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https://github.com/ZDoom/gzdoom-gles.git
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2c65f08011
* store the frame time in the current screen buffer from where all render code can access it. * replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
152 lines
4.5 KiB
C++
152 lines
4.5 KiB
C++
#ifndef __R_UTIL_H
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#define __R_UTIL_H
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#include "r_state.h"
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#include "vectors.h"
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class FSerializer;
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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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struct FRenderViewpoint
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{
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FRenderViewpoint();
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player_t *player; // For which player is this viewpoint being renderered? (can be null for camera textures)
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DVector3 Pos; // Camera position
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DVector3 ActorPos; // Camera actor's position
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DRotator Angles; // Camera angles
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DVector3 Path[2]; // View path for portal calculations
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double Cos; // cos(Angles.Yaw)
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double Sin; // sin(Angles.Yaw)
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double TanCos; // FocalTangent * cos(Angles.Yaw)
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double TanSin; // FocalTangent * sin(Angles.Yaw)
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AActor *camera; // camera actor
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sector_t *sector; // [RH] keep track of sector viewing from
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DAngle FieldOfView; // current field of view
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double TicFrac; // fraction of tic for interpolation
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uint32_t FrameTime; // current frame's time in tics.
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int extralight; // extralight to be added to this viewpoint
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bool showviewer; // show the camera actor?
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};
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extern FRenderViewpoint r_viewpoint;
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//-----------------------------------
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struct FViewWindow
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{
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double FocalTangent = 0.0;
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int centerx = 0;
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int centerxwide = 0;
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int centery = 0;
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float WidescreenRatio = 0.0f;
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};
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extern FViewWindow r_viewwindow;
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//-----------------------------------
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extern int setblocks;
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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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extern unsigned int R_OldBlend;
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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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//==========================================================================
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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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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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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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// 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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};
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subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);
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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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void R_SetFOV (FRenderViewpoint &viewpoint, DAngle fov);
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void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor * camera);
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void R_SetViewAngle (FRenderViewpoint &viewpoint, const FViewWindow &viewwindow);
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// Called by startup code.
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void R_Init (void);
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void R_ExecuteSetViewSize (FRenderViewpoint &viewpoint, FViewWindow &viewwindow);
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// Called by M_Responder.
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void R_SetViewSize (int blocks);
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void R_SetWindow (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas = false);
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double R_GetGlobVis(const FViewWindow &viewwindow, double vis);
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double R_ClampVisibility(double vis);
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extern void R_FreePastViewers ();
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extern void R_ClearPastViewer (AActor *actor);
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class FCanvasTexture;
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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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double FOV;
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static void Add (AActor *viewpoint, FTextureID picnum, double fov);
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static void UpdateAll ();
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static void EmptyList ();
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static void Serialize(FSerializer &arc);
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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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