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94b7ef72ca
- store portal data in a separate structure. - store portal data in savegames because some of this will be changeable later. - run a cleanup pass after all portals have been created to weed out broken ones. - add a definition type that's compatible with Eternity Engine's line portal types. - swapped arg[2] and arg[3] of Line_SetPortal, because the type is more significant than the alignment.
109 lines
3.1 KiB
C
109 lines
3.1 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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//
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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 fixed_t viewx;
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extern fixed_t viewy;
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extern fixed_t viewz;
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extern int viewpitch;
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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 fixed_t viewtancos;
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extern fixed_t viewtansin;
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extern fixed_t 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 int WidescreenRatio;
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extern fixed_t r_TicFrac;
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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 int r_Yaspect = 200; // 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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angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2);
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inline angle_t R_PointToAngle (fixed_t x, fixed_t y) { return R_PointToAngle2 (viewx, viewy, x, y); }
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inline angle_t R_PointToAnglePrecise (fixed_t viewx, fixed_t viewy, fixed_t x, fixed_t y)
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{
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return xs_RoundToUInt(atan2(double(y-viewy), double(x-viewx)) * (ANGLE_180/M_PI));
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}
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subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);
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fixed_t R_PointToDist2 (fixed_t dx, fixed_t dy);
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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_SetViewSize (int blocks);
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void R_SetFOV (float fov);
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float R_GetFOV ();
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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);
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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 (FArchive &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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