Port WipeDown and Window to use DDBLT_COLORFILL (#506)

This commit is contained in:
Anders Jenbo 2025-07-04 00:20:31 +02:00 committed by GitHub
parent e2eda71883
commit c63d725b64
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GPG Key ID: B5690EEEBB952194
19 changed files with 248 additions and 223 deletions

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@ -400,47 +400,18 @@ void MxTransitionManager::WipeDownTransition()
return;
}
DDSURFACEDESC ddsd;
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
RECT fillRect = g_fullScreenRect;
// For each of the 240 animation ticks, blank out two scanlines
// starting at the top of the screen.
fillRect.bottom = 2 * (m_animationTimer + 1);
HRESULT res = m_ddSurface->Lock(NULL, &ddsd, DDLOCK_WAIT | DDLOCK_WRITEONLY, NULL);
if (res == DDERR_SURFACELOST) {
m_ddSurface->Restore();
res = m_ddSurface->Lock(NULL, &ddsd, DDLOCK_WAIT | DDLOCK_WRITEONLY, NULL);
}
DDBLTFX bltFx = {};
bltFx.dwSize = sizeof(bltFx);
bltFx.dwFillColor = 0xFF000000;
if (res == DD_OK) {
SubmitCopyRect(&ddsd);
m_ddSurface->Blt(&fillRect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &bltFx);
// For each of the 240 animation ticks, blank out two scanlines
// starting at the top of the screen.
MxU8* line = (MxU8*) ddsd.lpSurface + 2 * ddsd.lPitch * m_animationTimer;
if (ddsd.ddpfPixelFormat.dwRGBBitCount == 32) {
MxU32* pixels = (MxU32*) line;
int pixelsPerLine = ddsd.lPitch / 4;
for (int i = 0; i < pixelsPerLine; i++) {
pixels[i] = 0xFF000000;
}
line += ddsd.lPitch;
pixels = (MxU32*) line;
for (int i = 0; i < pixelsPerLine; i++) {
pixels[i] = 0xFF000000;
}
}
else {
memset(line, 0, ddsd.lPitch);
line += ddsd.lPitch;
memset(line, 0, ddsd.lPitch);
}
SetupCopyRect(&ddsd);
m_ddSurface->Unlock(ddsd.lpSurface);
m_animationTimer++;
}
m_animationTimer++;
}
// FUNCTION: LEGO1 0x1004c270
@ -452,65 +423,28 @@ void MxTransitionManager::WindowsTransition()
return;
}
DDSURFACEDESC ddsd;
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
DDBLTFX bltFx = {};
bltFx.dwSize = sizeof(bltFx);
bltFx.dwFillColor = 0xFF000000;
HRESULT res = m_ddSurface->Lock(NULL, &ddsd, DDLOCK_WAIT | DDLOCK_WRITEONLY, NULL);
if (res == DDERR_SURFACELOST) {
m_ddSurface->Restore();
res = m_ddSurface->Lock(NULL, &ddsd, DDLOCK_WAIT | DDLOCK_WRITEONLY, NULL);
}
int top = m_animationTimer;
int bottom = 480 - m_animationTimer - 1;
int left = m_animationTimer;
int right = 639 - m_animationTimer;
if (res == DD_OK) {
SubmitCopyRect(&ddsd);
RECT topRect = {0, top, 640, top + 1};
m_ddSurface->Blt(&topRect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &bltFx);
MxU8* line = (MxU8*) ddsd.lpSurface + m_animationTimer * ddsd.lPitch;
RECT bottomRect = {0, bottom, 640, bottom + 1};
m_ddSurface->Blt(&bottomRect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &bltFx);
MxS32 bytesPerPixel = ddsd.ddpfPixelFormat.dwRGBBitCount / 8;
RECT leftRect = {left, top + 1, left + 1, bottom};
m_ddSurface->Blt(&leftRect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &bltFx);
if (bytesPerPixel == 4) {
MxU32* pixels = (MxU32*) line;
for (int i = 0; i < 640; i++) {
pixels[i] = 0xFF000000;
}
RECT rightRect = {right, top + 1, right + 1, bottom};
m_ddSurface->Blt(&rightRect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &bltFx);
for (MxS32 i = m_animationTimer + 1; i < 480 - m_animationTimer - 1; i++) {
line += ddsd.lPitch;
pixels = (MxU32*) line;
pixels[m_animationTimer] = 0xFF000000;
pixels[639 - m_animationTimer] = 0xFF000000;
}
if (m_animationTimer < 240 - 1) {
line += ddsd.lPitch;
pixels = (MxU32*) line;
for (int i = 0; i < 640; i++) {
pixels[i] = 0xFF000000;
}
}
}
else {
memset(line, 0, 640 * bytesPerPixel);
for (MxS32 i = m_animationTimer + 1; i < 480 - m_animationTimer - 1; i++) {
line += ddsd.lPitch;
memset(line + m_animationTimer * bytesPerPixel, 0, bytesPerPixel);
memset(line + (639 - m_animationTimer) * bytesPerPixel, 0, bytesPerPixel);
}
if (m_animationTimer < 240 - 1) {
line += ddsd.lPitch;
memset(line, 0, 640 * bytesPerPixel);
}
}
SetupCopyRect(&ddsd);
m_ddSurface->Unlock(ddsd.lpSurface);
m_animationTimer++;
}
m_animationTimer++;
}
// FUNCTION: LEGO1 0x1004c3e0

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@ -443,6 +443,32 @@ void ConvertMatrix(const D3DRMMATRIX4D in, C3D_Mtx* out)
}
}
void SetMaterialAppearance(
const FColor& color,
float shininess,
int uLoc_meshColor,
int uLoc_shininess,
C3D_Tex* textures
)
{
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_meshColor, color.r, color.g, color.b, color.a);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_shininess, shininess, 0.0f, 0.0f, 0.0f);
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env);
if (textures) {
C3D_TexBind(0, textures);
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
}
else {
C3D_TexBind(0, nullptr);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
}
void Citro3DRenderer::SubmitDraw(
DWORD meshId,
const D3DRMMATRIX4D& modelViewMatrix,
@ -462,32 +488,17 @@ void Citro3DRenderer::SubmitDraw(
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, mesh.vbo, sizeof(D3DRMVERTEX), 3, 0x210);
C3D_FVUnifSet(
GPU_VERTEX_SHADER,
SetMaterialAppearance(
{appearance.color.r / 255.0f,
appearance.color.g / 255.0f,
appearance.color.b / 255.0f,
appearance.color.a / 255.0f},
appearance.shininess,
uLoc_meshColor,
appearance.color.r / 255.0f,
appearance.color.g / 255.0f,
appearance.color.b / 255.0f,
appearance.color.a / 255.0f
uLoc_shininess,
appearance.textureId != NO_TEXTURE_ID ? &m_textures[appearance.textureId].c3dTex : nullptr
);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_shininess, appearance.shininess / 255.0f, 0.0f, 0.0f, 0.0f);
if (appearance.textureId != NO_TEXTURE_ID) {
C3D_TexBind(0, &m_textures[appearance.textureId].c3dTex);
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
}
else {
C3D_TexBind(0, nullptr);
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
C3D_DrawArrays(GPU_TRIANGLES, 0, mesh.vertexCount);
}
@ -519,7 +530,7 @@ void Citro3DRenderer::Flip()
g_rendering = false;
}
void Citro3DRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
void Citro3DRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color)
{
C3D_AlphaBlend(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
StartFrame();
@ -545,16 +556,9 @@ void Citro3DRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, con
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 1, 0.0f, 0.0f, 0.0f, 0.0f);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 2, 1.0f, 1.0f, 1.0f, 1.0f); // Ambient
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_shininess, 0.0f, 0.0f, 0.0f, 0.0f);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_meshColor, 1.0f, 1.0f, 1.0f, 1.0f);
C3DTextureCacheEntry* texture = (textureId != NO_TEXTURE_ID) ? &m_textures[textureId] : nullptr;
C3DTextureCacheEntry& texture = m_textures[textureId];
C3D_TexBind(0, &texture.c3dTex);
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
SetMaterialAppearance(color, 0.0f, uLoc_meshColor, uLoc_shininess, texture ? &texture->c3dTex : nullptr);
float scale = m_viewportTransform.scale;
@ -563,10 +567,17 @@ void Citro3DRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, con
float x2 = x1 + static_cast<float>(dstRect.w);
float y2 = y1 + static_cast<float>(dstRect.h);
float u0 = (srcRect.x * scale) / texture.width;
float u1 = ((srcRect.x + srcRect.w) * scale) / texture.width;
float v0 = (srcRect.y * scale) / texture.height;
float v1 = ((srcRect.y + srcRect.h) * scale) / texture.height;
float u0 = 0.0f;
float u1 = 0.0f;
float v0 = 0.0f;
float v1 = 0.0f;
if (texture) {
u0 = (srcRect.x * scale) / texture->width;
u1 = ((srcRect.x + srcRect.w) * scale) / texture->width;
v0 = (srcRect.y * scale) / texture->height;
v1 = ((srcRect.y + srcRect.h) * scale) / texture->height;
}
C3D_ImmDrawBegin(GPU_TRIANGLES);

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@ -297,44 +297,23 @@ D3DMATRIX ToD3DMATRIX(const Matrix4x4& in)
return out;
}
void Actual_SubmitDraw(
const D3D9MeshCacheEntry* mesh,
const Matrix4x4* modelViewMatrix,
const Matrix4x4* worldMatrix,
const Matrix4x4* viewMatrix,
const Matrix3x3* normalMatrix,
const Appearance* appearance,
IDirect3DTexture9* texture
)
void SetMaterialAndTexture(const FColor& color, float shininess, IDirect3DTexture9* texture)
{
D3DMATRIX proj = ToD3DMATRIX(g_projection);
g_device->SetTransform(D3DTS_PROJECTION, &proj);
D3DMATRIX view = ToD3DMATRIX(*viewMatrix);
g_device->SetTransform(D3DTS_VIEW, &view);
D3DMATRIX world = ToD3DMATRIX(*worldMatrix);
g_device->SetTransform(D3DTS_WORLD, &world);
D3DMATERIAL9 mat = {};
mat.Diffuse.r = appearance->color.r / 255.0f;
mat.Diffuse.g = appearance->color.g / 255.0f;
mat.Diffuse.b = appearance->color.b / 255.0f;
mat.Diffuse.a = appearance->color.a / 255.0f;
mat.Diffuse.r = color.r / 255.0f;
mat.Diffuse.g = color.g / 255.0f;
mat.Diffuse.b = color.b / 255.0f;
mat.Diffuse.a = color.a / 255.0f;
mat.Ambient = mat.Diffuse;
if (appearance->shininess != 0) {
if (shininess != 0) {
g_device->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
mat.Specular.r = 1.0f;
mat.Specular.g = 1.0f;
mat.Specular.b = 1.0f;
mat.Specular.a = 1.0f;
mat.Power = appearance->shininess;
mat.Specular = {1.0f, 1.0f, 1.0f, 1.0f};
mat.Power = shininess;
}
else {
g_device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
mat.Specular.r = 0.0f;
mat.Specular.g = 0.0f;
mat.Specular.b = 0.0f;
mat.Specular.a = 0.0f;
mat.Specular = {0.0f, 0.0f, 0.0f, 0.0f};
mat.Power = 0.0f;
}
@ -352,6 +331,33 @@ void Actual_SubmitDraw(
else {
g_device->SetTexture(0, nullptr);
}
}
void Actual_SubmitDraw(
const D3D9MeshCacheEntry* mesh,
const Matrix4x4* modelViewMatrix,
const Matrix4x4* worldMatrix,
const Matrix4x4* viewMatrix,
const Matrix3x3* normalMatrix,
const Appearance* appearance,
IDirect3DTexture9* texture
)
{
D3DMATRIX proj = ToD3DMATRIX(g_projection);
g_device->SetTransform(D3DTS_PROJECTION, &proj);
D3DMATRIX view = ToD3DMATRIX(*viewMatrix);
g_device->SetTransform(D3DTS_VIEW, &view);
D3DMATRIX world = ToD3DMATRIX(*worldMatrix);
g_device->SetTransform(D3DTS_WORLD, &world);
SetMaterialAndTexture(
{appearance->color.r / 255.0f,
appearance->color.g / 255.0f,
appearance->color.b / 255.0f,
appearance->color.a / 255.0f},
appearance->shininess,
texture
);
g_device->SetRenderState(D3DRS_SHADEMODE, mesh->flat ? D3DSHADE_FLAT : D3DSHADE_GOURAUD);
@ -367,7 +373,7 @@ uint32_t Actual_Flip()
return g_device->Present(nullptr, nullptr, nullptr, nullptr);
}
void Actual_Draw2DImage(IDirect3DTexture9* texture, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
void Actual_Draw2DImage(IDirect3DTexture9* texture, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color)
{
StartScene();
@ -405,10 +411,7 @@ void Actual_Draw2DImage(IDirect3DTexture9* texture, const SDL_Rect& srcRect, con
g_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_device->SetTexture(0, texture);
g_device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
SetMaterialAndTexture(color, 0, texture);
D3DSURFACE_DESC texDesc;
texture->GetLevelDesc(0, &texDesc);

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@ -78,5 +78,5 @@ void Actual_SubmitDraw(
void Actual_Resize(int width, int height, const ViewportTransform& viewportTransform);
void Actual_Clear(float r, float g, float b);
uint32_t Actual_Flip();
void Actual_Draw2DImage(IDirect3DTexture9* texture, const SDL_Rect& srcRect, const SDL_Rect& dstRect);
void Actual_Draw2DImage(IDirect3DTexture9* texture, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color);
uint32_t Actual_Download(SDL_Surface* target);

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@ -273,9 +273,9 @@ void DirectX9Renderer::Flip()
Actual_Flip();
}
void DirectX9Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
void DirectX9Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color)
{
Actual_Draw2DImage(m_textures[textureId].dxTexture, srcRect, dstRect);
Actual_Draw2DImage(m_textures[textureId].dxTexture, srcRect, dstRect, color);
}
void DirectX9Renderer::SetDither(bool dither)

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@ -285,9 +285,10 @@ void GL11_Clear(float r, float g, float b)
}
void GL11_Draw2DImage(
GLTextureCacheEntry& cache,
const GLTextureCacheEntry* cache,
const SDL_Rect& srcRect,
const SDL_Rect& dstRect,
const FColor& color,
float left,
float right,
float bottom,
@ -296,6 +297,7 @@ void GL11_Draw2DImage(
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glShadeModel(GL_FLAT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
@ -306,17 +308,28 @@ void GL11_Draw2DImage(
glLoadIdentity();
glDisable(GL_LIGHTING);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glColor4f(color.r, color.g, color.b, color.a);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, cache.glTextureId);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
float u1 = 0;
float v1 = 0;
float u2 = 0;
float v2 = 0;
float u1 = srcRect.x / cache.width;
float v1 = srcRect.y / cache.height;
float u2 = (srcRect.x + srcRect.w) / cache.width;
float v2 = (srcRect.y + srcRect.h) / cache.height;
if (cache) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, cache->glTextureId);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
u1 = srcRect.x / cache->width;
v1 = srcRect.y / cache->height;
u2 = (srcRect.x + srcRect.w) / cache->width;
v2 = (srcRect.y + srcRect.h) / cache->height;
}
else {
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
float x1 = (float) dstRect.x;
float y1 = (float) dstRect.y;

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@ -79,9 +79,10 @@ void GL11_SubmitDraw(
void GL11_Resize(int width, int height);
void GL11_Clear(float r, float g, float b);
void GL11_Draw2DImage(
GLTextureCacheEntry& cache,
const GLTextureCacheEntry* cache,
const SDL_Rect& srcRect,
const SDL_Rect& dstRect,
const FColor& color,
float left,
float right,
float bottom,

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@ -372,7 +372,7 @@ void OpenGL1Renderer::Flip()
}
}
void OpenGL1Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
void OpenGL1Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color)
{
m_dirty = true;
@ -381,7 +381,12 @@ void OpenGL1Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, con
float top = -m_viewportTransform.offsetY / m_viewportTransform.scale;
float bottom = (m_height - m_viewportTransform.offsetY) / m_viewportTransform.scale;
GL11_Draw2DImage(m_textures[textureId], srcRect, dstRect, left, right, bottom, top);
const GLTextureCacheEntry* texture = nullptr;
if (textureId != NO_TEXTURE_ID) {
texture = &m_textures[textureId];
}
GL11_Draw2DImage(texture, srcRect, dstRect, color, left, right, bottom, top);
}
void OpenGL1Renderer::SetDither(bool dither)

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@ -598,7 +598,7 @@ void OpenGLES2Renderer::Flip()
}
}
void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color)
{
m_dirty = true;
@ -607,25 +607,37 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
glUseProgram(m_shaderProgram);
float color[] = {1.0f, 1.0f, 1.0f, 1.0f};
float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
float blank[] = {0.0f, 0.0f, 0.0f, 0.0f};
glUniform4fv(u_lightLocs[0][0], 1, color);
glUniform4fv(u_lightLocs[0][0], 1, ambient);
glUniform4fv(u_lightLocs[0][1], 1, blank);
glUniform4fv(u_lightLocs[0][2], 1, blank);
glUniform1i(m_lightCountLoc, 1);
glUniform4f(m_colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
glUniform4f(m_colorLoc, color.r, color.g, color.b, color.a);
glUniform1f(m_shinLoc, 0.0f);
const GLES2TextureCacheEntry& texture = m_textures[textureId];
float scaleX = static_cast<float>(dstRect.w) / srcRect.w;
float scaleY = static_cast<float>(dstRect.h) / srcRect.h;
SDL_Rect expandedDstRect = {
static_cast<int>(std::round(dstRect.x - srcRect.x * scaleX)),
static_cast<int>(std::round(dstRect.y - srcRect.y * scaleY)),
static_cast<int>(std::round(texture.width * scaleX)),
static_cast<int>(std::round(texture.height * scaleY))
};
SDL_Rect expandedDstRect;
if (textureId != NO_TEXTURE_ID) {
const GLES2TextureCacheEntry& texture = m_textures[textureId];
float scaleX = static_cast<float>(dstRect.w) / srcRect.w;
float scaleY = static_cast<float>(dstRect.h) / srcRect.h;
expandedDstRect = {
static_cast<int>(std::round(dstRect.x - srcRect.x * scaleX)),
static_cast<int>(std::round(dstRect.y - srcRect.y * scaleY)),
static_cast<int>(std::round(texture.width * scaleX)),
static_cast<int>(std::round(texture.height * scaleY))
};
glActiveTexture(GL_TEXTURE0);
glUniform1i(m_useTextureLoc, 1);
glBindTexture(GL_TEXTURE_2D, texture.glTextureId);
glUniform1i(m_textureLoc, 0);
}
else {
expandedDstRect = dstRect;
glUniform1i(m_useTextureLoc, 0);
}
D3DRMMATRIX4D modelView, projection;
Create2DTransformMatrix(
@ -645,11 +657,6 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
glUniform1i(m_useTextureLoc, 1);
glBindTexture(GL_TEXTURE_2D, texture.glTextureId);
glUniform1i(m_textureLoc, 0);
glEnable(GL_SCISSOR_TEST);
glScissor(
static_cast<int>(std::round(dstRect.x * m_viewportTransform.scale + m_viewportTransform.offsetX)),

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@ -884,24 +884,37 @@ void Direct3DRMSDL3GPURenderer::Flip()
m_cmdbuf = nullptr;
}
void Direct3DRMSDL3GPURenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
void Direct3DRMSDL3GPURenderer::Draw2DImage(
Uint32 textureId,
const SDL_Rect& srcRect,
const SDL_Rect& dstRect,
FColor color
)
{
if (!m_renderPass) {
StartRenderPass(0, 0, 0, false);
}
SDL_BindGPUGraphicsPipeline(m_renderPass, m_uiPipeline);
const SDL3TextureCache& tex = m_textures[textureId];
auto surface = static_cast<DirectDrawSurfaceImpl*>(tex.texture->m_surface);
float scaleX = static_cast<float>(dstRect.w) / srcRect.w;
float scaleY = static_cast<float>(dstRect.h) / srcRect.h;
SDL_Rect expandedDstRect = {
static_cast<int>(std::round(dstRect.x - srcRect.x * scaleX)),
static_cast<int>(std::round(dstRect.y - srcRect.y * scaleY)),
static_cast<int>(std::round(static_cast<float>(surface->m_surface->w) * scaleX)),
static_cast<int>(std::round(static_cast<float>(surface->m_surface->h) * scaleY)),
};
SDL_GPUTexture* tex;
SDL_Rect expandedDstRect;
if (textureId == NO_TEXTURE_ID) {
expandedDstRect = dstRect;
tex = m_dummyTexture;
}
else {
SDL3TextureCache& cache = m_textures[textureId];
tex = cache.gpuTexture;
auto surface = static_cast<DirectDrawSurfaceImpl*>(cache.texture->m_surface);
float scaleX = static_cast<float>(dstRect.w) / srcRect.w;
float scaleY = static_cast<float>(dstRect.h) / srcRect.h;
expandedDstRect = {
static_cast<int>(std::round(dstRect.x - srcRect.x * scaleX)),
static_cast<int>(std::round(dstRect.y - srcRect.y * scaleY)),
static_cast<int>(std::round(static_cast<float>(surface->m_surface->w) * scaleX)),
static_cast<int>(std::round(static_cast<float>(surface->m_surface->h) * scaleY)),
};
}
Create2DTransformMatrix(
expandedDstRect,
@ -916,11 +929,14 @@ void Direct3DRMSDL3GPURenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& sr
SceneLight fullBright = {{1, 1, 1, 1}, {0, 0, 0}, 0, {0, 0, 0}, 0};
memcpy(&m_fragmentShadingData.lights, &fullBright, sizeof(SceneLight));
m_fragmentShadingData.lightCount = 1;
m_fragmentShadingData.color = {0xff, 0xff, 0xff, 0xff};
m_fragmentShadingData.color.r = static_cast<Uint8>(color.r * 255);
m_fragmentShadingData.color.g = static_cast<Uint8>(color.g * 255);
m_fragmentShadingData.color.b = static_cast<Uint8>(color.b * 255);
m_fragmentShadingData.color.a = static_cast<Uint8>(color.a * 255);
m_fragmentShadingData.shininess = 0.0f;
m_fragmentShadingData.useTexture = 1;
SDL_GPUTextureSamplerBinding samplerBinding = {tex.gpuTexture, m_uiSampler};
SDL_GPUTextureSamplerBinding samplerBinding = {tex, m_uiSampler};
SDL_BindGPUFragmentSamplers(m_renderPass, 0, &samplerBinding, 1);
SDL_PushGPUVertexUniformData(m_cmdbuf, 0, &m_uniforms, sizeof(m_uniforms));
SDL_PushGPUFragmentUniformData(m_cmdbuf, 0, &m_fragmentShadingData, sizeof(m_fragmentShadingData));

View File

@ -774,16 +774,35 @@ void Direct3DRMSoftwareRenderer::Flip()
SDL_RenderPresent(m_renderer);
}
void Direct3DRMSoftwareRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
void Direct3DRMSoftwareRenderer::Draw2DImage(
Uint32 textureId,
const SDL_Rect& srcRect,
const SDL_Rect& dstRect,
FColor color
)
{
SDL_Surface* surface = m_textures[textureId].cached;
SDL_UnlockSurface(surface);
SDL_Rect centeredRect = {
static_cast<int>(dstRect.x * m_viewportTransform.scale + m_viewportTransform.offsetX),
static_cast<int>(dstRect.y * m_viewportTransform.scale + m_viewportTransform.offsetY),
static_cast<int>(dstRect.w * m_viewportTransform.scale),
static_cast<int>(dstRect.h * m_viewportTransform.scale),
};
if (textureId == NO_TEXTURE_ID) {
Uint32 sdlColor = SDL_MapRGBA(
m_format,
m_palette,
static_cast<Uint8>(color.r * 255),
static_cast<Uint8>(color.g * 255),
static_cast<Uint8>(color.b * 255),
static_cast<Uint8>(color.a * 255)
);
SDL_FillSurfaceRect(m_renderedImage, &centeredRect, sdlColor);
return;
}
SDL_Surface* surface = m_textures[textureId].cached;
SDL_UnlockSurface(surface);
SDL_BlitSurfaceScaled(surface, &srcRect, m_renderedImage, &centeredRect, SDL_SCALEMODE_LINEAR);
SDL_LockSurface(surface);
}

View File

@ -48,16 +48,32 @@ HRESULT FrameBufferImpl::Blt(
if (!DDRenderer) {
return DDERR_GENERIC;
}
if (dynamic_cast<FrameBufferImpl*>(lpDDSrcSurface) == this) {
return Flip(nullptr, DDFLIP_WAIT);
}
if ((dwFlags & DDBLT_COLORFILL) == DDBLT_COLORFILL) {
Uint8 a = (lpDDBltFx->dwFillColor >> 24) & 0xFF;
Uint8 r = (lpDDBltFx->dwFillColor >> 16) & 0xFF;
Uint8 g = (lpDDBltFx->dwFillColor >> 8) & 0xFF;
Uint8 b = lpDDBltFx->dwFillColor & 0xFF;
DDRenderer->Clear(r / 255.0f, g / 255.0f, b / 255.0f);
float fa = a / 255.0f;
float fr = r / 255.0f;
float fg = g / 255.0f;
float fb = b / 255.0f;
if (lpDestRect) {
SDL_Rect dstRect = ConvertRect(lpDestRect);
DDRenderer->Draw2DImage(NO_TEXTURE_ID, SDL_Rect{}, dstRect, {fr, fg, fb, fa});
}
else {
DDRenderer->Clear(fr, fg, fb);
}
return DD_OK;
}
auto surface = static_cast<DirectDrawSurfaceImpl*>(lpDDSrcSurface);
if (!surface) {
return DDERR_GENERIC;
@ -67,7 +83,7 @@ HRESULT FrameBufferImpl::Blt(
lpSrcRect ? ConvertRect(lpSrcRect) : SDL_Rect{0, 0, surface->m_surface->w, surface->m_surface->h};
SDL_Rect dstRect =
lpDestRect ? ConvertRect(lpDestRect) : SDL_Rect{0, 0, (int) m_virtualWidth, (int) m_virtualHeight};
DDRenderer->Draw2DImage(textureId, srcRect, dstRect);
DDRenderer->Draw2DImage(textureId, srcRect, dstRect, {1.0f, 1.0f, 1.0f, 1.0f});
return DD_OK;
}

View File

@ -51,7 +51,7 @@ public:
virtual void Resize(int width, int height, const ViewportTransform& viewportTransform) = 0;
virtual void Clear(float r, float g, float b) = 0;
virtual void Flip() = 0;
virtual void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) = 0;
virtual void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color) = 0;
virtual void Download(SDL_Surface* target) = 0;
virtual void SetDither(bool dither) = 0;

View File

@ -48,7 +48,7 @@ public:
void Resize(int width, int height, const ViewportTransform& viewportTransform) override;
void Clear(float r, float g, float b) override;
void Flip() override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color) override;
void Download(SDL_Surface* target) override;
void SetDither(bool dither) override;

View File

@ -34,7 +34,7 @@ public:
void Resize(int width, int height, const ViewportTransform& viewportTransform) override;
void Clear(float r, float g, float b) override;
void Flip() override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color) override;
void Download(SDL_Surface* target) override;
void SetDither(bool dither) override;

View File

@ -34,7 +34,7 @@ public:
void Resize(int width, int height, const ViewportTransform& viewportTransform) override;
void Clear(float r, float g, float b) override;
void Flip() override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color) override;
void Download(SDL_Surface* target) override;
void SetDither(bool dither) override;

View File

@ -55,7 +55,7 @@ public:
void Resize(int width, int height, const ViewportTransform& viewportTransform) override;
void Clear(float r, float g, float b) override;
void Flip() override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color) override;
void Download(SDL_Surface* target) override;
void SetDither(bool dither) override;

View File

@ -65,7 +65,7 @@ public:
void Resize(int width, int height, const ViewportTransform& viewportTransform) override;
void Clear(float r, float g, float b) override;
void Flip() override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color) override;
void Download(SDL_Surface* target) override;
void SetDither(bool dither) override;

View File

@ -47,7 +47,7 @@ public:
void Resize(int width, int height, const ViewportTransform& viewportTransform) override;
void Clear(float r, float g, float b) override;
void Flip() override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color) override;
void Download(SDL_Surface* target) override;
void SetDither(bool dither) override;