROPY
};
struct gr_buffer_handle_tag {
};
using gr_buffer_handle = ::util::ID<gr_buffer_handle_tag, int, -1>;
// stencil buffering stuff
extern int gr_stencil_mode;
/**
* This is a structure used by the shader to keep track
* of the values you want to use in the shade primitive.
*/
typedef struct shader {
uint screen_sig; // current mode this is in
ubyte r, g, b, c; // factors and constant
ubyte lookup[256];
} shader;
#define AC_TYPE_NONE 0 // Not an alphacolor
#define AC_TYPE_HUD 1 // Doesn't change hue depending on background. Used for HUD stuff.
#define AC_TYPE_BLEND 2 // Changes hue depending on background. Used for stars, etc.
// NEVER REFERENCE THESE VALUES OUTSIDE OF THE GRAPHICS LIBRARY!!!
// If you need to get the rgb values of a "color" struct call
// gr_get_colors after calling gr_set_colors_fast.
typedef struct color {
uint screen_sig;
int is_alphacolor;
int alphacolor;
int magic;
ubyte red;
ubyte green;
ubyte blue;
ubyte alpha;
ubyte ac_type; // The type of alphacolor. See AC_TYPE_??? defines
ubyte raw8;
} color;
// Used by the team coloring code
typedef struct team_color {
struct {
float r, g, b;
} base;
struct {
float r, g, b;
} stripe;
} team_color;
typedef struct tsb_t {
vec3d tangent;
float scaler;
} tsb_t;
/**
* This should be basicly just like it is in the VB
* a list of triangles and their associated normals
*/
class poly_list {
// helper function struct that let's us sort the indices.
// an instance is fed into std::sort and std::lower_bound.
// overloaded operator() is used for the comparison function.
struct finder {
poly_list* search_list;
bool compare_indices;
vertex* vert_to_find;
vec3d* norm_to_find;
finder(poly_list* _search_list): search_list(_search_list), compare_indices(true), vert_to_find(NULL), norm_to_find(NULL) {}
finder(poly_list* _search_list, vertex* _vert, vec3d* _norm): search_list(_search_list), compare_indices(false), vert_to_find(_vert), norm_to_find(_norm) {}
bool operator()(const uint a, const uint b);
};
public:
poly_list(): n_verts(0), vert(NULL), norm(NULL), tsb(NULL), submodels(NULL), sorted_indices(NULL), currently_allocated(0) {}
~poly_list();
poly_list& operator=(const poly_list&);
void allocate(int size);
void make_index_buffer(SCP_vector<int> &vertex_list);
void calculate_tangent();
int n_verts;
vertex *vert;
vec3d *norm;
tsb_t *tsb;
int *submodels;
uint *sorted_indices;
int find_index(poly_list *plist, int idx);
int find_index_fast(poly_list *plist, int idx);
private:
int currently_allocated;
int find_first_vertex(int idx);
int find_first_vertex_fast(int idx);
void generate_sorted_index_list();
};
class buffer_data
{
public:
int flags;
int texture; // this is the texture the vertex buffer will use
size_t n_verts;
size_t index_offset;
const uint *get_index() const
{
return index;
}
uint i_first, i_last;
void release()
{
if (index) {
delete [] index;
index = NULL;
}
}
void assign(size_t i, uint j)
{
const_cast<uint *>(index)[i] = j;
if (i_first > i_last)
i_first = i_last = j;
else if (i_first > j)
i_first = j;
else if (i_last < j)
i_last = j;
}
// Constructor
buffer_data() :
flags(0), texture(-1), n_verts(0), index_offset(0),
i_first(1), i_last(0), index(NULL)
{
}
explicit buffer_data(size_t n_vrts) :
flags(0), texture(-1), n_verts(n_vrts), index_offset(0),
i_first(1), i_last(0), index(NULL)
{
if ( n_verts > 0 ) {
index = new(std::nothrow) uint[n_verts];
} else {
index = NULL;
}
}
// Copy-constructor
buffer_data(const buffer_data& other)
{
if ( other.index ) {
index = new(std::nothrow) uint[other.n_verts];
for (size_t i=0; i < other.n_verts; i++)
{
index[i] = other.index[i];
}
} else {
index = NULL;
}
flags = other.flags;
texture = other.texture;
n_verts = other.n_verts;
i_first = other.i_first;
i_last = other.i_last;
index_offset = other.index_offset;
}
// Copy-assignment operator
buffer_data& operator=(const buffer_data& rhs)
{
if (this != &rhs)
{
if ( index ) {
delete [] index;
}
if ( rhs.index && rhs.n_verts > 0 ) {
index = new(std::nothrow) uint[rhs.n_verts];
for (size_t i=0; i < rhs.n_verts; i++)
{
index[i] = rhs.index[i];
}
}
flags = rhs.flags;
texture = rhs.texture;
n_verts = rhs.n_verts;
i_first = rhs.i_first;
i_last = rhs.i_last;
index_offset = rhs.index_offset;
}
return *this;
}
// Destructor
~buffer_data()
{
release();
}
private:
uint *index;
};
class vertex_buffer
{
public:
int flags;
size_t stride;
size_t vertex_offset;
size_t vertex_num_offset;
poly_list *model_list;
SCP_vector<buffer_data> tex_buf;
vertex_layout layout;
vertex_buffer() :
flags(0), stride(0), vertex_offset(0), vertex_num_offset(0), model_list(NULL)
{
}
~vertex_buffer()
{
clear();
}
void release()
{
if (model_list) {
delete model_list;
model_list = NULL;
}
for (SCP_vector<buffer_data>::iterator tbi = tex_buf.begin(); tbi != tex_buf.end(); ++tbi) {
tbi->release();
}
}
void clear()
{
release();
tex_buf.clear();
}
};
struct indexed_vertex_source {
void* Vertex_list = nullptr;
void* Index_list = nullptr;
gr_buffer_handle Vbuffer_handle;
size_t Vertex_offset = 0;
size_t Base_vertex_offset = 0;
gr_buffer_handle Ibuffer_handle;
size_t Index_offset = 0;
uint Vertex_list_size = 0;
uint Index_list_size = 0;
};
struct light;
#define FIND_SCALED_NUM(x, x0, x1, y0, y1) ( ((((x) - (x0)) * ((y1) - (y0))) / ((x1) - (x0))) + (y0) )
#define GR_ALPHABLEND_NONE 0 // no blending
#define GR_ALPHABLEND_FILTER 1 // 50/50 mix of foreground, background, using intensity as alpha
#define GR_BITBLT_MODE_NORMAL 0 // Normal bitblting
#define GR_BITBLT_MODE_RLE 1 // RLE would be faster
// fog modes
#define GR_FOGMODE_NONE 0 // set this to turn off fog
#define GR_FOGMODE_FOG 1 // linear fog
enum class QueryType {
Timestamp
};
enum class BufferType {
Vertex,
Index,
Uniform
};
enum class BufferUsageHint { Static, Dynamic, Streaming, PersistentMapping };
/**
* @brief Type of a graphics sync object
*/
typedef void* gr_sync;
typedef struct screen {
uint signature = 0; // changes when mode or palette or width or height changes
int max_w = 0, max_h = 0; // Width and height
int max_w_unscaled = 0, max_h_unscaled = 0;
int max_w_unscaled_zoomed = 0, max_h_unscaled_zoomed = 0;
int center_w = 0, center_h = 0; // Width and height of center monitor
int center_offset_x = 0, center_offset_y = 0;
int save_max_w = 0, save_max_h = 0; // Width and height
int save_max_w_unscaled = 0, save_max_h_unscaled = 0;
int save_max_w_unscaled_zoomed = 0, save_max_h_unscaled_zoomed = 0;
int save_center_w = 0, save_center_h = 0; // Width and height of center monitor
int save_center_offset_x = 0, save_center_offset_y = 0;
int res = 0; // GR_640 or GR_1024
int mode = 0; // What mode gr_init was called with.
float aspect = 0.0f, clip_aspect = 0.0f; // Aspect ratio = 0, aspect of clip_width/clip_height
int rowsize = 0; // What you need to add to go to next row (includes bytes_per_pixel)
int bits_per_pixel = 0; // How many bits per pixel it is. (7,8,15,16,24,32)
int bytes_per_pixel = 0; // How many bytes per pixel (1,2,3,4)
int offset_x = 0, offset_y = 0; // The offsets into the screen
int offset_x_unscaled = 0, offset_y_unscaled = 0; // Offsets into the screen, in unscaled dimensions
int clip_width = 0, clip_height = 0;
int clip_width_unscaled = 0, clip_height_unscaled = 0; // Height and width of clip aread, in unscaled dimensions
// center of clip area
float clip_center_x = 0.0f, clip_center_y = 0.0f;
float fog_near = 0.0f, fog_far = 0.0f;
// the clip_l,r,t,b are used internally. left and top are
// actually always 0, but it's nice to have the code work with
// arbitrary clipping regions.
int clip_left = 0, clip_right = 0, clip_top = 0, clip_bottom = 0;
// same as above except in unscaled dimensions
int clip_left_unscaled = 0, clip_right_unscaled = 0, clip_top_unscaled = 0, clip_bottom_unscaled = 0;
int current_alphablend_mode = 0; // See GR_ALPHABLEND defines above
int current_bitblt_mode = 0; // See GR_BITBLT_MODE defines above
int current_bitmap = 0;
color current_color{};
color current_fog_color{}; // current fog color
color current_clear_color{}; // current clear color
shader current_shader{};
float current_alpha = 0.0f;
bool custom_size = false;
int rendering_to_texture = 0; // wich texture we are rendering to, -1 if the back buffer
int rendering_to_face = 0; // wich face of the texture we are rendering to, -1 if the back buffer
int envmap_render_target = 0;
float line_width = 0.0f;
// switch onscreen, offscreen
std::function<void()> gf_flip;
// sets the clipping region
std::function<void(int x, int y, int w, int h, int resize_mode)> gf_set_clip;
// resets the clipping region to entire screen
std::function<void()> gf_reset_clip;
// clears entire clipping region to current color
std::function<void()> gf_clear;
// dumps the current screen to a file
std::function<void(const char* filename)> gf_print_screen;
// Retrieves the zbuffer mode.
std::function<int()> gf_zbuffer_get;
// Sets mode. Returns previous mode.
std::function<int(int mode)> gf_zbuffer_set;
// Clears the zbuffer. If use_zbuffer is FALSE, then zbuffering mode is ignored and zbuffer is always off.
std::function<void(int use_zbuffer)> gf_zbuffer_clear;
// Set the stencil buffer mode. Returns previous mode
std::function<int(int mode)> gf_stencil_set;
// Clears the stencil buffer.
std::function<void()> gf_stencil_clear;
std::function<int(int mode, float alpha)> gf_alpha_mask_set;
// Saves screen. Returns an id you pass to restore and free.
std::function<int()> gf_save_screen;
// Resets clip region and copies entire saved screen to the screen.
std::function<void(int id)> gf_restore_screen;
// Frees up a saved screen.
std::function<void(int id)> gf_free_screen;
// grab a region of the screen. assumes data is large enough
std::function<void(int front, int w, int h, ubyte* data)> gf_get_region;
// poly culling
std::function<int(int cull)> gf_set_cull;
// color buffer writes
std::function<int(int mode)> gf_set_color_buffer;
// preload a bitmap into texture memory
std::function<int(int bitmap_num, int is_aabitmap)> gf_preload;
// set the color to be used when clearing the background
std::function<void(int r, int g, int b)> gf_set_clear_color;
// Here be the bitmap functions
std::function<void(bitmap_slot* slot, bool release)> gf_bm_free_data;
std::function<void(bitmap_slot* slot)> gf_bm_create;
std::function<void(bitmap_slot* slot)> gf_bm_init;
std::function<void()> gf_bm_page_in_start;
std::function<bool(int handle, bitmap* bm)> gf_bm_data;
std::function<int(int handle, int* width, int* height, int* bpp, int* mm_lvl, int flags)> gf_bm_make_render_target;
std::function<int(int handle, int face)> gf_bm_set_render_target;
std::function<void(int)> gf_set_texture_addressing;
std::function<gr_buffer_handle(BufferType type, BufferUsageHint usage)> gf_create_buffer;
std::function<void(gr_buffer_handle handle)> gf_delete_buffer;
std::function<void(gr_buffer_handle handle, size_t size, const void* data)> gf_update_buffer_data;
std::function<void(gr_buffer_handle handle, size_t offset, size_t size, const void* data)>
gf_update_buffer_data_offset;
std::function<void*(gr_buffer_handle handle)> gf_map_buffer;
std::function<void(gr_buffer_handle handle, size_t offset, size_t size)> gf_flush_mapped_buffer;
std::function<void(void* data, size_t size)> gf_update_transform_buffer;
// postprocessing effects
std::function<void(const char*, int, const vec3d*)> gf_post_process_set_effect;
std::function<void()> gf_post_process_set_defaults;
std::function<void()> gf_post_process_begin;
std::function<void()> gf_post_process_end;
std::function<void()> gf_post_process_save_zbuffer;
std::function<void()> gf_post_process_restore_zbuffer;
std::function<void()> gf_deferred_lighting_begin;
std::function<void()> gf_deferred_lighting_end;
std::function<void()> gf_deferred_lighting_finish;
std::function<void()> gf_scene_texture_begin;
std::function<void()> gf_scene_texture_end;
std::function<void()> gf_copy_effect_texture;
std::function<void(int zbias)> gf_zbias;
std::function<void(int)> gf_set_fill_mode;
std::function<void(float width)> gf_set_line_width;
std::function<void(material* material_def, float rad)> gf_sphere;
std::function<int(shader_type type, unsigned int flags)> gf_maybe_create_shader;
std::function<void(const std::function<void(size_t, size_t)>& progress_callback)> gf_recompile_all_shaders;
std::function<void()> gf_clear_states;
std::function<void(int bitmap_handle, int bpp, const ubyte* data, int width, int height)> gf_update_texture;
std::function<void(void* data_out, int bitmap_num)> gf_get_bitmap_from_texture;
std::function<void(matrix4* shadow_view_matrix, const matrix* light_matrix)> gf_shadow_map_start;
std::function<void()> gf_shadow_map_end;
std::function<void()> gf_start_decal_pass;
std::function<void()> gf_stop_decal_pass;
// new drawing functions
std::function<
void(model_material* material_info, indexed_vertex_source* vert_source, vertex_buffer* bufferp, size_t texi)>
gf_render_model;
std::function<void(shield_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
gr_buffer_handle buffer_handle,
int n_verts)>
gf_render_shield_impact;
std::function<void(material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle,
size_t buffer_offset)>
gf_render_primitives;
std::function<void(particle_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)>
gf_render_primitives_particle;
std::function<void(distortion_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)>
gf_render_primitives_distortion;
std::function<void(movie_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_verts,
gr_buffer_handle buffer,
size_t buffer_offset)>
gf_render_movie;
std::function<void(batched_bitmap_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)>
gf_render_primitives_batched;
std::function<void(nanovg_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)>
gf_render_nanovg;
std::function<void(decal_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int num_elements,
const indexed_vertex_source& buffers)>
gf_render_decals;
void (*gf_render_rocket_primitives)(interface_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_indices,
gr_buffer_handle vertex_buffer,
gr_buffer_handle index_buffer);
std::function<bool(gr_capability capability)> gf_is_capable;
std::function<bool(gr_property property, void* destination)> gf_get_property;
std::function<void(const char* name)> gf_push_debug_group;
std::function<void()> gf_pop_debug_group;
std::function<int()> gf_create_query_object;
std::function<void(int obj, QueryType type)> gf_query_value;
std::function<bool(int obj)> gf_query_value_available;
std::function<uint64_t(int obj)> gf_get_query_value;
std::function<void(int obj)> gf_delete_query_object;
std::unique_ptr<os::Viewport> (*gf_create_viewport)(const os::ViewPortProperties& props);
std::function<void(os::Viewport* view)> gf_use_viewport;
std::function<void(uniform_block_type bind_point, size_t offset, size_t size, gr_buffer_handle buffer)>
gf_bind_uniform_buffer;
std::function<gr_sync()> gf_sync_fence;
std::function<bool(gr_sync sync, uint64_t timeoutns)> gf_sync_wait;
std::function<void(gr_sync sync)> gf_sync_delete;
std::function<void(int x, int y, int width, int height)> gf_set_viewport;
} screen;
// handy macro
#define GR_MAYBE_CLEAR_RES(bmap) do { int bmw = -1; int bmh = -1; if(bmap != -1){ bm_get_info( bmap, &bmw, &bmh, NULL, NULL, NULL); if((bmw != gr_screen.max_w) || (bmh != gr_screen.max_h)){gr_clear();} } else {gr_clear();} } while(false);
//Window's interface to set up graphics:
//--------------------------------------
// Call this at application startup
// # Software Re-added by Kazan --- THIS HAS TO STAY -- It is used by standalone!
#define GR_DEFAULT (-1) // set to use default settings
#define GR_STUB (100)
#define GR_OPENGL (104) // Use OpenGl hardware renderer
#define GR_VULKAN (105) // Use Vulkan hardware renderer
// resolution constants - always keep resolutions in ascending order and starting from 0
#define GR_NUM_RESOLUTIONS 2
#define GR_640 0 // 640 x 480
#define GR_1024 1 // 1024 x 768
#define GR_1024_THRESHOLD_WIDTH 1024
#define GR_1024_THRESHOLD_HEIGHT 600
extern const char *Resolution_prefixes[GR_NUM_RESOLUTIONS];
extern bool gr_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps, int d_mode = GR_DEFAULT,
int d_width = GR_DEFAULT, int d_height = GR_DEFAULT, int d_depth = GR_DEFAULT);
extern void gr_screen_resize(int width, int height);
extern int gr_get_resolution_class(int width, int height);
// Call this when your app ends.
extern void gr_close();
extern screen gr_screen;
#define GR_FILL_MODE_WIRE 1
#define GR_FILL_MODE_SOLID 2
#define GR_ZBUFF_NONE 0
#define GR_ZBUFF_WRITE (1<<0)
#define GR_ZBUFF_READ (1<<1)
#define GR_ZBUFF_FULL (GR_ZBUFF_WRITE|GR_ZBUFF_READ)
#define GR_STENCIL_NONE 0
#define GR_STENCIL_READ 1
#define GR_STENCIL_WRITE 2
#define GR_RESIZE_NONE 0
#define GR_RESIZE_FULL 1
#define GR_RESIZE_FULL_CENTER 2
#define GR_RESIZE_MENU 3
#define GR_RESIZE_MENU_ZOOMED 4
#define GR_RESIZE_MENU_NO_OFFSET 5
void gr_set_screen_scale(int x, int y, int zoom_x = -1, int zoom_y = -1, int max_x = gr_screen.max_w, int max_y = gr_screen.max_h, int center_x = gr_screen.center_w, int center_y = gr_screen.center_h, bool force_stretch = false);
void gr_reset_screen_scale();
bool gr_unsize_screen_pos(int *x, int *y, int *w = NULL, int *h = NULL, int resize_mode = GR_RESIZE_FULL);
bool gr_resize_screen_pos(int *x, int *y, int *w = NULL, int *h = NULL, int resize_mode = GR_RESIZE_FULL);
bool gr_unsize_screen_posf(float *x, float *y, float *w = NULL, float *h = NULL, int resize_mode = GR_RESIZE_FULL);
bool gr_resize_screen_posf(float *x, float *y, float *w = NULL, float *h = NULL, int resize_mode = GR_RESIZE_FULL);
// Does formatted printing. This calls gr_string after formatting,
// so if you don't need to format the string, then call gr_string
// directly.
extern void gr_printf( int x, int y, const char * format, SCP_FORMAT_STRING ... ) SCP_FORMAT_STRING_ARGS(3, 4);
// same as gr_printf but positions text correctly in menus
extern void gr_printf_menu( int x, int y, const char * format, SCP_FORMAT_STRING ... ) SCP_FORMAT_STRING_ARGS(3, 4);
// same as gr_printf_menu but accounts for menu zooming
extern void gr_printf_menu_zoomed( int x, int y, const char * format, SCP_FORMAT_STRING ... ) SCP_FORMAT_STRING_ARGS(3, 4);
// same as gr_printf but doesn't resize for non-standard resolutions
extern void gr_printf_no_resize( int x, int y, const char * format, SCP_FORMAT_STRING ... ) SCP_FORMAT_STRING_ARGS(3, 4);
// Returns the size of the string in pixels in w and h
extern void gr_get_string_size( int *w, int *h, const char * text, int len = 9999 );
// Returns the height of the current font
extern int gr_get_font_height();
extern io::mouse::Cursor* Web_cursor;
// Called by OS when application gets/looses focus
extern void gr_activate(int active);
#define GR_CALL(x) (x)
// These macros make the function indirection look like the
// old Descent-style gr_xxx calls.
#define gr_print_screen GR_CALL(gr_screen.gf_print_screen)
//#define gr_flip GR_CALL(gr_screen.gf_flip)
void gr_flip(bool execute_scripting = true);
//#define gr_set_clip GR_CALL(gr_screen.gf_set_clip)
inline void gr_set_clip(int x, int y, int w, int h, int resize_mode=GR_RESIZE_FULL)
{
gr_screen.gf_set_clip(x, y, w, h, resize_mode);
}
#define gr_reset_clip GR_CALL(gr_screen.gf_reset_clip)
void gr_set_bitmap(int bitmap_num, int alphablend = GR_ALPHABLEND_NONE, int bitbltmode = GR_BITBLT_MODE_NORMAL, float alpha = 1.0f);
#define gr_clear GR_CALL(gr_screen.gf_clear)
#define gr_zbuffer_get GR_CALL(gr_screen.gf_zbuffer_get)
#define gr_zbuffer_set GR_CALL(gr_screen.gf_zbuffer_set)
#define gr_zbuffer_clear GR_CALL(gr_screen.gf_zbuffer_clear)
#define gr_stencil_set GR_CALL(gr_screen.gf_stencil_set)
#define gr_stencil_clear GR_CALL(gr_screen.gf_stencil_clear)
#define gr_alpha_mask_set GR_CALL(gr_screen.gf_alpha_mask_set)
#define gr_save_screen GR_CALL(gr_screen.gf_save_screen)
#define gr_restore_screen GR_CALL(gr_screen.gf_restore_screen)
#define gr_free_screen GR_CALL(gr_screen.gf_free_screen)
#define gr_get_region GR_CALL(gr_screen.gf_get_region)
#define gr_set_cull GR_CALL(gr_screen.gf_set_cull)
#define gr_set_color_buffer GR_CALL(gr_screen.gf_set_color_buffer)
#define gr_preload GR_CALL(gr_screen.gf_preload)
#define gr_set_clear_color GR_CALL(gr_screen.gf_set_clear_color)
// Here be the bitmap functions
#define gr_bm_free_data GR_CALL(gr_screen.gf_bm_free_data)
#define gr_bm_create GR_CALL(gr_screen.gf_bm_create)
#define gr_bm_init GR_CALL(gr_screen.gf_bm_init)
#define gr_bm_page_in_start GR_CALL(gr_screen.gf_bm_page_in_start)
#define gr_bm_data GR_CALL(gr_screen.gf_bm_data)
#define gr_bm_make_render_target GR_CALL(gr_screen.gf_bm_make_render_target)
inline int gr_bm_set_render_target(int n, int face = -1)
{
return gr_screen.gf_bm_set_render_target(n, face);
}
#define gr_set_texture_addressing GR_CALL(gr_screen.gf_set_texture_addressing)
inline gr_buffer_handle gr_create_buffer(BufferType type, BufferUsageHint usage)
{
return gr_screen.gf_create_buffer(type, usage);
}
#define gr_delete_buffer GR_CALL(gr_screen.gf_delete_buffer)
#define gr_update_buffer_data GR_CALL(gr_screen.gf_update_buffer_data)
#define gr_update_buffer_data_offset GR_CALL(gr_screen.gf_update_buffer_data_offset)
inline void* gr_map_buffer(gr_buffer_handle handle)
{
return gr_screen.gf_map_buffer(handle);
}
inline void gr_flush_mapped_buffer(gr_buffer_handle handle, size_t offset, size_t size)
{
gr_screen.gf_flush_mapped_buffer(handle, offset, size);
}
#define gr_update_transform_buffer GR_CALL(gr_screen.gf_update_transform_buffer)
#define gr_scene_texture_begin GR_CALL(gr_screen.gf_scene_texture_begin)
#define gr_scene_texture_end GR_CALL(gr_screen.gf_scene_texture_end)
#define gr_copy_effect_texture GR_CALL(gr_screen.gf_copy_effect_texture)
#define gr_post_process_set_effect GR_CALL(gr_screen.gf_post_process_set_effect)
#define gr_post_process_set_defaults GR_CALL(gr_screen.gf_post_process_set_defaults)
#define gr_post_process_begin GR_CALL(gr_screen.gf_post_process_begin)
#define gr_post_process_end GR_CALL(gr_screen.gf_post_process_end)
#define gr_post_process_save_zbuffer GR_CALL(gr_screen.gf_post_process_save_zbuffer)
inline void gr_post_process_restore_zbuffer()
{
gr_screen.gf_post_process_restore_zbuffer();
}
#define gr_deferred_lighting_begin GR_CALL(gr_screen.gf_deferred_lighting_begin)
#define gr_deferred_lighting_end GR_CALL(gr_screen.gf_deferred_lighting_end)
#define gr_deferred_lighting_finish GR_CALL(gr_screen.gf_deferred_lighting_finish)
#define gr_zbias GR_CALL(gr_screen.gf_zbias)
#define gr_set_fill_mode GR_CALL(gr_screen.gf_set_fill_mode)
#define gr_set_line_width GR_CALL(gr_screen.gf_set_line_width)
#define gr_sphere GR_CALL(gr_screen.gf_sphere)
#define gr_maybe_create_shader GR_CALL(gr_screen.gf_maybe_create_shader)
#define gr_recompile_all_shaders GR_CALL(gr_screen.gf_recompile_all_shaders)
#define gr_clear_states GR_CALL(gr_screen.gf_clear_states)
#define gr_update_texture GR_CALL(gr_screen.gf_update_texture)
#define gr_get_bitmap_from_texture GR_CALL(gr_screen.gf_get_bitmap_from_texture)
#define gr_shadow_map_start GR_CALL(gr_screen.gf_shadow_map_start)
#define gr_shadow_map_end GR_CALL(gr_screen.gf_shadow_map_end)
#define gr_render_shield_impact GR_CALL(gr_screen.gf_render_shield_impact)
inline void gr_render_primitives(material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int vert_offset,
int n_verts,
gr_buffer_handle buffer_handle = gr_buffer_handle(),
size_t buffer_offset = 0)
{
gr_screen
.gf_render_primitives(material_info, prim_type, layout, vert_offset, n_verts, buffer_handle, buffer_offset);
}
inline void gr_render_primitives_particle(particle_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle = gr_buffer_handle())
{
gr_screen.gf_render_primitives_particle(material_info, prim_type, layout, offset, n_verts, buffer_handle);
}
inline void gr_render_primitives_batched(batched_bitmap_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle = gr_buffer_handle())
{
gr_screen.gf_render_primitives_batched(material_info, prim_type, layout, offset, n_verts, buffer_handle);
}
inline void gr_render_nanovg(nanovg_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)
{
gr_screen.gf_render_nanovg(material_info, prim_type, layout, offset, n_verts, buffer_handle);
}
inline void gr_render_primitives_distortion(distortion_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle = gr_buffer_handle())
{
gr_screen.gf_render_primitives_distortion(material_info, prim_type, layout, offset, n_verts, buffer_handle);
}
inline void gr_render_movie(movie_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_verts,
gr_buffer_handle buffer,
size_t buffer_offset = 0)
{
gr_screen.gf_render_movie(material_info, prim_type, layout, n_verts, buffer, buffer_offset);
}
inline void gr_render_model(model_material* material_info, indexed_vertex_source *vert_source, vertex_buffer* bufferp, size_t texi)
{
gr_screen.gf_render_model(material_info, vert_source, bufferp, texi);
}
inline void gr_render_rocket_primitives(interface_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_indices,
gr_buffer_handle vertex_buffer,
gr_buffer_handle index_buffer)
{
gr_screen.gf_render_rocket_primitives(material_info, prim_type, layout, n_indices, vertex_buffer, index_buffer);
}
inline bool gr_is_capable(gr_capability capability)
{
return gr_screen.gf_is_capable(capability);
}
inline bool gr_get_property(gr_property property, void* destination)
{
return gr_screen.gf_get_property(property, destination);
}
inline void gr_push_debug_group(const char* name)
{
gr_screen.gf_push_debug_group(name);
}
inline void gr_pop_debug_group()
{
gr_screen.gf_pop_debug_group();
}
inline int gr_create_query_object()
{
return gr_screen.gf_create_query_object();
}
inline void gr_query_value(int obj, QueryType type)
{
gr_screen.gf_query_value(obj, type);
}
inline bool gr_query_value_available(int obj)
{
return gr_screen.gf_query_value_available(obj);
}
inline std::uint64_t gr_get_query_value(int obj)
{
return gr_screen.gf_get_query_value(obj);
}
inline void gr_delete_query_object(int obj)
{
gr_screen.gf_delete_query_object(obj);
}
inline std::unique_ptr<os::Viewport> gr_create_viewport(const os::ViewPortProperties& props)
{
return gr_screen.gf_create_viewport(props);
}
inline void gr_use_viewport(os::Viewport* view)
{
gr_screen.gf_use_viewport(view);
}
inline void gr_set_viewport(int x, int y, int width, int height)
{
gr_screen.gf_set_viewport(x, y, width, height);
}
inline void gr_bind_uniform_buffer(uniform_block_type bind_point, size_t offset, size_t size, gr_buffer_handle buffer)
{
gr_screen.gf_bind_uniform_buffer(bind_point, offset, size, buffer);
}
inline gr_sync gr_sync_fence()
{
return gr_screen.gf_sync_fence();
}
inline bool gr_sync_wait(gr_sync sync, uint64_t timeoutns)
{
return gr_screen.gf_sync_wait(sync, timeoutns);
}
inline void gr_sync_delete(gr_sync sync)
{
gr_screen.gf_sync_delete(sync);
}
// color functions
void gr_init_color(color *c, int r, int g, int b);
void gr_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type = AC_TYPE_HUD );
void gr_set_color( int r, int g, int b );
void gr_set_color_fast(color *dst);
// shader functions
void gr_create_shader(shader *shade, ubyte r, ubyte g, ubyte b, ubyte c);
void gr_set_shader(shader *shade);
// new bitmap functions
void gr_bitmap(int x, int y, int resize_mode = GR_RESIZE_FULL);
void gr_bitmap_uv(int _x, int _y, int _w, int _h, float _u0, float _v0, float _u1, float _v1, int resize_mode = GR_RESIZE_FULL);
// special function for drawing polylines. this function is specifically intended for
// polylines where each section is no more than 90 degrees away from a previous section.
// Moreover, it is _really_ intended for use with 45 degree angles.
void gr_pline_special(SCP_vector<vec3d> *pts, int thickness,int resize_mode=GR_RESIZE_FULL);
#define VB_FLAG_POSITION (1<<0)
#define VB_FLAG_RHW (1<<1) //incompatable with the next normal
#define VB_FLAG_NORMAL (1<<2)
#define VB_FLAG_DIFUSE (1<<3)
#define VB_FLAG_SPECULAR (1<<4)
#define VB_FLAG_UV1 (1<<5) //how many UV coords, only use one of these
#define VB_FLAG_UV2 (1<<6)
#define VB_FLAG_UV3 (1<<7)
#define VB_FLAG_UV4 (1<<8)
#define VB_FLAG_TANGENT (1<<9)
#define VB_FLAG_LARGE_INDEX (1<<10)
#define VB_FLAG_MODEL_ID (1<<11)
#define VB_FLAG_TRANS (1<<12)
/**
* @brief Prints the current time
*
* Draws the timestamp of the current #Missiontime in the format @c h:mm:ss at the specified coordinates
*
* @param x The x position where the timestamp should be draw
* @param y The y position where the timestamp should be draw
* @param timestamp The timestamp (in 65536ths of a second) to be printed
* @param resize_mode The resize mode to use
*/
void gr_print_timestamp(int x, int y, fix timestamp, int resize_mode);
namespace graphics {
class DebugScope {
public:
explicit DebugScope(const char* name) {
gr_push_debug_group(name);
}
~DebugScope() {
gr_pop_debug_group();
}
};
}
#ifndef NDEBUG
#define GR_DEBUG_SCOPE(name) ::graphics::DebugScope SCP_TOKEN_CONCAT(gr_scope, __LINE__)(name)
#else
#define GR_DEBUG_SCOPE(name) do {} while(false)
#endif
enum AnimatedShader {
ANIMATED_SHADER_LOADOUTSELECT_FS1= 0,
ANIMATED_SHADER_LOADOUTSELECT_FS2= 1,
ANIMATED_SHADER_CLOAK = 2,
};
/**
* @brief Retreives a uniform buffer for storing uniform block data
* @param type The type of uniform data that will be stored in the buffer
* @param num_elements The number of elements that will be used in the buffer
* @param element_size_override Override what the size of the element should be instead of relying on the preconfigured
* size for that block type
* @return A structure which gives access to a memory buffer where the uniform data can be stored
*/
graphics::util::UniformBuffer gr_get_uniform_buffer(uniform_block_type type, size_t num_elements,
size_t element_size_override = 0);
struct VideoModeData {
uint32_t width = 0;
uint32_t height = 0;
uint32_t bit_depth = 0;
};
struct DisplayData {
uint32_t index;
SCP_string name;
int32_t x = 0;
int32_t y = 0;
int32_t width = 0;
int32_t height = 0;
SCP_vector<VideoModeData> video_modes;
};
SCP_vector<DisplayData> gr_enumerate_displays();
enum class GpuHeap {
ModelVertex = 0,
ModelIndex,
NUM_VALUES
};
/**
* @brief Allocates storage on the specified GPU heap and stores data in that storage
* @param heap_type The heap type to store this memory on
* @param size The size of the data
* @param data A pointer to the data
* @param[out] offset_out The offset at which the data is stored in the buffer
* @param[out] handle_out The handle of the buffer object this data is stored in
*/
void gr_heap_allocate(GpuHeap heap_type, size_t size, void* data, size_t& offset_out, gr_buffer_handle& handle_out);
/**
* @brief Deallocates memory previously allocated with gr_heap_allocate.
* @param heap_type The heap type to deallocate this memory from
* @param data_offset The offset at which the data is stored.
*/
void gr_heap_deallocate(GpuHeap heap_type, size_t data_offset);
void gr_set_gamma(float gamma);
void gr_get_post_process_effect_names(SCP_vector<SCP_string> &names);
// Include this last to make the 2D rendering function available everywhere
#include "graphics/render.h"
#endif