mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-05 20:40:30 +00:00
981f663319
- Added support for wrapping midtextures vertically. - Since zdoom.wad is now zdoom.pk3, the default mapinfos can use full pathnames. So now they do. - Fixed: The DSimpleCanvas constructor used a pitch too narrow on screens wider than 640 pixels when using a non-AMD processor and the processor's L1 cache line size could not be determined. I think this should fix the issue of weirdly rendered 8 pixel wide borders on the left and right of the screen that some people experienced. - Fixed: The secnodes were never freed. SVN r93 (trunk)
285 lines
8.7 KiB
C++
285 lines
8.7 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// System specific interface stuff.
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_DRAW__
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#define __R_DRAW__
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#include "r_data.h"
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extern "C" int ylookup[MAXHEIGHT];
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extern "C" int dc_pitch; // [RH] Distance between rows
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extern "C" lighttable_t*dc_colormap;
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extern "C" int dc_x;
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extern "C" int dc_yl;
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extern "C" int dc_yh;
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extern "C" fixed_t dc_iscale;
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extern "C" fixed_t dc_texturemid;
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extern "C" fixed_t dc_texturefrac;
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extern "C" int dc_color; // [RH] For flat colors (no texturing)
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extern "C" DWORD *dc_srcblend;
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extern "C" DWORD *dc_destblend;
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// first pixel in a column
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extern "C" const byte* dc_source;
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extern "C" byte *dc_dest, *dc_destorg;
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extern "C" int dc_count;
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extern "C" DWORD vplce[4];
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extern "C" DWORD vince[4];
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extern "C" BYTE* palookupoffse[4];
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extern "C" const BYTE* bufplce[4];
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// [RH] Temporary buffer for column drawing
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extern "C" byte dc_temp[MAXHEIGHT*4];
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extern "C" unsigned int dc_tspans[4][MAXHEIGHT];
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extern "C" unsigned int *dc_ctspan[4];
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extern "C" unsigned int horizspans[4];
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// [RH] Pointers to the different column and span drawers...
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// The span blitting interface.
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// Hook in assembler or system specific BLT here.
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extern void (*R_DrawColumn)(void);
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extern DWORD (STACK_ARGS *dovline1) ();
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extern DWORD (STACK_ARGS *doprevline1) ();
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extern void (STACK_ARGS *dovline4) ();
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extern void setupvline (int);
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extern DWORD (STACK_ARGS *domvline1) ();
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extern void (STACK_ARGS *domvline4) ();
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extern void setupmvline (int);
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extern void setuptmvline (int);
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// The Spectre/Invisibility effect.
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extern void (*R_DrawFuzzColumn)(void);
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// [RH] Draw shaded column
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extern void (*R_DrawShadedColumn)(void);
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// Draw with color translation tables, for player sprite rendering,
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// Green/Red/Blue/Indigo shirts.
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extern void (*R_DrawTranslatedColumn)(void);
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// Span drawing for rows, floor/ceiling. No Sepctre effect needed.
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extern void (*R_DrawSpan)(void);
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// Span drawing for masked textures.
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extern void (*R_DrawSpanMasked)(void);
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// Span drawing for translucent textures.
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extern void (*R_DrawSpanTranslucent)(void);
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// Span drawing for masked, translucent textures.
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extern void (*R_DrawSpanMaskedTranslucent)(void);
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// [RH] Span blit into an interleaved intermediate buffer
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extern void (*R_DrawColumnHoriz)(void);
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void R_DrawMaskedColumnHoriz (const BYTE *column, const FTexture::Span *spans);
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// [RH] Initialize the above pointers
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void R_InitColumnDrawers ();
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// [RH] Moves data from the temporary buffer to the screen.
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void rt_copy1col_c (int hx, int sx, int yl, int yh);
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void rt_copy4cols_c (int sx, int yl, int yh);
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void rt_map1col_c (int hx, int sx, int yl, int yh);
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void rt_map4cols_c (int sx, int yl, int yh);
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void rt_add1col (int hx, int sx, int yl, int yh);
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void rt_add4cols (int sx, int yl, int yh);
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void rt_tlate1col (int hx, int sx, int yl, int yh);
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void rt_tlate4cols (int sx, int yl, int yh);
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void rt_tlateadd1col (int hx, int sx, int yl, int yh);
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void rt_tlateadd4cols (int sx, int yl, int yh);
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void rt_shaded1col (int hx, int sx, int yl, int yh);
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void rt_shaded4cols (int sx, int yl, int yh);
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void rt_addclamp1col (int hx, int sx, int yl, int yh);
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void rt_addclamp4cols (int sx, int yl, int yh);
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void rt_tlateaddclamp1col (int hx, int sx, int yl, int yh);
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void rt_tlateaddclamp4cols (int sx, int yl, int yh);
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extern "C" void rt_copy1col_asm (int hx, int sx, int yl, int yh);
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extern "C" void rt_copy4cols_asm (int sx, int yl, int yh);
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extern "C" void rt_map1col_asm (int hx, int sx, int yl, int yh);
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extern "C" void rt_map4cols_asm1 (int sx, int yl, int yh);
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extern "C" void rt_map4cols_asm2 (int sx, int yl, int yh);
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extern void (*rt_map4cols)(int sx, int yl, int yh);
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#ifdef USEASM
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#define rt_copy1col rt_copy1col_asm
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#define rt_copy4cols rt_copy4cols_asm
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#define rt_map1col rt_map1col_asm
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#else
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#define rt_copy1col rt_copy1col_c
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#define rt_copy4cols rt_copy4cols_c
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#define rt_map1col rt_map1col_c
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#endif
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void rt_draw4cols (int sx);
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// [RH] Preps the temporary horizontal buffer.
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void rt_initcols (void);
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void R_DrawFogBoundary (int x1, int x2, short *uclip, short *dclip);
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#ifndef USEASM
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void R_DrawColumnHorizP_C (void);
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void R_DrawColumnP_C (void);
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void R_DrawFuzzColumnP_C (void);
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void R_DrawTranslatedColumnP_C (void);
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void R_DrawShadedColumnP_C (void);
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void R_DrawSpanP_C (void);
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void R_DrawSpanMaskedP_C (void);
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#else /* USEASM */
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extern "C" void R_DrawColumnP_Unrolled (void);
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extern "C" void R_DrawColumnHorizP_ASM (void);
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extern "C" void R_DrawColumnP_ASM (void);
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extern "C" void R_DrawFuzzColumnP_ASM (void);
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void R_DrawTranslatedColumnP_C (void);
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void R_DrawShadedColumnP_C (void);
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extern "C" void R_DrawSpanP_ASM (void);
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extern "C" void R_DrawSpanMaskedP_ASM (void);
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#endif
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void R_DrawSpanTranslucentP_C (void);
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void R_DrawSpanMaskedTranslucentP_C (void);
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void R_DrawTlatedLucentColumnP_C (void);
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#define R_DrawTlatedLucentColumn R_DrawTlatedLucentColumnP_C
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void R_FillColumnP (void);
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void R_FillColumnHorizP (void);
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void R_FillSpan (void);
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extern "C" int ds_y;
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extern "C" int ds_x1;
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extern "C" int ds_x2;
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extern "C" lighttable_t* ds_colormap;
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extern "C" dsfixed_t ds_xfrac;
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extern "C" dsfixed_t ds_yfrac;
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extern "C" dsfixed_t ds_xstep;
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extern "C" dsfixed_t ds_ystep;
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extern "C" int ds_xbits;
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extern "C" int ds_ybits;
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extern "C" fixed_t ds_alpha;
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// start of a 64*64 tile image
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extern "C" const byte* ds_source;
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extern "C" int ds_color; // [RH] For flat color (no texturing)
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enum
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{
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TRANSLATION_Shaded,
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TRANSLATION_Players,
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TRANSLATION_PlayersExtra,
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TRANSLATION_Standard,
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TRANSLATION_LevelScripted,
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TRANSLATION_Decals,
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TRANSLATION_PlayerCorpses,
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TRANSLATION_Decorate,
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TRANSLATION_Blood,
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NUM_TRANSLATION_TABLES
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};
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extern byte* translationtables[NUM_TRANSLATION_TABLES];
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extern byte* dc_translation;
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inline WORD TRANSLATION(BYTE a, BYTE b)
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{
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return (a<<8) | b;
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}
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const int MAX_ACS_TRANSLATIONS = 255;
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const int MAX_DECORATE_TRANSLATIONS = 255;
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inline void R_CopyTranslation (WORD to, WORD from)
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{
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memcpy (&translationtables[to>>8][(to&255)*256],
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&translationtables[from>>8][(from&255)*256], 256);
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}
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// [RH] Double view pixels by detail mode
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void R_DetailDouble (void);
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// Initialize color translation tables,
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// for player rendering etc.
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void R_InitTranslationTables (void);
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// [RH] Actually create a player's translation table.
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void R_BuildPlayerTranslation (int player);
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// If the view size is not full screen, draws a border around it.
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void R_DrawViewBorder (void);
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void R_DrawTopBorder (void);
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void R_DrawBorder (int x1, int y1, int x2, int y2);
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// [RH] Added for muliresolution support
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void R_InitFuzzTable (int fuzzoff);
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// [RH] Consolidate column drawer selection
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enum ESPSResult
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{
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DontDraw, // not useful to draw this
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DoDraw0, // draw this as if r_columnmethod is 0
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DoDraw1, // draw this as if r_columnmethod is 1
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};
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ESPSResult R_SetPatchStyle (int style, fixed_t alpha, int translation, DWORD color);
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// Call this after finished drawing the current thing, in case its
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// style was STYLE_Shade
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void R_FinishSetPatchStyle ();
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// transmaskwallscan calls this to find out what column drawers to use
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bool R_GetTransMaskDrawers (fixed_t (**tmvline1)(), void (**tmvline4)());
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// Retrieve column data for wallscan. Should probably be removed
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// to just use the texture's GetColumn() method. It just exists
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// for double-layer skies.
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const BYTE *R_GetColumn (FTexture *tex, int col);
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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);
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// maskwallscan is exactly like wallscan but does not draw anything where the texture is color 0.
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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);
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// transmaskwallscan is like maskwallscan, but it can also blend to the background
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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);
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#endif
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