mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
80947888a0
Fixed memory leak related to restart. Added window to table size adjustment on init, imperfect.
527 lines
13 KiB
C++
527 lines
13 KiB
C++
#include "pch.h"
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#include "render.h"
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#include "fullscrn.h"
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#include "GroupData.h"
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#include "options.h"
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#include "pb.h"
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#include "score.h"
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#include "TPinballTable.h"
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#include "winmain.h"
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#include "DebugOverlay.h"
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#include "proj.h"
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std::vector<render_sprite*> render::sprite_list, render::ball_list;
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zmap_header_type* render::background_zmap;
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int render::zmap_offsetX, render::zmap_offsetY, render::offset_x, render::offset_y;
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rectangle_type render::vscreen_rect;
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gdrv_bitmap8 *render::vscreen, *render::background_bitmap, *render::ball_bitmap[20];
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zmap_header_type* render::zscreen;
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SDL_Rect render::DestinationRect{};
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render_sprite::render_sprite(VisualTypes visualType, gdrv_bitmap8* bmp, zmap_header_type* zMap,
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int xPosition, int yPosition, rectangle_type* boundingRect)
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{
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Bmp = bmp;
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ZMap = zMap;
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VisualType = visualType;
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DeleteFlag = false;
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OccludedSprites = nullptr;
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DirtyRect = rectangle_type{};
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DirtyFlag = visualType != VisualTypes::Ball;
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ZMapOffestX = 0;
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ZMapOffestY = 0;
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Depth = 0xffFF;
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if (boundingRect)
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{
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BoundingRect = *boundingRect;
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}
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else
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{
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BoundingRect.Width = -1;
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BoundingRect.Height = -1;
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BoundingRect.XPosition = 0;
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BoundingRect.YPosition = 0;
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}
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BmpRect.XPosition = xPosition;
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BmpRect.YPosition = yPosition;
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if (bmp)
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{
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BmpRect.Width = bmp->Width;
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BmpRect.Height = bmp->Height;
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}
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else
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{
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BmpRect.Width = 0;
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BmpRect.Height = 0;
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}
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DirtyRectPrev = BmpRect;
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if (!ZMap && VisualType != VisualTypes::Ball)
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{
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assertm(false, "Background zMap should not be used");
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ZMap = render::background_zmap;
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ZMapOffestY = xPosition - render::zmap_offsetX;
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ZMapOffestX = yPosition - render::zmap_offsetY;
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}
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render::AddSprite(*this);
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}
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render_sprite::~render_sprite()
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{
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render::RemoveSprite(*this);
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delete OccludedSprites;
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}
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void render_sprite::set(gdrv_bitmap8* bmp, zmap_header_type* zMap, int xPos, int yPos)
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{
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if (Bmp == bmp && ZMap == zMap && BmpRect.XPosition == xPos && BmpRect.YPosition == yPos)
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return;
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Bmp = bmp;
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ZMap = zMap;
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DirtyFlag = VisualType != VisualTypes::Ball;
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BmpRect.XPosition = xPos;
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BmpRect.YPosition = yPos;
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if (bmp)
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{
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BmpRect.Width = bmp->Width;
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BmpRect.Height = bmp->Height;
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}
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}
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void render_sprite::ball_set(gdrv_bitmap8* bmp, float depth, int xPos, int yPos)
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{
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set(bmp, ZMap,xPos, yPos);
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Depth = proj::NormalizeDepth(depth);
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}
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void render::init(gdrv_bitmap8* bmp, int width, int height)
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{
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vscreen = new gdrv_bitmap8(width, height, false);
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zscreen = new zmap_header_type(width, height, width);
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zdrv::fill(zscreen, zscreen->Width, zscreen->Height, 0, 0, 0xFFFF);
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vscreen_rect.YPosition = 0;
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vscreen_rect.XPosition = 0;
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vscreen_rect.Width = width;
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vscreen_rect.Height = height;
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vscreen->YPosition = 0;
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vscreen->XPosition = 0;
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for (auto& ballBmp : ball_bitmap)
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ballBmp = new gdrv_bitmap8(64, 64, false);
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background_bitmap = bmp;
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if (bmp)
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gdrv::copy_bitmap(vscreen, width, height, 0, 0, bmp, 0, 0);
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else
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gdrv::fill_bitmap(vscreen, vscreen->Width, vscreen->Height, 0, 0, 0);
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recreate_screen_texture();
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}
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void render::uninit()
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{
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delete vscreen;
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delete zscreen;
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// Sprite destructor removes it from the list.
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while (!sprite_list.empty())
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delete sprite_list[0];
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while (!ball_list.empty())
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delete ball_list[0];
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for (auto& ballBmp : ball_bitmap)
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delete ballBmp;
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DebugOverlay::UnInit();
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}
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void render::recreate_screen_texture()
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{
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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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{
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unpaint_balls();
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// Clip dirty sprites with vScreen, clear clipping (dirty) rectangles
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for (const auto sprite : sprite_list)
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{
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if (!sprite->DirtyFlag)
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continue;
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bool clearSprite = false;
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switch (sprite->VisualType)
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{
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case VisualTypes::Sprite:
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if (sprite->DirtyRectPrev.Width > 0)
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maths::enclosing_box(sprite->DirtyRectPrev, sprite->BmpRect, sprite->DirtyRect);
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if (maths::rectangle_clip(sprite->DirtyRect, vscreen_rect, &sprite->DirtyRect))
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clearSprite = true;
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else
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sprite->DirtyRect.Width = -1;
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break;
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case VisualTypes::Background:
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if (maths::rectangle_clip(sprite->BmpRect, vscreen_rect, &sprite->DirtyRect))
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clearSprite = !sprite->Bmp;
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else
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sprite->DirtyRect.Width = -1;
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break;
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default: break;
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}
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if (clearSprite)
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{
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auto yPos = sprite->DirtyRect.YPosition;
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auto width = sprite->DirtyRect.Width;
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auto xPos = sprite->DirtyRect.XPosition;
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auto height = sprite->DirtyRect.Height;
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zdrv::fill(zscreen, width, height, xPos, yPos, 0xFFFF);
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if (background_bitmap)
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gdrv::copy_bitmap(vscreen, width, height, xPos, yPos, background_bitmap, xPos, yPos);
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else
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gdrv::fill_bitmap(vscreen, width, height, xPos, yPos, 0);
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}
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}
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// Paint dirty rectangles of dirty sprites
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for (auto sprite : sprite_list)
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{
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if (!sprite->DirtyFlag)
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continue;
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repaint(*sprite);
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sprite->DirtyFlag = false;
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sprite->DirtyRectPrev = sprite->DirtyRect;
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if (sprite->DeleteFlag)
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delete sprite;
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}
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paint_balls();
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}
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void render::AddSprite(render_sprite& sprite)
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{
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auto& list = sprite.VisualType == VisualTypes::Ball ? ball_list : sprite_list;
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list.push_back(&sprite);
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}
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void render::RemoveSprite(render_sprite& sprite)
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{
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auto& list = sprite.VisualType == VisualTypes::Ball ? ball_list : sprite_list;
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auto it = std::find(list.begin(), list.end(), &sprite);
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if (it != list.end())
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list.erase(it);
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}
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void render::set_background_zmap(zmap_header_type* zMap, int offsetX, int offsetY)
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{
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background_zmap = zMap;
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zmap_offsetX = offsetX;
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zmap_offsetY = offsetY;
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}
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void render::repaint(const render_sprite& sprite)
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{
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rectangle_type clipRect{};
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if (!sprite.OccludedSprites || sprite.VisualType == VisualTypes::Ball || sprite.DirtyRect.Width <= 0)
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return;
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for (auto refSprite : *sprite.OccludedSprites)
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{
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if (!refSprite->DeleteFlag && refSprite->Bmp)
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{
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if (maths::rectangle_clip(refSprite->BmpRect, sprite.DirtyRect, &clipRect))
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zdrv::paint(
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clipRect.Width,
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clipRect.Height,
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vscreen,
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clipRect.XPosition,
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clipRect.YPosition,
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zscreen,
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clipRect.XPosition,
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clipRect.YPosition,
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refSprite->Bmp,
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clipRect.XPosition - refSprite->BmpRect.XPosition,
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clipRect.YPosition - refSprite->BmpRect.YPosition,
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refSprite->ZMap,
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clipRect.XPosition + refSprite->ZMapOffestY - refSprite->BmpRect.XPosition,
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clipRect.YPosition + refSprite->ZMapOffestX - refSprite->BmpRect.YPosition);
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}
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}
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}
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void render::paint_balls()
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{
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// Sort ball sprites by ascending depth
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std::sort(ball_list.begin(), ball_list.end(), [](const render_sprite* lhs, const render_sprite* rhs)
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{
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return lhs->Depth < rhs->Depth;
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});
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// For balls that clip vScreen: save original vScreen contents and paint ball bitmap.
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for (auto index = 0u; index < ball_list.size(); ++index)
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{
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auto ball = ball_list[index];
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auto dirty = &ball->DirtyRect;
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if (ball->Bmp && maths::rectangle_clip(ball->BmpRect, vscreen_rect, &ball->DirtyRect))
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{
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int xPos = dirty->XPosition;
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int yPos = dirty->YPosition;
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gdrv::copy_bitmap(ball_bitmap[index], dirty->Width, dirty->Height, 0, 0, vscreen, xPos, yPos);
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zdrv::paint_flat(
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dirty->Width,
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dirty->Height,
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vscreen,
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xPos,
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yPos,
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zscreen,
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xPos,
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yPos,
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ball->Bmp,
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xPos - ball->BmpRect.XPosition,
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yPos - ball->BmpRect.YPosition,
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ball->Depth);
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}
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else
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{
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dirty->Width = -1;
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}
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}
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}
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void render::unpaint_balls()
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{
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// Restore portions of vScreen saved during previous paint_balls call.
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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];
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if (curBall->DirtyRect.Width > 0)
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gdrv::copy_bitmap(
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vscreen,
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curBall->DirtyRect.Width,
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curBall->DirtyRect.Height,
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curBall->DirtyRect.XPosition,
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curBall->DirtyRect.YPosition,
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ball_bitmap[index],
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0,
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0);
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curBall->DirtyRectPrev = curBall->DirtyRect;
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}
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}
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void render::shift(int offsetX, int offsetY)
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{
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offset_x += offsetX;
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offset_y += offsetY;
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}
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void render::build_occlude_list()
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{
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std::vector<render_sprite*>* spriteArr = nullptr;
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for (auto mainSprite : sprite_list)
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{
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if (mainSprite->OccludedSprites)
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{
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delete mainSprite->OccludedSprites;
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mainSprite->OccludedSprites = nullptr;
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}
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if (!mainSprite->DeleteFlag && mainSprite->BoundingRect.Width != -1)
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{
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if (!spriteArr)
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spriteArr = new std::vector<render_sprite*>();
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for (auto refSprite : sprite_list)
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{
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if (!refSprite->DeleteFlag
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&& refSprite->BoundingRect.Width != -1
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&& maths::rectangle_clip(mainSprite->BoundingRect, refSprite->BoundingRect, nullptr))
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{
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spriteArr->push_back(refSprite);
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}
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}
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if (mainSprite->Bmp && spriteArr->size() < 2)
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spriteArr->clear();
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if (!spriteArr->empty())
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{
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mainSprite->OccludedSprites = spriteArr;
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spriteArr = nullptr;
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}
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}
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}
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delete spriteArr;
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}
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void render::SpriteViewer(bool* show)
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{
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static const char* BitmapTypes[] =
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{
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"None",
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"RawBitmap",
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"DibBitmap",
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"Spliced",
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};
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static float scale = 1.0f;
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auto uv_min = ImVec2(0.0f, 0.0f); // Top-left
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auto uv_max = ImVec2(1.0f, 1.0f); // Lower-right
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auto tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
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auto border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white
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if (ImGui::Begin("Sprite viewer", show, ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_MenuBar))
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{
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if (ImGui::BeginMenuBar())
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{
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ImGui::SliderFloat("Sprite scale", &scale, 0.1f, 10.0f, "scale = %.3f");
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ImGui::EndMenuBar();
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}
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for (const auto group : pb::record_table->Groups)
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{
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bool emptyGroup = true;
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for (int i = 0; i <= 2; i++)
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{
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auto bmp = group->GetBitmap(i);
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if (bmp)
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{
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emptyGroup = false;
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break;
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}
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}
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if (emptyGroup)
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continue;
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ImGui::Text("Group: %d, name:%s", group->GroupId, group->GroupName.c_str());
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for (int i = 0; i <= 2; i++)
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{
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auto bmp = group->GetBitmap(i);
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if (!bmp)
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continue;
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auto type = BitmapTypes[static_cast<uint8_t>(bmp->BitmapType)];
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ImGui::Text("type:%s, size:%d, resolution: %dx%d, offset:%dx%d", type,
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bmp->Resolution,
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bmp->Width, bmp->Height, bmp->XPosition, bmp->YPosition);
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}
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for (int same = 0, i = 0; i <= 2; i++)
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{
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auto bmp = group->GetBitmap(i);
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if (!bmp)
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continue;
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gdrv::CreatePreview(*bmp);
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if (bmp->Texture)
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{
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if (!same)
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same = true;
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else
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ImGui::SameLine();
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ImGui::Image(bmp->Texture, ImVec2(bmp->Width * scale, bmp->Height * scale),
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uv_min, uv_max, tint_col, border_col);
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}
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}
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for (int same = 0, i = 0; i <= 2; i++)
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{
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auto zMap = group->GetZMap(i);
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if (!zMap)
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continue;
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zdrv::CreatePreview(*zMap);
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if (zMap->Texture)
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{
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if (!same)
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same = true;
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else
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ImGui::SameLine();
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ImGui::Image(zMap->Texture, ImVec2(zMap->Width * scale, zMap->Height * scale),
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uv_min, uv_max, tint_col, border_col);
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}
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}
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}
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}
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ImGui::End();
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}
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void render::PresentVScreen()
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{
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vscreen->BlitToTexture();
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if (offset_x == 0 && offset_y == 0)
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{
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SDL_RenderCopy(winmain::Renderer, vscreen->Texture, nullptr, &DestinationRect);
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}
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else
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{
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auto tableWidthCoef = static_cast<float>(pb::MainTable->Width) / vscreen->Width;
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auto srcSeparationX = static_cast<int>(round(vscreen->Width * tableWidthCoef));
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auto srcBoardRect = SDL_Rect
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{
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0, 0,
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srcSeparationX, vscreen->Height
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};
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auto srcSidebarRect = SDL_Rect
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{
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srcSeparationX, 0,
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vscreen->Width - srcSeparationX, vscreen->Height
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};
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#if SDL_VERSION_ATLEAST(2, 0, 10)
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// SDL_RenderCopyF was added in 2.0.10
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auto dstSeparationX = DestinationRect.w * tableWidthCoef;
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auto dstBoardRect = SDL_FRect
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{
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DestinationRect.x + offset_x * fullscrn::ScaleX,
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DestinationRect.y + offset_y * fullscrn::ScaleY,
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dstSeparationX, static_cast<float>(DestinationRect.h)
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};
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auto dstSidebarRect = SDL_FRect
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{
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DestinationRect.x + dstSeparationX, static_cast<float>(DestinationRect.y),
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DestinationRect.w - dstSeparationX, static_cast<float>(DestinationRect.h)
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};
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SDL_RenderCopyF(winmain::Renderer, vscreen->Texture, &srcBoardRect, &dstBoardRect);
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SDL_RenderCopyF(winmain::Renderer, vscreen->Texture, &srcSidebarRect, &dstSidebarRect);
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#else
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// SDL_RenderCopy cannot express sub pixel offset.
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// Vscreen shift is required for that.
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auto dstSeparationX = static_cast<int>(DestinationRect.w * tableWidthCoef);
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auto scaledOffX = static_cast<int>(round(offset_x * fullscrn::ScaleX));
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if (offset_x != 0 && scaledOffX == 0)
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scaledOffX = Sign(offset_x);
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auto scaledOffY = static_cast<int>(round(offset_y * fullscrn::ScaleY));
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if (offset_y != 0 && scaledOffX == 0)
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scaledOffY = Sign(offset_y);
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auto dstBoardRect = SDL_Rect
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{
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DestinationRect.x + scaledOffX, DestinationRect.y + scaledOffY,
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dstSeparationX, DestinationRect.h
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};
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auto dstSidebarRect = SDL_Rect
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{
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DestinationRect.x + dstSeparationX, DestinationRect.y,
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DestinationRect.w - dstSeparationX, DestinationRect.h
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};
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SDL_RenderCopy(winmain::Renderer, vscreen->Texture, &srcBoardRect, &dstBoardRect);
|
|
SDL_RenderCopy(winmain::Renderer, vscreen->Texture, &srcSidebarRect, &dstSidebarRect);
|
|
#endif
|
|
}
|
|
|
|
if (options::Options.DebugOverlay)
|
|
{
|
|
DebugOverlay::DrawOverlay();
|
|
}
|
|
}
|