gzdoom/src/r_utility.h

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#ifndef __R_UTIL_H
#define __R_UTIL_H
#include "r_state.h"
#include "vectors.h"
class FSerializer;
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//
// Stuff from r_main.h that's needed outside the rendering code.
// Number of diminishing brightness levels.
// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
#define NUMCOLORMAPS 32
extern DCanvas *RenderTarget;
extern DVector3 ViewPos;
extern DAngle ViewAngle;
extern DAngle ViewPitch;
extern DAngle ViewRoll;
extern DVector3 ViewPath[2];
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extern "C" int centerx, centerxwide;
extern "C" int centery;
extern int setblocks;
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extern double ViewTanCos;
extern double ViewTanSin;
extern double FocalTangent;
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extern bool r_NoInterpolate;
extern int validcount;
extern angle_t LocalViewAngle; // [RH] Added to consoleplayer's angle
extern int LocalViewPitch; // [RH] Used directly instead of consoleplayer's pitch
extern bool LocalKeyboardTurner; // [RH] The local player used the keyboard to turn, so interpolate
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extern float WidescreenRatio;
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extern double r_TicFracF;
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extern DWORD r_FrameTime;
extern int extralight;
extern unsigned int R_OldBlend;
const double r_Yaspect = 200.0; // Why did I make this a variable? It's never set anywhere.
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//==========================================================================
//
// R_PointOnSide
//
// Traverse BSP (sub) tree, check point against partition plane.
// Returns side 0 (front/on) or 1 (back).
//
// [RH] inlined, stripped down, and made more precise
//
//==========================================================================
inline int R_PointOnSide (fixed_t x, fixed_t y, const node_t *node)
{
return DMulScale32 (y-node->y, node->dx, node->x-x, node->dy) > 0;
}
inline int R_PointOnSide(double x, double y, const node_t *node)
{
return DMulScale32(FLOAT2FIXED(y) - node->y, node->dx, node->x - FLOAT2FIXED(x), node->dy) > 0;
}
inline int R_PointOnSide(const DVector2 &pos, const node_t *node)
{
return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0;
}
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// Used for interpolation waypoints.
struct DVector3a
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{
DVector3 pos;
DAngle angle;
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};
subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);
inline subsector_t *R_PointInSubsector(const DVector2 &pos)
{
return R_PointInSubsector(FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y));
}
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void R_ResetViewInterpolation ();
void R_RebuildViewInterpolation(player_t *player);
bool R_GetViewInterpolationStatus();
void R_ClearInterpolationPath();
void R_AddInterpolationPoint(const DVector3a &vec);
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void R_SetViewSize (int blocks);
void R_SetFOV (DAngle fov);
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void R_SetupFrame (AActor * camera);
void R_SetViewAngle ();
// Called by startup code.
void R_Init (void);
void R_ExecuteSetViewSize (void);
// Called by M_Responder.
void R_SetViewSize (int blocks);
void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas = false);
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extern void R_FreePastViewers ();
extern void R_ClearPastViewer (AActor *actor);
// This list keeps track of the cameras that draw into canvas textures.
struct FCanvasTextureInfo
{
FCanvasTextureInfo *Next;
TObjPtr<AActor> Viewpoint;
FCanvasTexture *Texture;
FTextureID PicNum;
int FOV;
static void Add (AActor *viewpoint, FTextureID picnum, int fov);
static void UpdateAll ();
static void EmptyList ();
static void Serialize(FSerializer &arc);
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static void Mark();
private:
static FCanvasTextureInfo *List;
};
#endif