gzdoom/src/swrenderer/drawers/r_draw.h

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#pragma once
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#include "r_defs.h"
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struct FSWColormap;
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struct FLightNode;
struct TriLight;
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EXTERN_CVAR(Bool, r_multithreaded);
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EXTERN_CVAR(Bool, r_magfilter);
EXTERN_CVAR(Bool, r_minfilter);
EXTERN_CVAR(Bool, r_mipmap);
EXTERN_CVAR(Float, r_lod_bias);
EXTERN_CVAR(Int, r_drawfuzz);
EXTERN_CVAR(Bool, r_drawtrans);
EXTERN_CVAR(Float, transsouls);
EXTERN_CVAR(Bool, r_dynlights);
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namespace swrenderer
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{
struct vissprite_t;
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struct visplane_light;
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struct ShadeConstants
{
uint16_t light_alpha;
uint16_t light_red;
uint16_t light_green;
uint16_t light_blue;
uint16_t fade_alpha;
uint16_t fade_red;
uint16_t fade_green;
uint16_t fade_blue;
uint16_t desaturate;
bool simple_shade;
};
extern double dc_texturemid;
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extern FLightNode *dc_light_list;
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extern visplane_light *ds_light_list;
namespace drawerargs
{
extern int dc_pitch;
extern lighttable_t *dc_colormap;
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extern FSWColormap *dc_fcolormap;
extern ShadeConstants dc_shade_constants;
extern fixed_t dc_light;
extern int dc_x;
extern int dc_yl;
extern int dc_yh;
extern fixed_t dc_iscale;
extern fixed_t dc_texturefrac;
extern uint32_t dc_textureheight;
extern int dc_color;
extern uint32_t dc_srccolor;
extern uint32_t dc_srccolor_bgra;
extern uint32_t *dc_srcblend;
extern uint32_t *dc_destblend;
extern fixed_t dc_srcalpha;
extern fixed_t dc_destalpha;
extern const uint8_t *dc_source;
extern const uint8_t *dc_source2;
extern uint32_t dc_texturefracx;
extern uint8_t *dc_translation;
extern uint8_t *dc_dest;
extern uint8_t *dc_destorg;
extern int dc_destheight;
extern int dc_count;
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extern FVector3 dc_viewpos;
extern FVector3 dc_viewpos_step;
extern TriLight *dc_lights;
extern int dc_num_lights;
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extern bool drawer_needs_pal_input;
extern uint32_t dc_wall_texturefrac[4];
extern uint32_t dc_wall_iscale[4];
extern uint8_t *dc_wall_colormap[4];
extern fixed_t dc_wall_light[4];
extern const uint8_t *dc_wall_source[4];
extern const uint8_t *dc_wall_source2[4];
extern uint32_t dc_wall_texturefracx[4];
extern uint32_t dc_wall_sourceheight[4];
extern int dc_wall_fracbits;
extern int ds_y;
extern int ds_x1;
extern int ds_x2;
extern lighttable_t * ds_colormap;
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extern FSWColormap *ds_fcolormap;
extern ShadeConstants ds_shade_constants;
extern dsfixed_t ds_light;
extern dsfixed_t ds_xfrac;
extern dsfixed_t ds_yfrac;
extern dsfixed_t ds_xstep;
extern dsfixed_t ds_ystep;
extern int ds_xbits;
extern int ds_ybits;
extern fixed_t ds_alpha;
extern double ds_lod;
extern const uint8_t *ds_source;
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extern bool ds_source_mipmapped;
extern int ds_color;
extern unsigned int dc_tspans[4][MAXHEIGHT];
extern unsigned int *dc_ctspan[4];
extern unsigned int *horizspan[4];
}
extern int ylookup[MAXHEIGHT];
extern uint8_t shadetables[/*NUMCOLORMAPS*16*256*/];
extern FDynamicColormap ShadeFakeColormap[16];
extern uint8_t identitymap[256];
extern FDynamicColormap identitycolormap;
// Spectre/Invisibility.
#define FUZZTABLE 50
extern int fuzzoffset[FUZZTABLE + 1];
extern int fuzzpos;
extern int fuzzviewheight;
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extern bool r_swtruecolor;
void R_InitColumnDrawers();
void R_InitShadeMaps();
void R_InitFuzzTable(int fuzzoff);
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bool R_SetPatchStyle(FRenderStyle style, fixed_t alpha, int translation, uint32_t color);
bool R_SetPatchStyle(FRenderStyle style, float alpha, int translation, uint32_t color);
void R_FinishSetPatchStyle(); // Call this after finished drawing the current thing, in case its style was STYLE_Shade
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bool R_GetTransMaskDrawers(void(**drawColumn)());
const uint8_t *R_GetColumn(FTexture *tex, int col);
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void R_UpdateFuzzPos();
void R_DrawColumn();
void R_DrawFuzzColumn();
void R_DrawTranslatedColumn();
void R_DrawShadedColumn();
void R_FillColumn();
void R_FillAddColumn();
void R_FillAddClampColumn();
void R_FillSubClampColumn();
void R_FillRevSubClampColumn();
void R_DrawAddColumn();
void R_DrawTlatedAddColumn();
void R_DrawAddClampColumn();
void R_DrawAddClampTranslatedColumn();
void R_DrawSubClampColumn();
void R_DrawSubClampTranslatedColumn();
void R_DrawRevSubClampColumn();
void R_DrawRevSubClampTranslatedColumn();
void R_DrawSpan();
void R_DrawSpanMasked();
void R_DrawSpanTranslucent();
void R_DrawSpanMaskedTranslucent();
void R_DrawSpanAddClamp();
void R_DrawSpanMaskedAddClamp();
void R_FillSpan();
void R_DrawTiltedSpan(int y, int x1, int x2, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy);
void R_DrawColoredSpan(int y, int x1, int x2);
void R_DrawFogBoundaryLine(int y, int x1, int x2);
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void R_DrawWallColumn();
void R_DrawWallMaskedColumn();
void R_DrawWallAddColumn();
void R_DrawWallAddClampColumn();
void R_DrawWallSubClampColumn();
void R_DrawWallRevSubClampColumn();
void R_DrawSingleSkyColumn(uint32_t solid_top, uint32_t solid_bottom);
void R_DrawDoubleSkyColumn(uint32_t solid_top, uint32_t solid_bottom);
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// Sets dc_colormap and dc_light to their appropriate values depending on the output format (pal vs true color)
void R_SetColorMapLight(FSWColormap *base_colormap, float light, int shade);
void R_SetDSColorMapLight(FSWColormap *base_colormap, float light, int shade);
void R_SetTranslationMap(lighttable_t *translation);
void R_SetSpanTexture(FTexture *tex);
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void R_SetSpanColormap(FDynamicColormap *colormap, int shade);
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}