void FTextureManager::ParseCameraTexture(FScanner &sc) { const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny | TEXMAN_ShortNameOnly; int width, height; int fitwidth, fitheight; FString picname; sc.MustGetString (); picname = sc.String; sc.MustGetNumber (); width = sc.Number; sc.MustGetNumber (); height = sc.Number; FTextureID picnum = CheckForTexture (picname, FTexture::TEX_Flat, texflags); FTexture *viewer = new FCanvasTexture (picname, width, height); if (picnum.Exists()) { FTexture *oldtex = Texture(picnum); fitwidth = oldtex->GetScaledWidth (); fitheight = oldtex->GetScaledHeight (); viewer->UseType = oldtex->UseType; ReplaceTexture (picnum, viewer, true); } else { fitwidth = width; fitheight = height; // [GRB] No need for oldtex viewer->UseType = FTexture::TEX_Wall; AddTexture (viewer); } if (sc.GetString()) { if (sc.Compare ("fit")) { sc.MustGetNumber (); fitwidth = sc.Number; sc.MustGetNumber (); fitheight = sc.Number; } else { sc.UnGet (); } } if (sc.GetString()) { if (sc.Compare("WorldPanning")) { viewer->bWorldPanning = true; } else { sc.UnGet(); } } viewer->SetScaledSize(fitwidth, fitheight); }
void FTextureManager::AddHiresTextures (int wadnum) { int firsttx = Wads.GetFirstLump(wadnum); int lasttx = Wads.GetLastLump(wadnum); char name[9]; TArray<FTextureID> tlist; if (firsttx == -1 || lasttx == -1) { return; } name[8] = 0; for (;firsttx <= lasttx; ++firsttx) { if (Wads.GetLumpNamespace(firsttx) == ns_hires) { Wads.GetLumpName (name, firsttx); if (Wads.CheckNumForName (name, ns_hires) == firsttx) { tlist.Clear(); int amount = ListTextures(name, tlist); if (amount == 0) { // A texture with this name does not yet exist FTexture * newtex = FTexture::CreateTexture (firsttx, FTexture::TEX_Any); if (newtex != NULL) { newtex->UseType=FTexture::TEX_Override; AddTexture(newtex); } } else { for(unsigned int i = 0; i < tlist.Size(); i++) { FTexture * newtex = FTexture::CreateTexture (firsttx, FTexture::TEX_Any); if (newtex != NULL) { FTexture * oldtex = Textures[tlist[i].GetIndex()].Texture; // Replace the entire texture and adjust the scaling and offset factors. newtex->bWorldPanning = true; newtex->SetScaledSize(oldtex->GetScaledWidth(), oldtex->GetScaledHeight()); newtex->LeftOffset = FixedMul(oldtex->GetScaledLeftOffset(), newtex->xScale); newtex->TopOffset = FixedMul(oldtex->GetScaledTopOffset(), newtex->yScale); ReplaceTexture(tlist[i], newtex, true); } } } //StartScreen->Progress(); } } } }
void DIntermissionScreenScroller::Drawer () { FTexture *tex = TexMan[mFirstPic]; FTexture *tex2 = TexMan[mSecondPic]; if (mTicker >= mScrollDelay && mTicker < mScrollDelay + mScrollTime && tex != NULL && tex2 != NULL) { int fwidth = tex->GetScaledWidth(); int fheight = tex->GetScaledHeight(); double xpos1 = 0, ypos1 = 0, xpos2 = 0, ypos2 = 0; switch (mScrollDir) { case SCROLL_Up: ypos1 = double(mTicker - mScrollDelay) * fheight / mScrollTime; ypos2 = ypos1 - fheight; break; case SCROLL_Down: ypos1 = -double(mTicker - mScrollDelay) * fheight / mScrollTime; ypos2 = ypos1 + fheight; break; case SCROLL_Left: default: xpos1 = double(mTicker - mScrollDelay) * fwidth / mScrollTime; xpos2 = xpos1 - fwidth; break; case SCROLL_Right: xpos1 = -double(mTicker - mScrollDelay) * fwidth / mScrollTime; xpos2 = xpos1 + fwidth; break; } screen->DrawTexture (tex, xpos1, ypos1, DTA_VirtualWidth, fwidth, DTA_VirtualHeight, fheight, DTA_Masked, false, TAG_DONE); screen->DrawTexture (tex2, xpos2, ypos2, DTA_VirtualWidth, fwidth, DTA_VirtualHeight, fheight, DTA_Masked, false, TAG_DONE); screen->FillBorder (NULL); mBackground = mSecondPic; } else { Super::Drawer(); } }
bool DMenu::MouseEventBack(int type, int x, int y) { if (m_show_backbutton >= 0) { FTexture *tex = TexMan(gameinfo.mBackButton); if (tex != NULL) { if (m_show_backbutton&1) x -= screen->GetWidth() - tex->GetScaledWidth() * CleanXfac; if (m_show_backbutton&2) y -= screen->GetHeight() - tex->GetScaledHeight() * CleanYfac; mBackbuttonSelected = ( x >= 0 && x < tex->GetScaledWidth() * CleanXfac && y >= 0 && y < tex->GetScaledHeight() * CleanYfac); if (mBackbuttonSelected && type == MOUSE_Release) { if (m_use_mouse == 2) mBackbuttonSelected = false; MenuEvent(MKEY_Back, true); } return mBackbuttonSelected; } } return false; }
void DMenu::Drawer () { if (this == DMenu::CurrentMenu && BackbuttonAlpha > 0 && m_show_backbutton >= 0 && m_use_mouse) { FTexture *tex = TexMan(gameinfo.mBackButton); int w = tex->GetScaledWidth() * CleanXfac; int h = tex->GetScaledHeight() * CleanYfac; int x = (!(m_show_backbutton&1))? 0:screen->GetWidth() - w; int y = (!(m_show_backbutton&2))? 0:screen->GetHeight() - h; if (mBackbuttonSelected && (mMouseCapture || m_use_mouse == 1)) { screen->DrawTexture(tex, x, y, DTA_CleanNoMove, true, DTA_ColorOverlay, MAKEARGB(40, 255,255,255), TAG_DONE); } else { screen->DrawTexture(tex, x, y, DTA_CleanNoMove, true, DTA_AlphaF, BackbuttonAlpha, TAG_DONE); } } }
void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue) { if (RenderPolySprite::IsThingCulled(thing)) return; const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac); pos.Z += thing->GetBobOffset(viewpoint.TicFrac); bool flipTextureX = false; FTexture *tex = RenderPolySprite::GetSpriteTexture(thing, flipTextureX); if (tex == nullptr || tex->UseType == FTexture::TEX_Null) return; DVector2 spriteScale = thing->Scale; double thingxscalemul = spriteScale.X / tex->Scale.X; double thingyscalemul = spriteScale.Y / tex->Scale.Y; double spriteHeight = thingyscalemul * tex->GetHeight(); DAngle ang = thing->Angles.Yaw + 90; double angcos = ang.Cos(); double angsin = ang.Sin(); // Determine left and right edges of sprite. The sprite's angle is its normal, // so the edges are 90 degrees each side of it. double x2 = tex->GetScaledWidth() * spriteScale.X; double x1 = tex->GetScaledLeftOffset() * spriteScale.X; DVector2 left, right; left.X = pos.X - x1 * angcos; left.Y = pos.Y - x1 * angsin; right.X = left.X + x2 * angcos; right.Y = left.Y + x2 * angsin; //int scaled_to = tex->GetScaledTopOffset(); //int scaled_bo = scaled_to - tex->GetScaledHeight(); //gzt = pos.Z + scale.Y * scaled_to; //gzb = pos.Z + scale.Y * scaled_bo; DVector2 points[2] = { left, right }; TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4); bool foggy = false; int actualextralight = foggy ? 0 : viewpoint.extralight << 4; std::pair<float, float> offsets[4] = { { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f }, }; for (int i = 0; i < 4; i++) { auto &p = (i == 0 || i == 3) ? points[0] : points[1]; vertices[i].x = (float)p.X; vertices[i].y = (float)p.Y; vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second); vertices[i].w = 1.0f; vertices[i].u = (float)(offsets[i].first * tex->Scale.X); vertices[i].v = (float)((1.0f - offsets[i].second) * tex->Scale.Y); if (flipTextureX) vertices[i].u = 1.0f - vertices[i].u; } bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)); int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight; PolyDrawArgs args; args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), fullbrightSprite); args.SetTransform(&worldToClip); args.SetFaceCullCCW(true); args.SetStencilTestValue(stencilValue); args.SetTexture(tex); args.SetClipPlane(clipPlane); args.SetSubsectorDepthTest(true); args.SetWriteSubsectorDepth(false); args.SetWriteStencil(false); args.SetStyle(TriBlendMode::TextureMasked); args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan); }
void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, AActor *thing, subsector_t *sub, uint32_t subsectorDepth) { if (RenderPolySprite::IsThingCulled(thing)) return; DVector3 pos = thing->InterpolatedPosition(r_TicFracF); pos.Z += thing->GetBobOffset(r_TicFracF); bool flipTextureX = false; FTexture *tex = RenderPolySprite::GetSpriteTexture(thing, flipTextureX); if (tex == nullptr) return; DVector2 spriteScale = thing->Scale; double thingxscalemul = spriteScale.X / tex->Scale.X; double thingyscalemul = spriteScale.Y / tex->Scale.Y; double spriteHeight = thingyscalemul * tex->GetHeight(); DAngle ang = thing->Angles.Yaw + 90; double angcos = ang.Cos(); double angsin = ang.Sin(); // Determine left and right edges of sprite. The sprite's angle is its normal, // so the edges are 90 degrees each side of it. double x2 = tex->GetScaledWidth() * spriteScale.X; double x1 = tex->GetScaledLeftOffset() * spriteScale.X; DVector2 left, right; left.X = pos.X - x1 * angcos; left.Y = pos.Y - x1 * angsin; right.X = left.X + x2 * angcos; right.Y = right.Y + x2 * angsin; //int scaled_to = tex->GetScaledTopOffset(); //int scaled_bo = scaled_to - tex->GetScaledHeight(); //gzt = pos.Z + scale.Y * scaled_to; //gzb = pos.Z + scale.Y * scaled_bo; DVector2 points[2] = { left, right }; TriVertex *vertices = PolyVertexBuffer::GetVertices(4); if (!vertices) return; bool foggy = false; int actualextralight = foggy ? 0 : extralight << 4; std::pair<float, float> offsets[4] = { { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f }, }; for (int i = 0; i < 4; i++) { auto &p = (i == 0 || i == 3) ? points[0] : points[1]; vertices[i].x = (float)p.X; vertices[i].y = (float)p.Y; vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second); vertices[i].w = 1.0f; vertices[i].varying[0] = (float)(offsets[i].first * tex->Scale.X); vertices[i].varying[1] = (float)((1.0f - offsets[i].second) * tex->Scale.Y); if (flipTextureX) vertices[i].varying[0] = 1.0f - vertices[i].varying[0]; } bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)); TriUniforms uniforms; if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap) { uniforms.light = 256; uniforms.flags = TriUniforms::fixed_light; } else { uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f); uniforms.flags = 0; } uniforms.subsectorDepth = subsectorDepth; PolyDrawArgs args; args.uniforms = uniforms; args.objectToClip = &worldToClip; args.vinput = vertices; args.vcount = 4; args.mode = TriangleDrawMode::Fan; args.ccw = true; args.stenciltestvalue = 0; args.stencilwritevalue = 1; args.SetTexture(tex); args.SetColormap(sub->sector->ColorMap); PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::AlphaBlend); }
static void R_InitAnimDefs () { const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny; int lump, lastlump = 0; while ((lump = Wads.FindLump ("ANIMDEFS", &lastlump)) != -1) { FScanner sc(lump); while (sc.GetString ()) { if (sc.Compare ("flat")) { ParseAnim (sc, false); } else if (sc.Compare ("texture")) { ParseAnim (sc, true); } else if (sc.Compare ("switch")) { P_ProcessSwitchDef (sc); } // [GRB] Added warping type 2 else if (sc.Compare ("warp") || sc.Compare ("warp2")) { bool isflat = false; bool type2 = sc.Compare ("warp2"); // [GRB] sc.MustGetString (); if (sc.Compare ("flat")) { isflat = true; sc.MustGetString (); } else if (sc.Compare ("texture")) { isflat = false; sc.MustGetString (); } else { sc.ScriptError (NULL); } FTextureID picnum = TexMan.CheckForTexture (sc.String, isflat ? FTexture::TEX_Flat : FTexture::TEX_Wall, texflags); if (picnum.isValid()) { FTexture * warper = TexMan[picnum]; // don't warp a texture more than once if (!warper->bWarped) { if (type2) // [GRB] warper = new FWarp2Texture (warper); else warper = new FWarpTexture (warper); TexMan.ReplaceTexture (picnum, warper, false); } if (sc.CheckFloat()) { static_cast<FWarpTexture*>(warper)->SetSpeed(float(sc.Float)); } // No decals on warping textures, by default. // Warping information is taken from the last warp // definition for this texture. warper->bNoDecals = true; if (sc.GetString ()) { if (sc.Compare ("allowdecals")) { warper->bNoDecals = false; } else { sc.UnGet (); } } } } else if (sc.Compare ("cameratexture")) { int width, height; int fitwidth, fitheight; FString picname; sc.MustGetString (); picname = sc.String; sc.MustGetNumber (); width = sc.Number; sc.MustGetNumber (); height = sc.Number; FTextureID picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Flat, texflags); FTexture *viewer = new FCanvasTexture (picname, width, height); if (picnum.Exists()) { FTexture *oldtex = TexMan[picnum]; fitwidth = oldtex->GetScaledWidth (); fitheight = oldtex->GetScaledHeight (); viewer->UseType = oldtex->UseType; TexMan.ReplaceTexture (picnum, viewer, true); } else { fitwidth = width; fitheight = height; // [GRB] No need for oldtex viewer->UseType = FTexture::TEX_Wall; TexMan.AddTexture (viewer); } if (sc.GetString()) { if (sc.Compare ("fit")) { sc.MustGetNumber (); fitwidth = sc.Number; sc.MustGetNumber (); fitheight = sc.Number; } else { sc.UnGet (); } } viewer->SetScaledSize(fitwidth, fitheight); } else if (sc.Compare ("animatedDoor")) { P_ParseAnimatedDoor (sc); } else if (sc.Compare("skyoffset")) { sc.MustGetString (); FTextureID picnum = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags); sc.MustGetNumber(); if (picnum.Exists()) { FTexture *tex = TexMan[picnum]; tex->SkyOffset = sc.Number; } } else { sc.ScriptError (NULL); } } } }
void HandleCommand (bool helphack) { int i,margin,top,bottom; int picmid; switch (toupper(*++text)) { case 'B': { double bx = ParseNumber(); double by = ParseNumber(); double bw = ParseNumber(); double bh = ParseNumber(); MenuToRealCoords(bx, by, bw, bh, MENU_CENTER); VWB_DrawFill(backgroundFlat, (int)bx, (int)by, (int)(bx+bw), (int)(by+bh)); RipToEOL(); break; } case ';': // comment RipToEOL(); break; case 'P': // ^P is start of next page, ^E is end of file case 'E': layoutdone = true; text--; // back up to the '^' break; case 'C': // ^c<hex digit> changes text color i = toupper(*++text); if(i == '[') // Textcolo translation { fontcolor = 255; const BYTE *colorname = (const BYTE *)(text); textcolor = V_ParseFontColor(colorname, CR_UNTRANSLATED, CR_UNTRANSLATED+1); while(*text++ != ']'); } else { textcolor = CR_UNTRANSLATED; if (i>='0' && i<='9') fontcolor = i-'0'; else if (i>='A' && i<='F') fontcolor = i-'A'+10; fontcolor *= 16; i = toupper(*++text); if (i>='0' && i<='9') fontcolor += i-'0'; else if (i>='A' && i<='F') fontcolor += i-'A'+10; text++; } break; case '>': px = 160; text++; break; case 'L': py=ParseNumber(); rowon = (py-TOPMARGIN)/FONTHEIGHT; py = TOPMARGIN+rowon*FONTHEIGHT; px=ParseNumber(); while (*text++ != '\n') // scan to end of line ; break; case 'T': // ^Tyyy,xxx,ppp,ttt waits ttt tics, then draws pic TimedPicCommand (helphack); break; case 'G': // ^Gyyy,xxx,ppp draws graphic { ParsePicCommand (helphack); if(!picnum.isValid()) break; FTexture *picture = TexMan(picnum); VWB_DrawGraphic (picture, picx&~7,picy, MENU_CENTER); // // adjust margins // picmid = picx + picture->GetScaledWidth()/2; if (picmid > SCREENMID) margin = picx-PICMARGIN; // new right margin else margin = picx+picture->GetScaledWidth()+PICMARGIN; // new left margin top = (picy-TOPMARGIN)/FONTHEIGHT; if (top<0) top = 0; bottom = (picy+picture->GetScaledHeight()-TOPMARGIN)/FONTHEIGHT; if (bottom>=TEXTROWS) bottom = TEXTROWS-1; for (i=top; i<=bottom; i++) if (picmid > SCREENMID) rightmargin[i] = margin; else leftmargin[i] = margin; // // adjust this line if needed // if (px < (int) leftmargin[rowon]) px = leftmargin[rowon]; break; } } }