mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 13:30:23 +00:00
720747baef
- Add the missing CF_WEAPONREADYALT and CF_WEAPONSWITCHOK flags. SVN r1723 (trunk)
217 lines
6.2 KiB
C++
217 lines
6.2 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// System specific interface stuff.
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_MAIN_H__
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#define __R_MAIN_H__
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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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#include "d_player.h"
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#include "r_data.h"
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#include "r_state.h"
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//
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// POV related.
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//
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extern DCanvas *RenderTarget;
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extern bool bRenderingToCanvas;
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extern fixed_t viewcos;
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extern fixed_t viewsin;
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extern fixed_t viewtancos;
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extern fixed_t viewtansin;
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extern fixed_t FocalTangent;
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extern fixed_t FocalLengthX, FocalLengthY;
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extern float FocalLengthXfloat;
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extern fixed_t InvZtoScale;
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extern int WidescreenRatio;
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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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extern float WallTMapScale;
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extern float WallTMapScale2;
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extern "C" int viewwidth;
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extern "C" int viewheight;
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extern int viewwindowx;
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extern int viewwindowy;
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extern "C" int centerx;
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extern "C" int centery;
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extern fixed_t centerxfrac;
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extern fixed_t centeryfrac;
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extern fixed_t yaspectmul;
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extern float iyaspectmulfloat;
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extern FDynamicColormap*basecolormap; // [RH] Colormap for sector currently being drawn
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extern int validcount;
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extern int linecount;
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extern int loopcount;
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extern int r_Yaspect;
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extern bool r_dontmaplines;
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//
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// Lighting.
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//
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// [RH] This has changed significantly from Doom, which used lookup
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// tables based on 1/z for walls and z for flats and only recognized
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// 16 discrete light levels. The terminology I use is borrowed from Build.
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//
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#define INVERSECOLORMAP 32
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#define GOLDCOLORMAP 33
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#define REDCOLORMAP 34
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#define GREENCOLORMAP 35
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#define BLUECOLORMAP 36
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// The size of a single colormap, in bits
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#define COLORMAPSHIFT 8
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// Convert a light level into an unbounded colormap index (shade). Result is
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// fixed point. Why the +12? I wish I knew, but experimentation indicates it
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// is necessary in order to best reproduce Doom's original lighting.
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#define LIGHT2SHADE(l) ((NUMCOLORMAPS*2*FRACUNIT)-(((l)+12)*FRACUNIT*NUMCOLORMAPS/128))
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// Convert a shade and visibility to a clamped colormap index.
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// Result is not fixed point.
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#define GETPALOOKUP(vis,shade) (clamp<int> (((shade)-(vis))>>FRACBITS, 0, NUMCOLORMAPS-1))
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extern fixed_t GlobVis;
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void R_SetVisibility (float visibility);
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float R_GetVisibility ();
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extern fixed_t r_BaseVisibility;
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extern fixed_t r_WallVisibility;
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extern fixed_t r_FloorVisibility;
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extern float r_TiltVisibility;
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extern fixed_t r_SpriteVisibility;
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extern fixed_t r_SkyVisibility;
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extern fixed_t r_TicFrac;
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extern DWORD r_FrameTime;
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extern bool r_NoInterpolate;
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extern int extralight, r_actualextralight;
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extern bool foggy;
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extern int fixedlightlev;
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extern lighttable_t* fixedcolormap;
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//
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// Function pointers to switch refresh/drawing functions.
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// Used to select shadow mode etc.
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//
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extern void (*colfunc) (void);
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extern void (*basecolfunc) (void);
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extern void (*fuzzcolfunc) (void);
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extern void (*transcolfunc) (void);
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// No shadow effects on floors.
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extern void (*spanfunc) (void);
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// [RH] Function pointers for the horizontal column drawers.
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extern void (*hcolfunc_pre) (void);
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extern void (*hcolfunc_post1) (int hx, int sx, int yl, int yh);
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extern void (*hcolfunc_post2) (int hx, int sx, int yl, int yh);
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extern void (STACK_ARGS *hcolfunc_post4) (int sx, int yl, int yh);
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//
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// Utility functions.
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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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extern fixed_t viewx;
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extern fixed_t viewy;
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angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2);
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inline angle_t R_PointToAngle (fixed_t x, fixed_t y) { return R_PointToAngle2 (viewx, viewy, x, y); }
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subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);
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fixed_t R_PointToDist2 (fixed_t dx, fixed_t dy);
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void R_SetFOV (float fov);
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float R_GetFOV ();
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void R_InitTextureMapping ();
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void R_SetViewAngle ();
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//
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// REFRESH - the actual rendering functions.
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//
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// Called by G_Drawer.
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void R_RenderActorView (AActor *actor, bool dontmaplines = false);
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void R_RefreshViewBorder ();
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void R_SetupBuffer ();
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void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines = false);
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void R_ResetViewInterpolation ();
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// Called by startup code.
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int R_GuesstimateNumTextures ();
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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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// [RH] Initialize multires stuff for renderer
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void R_MultiresInit (void);
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extern void R_FreePastViewers ();
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extern void R_ClearPastViewer (AActor *actor);
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extern int stacked_extralight;
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extern float stacked_visibility;
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extern fixed_t stacked_viewx, stacked_viewy, stacked_viewz;
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extern angle_t stacked_angle;
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extern void R_CopyStackedViewParameters();
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#endif // __R_MAIN_H__
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