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54970b60e8
- move a few variables from SceneDrawer to FRenderViewpoint. The global r_viewpoint variable is left alone now to always represent the current viewpoint to the play code. The main reason behind this change is to reduce the amount of global variables being used by the hardware renderer's scene processing code.
161 lines
4.7 KiB
C++
161 lines
4.7 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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struct FViewWindow;
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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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struct FRenderViewpoint
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{
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FRenderViewpoint();
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player_t *player; // For which player is this viewpoint being renderered? (can be null for camera textures)
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DVector3 Pos; // Camera position
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DVector3 ActorPos; // Camera actor's position
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DRotator Angles; // Camera angles
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FRotator HWAngles; // Actual rotation angles for the hardware renderer
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DVector2 ViewVector; // HWR only: direction the camera is facing.
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AActor *ViewActor; // either the same as camera or nullptr
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DVector3 Path[2]; // View path for portal calculations
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double Cos; // cos(Angles.Yaw)
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double Sin; // sin(Angles.Yaw)
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double TanCos; // FocalTangent * cos(Angles.Yaw)
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double TanSin; // FocalTangent * sin(Angles.Yaw)
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AActor *camera; // camera actor
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sector_t *sector; // [RH] keep track of sector viewing from
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DAngle FieldOfView; // current field of view
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double TicFrac; // fraction of tic for interpolation
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uint32_t FrameTime; // current frame's time in tics.
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int extralight; // extralight to be added to this viewpoint
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bool showviewer; // show the camera actor?
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void SetViewAngle(const FViewWindow &viewwindow);
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};
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extern FRenderViewpoint r_viewpoint;
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//-----------------------------------
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struct FViewWindow
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{
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double FocalTangent = 0.0;
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int centerx = 0;
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int centerxwide = 0;
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int centery = 0;
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float WidescreenRatio = 0.0f;
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};
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extern FViewWindow r_viewwindow;
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//-----------------------------------
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extern int setblocks;
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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 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 (FRenderViewpoint &viewpoint, DAngle fov);
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void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor * camera);
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void R_SetViewAngle (FRenderViewpoint &viewpoint, const FViewWindow &viewwindow);
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// Called by startup code.
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void R_Init (void);
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void R_ExecuteSetViewSize (FRenderViewpoint &viewpoint, FViewWindow &viewwindow);
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// Called by M_Responder.
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void R_SetViewSize (int blocks);
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void R_SetWindow (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas = false);
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double R_GetGlobVis(const FViewWindow &viewwindow, double vis);
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double R_ClampVisibility(double vis);
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extern void R_FreePastViewers ();
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extern void R_ClearPastViewer (AActor *actor);
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class FCanvasTexture;
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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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double FOV;
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static void Add (AActor *viewpoint, FTextureID picnum, double 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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