- removed many 'extern "C"' declarations, now that assembly is no longer a concern.

- some concepts about building a RenderViewpoint struct. No actual work yet.
This commit is contained in:
Christoph Oelckers 2017-03-11 11:31:09 +01:00
parent 56986ba843
commit 72da1fed7e
12 changed files with 75 additions and 61 deletions

View file

@ -122,8 +122,8 @@ extern bool noblit;
extern int viewwindowx;
extern int viewwindowy;
extern "C" int viewheight;
extern "C" int viewwidth;
extern int viewheight;
extern int viewwidth;

View file

@ -57,10 +57,8 @@
static bool R_CheckForFixedLights(const uint8_t *colormaps);
extern "C" {
FDynamicColormap NormalLight;
FDynamicColormap FullNormalLight; //[SP] Emulate GZDoom brightness
}
bool NormalLightHasFixedLights;

View file

@ -77,11 +77,8 @@ int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b
extern uint8_t DesaturateColormap[31][256];
extern "C"
{
extern FDynamicColormap NormalLight;
extern FDynamicColormap FullNormalLight;
}
extern bool NormalLightHasFixedLights;
FDynamicColormap *GetSpecialLights (PalEntry lightcolor, PalEntry fadecolor, int desaturate);

View file

@ -33,8 +33,10 @@
// for rendering.
//
extern "C" int viewwidth;
extern "C" int viewheight;
extern int viewwindowx;
extern int viewwindowy;
extern int viewwidth;
extern int viewheight;
//
// Lookup tables for map data.
@ -65,10 +67,6 @@ extern int numgamesubsectors;
//
// POV data.
//
extern AActor* camera; // [RH] camera instead of viewplayer
extern sector_t* viewsector; // [RH] keep track of sector viewing from
extern DAngle FieldOfView;
int R_FindSkin (const char *name, int pclass); // [RH] Find a skin

View file

@ -103,6 +103,8 @@ CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
int viewwindowx;
int viewwindowy;
int viewwidth;
int viewheight;
DVector3 ViewPos;
DVector3 ViewActorPos; // the actual position of the viewing actor, without interpolation and quake offsets.
@ -110,22 +112,18 @@ DAngle ViewAngle;
DAngle ViewPitch;
DAngle ViewRoll;
DVector3 ViewPath[2];
double ViewCos, ViewTanCos;
double ViewSin, ViewTanSin;
extern "C"
{
int viewwidth;
int viewheight;
int centerx;
int centery;
int centerxwide;
}
int otic;
sector_t *viewsector;
double ViewCos, ViewTanCos;
double ViewSin, ViewTanSin;
AActor *camera; // [RH] camera to draw from. doesn't have to be a player

View file

@ -12,43 +12,77 @@ class FSerializer;
// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
#define NUMCOLORMAPS 32
struct FRenderViewpoint
{
player_t *player; // For which player is this viewpoint being renderered? (can be null for camera textures)
DVector3 Pos; // Camera position
DVector3 ActorPos; // Camera actor's position
DRotator Angles; // Camera angles
DVector3 Path; // View path for portal calculations
double Cos; // cos(Angles.Yaw)
double Sin; // sin(Angles.Yaw)
double TanCos; // FocalTangent * cos(Angles.Yaw)
double TanSin; // FocalTangent * sin(Angles.Yaw)
AActor *camera; // camera actor
sector_t *sector; // [RH] keep track of sector viewing from
DAngle FieldOfView; // current field of view
double TicFrac; // fraction of tic for interpolation
uint32_t FrameTime; // current frame's time in tics.
int extralight; // extralight to be added to this viewpoint
bool showviewer; // show the camera actor?
};
extern DVector3 ViewPos;
extern DVector3 ViewActorPos;
extern DAngle ViewAngle;
extern DAngle ViewPitch;
extern DAngle ViewRoll;
extern DVector3 ViewPath[2];
extern double ViewCos;
extern double ViewSin;
extern int viewwindowx;
extern int viewwindowy;
extern "C" int centerx, centerxwide;
extern "C" int centery;
extern int setblocks;
extern double ViewTanCos;
extern double ViewTanSin;
extern double FocalTangent;
extern AActor* camera; // [RH] camera instead of viewplayer
extern sector_t* viewsector; // [RH] keep track of sector viewing from
extern DAngle FieldOfView;
extern double r_TicFracF;
extern uint32_t r_FrameTime;
extern int extralight;
extern bool r_showviewer;
//-----------------------------------
struct FViewWindow
{
double FocalTangent;
int centerx;
int centerxwide;
int centery;
float WidescreenRatio;
};
extern int centerx, centerxwide;
extern int centery;
extern double FocalTangent;
extern float WidescreenRatio;
//-----------------------------------
extern int setblocks;
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
extern float WidescreenRatio;
extern double r_TicFracF;
extern uint32_t 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.
extern bool r_showviewer;
//==========================================================================
//

View file

@ -37,11 +37,8 @@
#include "v_palette.h"
#include "v_pfx.h"
extern "C"
{
PfxUnion GPfxPal;
PfxState GPfx;
}
static bool AnalyzeMask (uint32_t mask, uint8_t *shift);

View file

@ -77,10 +77,7 @@ struct PfxState
fixed_t xstep, fixed_t ystep, fixed_t xfrac, fixed_t yfrac);
};
extern "C"
{
extern PfxUnion GPfxPal;
extern PfxState GPfx;
}
#endif //__V_PFX_H__

View file

@ -142,13 +142,11 @@ int DisplayWidth, DisplayHeight, DisplayBits;
FFont *SmallFont, *SmallFont2, *BigFont, *ConFont, *IntermissionFont;
extern "C" {
uint32_t Col2RGB8[65][256];
uint32_t *Col2RGB8_LessPrecision[65];
uint32_t Col2RGB8_Inverse[65][256];
ColorTable32k RGB32k;
ColorTable256k RGB256k;
}
static uint32_t Col2RGB8_2[63][256];

View file

@ -475,7 +475,7 @@ union ColorTable32k
uint8_t RGB[32][32][32];
uint8_t All[32 *32 *32];
};
extern "C" ColorTable32k RGB32k;
extern ColorTable32k RGB32k;
// [SP] RGB666 support
union ColorTable256k
@ -483,24 +483,24 @@ union ColorTable256k
uint8_t RGB[64][64][64];
uint8_t All[64 *64 *64];
};
extern "C" ColorTable256k RGB256k;
extern ColorTable256k RGB256k;
// Col2RGB8 is a pre-multiplied palette for color lookup. It is stored in a
// special R10B10G10 format for efficient blending computation.
// --RRRRRrrr--BBBBBbbb--GGGGGggg-- at level 64
// --------rrrr------bbbb------gggg at level 1
extern "C" uint32_t Col2RGB8[65][256];
extern uint32_t Col2RGB8[65][256];
// Col2RGB8_LessPrecision is the same as Col2RGB8, but the LSB for red
// and blue are forced to zero, so if the blend overflows, it won't spill
// over into the next component's value.
// --RRRRRrrr-#BBBBBbbb-#GGGGGggg-- at level 64
// --------rrr#------bbb#------gggg at level 1
extern "C" uint32_t *Col2RGB8_LessPrecision[65];
extern uint32_t *Col2RGB8_LessPrecision[65];
// Col2RGB8_Inverse is the same as Col2RGB8_LessPrecision, except the source
// palette has been inverted.
extern "C" uint32_t Col2RGB8_Inverse[65][256];
extern uint32_t Col2RGB8_Inverse[65][256];
// "Magic" numbers used during the blending:
// --000001111100000111110000011111 = 0x01f07c1f

View file

@ -2,10 +2,7 @@
#include "doomdef.h"
#include "x86.h"
extern "C"
{
CPUInfo CPU;
}
#if !defined(__amd64__) && !defined(__i386__) && !defined(_M_IX86) && !defined(_M_X64)
void CheckCPUID(CPUInfo *cpu)

View file

@ -100,7 +100,7 @@ struct CPUInfo // 92 bytes
};
extern "C" CPUInfo CPU;
extern CPUInfo CPU;
struct PalEntry;
void CheckCPUID (CPUInfo *cpu);