gzdoom-gles/src/r_state.h

125 lines
2.9 KiB
C
Raw Normal View History

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Refresh/render internal state variables (global).
//
//-----------------------------------------------------------------------------
#ifndef __R_STATE_H__
#define __R_STATE_H__
// Need data structure definitions.
#include "d_player.h"
#include "r_data.h"
//
// Refresh internal data structures,
// for rendering.
//
extern "C" int viewwidth;
extern "C" int realviewwidth;
extern "C" int viewheight;
extern "C" int realviewheight;
// Sprite....
extern int firstspritelump;
extern int lastspritelump;
extern int numspritelumps;
extern size_t numskins; // [RH]
extern FPlayerSkin * skins; // [RH]
extern BYTE OtherGameSkinRemap[256];
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
extern PalEntry OtherGameSkinPalette[256];
//
// Lookup tables for map data.
//
extern TArray<spritedef_t> sprites;
extern DWORD NumStdSprites;
extern int numvertexes;
extern vertex_t* vertexes;
extern int numsegs;
extern seg_t* segs;
extern int numsectors;
extern sector_t* sectors;
extern int numsubsectors;
extern subsector_t* subsectors;
extern int numnodes;
extern node_t* nodes;
extern int numlines;
extern line_t* lines;
extern int numsides;
extern side_t* sides;
extern int numzones;
extern zone_t* zones;
extern FExtraLight* ExtraLights;
extern FLightStack* LightStacks;
inline FArchive &operator<< (FArchive &arc, sector_t *&sec)
{
return arc.SerializePointer (sectors, (BYTE **)&sec, sizeof(*sectors));
}
inline FArchive &operator<< (FArchive &arc, line_t *&line)
{
return arc.SerializePointer (lines, (BYTE **)&line, sizeof(*lines));
}
inline FArchive &operator<< (FArchive &arc, vertex_t *&vert)
{
return arc.SerializePointer (vertexes, (BYTE **)&vert, sizeof(*vertexes));
}
inline FArchive &operator<< (FArchive &arc, side_t *&side)
{
return arc.SerializePointer (sides, (BYTE **)&side, sizeof(*sides));
}
inline FArchive &operator<< (FArchive &arc, FLinkedSector &link)
{
arc << link.Sector << link.Type;
return arc;
}
//
// POV data.
//
extern fixed_t viewz;
extern angle_t viewangle;
extern AActor* camera; // [RH] camera instead of viewplayer
extern sector_t* viewsector; // [RH] keep track of sector viewing from
extern angle_t xtoviewangle[MAXWIDTH+1];
extern int FieldOfView;
#endif // __R_STATE_H__