2016-03-01 15:47:10 +00:00
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#ifndef __R_UTIL_H
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#define __R_UTIL_H
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#include "r_state.h"
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2016-04-01 10:22:16 +00:00
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#include "vectors.h"
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2016-09-20 21:13:12 +00:00
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class FSerializer;
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2016-03-01 15:47:10 +00:00
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//
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// Stuff from r_main.h that's needed outside the rendering code.
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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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extern DCanvas *RenderTarget;
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2016-04-01 10:22:16 +00:00
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extern DVector3 ViewPos;
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extern DAngle ViewAngle;
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extern DAngle ViewPitch;
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2016-04-25 18:27:27 +00:00
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extern DAngle ViewRoll;
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extern DVector3 ViewPath[2];
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extern "C" int centerx, centerxwide;
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extern "C" int centery;
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extern int setblocks;
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2016-04-14 17:40:14 +00:00
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extern double ViewTanCos;
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extern double ViewTanSin;
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extern double FocalTangent;
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2016-03-01 15:47:10 +00:00
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extern bool r_NoInterpolate;
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extern int validcount;
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extern angle_t LocalViewAngle; // [RH] Added to consoleplayer's angle
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extern int LocalViewPitch; // [RH] Used directly instead of consoleplayer's pitch
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extern bool LocalKeyboardTurner; // [RH] The local player used the keyboard to turn, so interpolate
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2016-09-12 13:51:50 +00:00
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extern float WidescreenRatio;
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2016-03-24 00:46:11 +00:00
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extern double r_TicFracF;
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extern DWORD r_FrameTime;
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extern int extralight;
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extern unsigned int R_OldBlend;
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2016-04-23 03:54:04 +00:00
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const double r_Yaspect = 200.0; // Why did I make this a variable? It's never set anywhere.
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2016-03-01 15:47:10 +00:00
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//==========================================================================
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//
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// R_PointOnSide
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//
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// Traverse BSP (sub) tree, check point against partition plane.
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// Returns side 0 (front/on) or 1 (back).
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//
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// [RH] inlined, stripped down, and made more precise
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//
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//==========================================================================
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inline int R_PointOnSide (fixed_t x, fixed_t y, const node_t *node)
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{
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return DMulScale32 (y-node->y, node->dx, node->x-x, node->dy) > 0;
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}
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2016-03-31 15:44:05 +00:00
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inline int R_PointOnSide(double x, double y, const node_t *node)
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{
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return DMulScale32(FLOAT2FIXED(y) - node->y, node->dx, node->x - FLOAT2FIXED(x), node->dy) > 0;
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}
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2016-03-30 22:41:21 +00:00
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inline int R_PointOnSide(const DVector2 &pos, const node_t *node)
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{
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return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0;
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}
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2016-03-01 15:47:10 +00:00
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// Used for interpolation waypoints.
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struct DVector3a
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{
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DVector3 pos;
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DAngle angle;
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2016-03-01 15:47:10 +00:00
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};
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subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);
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2016-03-30 22:41:21 +00:00
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inline subsector_t *R_PointInSubsector(const DVector2 &pos)
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{
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return R_PointInSubsector(FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y));
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}
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void R_ResetViewInterpolation ();
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void R_RebuildViewInterpolation(player_t *player);
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bool R_GetViewInterpolationStatus();
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void R_ClearInterpolationPath();
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void R_AddInterpolationPoint(const DVector3a &vec);
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void R_SetViewSize (int blocks);
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2016-04-28 11:59:06 +00:00
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void R_SetFOV (DAngle fov);
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void R_SetupFrame (AActor * camera);
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void R_SetViewAngle ();
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// Called by startup code.
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void R_Init (void);
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void R_ExecuteSetViewSize (void);
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// Called by M_Responder.
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void R_SetViewSize (int blocks);
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2016-09-13 21:26:30 +00:00
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void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas = false);
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2016-03-01 15:47:10 +00:00
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extern void R_FreePastViewers ();
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extern void R_ClearPastViewer (AActor *actor);
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// This list keeps track of the cameras that draw into canvas textures.
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struct FCanvasTextureInfo
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{
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FCanvasTextureInfo *Next;
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TObjPtr<AActor> Viewpoint;
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FCanvasTexture *Texture;
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FTextureID PicNum;
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int FOV;
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static void Add (AActor *viewpoint, FTextureID picnum, int fov);
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static void UpdateAll ();
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static void EmptyList ();
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2016-09-20 21:13:12 +00:00
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static void Serialize(FSerializer &arc);
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2016-03-01 15:47:10 +00:00
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static void Mark();
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private:
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static FCanvasTextureInfo *List;
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};
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#endif
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