/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . 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. 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. =========================================================================== */ #ifndef __R_DRAW__ #define __R_DRAW__ #ifdef __GNUG__ #pragma interface #endif extern lighttable_t* dc_colormap; extern int dc_x; extern int dc_yl; extern int dc_yh; extern fixed_t dc_iscale; extern fixed_t dc_texturemid; // first pixel in a column extern byte* dc_source; // The span blitting interface. // Hook in assembler or system specific BLT // here. void R_DrawColumn ( lighttable_t * dc_colormap, byte * dc_source ); void R_DrawColumnLow ( lighttable_t * dc_colormap, byte * dc_source ); // The Spectre/Invisibility effect. void R_DrawFuzzColumn ( lighttable_t * dc_colormap, byte * dc_source ); void R_DrawFuzzColumnLow ( lighttable_t * dc_colormap, byte * dc_source ); // Draw with color translation tables, // for player sprite rendering, // Green/Red/Blue/Indigo shirts. void R_DrawTranslatedColumn ( lighttable_t * dc_colormap, byte * dc_source ); void R_DrawTranslatedColumnLow ( lighttable_t * dc_colormap, byte * dc_source ); void R_VideoErase ( unsigned ofs, int count ); extern int ds_y; extern int ds_x1; extern int ds_x2; extern lighttable_t* ds_colormap; extern fixed_t ds_xfrac; extern fixed_t ds_yfrac; extern fixed_t ds_xstep; extern fixed_t ds_ystep; // start of a 64*64 tile image extern byte* ds_source; extern byte* translationtables; extern byte* dc_translation; // Span blitting for rows, floor/ceiling. // No Sepctre effect needed. void R_DrawSpan ( fixed_t xfrac, fixed_t yfrac, fixed_t ds_y, int ds_x1, int ds_x2, fixed_t ds_xstep, fixed_t ds_ystep, lighttable_t * ds_colormap, byte * ds_source ); // Low resolution mode, 160x200? void R_DrawSpanLow ( fixed_t xfrac, fixed_t yfrac, fixed_t ds_y, int ds_x1, int ds_x2, fixed_t ds_xstep, fixed_t ds_ystep, lighttable_t * ds_colormap, byte * ds_source ); void R_InitBuffer ( int width, int height ); // Initialize color translation tables, // for player rendering etc. void R_InitTranslationTables (void); // Rendering function. void R_FillBackScreen (void); // If the view size is not full screen, draws a border around it. void R_DrawViewBorder (void); #endif