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CnC_Remastered_Collection/code/redalert/newblit.cpp
T

172 lines
5.7 KiB
C++

// NEWBLIT.CPP
//
#include <imgui.h>
#include "FUNCTION.H"
#include "Image.h"
#include "gl/glew.h"
extern byte backbuffer_palette[768];
extern uint8_t g_ColorXlat[16];
bool forceForgegroundRender = false;
int32_t g_currentColor;
static void GL_SetRenderTextureCallback(const ImDrawList* parent_list, const ImDrawCmd* cmd) {
RenderTexture* renderTexture = (RenderTexture*)cmd->UserCallbackData;
if(renderTexture == NULL) {
RenderTexture::BindNull();
}
else {
renderTexture->MakeCurrent();
glClearColor(0.45, 0.45, 0.45, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
}
static void GL_EnableBlendCallback(const ImDrawList* parent_list, const ImDrawCmd* cmd) {
GLBlendType blendType = (GLBlendType)(int64_t)cmd->UserCallbackData;
glEnable(GL_BLEND);
if(blendType == GL_BLEND_NONE) {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if(blendType == GL_BLEND_ADD) {
glBlendEquation(GL_ADD);
glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
}
else {
glBlendEquation(GL_MULT);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
}
}
void GL_EnableBlend(GLBlendType blendType) {
ImGui::GetBackgroundDrawList()->AddCallback(GL_EnableBlendCallback, (void *)blendType);
}
void GL_SetRenderTexture(RenderTexture *renderTexture) {
ImGui::GetBackgroundDrawList()->AddCallback(GL_SetRenderTextureCallback, renderTexture);
}
void GL_ForceForegroundRender(bool force) {
forceForgegroundRender = force;
}
void GL_SetColor(float r, float g, float b) {
g_currentColor = ImGui::ColorConvertFloat4ToU32(ImVec4(r, g, b, 1));
}
void GL_SetClipRect(int x, int y, int width, int height) {
ImVec2 mi(x, y);
ImVec2 ma(x + width, y + height);
ImGui::GetBackgroundDrawList()->PushClipRect(mi, ma);
}
void GL_ResetClipRect(void) {
ImGui::GetBackgroundDrawList()->PopClipRect();
}
void GL_RenderImage(Image_t* image, int x, int y, int width, int height, int colorRemap, int shapeId) {
if(x < 0 || y < 0) {
return;
}
if(x >= ScreenWidth || y >= ScreenHeight) {
return;
}
ImVec2 mi(x, y);
ImVec2 ma(x + width, y + height);
if (forceForgegroundRender) {
GL_RenderForeGroundImage(image, x, y, width, height, colorRemap, shapeId);
return;
}
if (image->numFrames > 0) {
if(image->HouseImages[colorRemap].image[shapeId][((int)animFrameNum) % image->numFrames] == 0)
ImGui::GetBackgroundDrawList()->AddImage((ImTextureID)image->HouseImages[colorRemap].image[shapeId][0], mi, ma, ImVec2(0, 0), ImVec2(1, 1), g_currentColor);
else
ImGui::GetBackgroundDrawList()->AddImage((ImTextureID)image->HouseImages[colorRemap].image[shapeId][((int)animFrameNum) % image->numFrames], mi, ma, ImVec2(0, 0), ImVec2(1, 1), g_currentColor);
}
else {
ImGui::GetBackgroundDrawList()->AddImage((ImTextureID)image->HouseImages[colorRemap].image[shapeId][0], mi, ma, ImVec2(0, 0), ImVec2(1, 1), g_currentColor);
}
}
void GL_RenderForeGroundImage(Image_t* image, int x, int y, int width, int height, int colorRemap, int shapeId) {
ImVec2 mi(x, y);
ImVec2 ma(x + width, y + height);
if (image->numFrames > 0) {
if (image->HouseImages[colorRemap].image[shapeId][((int)animFrameNum) % image->numFrames] == 0)
ImGui::GetForegroundDrawList()->AddImage((ImTextureID)image->HouseImages[colorRemap].image[shapeId][0], mi, ma);
else
ImGui::GetForegroundDrawList()->AddImage((ImTextureID)image->HouseImages[colorRemap].image[shapeId][((int)animFrameNum) % image->numFrames], mi, ma);
}
else {
ImGui::GetForegroundDrawList()->AddImage((ImTextureID)image->HouseImages[colorRemap].image[shapeId][0], mi, ma);
}
}
void GL_FillRect(int color, int x, int y, int width, int height) {
ImVec2 mi(x, y);
ImVec2 ma(x + width, y + height);
float r = backbuffer_palette[(color * 3) + 0] / 255.0f;
float g = backbuffer_palette[(color * 3) + 1] / 255.0f;
float b = backbuffer_palette[(color * 3) + 2] / 255.0f;
if (forceForgegroundRender) {
ImGui::GetForegroundDrawList()->AddRectFilled(mi, ma, ImGui::ColorConvertFloat4ToU32(ImVec4(r, g, b, 1)));
}
else {
ImGui::GetBackgroundDrawList()->AddRectFilled(mi, ma, ImGui::ColorConvertFloat4ToU32(ImVec4(r, g, b, 1)));
}
}
void GL_FillRect(int _r, int _g, int _b, int x, int y, int width, int height) {
ImVec2 mi(x, y);
ImVec2 ma(x + width, y + height);
float r = _r / 255.0f;
float g = _g / 255.0f;
float b = _b / 255.0f;
if (forceForgegroundRender) {
ImGui::GetForegroundDrawList()->AddRectFilled(mi, ma, ImGui::ColorConvertFloat4ToU32(ImVec4(r, g, b, 1)));
}
else {
ImGui::GetBackgroundDrawList()->AddRectFilled(mi, ma, ImGui::ColorConvertFloat4ToU32(ImVec4(r, g, b, 1)));
}
}
void GL_DrawText(int color, int x, int y, char* text) {
ImVec2 pos(x, y);
if (color == 0 || color == 160) { // This is a hack!
color = g_ColorXlat[color % 15];
}
float r = backbuffer_palette[(color * 3) + 0] / 255.0f;
float g = backbuffer_palette[(color * 3) + 1] / 255.0f;
float b = backbuffer_palette[(color * 3) + 2] / 255.0f;
ImGui::GetBackgroundDrawList()->AddText(pos, ImGui::ColorConvertFloat4ToU32(ImVec4(r, g, b, 1)), text);
}
void GL_DrawForegroundText(int color, int x, int y, char* text) {
ImVec2 pos(x, y);
if (color == 0 || color == 160) { // This is a hack!
color = g_ColorXlat[color % 15];
}
float r = backbuffer_palette[(color * 3) + 0] / 255.0f;
float g = backbuffer_palette[(color * 3) + 1] / 255.0f;
float b = backbuffer_palette[(color * 3) + 2] / 255.0f;
ImGui::GetForegroundDrawList()->AddText(pos, ImGui::ColorConvertFloat4ToU32(ImVec4(r, g, b, 1)), text);
}
void GL_DrawLine(int color, int x, int y, int dx, int dy) {
ImVec2 pos(x, y);
ImVec2 pos2(dx, dy);
float r = backbuffer_palette[(color * 3) + 0] / 255.0f;
float g = backbuffer_palette[(color * 3) + 1] / 255.0f;
float b = backbuffer_palette[(color * 3) + 2] / 255.0f;
ImGui::GetBackgroundDrawList()->AddLine(pos, pos2, ImGui::ColorConvertFloat4ToU32(ImVec4(r, g, b, 1)));
}