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115 lines
4.1 KiB
C
115 lines
4.1 KiB
C
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program 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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//
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//-----------------------------------------------------------------------------
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/// \file
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/// \brief 3D render mode functions
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#ifndef __HWR_MAIN_H__
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#define __HWR_MAIN_H__
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#include "hw_data.h"
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#include "hw_defs.h"
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#include "../am_map.h"
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#include "../d_player.h"
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#include "../r_defs.h"
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// Startup & Shutdown the hardware mode renderer
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void HWR_Startup(void);
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void HWR_Shutdown(void);
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void HWR_clearAutomap(void);
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void HWR_drawAMline(const fline_t *fl, INT32 color);
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void HWR_FadeScreenMenuBack(UINT32 color, INT32 height);
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void HWR_DrawConsoleBack(UINT32 color, INT32 height);
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void HWR_RenderPlayerView(INT32 viewnumber, player_t *player);
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void HWR_DrawViewBorder(INT32 clearlines);
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void HWR_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum);
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UINT8 *HWR_GetScreenshot(void);
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boolean HWR_Screenshot(const char *lbmname);
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void HWR_InitTextureMapping(void);
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void HWR_SetViewSize(void);
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void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option);
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void HWR_DrawClippedPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option);
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void HWR_DrawSciencePatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, INT32 option, fixed_t scale);
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void HWR_DrawTranslucentPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option);
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void HWR_DrawSmallPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option, const UINT8 *colormap);
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void HWR_DrawMappedPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option, const UINT8 *colormap);
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void HWR_MakePatch (const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipmap, boolean makebitmap);
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void HWR_CreatePlanePolygons(INT32 bspnum);
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void HWR_CreateStaticLightmaps(INT32 bspnum);
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void HWR_PrepLevelCache(size_t pnumtextures);
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void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color);
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void HWR_DrawPic(INT32 x,INT32 y,lumpnum_t lumpnum);
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void HWR_AddCommands(void);
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void HWR_CorrectSWTricks(void);
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void transform(float *cx, float *cy, float *cz);
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FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf);
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void HWR_SetPaletteColor(INT32 palcolor);
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INT32 HWR_GetTextureUsed(void);
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void HWR_DoPostProcessor(player_t *player);
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void HWR_StartScreenWipe(void);
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void HWR_EndScreenWipe(void);
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void HWR_DoScreenWipe(void);
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void HWR_PrepFadeToBlack(void);
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void HWR_DrawIntermissionBG(void);
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// This stuff is put here so MD2's can use them
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UINT32 HWR_Lighting(INT32 light, UINT32 color, UINT32 fadecolor, boolean fogblockpoly, boolean plane);
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FUNCMATH UINT8 LightLevelToLum(INT32 l);
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extern CV_PossibleValue_t granisotropicmode_cons_t[];
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extern consvar_t cv_grdynamiclighting;
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extern consvar_t cv_grstaticlighting;
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extern consvar_t cv_grcoronas;
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extern consvar_t cv_grcoronasize;
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extern consvar_t cv_grfov;
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extern consvar_t cv_grmd2;
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extern consvar_t cv_grfog;
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extern consvar_t cv_grfogcolor;
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extern consvar_t cv_grfogdensity;
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extern consvar_t cv_grsoftwarefog;
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extern consvar_t cv_grgammared;
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extern consvar_t cv_grgammagreen;
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extern consvar_t cv_grgammablue;
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extern consvar_t cv_grfiltermode;
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extern consvar_t cv_granisotropicmode;
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extern consvar_t cv_grcorrecttricks;
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extern consvar_t cv_voodoocompatibility;
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extern consvar_t cv_grfovchange;
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extern consvar_t cv_grsolvetjoin;
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extern float gr_viewwidth, gr_viewheight, gr_baseviewwindowy;
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extern float gr_viewwindowx, gr_basewindowcentery;
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// BP: big hack for a test in lighting ref : 1249753487AB
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extern fixed_t *hwbbox;
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extern FTransform atransform;
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typedef struct
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{
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wallVert3D floorVerts[4];
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FSurfaceInfo Surf;
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INT32 texnum;
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INT32 blend;
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INT32 drawcount;
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} floorinfo_t;
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#endif
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