doom3-bfg/doomclassic/doom/r_draw.h
2012-11-26 12:58:24 -06:00

141 lines
3.7 KiB
C

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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