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