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146 lines
4 KiB
C++
146 lines
4 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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#include "r_utility.h"
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#include "d_player.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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typedef BYTE lighttable_t; // This could be wider for >8 bit display.
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//
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// POV related.
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//
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extern bool bRenderingToCanvas;
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extern double ViewCos;
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extern double ViewSin;
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extern fixed_t viewingrangerecip;
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extern double FocalLengthX, FocalLengthY;
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extern double InvZtoScale;
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extern double WallTMapScale2;
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extern int viewwindowx;
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extern int viewwindowy;
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extern double CenterX;
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extern double CenterY;
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extern double YaspectMul;
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extern double IYaspectMul;
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extern FDynamicColormap*basecolormap; // [RH] Colormap for sector currently being drawn
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extern int linecount;
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extern int loopcount;
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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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// 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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// MAXLIGHTSCALE from original DOOM, divided by 2.
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#define MAXLIGHTVIS (24.0)
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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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// Change R_CalcTiltedLighting() when this changes.
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#define GETPALOOKUP(vis,shade) (clamp<int> (((shade)-FLOAT2FIXED(MIN(MAXLIGHTVIS,double(vis))))>>FRACBITS, 0, NUMCOLORMAPS-1))
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extern double GlobVis;
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void R_SetVisibility(double visibility);
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double R_GetVisibility();
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extern double r_BaseVisibility;
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extern double r_WallVisibility;
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extern double r_FloorVisibility;
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extern float r_TiltVisibility;
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extern double r_SpriteVisibility;
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extern int 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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extern FSpecialColormap*realfixedcolormap;
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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 (*hcolfunc_post4) (int sx, int yl, int yh);
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void R_InitTextureMapping ();
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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_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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// [RH] Initialize multires stuff for renderer
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void R_MultiresInit (void);
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extern int stacked_extralight;
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extern double stacked_visibility;
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extern DVector3 stacked_viewpos;
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extern DAngle stacked_angle;
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extern void R_CopyStackedViewParameters();
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#endif // __R_MAIN_H__
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