SpaceCadetPinball/SpaceCadetPinball/render.cpp

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#include "pch.h"
#include "render.h"
#include "fullscrn.h"
#include "GroupData.h"
#include "options.h"
#include "pb.h"
#include "score.h"
#include "TPinballTable.h"
#include "winmain.h"
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std::vector<render_sprite_type_struct*> render::dirty_list, render::sprite_list, render::ball_list;
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zmap_header_type* render::background_zmap;
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int render::zmap_offset, render::zmap_offsetY, render::offset_x, render::offset_y;
float render::zscaler, render::zmin, render::zmax;
rectangle_type render::vscreen_rect;
gdrv_bitmap8 *render::vscreen, *render::background_bitmap, *render::ball_bitmap[20];
zmap_header_type* render::zscreen;
SDL_Rect render::DestinationRect{};
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void render::init(gdrv_bitmap8* bmp, float zMin, float zScaler, int width, int height)
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{
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zscaler = zScaler;
zmin = zMin;
zmax = 4294967300.0f / zScaler + zMin;
vscreen = new gdrv_bitmap8(width, height, false);
zscreen = new zmap_header_type(width, height, width);
zdrv::fill(zscreen, zscreen->Width, zscreen->Height, 0, 0, 0xFFFF);
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vscreen_rect.YPosition = 0;
vscreen_rect.XPosition = 0;
vscreen_rect.Width = width;
vscreen_rect.Height = height;
vscreen->YPosition = 0;
vscreen->XPosition = 0;
for (auto& ballBmp : ball_bitmap)
ballBmp = new gdrv_bitmap8(64, 64, false);
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background_bitmap = bmp;
if (bmp)
gdrv::copy_bitmap(vscreen, width, height, 0, 0, bmp, 0, 0);
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else
gdrv::fill_bitmap(vscreen, vscreen->Width, vscreen->Height, 0, 0, 0);
recreate_screen_texture();
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}
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void render::uninit()
{
delete vscreen;
delete zscreen;
for (auto sprite : sprite_list)
remove_sprite(sprite, false);
for (auto ball : ball_list)
remove_ball(ball, false);
for (auto& ballBmp : ball_bitmap)
delete ballBmp;
ball_list.clear();
dirty_list.clear();
sprite_list.clear();
}
void render::recreate_screen_texture()
{
vscreen->CreateTexture(options::Options.LinearFiltering ? "linear" : "nearest", SDL_TEXTUREACCESS_STREAMING);
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}
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void render::update()
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{
unpaint_balls();
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// Clip dirty sprites with vScreen, clear clipping (dirty) rectangles
for (auto curSprite : dirty_list)
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{
bool clearSprite = false;
switch (curSprite->VisualType)
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{
case VisualTypes::Sprite:
if (curSprite->DirtyRectPrev.Width > 0)
maths::enclosing_box(&curSprite->DirtyRectPrev, &curSprite->BmpRect, &curSprite->DirtyRect);
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if (maths::rectangle_clip(&curSprite->DirtyRect, &vscreen_rect, &curSprite->DirtyRect))
clearSprite = true;
else
curSprite->DirtyRect.Width = -1;
break;
case VisualTypes::None:
if (maths::rectangle_clip(&curSprite->BmpRect, &vscreen_rect, &curSprite->DirtyRect))
clearSprite = !curSprite->Bmp;
else
curSprite->DirtyRect.Width = -1;
break;
default: break;
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}
if (clearSprite)
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{
auto yPos = curSprite->DirtyRect.YPosition;
auto width = curSprite->DirtyRect.Width;
auto xPos = curSprite->DirtyRect.XPosition;
auto height = curSprite->DirtyRect.Height;
zdrv::fill(zscreen, width, height, xPos, yPos, 0xFFFF);
if (background_bitmap)
gdrv::copy_bitmap(vscreen, width, height, xPos, yPos, background_bitmap, xPos, yPos);
else
gdrv::fill_bitmap(vscreen, width, height, xPos, yPos, 0);
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}
}
// Paint dirty rectangles of dirty sprites
for (auto sprite : dirty_list)
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{
if (sprite->DirtyRect.Width > 0 && (sprite->VisualType == VisualTypes::None || sprite->VisualType ==
VisualTypes::Sprite))
repaint(sprite);
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}
paint_balls();
// In the original, this used to blit dirty sprites and balls
for (auto sprite : dirty_list)
{
sprite->DirtyRectPrev = sprite->DirtyRect;
if (sprite->UnknownFlag != 0)
remove_sprite(sprite, true);
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}
dirty_list.clear();
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}
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void render::sprite_modified(render_sprite_type_struct* sprite)
{
if (sprite->VisualType != VisualTypes::Ball && dirty_list.size() < 999)
dirty_list.push_back(sprite);
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}
render_sprite_type_struct* render::create_sprite(VisualTypes visualType, gdrv_bitmap8* bmp, zmap_header_type* zMap,
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int xPosition, int yPosition, rectangle_type* rect)
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{
auto sprite = new render_sprite_type_struct();
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if (!sprite)
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return nullptr;
sprite->BmpRect.YPosition = yPosition;
sprite->BmpRect.XPosition = xPosition;
sprite->Bmp = bmp;
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sprite->VisualType = visualType;
sprite->UnknownFlag = 0;
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sprite->SpriteArray = nullptr;
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sprite->DirtyRect = rectangle_type{};
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if (rect)
{
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sprite->BoundingRect = *rect;
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}
else
{
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sprite->BoundingRect.Width = -1;
sprite->BoundingRect.Height = -1;
sprite->BoundingRect.XPosition = 0;
sprite->BoundingRect.YPosition = 0;
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}
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if (bmp)
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{
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sprite->BmpRect.Width = bmp->Width;
sprite->BmpRect.Height = bmp->Height;
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}
else
{
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sprite->BmpRect.Width = 0;
sprite->BmpRect.Height = 0;
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}
sprite->ZMap = zMap;
sprite->ZMapOffestX = 0;
sprite->ZMapOffestY = 0;
if (!zMap && visualType != VisualTypes::Ball)
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{
sprite->ZMap = background_zmap;
sprite->ZMapOffestY = xPosition - zmap_offset;
sprite->ZMapOffestX = yPosition - zmap_offsetY;
}
sprite->DirtyRectPrev = sprite->BmpRect;
if (visualType == VisualTypes::Ball)
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{
ball_list.push_back(sprite);
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}
else
{
sprite_list.push_back(sprite);
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sprite_modified(sprite);
}
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return sprite;
}
void render::remove_sprite(render_sprite_type_struct* sprite, bool removeFromList)
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{
if (removeFromList)
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{
auto it = std::find(sprite_list.begin(), sprite_list.end(), sprite);
if (it != sprite_list.end())
sprite_list.erase(it);
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}
delete sprite->SpriteArray;
delete sprite;
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}
void render::remove_ball(render_sprite_type_struct* ball, bool removeFromList)
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{
if (removeFromList)
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{
auto it = std::find(ball_list.begin(), ball_list.end(), ball);
if (it != ball_list.end())
ball_list.erase(it);
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}
delete ball->SpriteArray;
delete ball;
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}
void render::sprite_set(render_sprite_type_struct* sprite, gdrv_bitmap8* bmp, zmap_header_type* zMap, int xPos,
int yPos)
{
if (sprite)
{
sprite->BmpRect.XPosition = xPos;
sprite->BmpRect.YPosition = yPos;
sprite->Bmp = bmp;
if (bmp)
{
sprite->BmpRect.Width = bmp->Width;
sprite->BmpRect.Height = bmp->Height;
}
sprite->ZMap = zMap;
sprite_modified(sprite);
}
}
void render::sprite_set_bitmap(render_sprite_type_struct* sprite, gdrv_bitmap8* bmp)
{
if (sprite && sprite->Bmp != bmp)
{
sprite->Bmp = bmp;
if (bmp)
{
sprite->BmpRect.Width = bmp->Width;
sprite->BmpRect.Height = bmp->Height;
}
sprite_modified(sprite);
}
}
void render::set_background_zmap(struct zmap_header_type* zMap, int offsetX, int offsetY)
{
background_zmap = zMap;
zmap_offset = offsetX;
zmap_offsetY = offsetY;
}
void render::ball_set(render_sprite_type_struct* sprite, gdrv_bitmap8* bmp, float depth, int xPos, int yPos)
{
if (sprite)
{
sprite->Bmp = bmp;
if (bmp)
{
sprite->BmpRect.XPosition = xPos;
sprite->BmpRect.YPosition = yPos;
sprite->BmpRect.Width = bmp->Width;
sprite->BmpRect.Height = bmp->Height;
}
if (depth >= zmin)
{
float depth2 = (depth - zmin) * zscaler;
if (depth2 <= zmax)
sprite->Depth = static_cast<short>(depth2);
else
sprite->Depth = -1;
}
else
{
sprite->Depth = 0;
}
}
}
void render::repaint(struct render_sprite_type_struct* sprite)
{
rectangle_type clipRect{};
if (!sprite->SpriteArray)
return;
for (auto refSprite : *sprite->SpriteArray)
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{
if (!refSprite->UnknownFlag && refSprite->Bmp)
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{
if (maths::rectangle_clip(&refSprite->BmpRect, &sprite->DirtyRect, &clipRect))
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zdrv::paint(
clipRect.Width,
clipRect.Height,
vscreen,
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clipRect.XPosition,
clipRect.YPosition,
zscreen,
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clipRect.XPosition,
clipRect.YPosition,
refSprite->Bmp,
clipRect.XPosition - refSprite->BmpRect.XPosition,
clipRect.YPosition - refSprite->BmpRect.YPosition,
refSprite->ZMap,
clipRect.XPosition + refSprite->ZMapOffestY - refSprite->BmpRect.XPosition,
clipRect.YPosition + refSprite->ZMapOffestX - refSprite->BmpRect.YPosition);
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}
}
}
void render::paint_balls()
{
// Sort ball sprites by depth
for (auto i = 0u; i < ball_list.size(); i++)
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{
for (auto j = i; j < ball_list.size() / 2; ++j)
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{
auto ballA = ball_list[j];
auto ballB = ball_list[i];
if (ballB->Depth > ballA->Depth)
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{
ball_list[i] = ballA;
ball_list[j] = ballB;
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}
}
}
// For balls that clip vScreen: save original vScreen contents and paint ball bitmap.
for (auto index = 0u; index < ball_list.size(); ++index)
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{
auto ball = ball_list[index];
auto dirty = &ball->DirtyRect;
if (ball->Bmp && maths::rectangle_clip(&ball->BmpRect, &vscreen_rect, &ball->DirtyRect))
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{
int xPos = dirty->XPosition;
int yPos = dirty->YPosition;
gdrv::copy_bitmap(ball_bitmap[index], dirty->Width, dirty->Height, 0, 0, vscreen, xPos, yPos);
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zdrv::paint_flat(
dirty->Width,
dirty->Height,
vscreen,
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xPos,
yPos,
zscreen,
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xPos,
yPos,
ball->Bmp,
xPos - ball->BmpRect.XPosition,
yPos - ball->BmpRect.YPosition,
ball->Depth);
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}
else
{
dirty->Width = -1;
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}
}
}
void render::unpaint_balls()
{
// Restore portions of vScreen saved during previous paint_balls call.
for (int index = static_cast<int>(ball_list.size()) - 1; index >= 0; index--)
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{
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auto curBall = ball_list[index];
if (curBall->DirtyRect.Width > 0)
gdrv::copy_bitmap(
vscreen,
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curBall->DirtyRect.Width,
curBall->DirtyRect.Height,
curBall->DirtyRect.XPosition,
curBall->DirtyRect.YPosition,
ball_bitmap[index],
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0,
0);
curBall->DirtyRectPrev = curBall->DirtyRect;
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}
}
void render::shift(int offsetX, int offsetY)
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{
offset_x += offsetX;
offset_y += offsetY;
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}
void render::build_occlude_list()
{
std::vector<render_sprite_type_struct*>* spriteArr = nullptr;
for (auto mainSprite : sprite_list)
{
if (mainSprite->SpriteArray)
{
delete mainSprite->SpriteArray;
mainSprite->SpriteArray = nullptr;
}
if (!mainSprite->UnknownFlag && mainSprite->BoundingRect.Width != -1)
{
if (!spriteArr)
spriteArr = new std::vector<render_sprite_type_struct*>();
for (auto refSprite : sprite_list)
{
if (!refSprite->UnknownFlag
&& refSprite->BoundingRect.Width != -1
&& maths::rectangle_clip(&mainSprite->BoundingRect, &refSprite->BoundingRect, nullptr)
&& spriteArr)
{
spriteArr->push_back(refSprite);
}
}
if (mainSprite->Bmp && spriteArr->size() < 2)
spriteArr->clear();
if (!spriteArr->empty())
{
mainSprite->SpriteArray = spriteArr;
spriteArr = nullptr;
}
}
}
delete spriteArr;
}
void render::SpriteViewer(bool* show)
{
static const char* BitmapTypes[] =
{
"None",
"RawBitmap",
"DibBitmap",
"Spliced",
};
static float scale = 1.0f;
auto uv_min = ImVec2(0.0f, 0.0f); // Top-left
auto uv_max = ImVec2(1.0f, 1.0f); // Lower-right
auto tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
auto border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white
if (ImGui::Begin("Sprite viewer", show, ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_MenuBar))
{
if (ImGui::BeginMenuBar())
{
ImGui::SliderFloat("Sprite scale", &scale, 0.1f, 10.0f, "scale = %.3f");
ImGui::EndMenuBar();
}
for (const auto group : pb::record_table->Groups)
{
bool emptyGroup = true;
for (int i = 0; i <= 2; i++)
{
auto bmp = group->GetBitmap(i);
if (bmp)
{
emptyGroup = false;
break;
}
}
if (emptyGroup)
continue;
ImGui::Text("Group: %d, name:%s", group->GroupId, group->GroupName.c_str());
for (int i = 0; i <= 2; i++)
{
auto bmp = group->GetBitmap(i);
if (!bmp)
continue;
auto type = BitmapTypes[static_cast<uint8_t>(bmp->BitmapType)];
ImGui::Text("type:%s, size:%d, resolution: %dx%d, offset:%dx%d", type,
bmp->Resolution,
bmp->Width, bmp->Height, bmp->XPosition, bmp->YPosition);
}
for (int same = 0, i = 0; i <= 2; i++)
{
auto bmp = group->GetBitmap(i);
if (!bmp)
continue;
gdrv::CreatePreview(*bmp);
if (bmp->Texture)
{
if (!same)
same = true;
else
ImGui::SameLine();
ImGui::Image(bmp->Texture, ImVec2(bmp->Width * scale, bmp->Height * scale),
uv_min, uv_max, tint_col, border_col);
}
}
for (int same = 0, i = 0; i <= 2; i++)
{
auto zMap = group->GetZMap(i);
if (!zMap)
continue;
zdrv::CreatePreview(*zMap);
if (zMap->Texture)
{
if (!same)
same = true;
else
ImGui::SameLine();
ImGui::Image(zMap->Texture, ImVec2(zMap->Width * scale, zMap->Height * scale),
uv_min, uv_max, tint_col, border_col);
}
}
}
}
ImGui::End();
}
void render::PresentVScreen()
{
vscreen->BlitToTexture();
if (offset_x == 0 && offset_y == 0)
{
SDL_RenderCopy(winmain::Renderer, vscreen->Texture, nullptr, &DestinationRect);
}
else
{
auto tableWidthCoef = static_cast<float>(pb::MainTable->Width) / vscreen->Width;
auto srcSeparationX = static_cast<int>(round(vscreen->Width * tableWidthCoef));
auto srcBoardRect = SDL_Rect
{
0, 0,
srcSeparationX, vscreen->Height
};
auto srcSidebarRect = SDL_Rect
{
srcSeparationX, 0,
vscreen->Width - srcSeparationX, vscreen->Height
};
#if SDL_VERSION_ATLEAST(2, 0, 10)
// SDL_RenderCopyF was added in 2.0.10
auto dstSeparationX = DestinationRect.w * tableWidthCoef;
auto dstBoardRect = SDL_FRect
{
DestinationRect.x + offset_x * fullscrn::ScaleX,
DestinationRect.y + offset_y * fullscrn::ScaleY,
dstSeparationX, static_cast<float>(DestinationRect.h)
};
auto dstSidebarRect = SDL_FRect
{
DestinationRect.x + dstSeparationX, static_cast<float>(DestinationRect.y),
DestinationRect.w - dstSeparationX, static_cast<float>(DestinationRect.h)
};
SDL_RenderCopyF(winmain::Renderer, vscreen->Texture, &srcBoardRect, &dstBoardRect);
SDL_RenderCopyF(winmain::Renderer, vscreen->Texture, &srcSidebarRect, &dstSidebarRect);
#else
// SDL_RenderCopy cannot express sub pixel offset.
// Vscreen shift is required for that.
auto dstSeparationX = static_cast<int>(DestinationRect.w * tableWidthCoef);
auto scaledOffX = static_cast<int>(round(offset_x * fullscrn::ScaleX));
if (offset_x != 0 && scaledOffX == 0)
scaledOffX = Sign(offset_x);
auto scaledOffY = static_cast<int>(round(offset_y * fullscrn::ScaleY));
if (offset_y != 0 && scaledOffX == 0)
scaledOffY = Sign(offset_y);
auto dstBoardRect = SDL_Rect
{
DestinationRect.x + scaledOffX, DestinationRect.y + scaledOffY,
dstSeparationX, DestinationRect.h
};
auto dstSidebarRect = SDL_Rect
{
DestinationRect.x + dstSeparationX, DestinationRect.y,
DestinationRect.w - dstSeparationX, DestinationRect.h
};
SDL_RenderCopy(winmain::Renderer, vscreen->Texture, &srcBoardRect, &dstBoardRect);
SDL_RenderCopy(winmain::Renderer, vscreen->Texture, &srcSidebarRect, &dstSidebarRect);
#endif
}
}