gzdoom/code/R_draw.h

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// 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:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __R_DRAW__
#define __R_DRAW__
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extern int dc_pitch; // [RH] Distance between rows
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extern lighttable_t* dc_colormap;
extern int dc_x;
extern int dc_yl;
extern int dc_yh;
extern fixed_t dc_iscale;
extern fixed_t dc_texturemid;
// first pixel in a column
extern byte* dc_source;
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// [RH] Tutti-Frutti fix
unsigned int dc_mask;
// [RH] Pointers to the different column and span drawers...
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// The span blitting interface.
// Hook in assembler or system specific BLT
// here.
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void (*R_DrawColumn)(void);
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// The Spectre/Invisibility effect.
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void (*R_DrawFuzzColumn)(void);
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// [RH] Draw translucent column;
void (*R_DrawTranslucentColumn)(void);
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// Draw with color translation tables,
// for player sprite rendering,
// Green/Red/Blue/Indigo shirts.
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void (*R_DrawTranslatedColumn)(void);
// Span blitting for rows, floor/ceiling.
// No Sepctre effect needed.
void (*R_DrawSpan)(void);
// [RH] Initialize the above five pointers
void R_InitColumnDrawers (BOOL is8bit);
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#ifndef USEASM
void R_DrawColumnP_C (void);
void R_DrawFuzzColumnP_C (void);
void R_DrawTranslucentColumnP_C (void);
void R_DrawTranslatedColumnP_C (void);
void R_DrawSpanP (void);
void R_DrawColumnD_C (void);
void R_DrawFuzzColumnD_C (void);
void R_DrawTranslucentColumnD_C (void);
void R_DrawTranslatedColumnD_C (void);
void R_DrawSpanD (void);
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#else /* USEASM */
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void R_DrawColumnP_ASM (void);
void R_DrawFuzzColumnP_ASM (void);
void R_DrawTranslucentColumnP_ASM (void);
void R_DrawTranslatedColumnP_C (void);
void R_DrawSpanP (void);
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void R_DrawColumnD_C (void);
void R_DrawFuzzColumnD_C (void);
void R_DrawTranslucentColumnD_C (void);
void R_DrawTranslatedColumnD_C (void);
void R_DrawSpanD (void);
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#endif
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void R_VideoErase (int x1, int y1, int x2, int y2);
extern int ds_colsize; // [RH] Distance between columns
extern int ds_colshift;
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extern int ds_y;
extern int ds_x1;
extern int ds_x2;
extern lighttable_t* ds_colormap;
extern fixed_t ds_xfrac;
extern fixed_t ds_yfrac;
extern fixed_t ds_xstep;
extern fixed_t ds_ystep;
// start of a 64*64 tile image
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extern byte* ds_source;
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extern byte* translationtables;
extern byte* dc_translation;
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extern byte* dc_transmap;
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/* [Petteri] R_DrawSpan8() optimized inner loop (does two pixels
per cycle) */
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void STACK_ARGS DrawSpan8Loop (fixed_t xfrac, fixed_t yfrac, int count, byte *dest);
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// [RH] Double view pixels by detail mode
void R_DetailDouble (void);
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void R_InitBuffer (int width, int height);
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// Initialize color translation tables,
// for player rendering etc.
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void R_InitTranslationTables (void);
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// [RH] Actually create a player's translation table.
void R_BuildPlayerTranslation (int player, int color);
// [RH] Build the same translation tables as org. Doom.
void R_BuildCompatiblePlayerTranslations (void);
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// Rendering function.
void R_FillBackScreen (void);
// If the view size is not full screen, draws a border around it.
void R_DrawViewBorder (void);
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// [RH] Added for muliresolution support
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void R_InitFuzzTable (void);
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#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------