// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2018 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file r_draw.h /// \brief Low-level span/column drawer functions #ifndef __R_DRAW__ #define __R_DRAW__ #include "r_defs.h" // ------------------------------- // COMMON STUFF FOR 8bpp AND 16bpp // ------------------------------- extern UINT8 *ylookup[MAXVIDHEIGHT*4]; extern UINT8 *ylookup1[MAXVIDHEIGHT*4]; extern UINT8 *ylookup2[MAXVIDHEIGHT*4]; extern UINT8 *ylookup3[MAXVIDHEIGHT*4]; extern UINT8 *ylookup4[MAXVIDHEIGHT*4]; extern INT32 columnofs[MAXVIDWIDTH*4]; extern UINT8 *topleft; // ------------------------- // COLUMN DRAWING CODE STUFF // ------------------------- extern lighttable_t *dc_colormap; extern INT32 dc_x, dc_yl, dc_yh; extern fixed_t dc_iscale, dc_texturemid; extern UINT8 dc_hires; extern UINT8 *dc_source; // first pixel in a column // translucency stuff here extern UINT8 *transtables; // translucency tables, should be (*transtables)[5][256][256] extern UINT8 *dc_transmap; // translation stuff here extern UINT8 *dc_translation; extern struct r_lightlist_s *dc_lightlist; extern INT32 dc_numlights, dc_maxlights; //Fix TUTIFRUTI extern INT32 dc_texheight; // ----------------------- // SPAN DRAWING CODE STUFF // ----------------------- extern INT32 ds_y, ds_x1, ds_x2; extern lighttable_t *ds_colormap; extern fixed_t ds_xfrac, ds_yfrac, ds_xstep, ds_ystep; extern UINT8 *ds_source; // start of a 64*64 tile image extern UINT8 *ds_transmap; #ifdef ESLOPE typedef struct { float x, y, z; } floatv3_t; extern pslope_t *ds_slope; // Current slope being used extern floatv3_t ds_su, ds_sv, ds_sz; // Vectors for... stuff? extern float focallengthf, zeroheight; #endif // Variable flat sizes extern UINT32 nflatxshift; extern UINT32 nflatyshift; extern UINT32 nflatshiftup; extern UINT32 nflatmask; /// \brief Top border #define BRDR_T 0 /// \brief Bottom border #define BRDR_B 1 /// \brief Left border #define BRDR_L 2 /// \brief Right border #define BRDR_R 3 /// \brief Topleft border #define BRDR_TL 4 /// \brief Topright border #define BRDR_TR 5 /// \brief Bottomleft border #define BRDR_BL 6 /// \brief Bottomright border #define BRDR_BR 7 extern lumpnum_t viewborderlump[8]; // ------------------------------------------------ // r_draw.c COMMON ROUTINES FOR BOTH 8bpp and 16bpp // ------------------------------------------------ #define GTC_CACHE 1 #define TC_DEFAULT -1 #define TC_BOSS -2 #define TC_METALSONIC -3 // For Metal Sonic battle #define TC_ALLWHITE -4 // For Cy-Brak-demon #define TC_RAINBOW -5 // For invincibility power #define TC_BLINK -6 // For item blinking // Initialize color translation tables, for player rendering etc. void R_InitTranslationTables(void); UINT8* R_GetTranslationColormap(INT32 skinnum, skincolors_t color, UINT8 flags); void R_FlushTranslationColormapCache(void); UINT8 R_GetColorByName(const char *name); // Custom player skin translation void R_InitViewBuffer(INT32 width, INT32 height); void R_InitViewBorder(void); void R_VideoErase(size_t ofs, INT32 count); // Rendering function. #if 0 void R_FillBackScreen(void); // If the view size is not full screen, draws a border around it. void R_DrawViewBorder(void); #endif // ----------------- // 8bpp DRAWING CODE // ----------------- void R_DrawColumn_8(void); #define R_DrawWallColumn_8 R_DrawColumn_8 void R_DrawShadeColumn_8(void); void R_DrawTranslucentColumn_8(void); #ifdef USEASM void ASMCALL R_DrawColumn_8_ASM(void); #define R_DrawWallColumn_8_ASM R_DrawColumn_8_ASM void ASMCALL R_DrawShadeColumn_8_ASM(void); void ASMCALL R_DrawTranslucentColumn_8_ASM(void); void ASMCALL R_Draw2sMultiPatchColumn_8_ASM(void); void ASMCALL R_DrawColumn_8_MMX(void); #define R_DrawWallColumn_8_MMX R_DrawColumn_8_MMX void ASMCALL R_Draw2sMultiPatchColumn_8_MMX(void); void ASMCALL R_DrawSpan_8_MMX(void); #endif void R_DrawTranslatedColumn_8(void); void R_DrawTranslatedTranslucentColumn_8(void); void R_DrawSpan_8(void); #ifdef ESLOPE void R_CalcTiltedLighting(fixed_t start, fixed_t end); void R_DrawTiltedSpan_8(void); void R_DrawTiltedTranslucentSpan_8(void); void R_DrawTiltedSplat_8(void); #endif void R_DrawSplat_8(void); void R_DrawTranslucentSplat_8(void); void R_DrawTranslucentSpan_8(void); void R_Draw2sMultiPatchColumn_8(void); void R_Draw2sMultiPatchTranslucentColumn_8(void); void R_DrawFogSpan_8(void); void R_DrawFogColumn_8(void); void R_DrawColumnShadowed_8(void); // ------------------ // 16bpp DRAWING CODE // ------------------ #ifdef HIGHCOLOR void R_DrawColumn_16(void); void R_DrawWallColumn_16(void); void R_DrawTranslucentColumn_16(void); void R_DrawTranslatedColumn_16(void); void R_DrawSpan_16(void); #endif // ========================================================================= #endif // __R_DRAW__