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https://github.com/ZDoom/gzdoom.git
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3a1191281f
- converted sound and canvas texture serialization. - refactored file_zip, so that it can be used to load loose zip files and extract their compressed data directly. - added handling to FSerializer to generate and consume compressed Zip file entries. If all goes well this will allow saving savegames as Zips when the rework is done, which will make analyzing them a lot easier.
126 lines
3.4 KiB
C++
126 lines
3.4 KiB
C++
#ifndef __R_UTIL_H
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#define __R_UTIL_H
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#include "r_state.h"
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#include "vectors.h"
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class FSerializer;
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//
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// Stuff from r_main.h that's needed outside the rendering code.
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// Number of diminishing brightness levels.
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// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
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#define NUMCOLORMAPS 32
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extern DCanvas *RenderTarget;
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extern DVector3 ViewPos;
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extern DAngle ViewAngle;
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extern DAngle ViewPitch;
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extern DAngle ViewRoll;
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extern DVector3 ViewPath[2];
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extern "C" int centerx, centerxwide;
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extern "C" int centery;
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extern int setblocks;
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extern double ViewTanCos;
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extern double ViewTanSin;
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extern double FocalTangent;
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extern bool r_NoInterpolate;
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extern int validcount;
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extern angle_t LocalViewAngle; // [RH] Added to consoleplayer's angle
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extern int LocalViewPitch; // [RH] Used directly instead of consoleplayer's pitch
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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;
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extern int extralight;
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extern unsigned int R_OldBlend;
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const double r_Yaspect = 200.0; // Why did I make this a variable? It's never set anywhere.
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//==========================================================================
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//
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// R_PointOnSide
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//
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// Traverse BSP (sub) tree, check point against partition plane.
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// Returns side 0 (front/on) or 1 (back).
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//
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// [RH] inlined, stripped down, and made more precise
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//
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//==========================================================================
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inline int R_PointOnSide (fixed_t x, fixed_t y, const node_t *node)
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{
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return DMulScale32 (y-node->y, node->dx, node->x-x, node->dy) > 0;
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}
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inline int R_PointOnSide(double x, double y, const node_t *node)
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{
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return DMulScale32(FLOAT2FIXED(y) - node->y, node->dx, node->x - FLOAT2FIXED(x), node->dy) > 0;
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}
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inline int R_PointOnSide(const DVector2 &pos, const node_t *node)
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{
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return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0;
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}
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// Used for interpolation waypoints.
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struct DVector3a
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{
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DVector3 pos;
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DAngle angle;
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};
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subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);
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inline subsector_t *R_PointInSubsector(const DVector2 &pos)
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{
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return R_PointInSubsector(FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y));
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}
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void R_ResetViewInterpolation ();
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void R_RebuildViewInterpolation(player_t *player);
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bool R_GetViewInterpolationStatus();
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void R_ClearInterpolationPath();
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void R_AddInterpolationPoint(const DVector3a &vec);
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void R_SetViewSize (int blocks);
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void R_SetFOV (DAngle fov);
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void R_SetupFrame (AActor * camera);
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void R_SetViewAngle ();
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// Called by startup code.
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void R_Init (void);
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void R_ExecuteSetViewSize (void);
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// Called by M_Responder.
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void R_SetViewSize (int blocks);
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void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas = false);
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extern void R_FreePastViewers ();
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extern void R_ClearPastViewer (AActor *actor);
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// This list keeps track of the cameras that draw into canvas textures.
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struct FCanvasTextureInfo
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{
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FCanvasTextureInfo *Next;
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TObjPtr<AActor> Viewpoint;
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FCanvasTexture *Texture;
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FTextureID PicNum;
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int FOV;
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static void Add (AActor *viewpoint, FTextureID picnum, int fov);
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static void UpdateAll ();
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static void EmptyList ();
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static void Serialize(FSerializer &arc);
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static void Mark();
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private:
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static FCanvasTextureInfo *List;
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};
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#endif
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