// 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__ #include "r_data.h" extern "C" int ylookup[MAXHEIGHT]; extern "C" int dc_pitch; // [RH] Distance between rows extern "C" lighttable_t*dc_colormap; extern "C" int dc_x; extern "C" int dc_yl; extern "C" int dc_yh; extern "C" fixed_t dc_iscale; extern "C" fixed_t dc_texturemid; extern "C" fixed_t dc_texturefrac; extern "C" int dc_color; // [RH] For flat colors (no texturing) extern "C" DWORD *dc_srcblend; extern "C" DWORD *dc_destblend; // first pixel in a column extern "C" const BYTE* dc_source; extern "C" BYTE *dc_dest, *dc_destorg; extern "C" int dc_count; extern "C" DWORD vplce[4]; extern "C" DWORD vince[4]; extern "C" BYTE* palookupoffse[4]; extern "C" const BYTE* bufplce[4]; // [RH] Temporary buffer for column drawing extern "C" BYTE dc_temp[MAXHEIGHT*4]; extern "C" unsigned int dc_tspans[4][MAXHEIGHT]; extern "C" unsigned int *dc_ctspan[4]; extern "C" unsigned int horizspans[4]; // [RH] Pointers to the different column and span drawers... // The span blitting interface. // Hook in assembler or system specific BLT here. extern void (*R_DrawColumn)(void); extern DWORD (STACK_ARGS *dovline1) (); extern DWORD (STACK_ARGS *doprevline1) (); extern void (STACK_ARGS *dovline4) (); extern void setupvline (int); extern DWORD (STACK_ARGS *domvline1) (); extern void (STACK_ARGS *domvline4) (); extern void setupmvline (int); extern void setuptmvline (int); // The Spectre/Invisibility effect. extern void (*R_DrawFuzzColumn)(void); // [RH] Draw shaded column extern void (*R_DrawShadedColumn)(void); // Draw with color translation tables, for player sprite rendering, // Green/Red/Blue/Indigo shirts. extern void (*R_DrawTranslatedColumn)(void); // Span drawing for rows, floor/ceiling. No Sepctre effect needed. extern void (*R_DrawSpan)(void); // Span drawing for masked textures. extern void (*R_DrawSpanMasked)(void); // Span drawing for translucent textures. extern void (*R_DrawSpanTranslucent)(void); // Span drawing for masked, translucent textures. extern void (*R_DrawSpanMaskedTranslucent)(void); // [RH] Span blit into an interleaved intermediate buffer extern void (*R_DrawColumnHoriz)(void); void R_DrawMaskedColumnHoriz (const BYTE *column, const FTexture::Span *spans); // [RH] Initialize the above pointers void R_InitColumnDrawers (); // [RH] Moves data from the temporary buffer to the screen. void rt_copy1col_c (int hx, int sx, int yl, int yh); void rt_copy4cols_c (int sx, int yl, int yh); void rt_map1col_c (int hx, int sx, int yl, int yh); void rt_map4cols_c (int sx, int yl, int yh); void rt_add1col (int hx, int sx, int yl, int yh); void rt_add4cols (int sx, int yl, int yh); void rt_tlate1col (int hx, int sx, int yl, int yh); void rt_tlate4cols (int sx, int yl, int yh); void rt_tlateadd1col (int hx, int sx, int yl, int yh); void rt_tlateadd4cols (int sx, int yl, int yh); void rt_shaded1col (int hx, int sx, int yl, int yh); void rt_shaded4cols (int sx, int yl, int yh); void rt_addclamp1col (int hx, int sx, int yl, int yh); void rt_addclamp4cols (int sx, int yl, int yh); void rt_tlateaddclamp1col (int hx, int sx, int yl, int yh); void rt_tlateaddclamp4cols (int sx, int yl, int yh); extern "C" void rt_copy1col_asm (int hx, int sx, int yl, int yh); extern "C" void rt_copy4cols_asm (int sx, int yl, int yh); extern "C" void rt_map1col_asm (int hx, int sx, int yl, int yh); extern "C" void rt_map4cols_asm1 (int sx, int yl, int yh); extern "C" void rt_map4cols_asm2 (int sx, int yl, int yh); extern void (*rt_map4cols)(int sx, int yl, int yh); #ifdef USEASM #define rt_copy1col rt_copy1col_asm #define rt_copy4cols rt_copy4cols_asm #define rt_map1col rt_map1col_asm #else #define rt_copy1col rt_copy1col_c #define rt_copy4cols rt_copy4cols_c #define rt_map1col rt_map1col_c #endif void rt_draw4cols (int sx); // [RH] Preps the temporary horizontal buffer. void rt_initcols (void); void R_DrawFogBoundary (int x1, int x2, short *uclip, short *dclip); #ifndef USEASM void R_DrawColumnHorizP_C (void); void R_DrawColumnP_C (void); void R_DrawFuzzColumnP_C (void); void R_DrawTranslatedColumnP_C (void); void R_DrawShadedColumnP_C (void); void R_DrawSpanP_C (void); void R_DrawSpanMaskedP_C (void); #else /* USEASM */ extern "C" void R_DrawColumnP_Unrolled (void); extern "C" void R_DrawColumnHorizP_ASM (void); extern "C" void R_DrawColumnP_ASM (void); extern "C" void R_DrawFuzzColumnP_ASM (void); void R_DrawTranslatedColumnP_C (void); void R_DrawShadedColumnP_C (void); extern "C" void R_DrawSpanP_ASM (void); extern "C" void R_DrawSpanMaskedP_ASM (void); #endif void R_DrawSpanTranslucentP_C (void); void R_DrawSpanMaskedTranslucentP_C (void); void R_DrawTlatedLucentColumnP_C (void); #define R_DrawTlatedLucentColumn R_DrawTlatedLucentColumnP_C void R_FillColumnP (void); void R_FillColumnHorizP (void); void R_FillSpan (void); extern "C" int ds_y; extern "C" int ds_x1; extern "C" int ds_x2; extern "C" lighttable_t* ds_colormap; extern "C" dsfixed_t ds_xfrac; extern "C" dsfixed_t ds_yfrac; extern "C" dsfixed_t ds_xstep; extern "C" dsfixed_t ds_ystep; extern "C" int ds_xbits; extern "C" int ds_ybits; extern "C" fixed_t ds_alpha; // start of a 64*64 tile image extern "C" const BYTE* ds_source; extern "C" int ds_color; // [RH] For flat color (no texturing) enum { TRANSLATION_Shaded, TRANSLATION_Players, TRANSLATION_PlayersExtra, TRANSLATION_Standard, TRANSLATION_LevelScripted, TRANSLATION_Decals, TRANSLATION_PlayerCorpses, TRANSLATION_Decorate, TRANSLATION_Blood, NUM_TRANSLATION_TABLES }; extern BYTE* translationtables[NUM_TRANSLATION_TABLES]; extern BYTE* dc_translation; inline WORD TRANSLATION(BYTE a, BYTE b) { return (a<<8) | b; } inline int GetTranslationType(WORD trans) { return trans >> 8; } const int MAX_ACS_TRANSLATIONS = 255; const int MAX_DECORATE_TRANSLATIONS = 255; inline void R_CopyTranslation (WORD to, WORD from) { memcpy (&translationtables[to>>8][(to&255)*256], &translationtables[from>>8][(from&255)*256], 256); } // [RH] Double view pixels by detail mode void R_DetailDouble (void); // Initialize color translation tables, // for player rendering etc. void R_InitTranslationTables (void); // [RH] Actually create a player's translation table. void R_BuildPlayerTranslation (int player); // If the view size is not full screen, draws a border around it. void R_DrawViewBorder (void); void R_DrawTopBorder (void); void R_DrawBorder (int x1, int y1, int x2, int y2); // [RH] Added for muliresolution support void R_InitFuzzTable (int fuzzoff); // [RH] Consolidate column drawer selection enum ESPSResult { DontDraw, // not useful to draw this DoDraw0, // draw this as if r_columnmethod is 0 DoDraw1, // draw this as if r_columnmethod is 1 }; ESPSResult R_SetPatchStyle (int style, fixed_t alpha, int translation, DWORD color); // Call this after finished drawing the current thing, in case its // style was STYLE_Shade void R_FinishSetPatchStyle (); // transmaskwallscan calls this to find out what column drawers to use bool R_GetTransMaskDrawers (fixed_t (**tmvline1)(), void (**tmvline4)()); // Retrieve column data for wallscan. Should probably be removed // to just use the texture's GetColumn() method. It just exists // for double-layer skies. const BYTE *R_GetColumn (FTexture *tex, int col); void wallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, const BYTE *(*getcol)(FTexture *tex, int col)=R_GetColumn); // maskwallscan is exactly like wallscan but does not draw anything where the texture is color 0. void maskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, const BYTE *(*getcol)(FTexture *tex, int col)=R_GetColumn); // transmaskwallscan is like maskwallscan, but it can also blend to the background void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, const BYTE *(*getcol)(FTexture *tex, int col)=R_GetColumn); #endif