mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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142 lines
3.7 KiB
C
142 lines
3.7 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __R_DRAW__
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#define __R_DRAW__
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#ifdef __GNUG__
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#pragma interface
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#endif
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extern lighttable_t* dc_colormap;
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extern int dc_x;
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extern int dc_yl;
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extern int dc_yh;
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extern fixed_t dc_iscale;
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extern fixed_t dc_texturemid;
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// first pixel in a column
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extern byte* dc_source;
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// The span blitting interface.
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// Hook in assembler or system specific BLT
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// here.
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void R_DrawColumn ( lighttable_t * dc_colormap,
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byte * dc_source );
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void R_DrawColumnLow ( lighttable_t * dc_colormap,
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byte * dc_source );
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// The Spectre/Invisibility effect.
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void R_DrawFuzzColumn ( lighttable_t * dc_colormap,
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byte * dc_source );
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void R_DrawFuzzColumnLow ( lighttable_t * dc_colormap,
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byte * dc_source );
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// Draw with color translation tables,
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// for player sprite rendering,
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// Green/Red/Blue/Indigo shirts.
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void R_DrawTranslatedColumn ( lighttable_t * dc_colormap,
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byte * dc_source );
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void R_DrawTranslatedColumnLow ( lighttable_t * dc_colormap,
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byte * dc_source );
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void
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R_VideoErase
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( unsigned ofs,
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int count );
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extern int ds_y;
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extern int ds_x1;
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extern int ds_x2;
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extern lighttable_t* ds_colormap;
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extern fixed_t ds_xfrac;
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extern fixed_t ds_yfrac;
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extern fixed_t ds_xstep;
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extern fixed_t ds_ystep;
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// start of a 64*64 tile image
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extern byte* ds_source;
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extern byte* translationtables;
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extern byte* dc_translation;
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// Span blitting for rows, floor/ceiling.
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// No Sepctre effect needed.
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void R_DrawSpan (
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fixed_t xfrac,
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fixed_t yfrac,
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fixed_t ds_y,
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int ds_x1,
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int ds_x2,
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fixed_t ds_xstep,
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fixed_t ds_ystep,
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lighttable_t * ds_colormap,
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byte * ds_source );
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// Low resolution mode, 160x200?
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void R_DrawSpanLow ( fixed_t xfrac,
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fixed_t yfrac,
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fixed_t ds_y,
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int ds_x1,
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int ds_x2,
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fixed_t ds_xstep,
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fixed_t ds_ystep,
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lighttable_t * ds_colormap,
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byte * ds_source );
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void
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R_InitBuffer
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( int width,
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int height );
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// Initialize color translation tables,
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// for player rendering etc.
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void R_InitTranslationTables (void);
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// Rendering function.
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void R_FillBackScreen (void);
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// If the view size is not full screen, draws a border around it.
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void R_DrawViewBorder (void);
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#endif
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