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SpaceCadetPinball/SpaceCadetPinball/render.cpp
Muzychenko Andrey 0d9610ddb6 Added new render mode with reduced tearing.
Available under new option Window->Alternative Rendering.
Issue #29.
2021-10-12 16:30:20 +03:00

545 lines
13 KiB
C++

#include "pch.h"
#include "render.h"
#include "memory.h"
int render::many_dirty, render::many_sprites, render::many_balls;
render_sprite_type_struct **render::dirty_list, **render::sprite_list, **render::ball_list;
zmap_header_type* render::background_zmap;
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;
void render::init(gdrv_bitmap8* bmp, float zMin, float zScaler, int width, int height)
{
++memory::critical_allocation;
zscaler = zScaler;
zmin = zMin;
zmax = 4294967300.0f / zScaler + zMin;
sprite_list = memory::allocate<render_sprite_type_struct*>(1000);
dirty_list = memory::allocate<render_sprite_type_struct*>(1000);
ball_list = memory::allocate<render_sprite_type_struct*>(20);
gdrv::create_bitmap(&vscreen, width, height);
zdrv::create_zmap(&zscreen, width, height);
zdrv::fill(&zscreen, zscreen.Width, zscreen.Height, 0, 0, 0xFFFF);
vscreen_rect.YPosition = 0;
vscreen_rect.XPosition = 0;
vscreen_rect.Width = width;
vscreen_rect.Height = height;
vscreen.YPosition = 0;
vscreen.XPosition = 0;
gdrv_bitmap8* ballBmp = ball_bitmap;
while (ballBmp < &ball_bitmap[20])
{
gdrv::create_raw_bitmap(ballBmp, 64, 64, 1);
++ballBmp;
}
background_bitmap = bmp;
if (bmp)
gdrv::copy_bitmap(&vscreen, width, height, 0, 0, bmp, 0, 0);
else
gdrv::fill_bitmap(&vscreen, vscreen.Width, vscreen.Height, 0, 0, 0);
--memory::critical_allocation;
}
void render::uninit()
{
gdrv::destroy_bitmap(&vscreen);
zdrv::destroy_zmap(&zscreen);
for (auto i = many_sprites - 1; i >= 0; --i)
remove_sprite(sprite_list[i]);
for (auto j = many_balls - 1; j >= 0; --j)
remove_ball(ball_list[j]);
memory::free(ball_list);
memory::free(dirty_list);
memory::free(sprite_list);
many_sprites = 0;
many_dirty = 0;
many_balls = 0;
}
void render::update(bool blit)
{
rectangle_type overlapRect{};
for (int index = 0; index < many_dirty; ++index)
{
auto curSprite = dirty_list[index];
bool clearSprite = false;
switch (curSprite->VisualType)
{
case VisualType::Sprite:
if (curSprite->BmpRectCopy.Width > 0)
maths::enclosing_box(&curSprite->BmpRectCopy, &curSprite->BmpRect, &curSprite->DirtyRect);
if (maths::rectangle_clip(&curSprite->DirtyRect, &vscreen_rect, &curSprite->DirtyRect))
clearSprite = true;
else
curSprite->DirtyRect.Width = -1;
break;
case VisualType::None:
if (maths::rectangle_clip(&curSprite->BmpRect, &vscreen_rect, &curSprite->DirtyRect))
clearSprite = !curSprite->Bmp;
else
curSprite->DirtyRect.Width = -1;
break;
default: break;
}
if (clearSprite)
{
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);
}
}
for (int index = 0; index < many_dirty; ++index)
{
auto sprite = dirty_list[index];
if (sprite->DirtyRect.Width > 0 && (sprite->VisualType == VisualType::None || sprite->VisualType ==
VisualType::Sprite))
repaint(sprite);
}
if (blit)
{
paint_balls();
gdrv::start_blit_sequence();
auto xPos = vscreen.XPosition + offset_x;
auto yPos = vscreen.YPosition + offset_y;
for (int index = 0; index < many_dirty; ++index)
{
auto sprite = dirty_list[index];
auto dirtyRect = &sprite->DirtyRect;
auto width2 = sprite->DirtyRect.Width;
if (width2 > 0)
gdrv::blit_sequence(
&vscreen,
dirtyRect->XPosition,
dirtyRect->YPosition,
dirtyRect->XPosition + xPos,
dirtyRect->YPosition + yPos,
width2,
dirtyRect->Height);
sprite->BmpRectCopy = *dirtyRect;
if (sprite->UnknownFlag != 0)
remove_sprite(sprite);
}
for (int index = 0; index < many_balls; ++index)
{
auto sprite = ball_list[index];
auto rectCopy = &sprite->BmpRectCopy;
auto dirtyRect = &sprite->DirtyRect;
if (maths::overlapping_box(dirtyRect, rectCopy, &overlapRect) && dirtyRect->Width > 0)
{
if (overlapRect.Width > 0)
gdrv::blit_sequence(
&vscreen,
overlapRect.XPosition,
overlapRect.YPosition,
overlapRect.XPosition + xPos,
overlapRect.YPosition + yPos,
overlapRect.Width,
overlapRect.Height);
}
else
{
if (dirtyRect->Width > 0)
gdrv::blit_sequence(
&vscreen,
dirtyRect->XPosition,
dirtyRect->YPosition,
dirtyRect->XPosition + xPos,
dirtyRect->YPosition + yPos,
dirtyRect->Width,
dirtyRect->Height);
if (rectCopy->Width > 0)
gdrv::blit_sequence(
&vscreen,
rectCopy->XPosition,
rectCopy->YPosition,
rectCopy->XPosition + xPos,
rectCopy->YPosition + yPos,
rectCopy->Width,
rectCopy->Height);
}
}
gdrv::end_blit_sequence();
unpaint_balls();
}
else
{
for (int index = 0; index < many_dirty; ++index)
{
auto sprite = dirty_list[index];
sprite->BmpRectCopy = sprite->DirtyRect;
if (sprite->UnknownFlag != 0)
remove_sprite(sprite);
}
}
many_dirty = 0;
}
void render::paint()
{
paint_balls();
gdrv::blat(&vscreen, vscreen.XPosition, vscreen.YPosition);
unpaint_balls();
}
void render::sprite_modified(render_sprite_type_struct* sprite)
{
if (sprite->VisualType != VisualType::Ball && many_dirty < 999)
dirty_list[many_dirty++] = sprite;
}
render_sprite_type_struct* render::create_sprite(VisualType visualType, gdrv_bitmap8* bmp, zmap_header_type* zMap,
int xPosition, int yPosition, rectangle_type* rect)
{
auto sprite = memory::allocate<render_sprite_type_struct>();
if (!sprite)
return nullptr;
sprite->BmpRect.YPosition = yPosition;
sprite->BmpRect.XPosition = xPosition;
sprite->Bmp = bmp;
sprite->VisualType = visualType;
sprite->UnknownFlag = 0;
sprite->SpriteArray = nullptr;
sprite->SpriteCount = 0;
sprite->DirtyRect = rectangle_type{};
if (rect)
{
sprite->BoundingRect = *rect;
}
else
{
sprite->BoundingRect.Width = -1;
sprite->BoundingRect.Height = -1;
sprite->BoundingRect.XPosition = 0;
sprite->BoundingRect.YPosition = 0;
}
if (bmp)
{
sprite->BmpRect.Width = bmp->Width;
sprite->BmpRect.Height = bmp->Height;
}
else
{
sprite->BmpRect.Width = 0;
sprite->BmpRect.Height = 0;
}
sprite->ZMap = zMap;
sprite->ZMapOffestX = 0;
sprite->ZMapOffestY = 0;
if (!zMap && visualType != VisualType::Ball)
{
sprite->ZMap = background_zmap;
sprite->ZMapOffestY = xPosition - zmap_offset;
sprite->ZMapOffestX = yPosition - zmap_offsetY;
}
sprite->BmpRectCopy = sprite->BmpRect;
if (visualType == VisualType::Ball)
{
ball_list[many_balls++] = sprite;
}
else
{
sprite_list[many_sprites++] = sprite;
sprite_modified(sprite);
}
return sprite;
}
void render::remove_sprite(render_sprite_type_struct* sprite)
{
int index = 0;
if (many_sprites > 0)
{
while (sprite_list[index] != sprite)
{
if (++index >= many_sprites)
return;
}
while (index < many_sprites)
{
sprite_list[index] = sprite_list[index + 1];
++index;
}
many_sprites--;
if (sprite->SpriteArray)
memory::free(sprite->SpriteArray);
memory::free(sprite);
}
}
void render::remove_ball(struct render_sprite_type_struct* ball)
{
int index = 0;
if (many_balls > 0)
{
while (ball_list[index] != ball)
{
if (++index >= many_balls)
return;
}
while (index < many_balls)
{
ball_list[index] = ball_list[index + 1];
++index;
}
many_balls--;
memory::free(ball);
}
}
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 (int index = 0; index < sprite->SpriteCount; index++)
{
render_sprite_type_struct* curSprite = sprite->SpriteArray[index];
if (!curSprite->UnknownFlag && curSprite->Bmp)
{
if (maths::rectangle_clip(&curSprite->BmpRect, &sprite->DirtyRect, &clipRect))
zdrv::paint(
clipRect.Width,
clipRect.Height,
&vscreen,
clipRect.XPosition,
clipRect.YPosition,
&zscreen,
clipRect.XPosition,
clipRect.YPosition,
curSprite->Bmp,
clipRect.XPosition - curSprite->BmpRect.XPosition,
clipRect.YPosition - curSprite->BmpRect.YPosition,
curSprite->ZMap,
clipRect.XPosition + curSprite->ZMapOffestY - curSprite->BmpRect.XPosition,
clipRect.YPosition + curSprite->ZMapOffestX - curSprite->BmpRect.YPosition);
}
}
}
void render::paint_balls()
{
int ballCount = many_balls;
if (many_balls > 1)
{
for (int index = 0; index < ballCount; index++)
{
for (int i = index; i < ballCount / 2; ++i)
{
auto curBall = ball_list[i];
auto firstBallPtr = &ball_list[index];
if ((*firstBallPtr)->Depth > curBall->Depth)
{
auto firstBall = *firstBallPtr;
*firstBallPtr = curBall;
ball_list[i] = firstBall;
}
}
}
}
auto ballPtr = ball_list;
auto ballBmpPtr = ball_bitmap;
for (int index2 = 0; index2 < many_balls; ++index2)
{
struct render_sprite_type_struct* sprite = *ballPtr;
rectangle_type* rect2 = &(*ballPtr)->DirtyRect;
if ((*ballPtr)->Bmp && maths::rectangle_clip(&sprite->BmpRect, &vscreen_rect, &(*ballPtr)->DirtyRect))
{
int xPos = rect2->XPosition;
int yPos = rect2->YPosition;
gdrv::copy_bitmap(ballBmpPtr, rect2->Width, rect2->Height, 0, 0, &vscreen, xPos, yPos);
zdrv::paint_flat(
rect2->Width,
rect2->Height,
&vscreen,
xPos,
yPos,
&zscreen,
xPos,
yPos,
sprite->Bmp,
xPos - sprite->BmpRect.XPosition,
yPos - sprite->BmpRect.YPosition,
sprite->Depth);
}
else
{
rect2->Width = -1;
}
++ballBmpPtr;
++ballPtr;
}
}
void render::unpaint_balls()
{
for (int index = many_balls - 1; index >= 0; index--)
{
auto curBall = ball_list[index];
if (curBall->DirtyRect.Width > 0)
gdrv::copy_bitmap(
&vscreen,
curBall->DirtyRect.Width,
curBall->DirtyRect.Height,
curBall->DirtyRect.XPosition,
curBall->DirtyRect.YPosition,
&ball_bitmap[index],
0,
0);
curBall->BmpRectCopy = curBall->DirtyRect;
}
}
void render::shift(int offsetX, int offsetY, int xSrc, int ySrc, int DestWidth, int DestHeight)
{
offset_x += offsetX;
offset_y += offsetY;
paint_balls();
gdrv::blit(
&vscreen,
xSrc,
ySrc,
xSrc + offset_x + vscreen.XPosition,
ySrc + offset_y + vscreen.YPosition,
DestWidth,
DestHeight);
unpaint_balls();
}
void render::build_occlude_list()
{
++memory::critical_allocation;
render_sprite_type_struct** spriteArr = nullptr;
auto spritePtr1 = sprite_list;
for (int index = 0; index < many_sprites; ++index, ++spritePtr1)
{
auto curSprite = *spritePtr1;
if ((*spritePtr1)->SpriteArray)
{
memory::free((*spritePtr1)->SpriteArray);
curSprite->SpriteArray = nullptr;
curSprite->SpriteCount = 0;
}
if (!curSprite->UnknownFlag && curSprite->BoundingRect.Width != -1)
{
if (!spriteArr)
spriteArr = memory::allocate<render_sprite_type_struct*>(1000);
int occludeCount = 0;
auto spritePtr2 = sprite_list;
for (int i = 0; i < many_sprites; ++i, ++spritePtr2)
{
auto sprite = *spritePtr2;
if (!sprite->UnknownFlag
&& sprite->BoundingRect.Width != -1
&& maths::rectangle_clip(&curSprite->BoundingRect, &sprite->BoundingRect, nullptr)
&& spriteArr)
{
spriteArr[occludeCount++] = sprite;
}
}
if (!curSprite->UnknownFlag && curSprite->Bmp && occludeCount < 2)
occludeCount = 0;
if (occludeCount)
{
curSprite->SpriteArray = memory::realloc(spriteArr, sizeof(void*) * occludeCount);
curSprite->SpriteCount = occludeCount;
spriteArr = nullptr;
}
}
}
if (spriteArr)
memory::free(spriteArr);
--memory::critical_allocation;
}