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https://git.do.srb2.org/KartKrew/Kart-Public.git
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154 lines
6.2 KiB
C++
154 lines
6.2 KiB
C++
// 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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#define GLENCORE
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#ifndef __HWR_MAIN_H__
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#define __HWR_MAIN_H__
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#include "hw_glob.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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#define GLENCORE
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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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extern float gr_viewwidth, gr_viewheight, gr_baseviewwindowx, gr_baseviewwindowy;
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extern float gr_basewindowcenterx, gr_basewindowcentery;
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extern FTransform atransform;
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// hw_draw.c
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void HWR_DrawPatch(GLPatch_t *gpatch, INT32 x, INT32 y, INT32 option);
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void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t scale, INT32 option, const UINT8 *colormap);
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void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, INT32 option, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h);
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void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color);
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void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 options); // Lat: separate flags from color since color needs to be an uint to work right.
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void HWR_DrawDiag(INT32 x, INT32 y, INT32 wh, INT32 color);
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void HWR_drawAMline(const fline_t *fl, INT32 color);
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void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength);
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void HWR_DrawConsoleBack(UINT32 color, INT32 height);
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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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// hw_main.c
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void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox);
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void HWR_RenderPlayerView(INT32 viewnumber, player_t *player);
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void HWR_LoadShaders(UINT16 wadnum, boolean PK3);
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void HWR_SetViewSize(void);
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void HWR_AddCommands(void);
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// My original intention was to split hw_main.c
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// into files like hw_bsp.c, hw_sprites.c...
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// hw_main.c: Lighting and fog
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void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap);
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UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap); // Let's see if this can work
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FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf);
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// hw_main.c: Post-rendering
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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_DrawIntermissionBG(void);
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void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum);
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void HWR_MakeScreenFinalTexture(void);
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void HWR_DrawScreenFinalTexture(int width, int height);
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// hw_main.c: Planes
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void HWR_RenderPlane(extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, FBITFIELD PolyFlags, INT32 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap);
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void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap);
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#ifdef POLYOBJECTS
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#ifdef POLYOBJECTS_PLANES
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void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, FBITFIELD blendmode, UINT8 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap);
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void HWR_AddPolyObjectPlanes(void);
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void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap);
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#endif
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#endif
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// hw_main.c: Segs
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void HWR_ProcessSeg(void); // Sort of like GLWall::Process in GZDoom
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void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
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void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap);
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void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo * pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
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void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor);
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void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf);
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void HWR_DrawSkyBackground(float fpov);
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#ifdef POLYOBJECTS
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void HWR_AddPolyObjectSegs(void);
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#endif
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// hw_main.c: BSP
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void HWR_RenderBSPNode(INT32 bspnum);
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void HWR_Subsector(size_t num);
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void HWR_AddLine(seg_t *line);
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boolean HWR_CheckBBox(fixed_t *bspcoord);
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void HWR_RenderDrawNodes(void);
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// hw_main.c: Sprites
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void HWR_AddSprites(sector_t *sec);
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void HWR_ProjectSprite(mobj_t *thing);
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void HWR_ProjectPrecipitationSprite(precipmobj_t *thing);
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void HWR_DrawSprites(void);
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// hw_bsp.c
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void HWR_CreatePlanePolygons(INT32 bspnum);
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// hw_cache.c
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void HWR_PrepLevelCache(size_t pnumtextures);
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// hw_trick.c
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void HWR_CorrectSWTricks(void);
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// Console variables
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extern consvar_t cv_grshaders;
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extern consvar_t cv_grshearing;
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extern consvar_t cv_grfov;
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extern consvar_t cv_grmdls;
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extern consvar_t cv_grfog;
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extern consvar_t cv_grfogdensity;
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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_grfovchange;
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extern consvar_t cv_grsolvetjoin;
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extern consvar_t cv_grspritebillboarding;
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extern consvar_t cv_grfakecontrast;
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extern consvar_t cv_grfallbackplayermodel;
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extern CV_PossibleValue_t granisotropicmode_cons_t[];
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#endif
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