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141 lines
4.1 KiB
C
141 lines
4.1 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) 1999-2022 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_main.h
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/// \brief Rendering variables, consvars, defines
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#ifndef __R_MAIN__
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#define __R_MAIN__
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#include "d_player.h"
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#include "r_data.h"
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#include "r_textures.h"
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#include "m_perfstats.h" // ps_metric_t
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//
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// POV related.
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//
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extern fixed_t viewcos, viewsin;
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extern INT32 viewheight;
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extern INT32 centerx, centery;
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extern fixed_t centerxfrac, centeryfrac;
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extern fixed_t projection, projectiony;
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extern fixed_t fovtan;
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// WARNING: a should be unsigned but to add with 2048, it isn't!
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#define AIMINGTODY(a) FixedDiv((FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160), fovtan)
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extern size_t validcount, linecount, loopcount, framecount;
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//
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// Lighting LUT.
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// Used for z-depth cuing per column/row,
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// and other lighting effects (sector ambient, flash).
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//
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// Lighting constants.
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// Now with 32 levels.
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#define LIGHTLEVELS 32
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#define LIGHTSEGSHIFT 3
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#define MAXLIGHTSCALE 48
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#define LIGHTSCALESHIFT 12
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#define MAXLIGHTZ 128
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#define LIGHTZSHIFT 20
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#define LIGHTRESOLUTIONFIX (640*fovtan/vid.width)
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extern lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
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extern lighttable_t *scalelightfixed[MAXLIGHTSCALE];
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extern lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
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// Number of diminishing brightness levels.
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// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
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#define NUMCOLORMAPS 32
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// Utility functions.
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INT32 R_PointOnSide(fixed_t x, fixed_t y, node_t *node);
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INT32 R_PointOnSegSide(fixed_t x, fixed_t y, seg_t *line);
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angle_t R_PointToAngle(fixed_t x, fixed_t y);
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angle_t R_PointToAngle64(INT64 x, INT64 y);
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angle_t R_PointToAngle2(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1);
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angle_t R_PointToAngleEx(INT32 x2, INT32 y2, INT32 x1, INT32 y1);
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fixed_t R_PointToDist(fixed_t x, fixed_t y);
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fixed_t R_PointToDist2(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1);
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fixed_t R_ScaleFromGlobalAngle(angle_t visangle);
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subsector_t *R_PointInSubsector(fixed_t x, fixed_t y);
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subsector_t *R_PointInSubsectorOrNull(fixed_t x, fixed_t y);
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boolean R_DoCulling(line_t *cullheight, line_t *viewcullheight, fixed_t vz, fixed_t bottomh, fixed_t toph);
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// Render stats
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extern precise_t ps_prevframetime;// time when previous frame was rendered
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extern ps_metric_t ps_rendercalltime;
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extern ps_metric_t ps_otherrendertime;
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extern ps_metric_t ps_uitime;
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extern ps_metric_t ps_swaptime;
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extern ps_metric_t ps_bsptime;
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extern ps_metric_t ps_sw_spritecliptime;
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extern ps_metric_t ps_sw_portaltime;
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extern ps_metric_t ps_sw_planetime;
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extern ps_metric_t ps_sw_maskedtime;
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extern ps_metric_t ps_numbspcalls;
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extern ps_metric_t ps_numsprites;
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extern ps_metric_t ps_numdrawnodes;
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extern ps_metric_t ps_numpolyobjects;
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//
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// REFRESH - the actual rendering functions.
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//
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extern consvar_t cv_showhud, cv_translucenthud;
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extern consvar_t cv_homremoval;
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extern consvar_t cv_chasecam, cv_chasecam2;
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extern consvar_t cv_flipcam, cv_flipcam2;
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extern consvar_t cv_shadow;
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extern consvar_t cv_ffloorclip;
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extern consvar_t cv_translucency;
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extern consvar_t cv_drawdist, cv_drawdist_nights, cv_drawdist_precip;
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extern consvar_t cv_fov;
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extern consvar_t cv_skybox;
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extern consvar_t cv_tailspickup;
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// Called by startup code.
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void R_Init(void);
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void R_CheckViewMorph(void);
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void R_ApplyViewMorph(void);
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// just sets setsizeneeded true
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extern boolean setsizeneeded;
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void R_SetViewSize(void);
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// do it (sometimes explicitly called)
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void R_ExecuteSetViewSize(void);
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void R_SetupFrame(player_t *player);
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void R_SkyboxFrame(player_t *player);
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boolean R_ViewpointHasChasecam(player_t *player);
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boolean R_IsViewpointThirdPerson(player_t *player, boolean skybox);
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// Called by D_Display.
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void R_RenderPlayerView(player_t *player);
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// add commands related to engine, at game startup
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void R_RegisterEngineStuff(void);
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#endif
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