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0885d27171
Transformation based on screen space would make sense if we didn't want anything in the world to effect the sprites. This should allow sprite splitting and sorting of sprites with level geometry easier. stransform is no longer needed.
123 lines
3.1 KiB
C++
123 lines
3.1 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 globals (shared data & code) for hw_ modules
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#ifndef _HWR_GLOB_H_
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#define _HWR_GLOB_H_
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#include "hw_defs.h"
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#include "hw_main.h"
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#include "../m_misc.h"
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// the original aspect ratio of Doom graphics isn't square
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#define ORIGINAL_ASPECT (320.0f/200.0f)
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// -----------
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// structures
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// -----------
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// a vertex of a Doom 'plane' polygon
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typedef struct
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{
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float x;
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float y;
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float z;
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} polyvertex_t;
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#ifdef _MSC_VER
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#pragma warning(disable : 4200)
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#endif
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// a convex 'plane' polygon, clockwise order
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typedef struct
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{
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INT32 numpts;
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polyvertex_t pts[0];
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} poly_t;
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#ifdef _MSC_VER
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#pragma warning(default : 4200)
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#endif
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// holds extra info for 3D render, for each subsector in subsectors[]
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typedef struct
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{
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poly_t *planepoly; // the generated convex polygon
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} extrasubsector_t;
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// needed for sprite rendering
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// equivalent of the software renderer's vissprites
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typedef struct gr_vissprite_s
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{
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// Doubly linked list
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struct gr_vissprite_s *prev;
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struct gr_vissprite_s *next;
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float x1, x2;
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float z1, z2;
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float tz, ty;
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lumpnum_t patchlumpnum;
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boolean flip;
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UINT8 translucency; //alpha level 0-255
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mobj_t *mobj;
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boolean precip; // Tails 08-25-2002
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boolean vflip;
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//Hurdler: 25/04/2000: now support colormap in hardware mode
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UINT8 *colormap;
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INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing
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} gr_vissprite_t;
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// --------
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// hw_bsp.c
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// --------
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extern extrasubsector_t *extrasubsectors;
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extern size_t addsubsector;
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void HWR_InitPolyPool(void);
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void HWR_FreePolyPool(void);
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// --------
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// hw_cache.c
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// --------
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void HWR_InitTextureCache(void);
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void HWR_FreeTextureCache(void);
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void HWR_FreeExtraSubsectors(void);
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void HWR_GetFlat(lumpnum_t flatlumpnum);
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GLTexture_t *HWR_GetTexture(INT32 tex);
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void HWR_GetPatch(GLPatch_t *gpatch);
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void HWR_GetMappedPatch(GLPatch_t *gpatch, const UINT8 *colormap);
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void HWR_UnlockCachedPatch(GLPatch_t *gpatch);
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GLPatch_t *HWR_GetPic(lumpnum_t lumpnum);
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void HWR_SetPalette(RGBA_t *palette);
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GLPatch_t *HWR_GetCachedGLPatchPwad(UINT16 wad, UINT16 lump);
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GLPatch_t *HWR_GetCachedGLPatch(lumpnum_t lumpnum);
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void HWR_GetFadeMask(lumpnum_t fademasklumpnum);
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// --------
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// hw_draw.c
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// --------
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extern float gr_patch_scalex;
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extern float gr_patch_scaley;
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extern consvar_t cv_grrounddown; // on/off
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extern INT32 patchformat;
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extern INT32 textureformat;
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extern boolean firetranslucent;
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#endif //_HW_GLOB_
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