mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-15 08:41:59 +00:00
- removed more r_ header dependencies from the rest of the code.
SVN r3260 (trunk)
This commit is contained in:
parent
163301dcd5
commit
463c276014
36 changed files with 271 additions and 266 deletions
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@ -15,7 +15,6 @@
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#include "g_game.h"
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#include "m_random.h"
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#include "r_sky.h"
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#include "r_main.h"
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#include "st_stuff.h"
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#include "stats.h"
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#include "i_system.h"
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@ -12,7 +12,6 @@
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#include "g_game.h"
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#include "d_ticcmd.h"
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#include "m_random.h"
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#include "r_main.h"
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#include "i_system.h"
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#include "p_lnspec.h"
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#include "gi.h"
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@ -14,7 +14,6 @@
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#include "b_bot.h"
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#include "g_game.h"
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#include "m_random.h"
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#include "r_main.h"
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#include "stats.h"
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#include "a_pickups.h"
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#include "statnums.h"
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@ -61,7 +61,6 @@
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#include "gi.h"
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#include "r_defs.h"
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#include "d_player.h"
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#include "r_main.h"
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#include "templates.h"
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#include "p_local.h"
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#include "r_sky.h"
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@ -663,32 +662,6 @@ CCMD (fov)
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Net_WriteByte (clamp (atoi (argv[1]), 5, 179));
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}
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//==========================================================================
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//
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// CCMD r_visibility
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//
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// Controls how quickly light ramps across a 1/z range. Set this, and it
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// sets all the r_*Visibility variables (except r_SkyVisibilily, which is
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// currently unused).
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//
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//==========================================================================
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CCMD (r_visibility)
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{
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if (argv.argc() < 2)
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{
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Printf ("Visibility is %g\n", R_GetVisibility());
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}
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else if (!netgame)
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{
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R_SetVisibility ((float)atof (argv[1]));
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}
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else
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{
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Printf ("Visibility cannot be changed in net games.\n");
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}
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}
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//==========================================================================
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//
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// CCMD warp
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@ -53,7 +53,6 @@
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#include "v_video.h"
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#include "v_text.h"
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#include "w_wad.h"
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#include "r_main.h"
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#include "sbar.h"
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#include "s_sound.h"
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#include "s_sndseq.h"
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@ -64,6 +63,7 @@
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#include "d_net.h"
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#include "g_level.h"
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#include "d_event.h"
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#include "d_player.h"
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#include "gi.h"
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@ -77,6 +77,7 @@
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#include "d_event.h"
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#include "p_acs.h"
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#include "m_joy.h"
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#include "farchive.h"
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#include "r_data/colormaps.h"
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#include <zlib.h>
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@ -35,7 +35,6 @@
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#include "actor.h"
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#include "info.h"
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#include "a_sharedglobal.h"
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#include "r_main.h"
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#include "p_local.h"
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#include "farchive.h"
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@ -34,13 +34,13 @@
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*/
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#include "r_defs.h"
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#include "r_main.h"
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#include "m_random.h"
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#include "d_player.h"
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#include "d_event.h"
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#include "sbar.h"
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#include "sbarinfo.h"
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#include "templates.h"
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#include "r_utility.h"
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#define ST_RAMPAGEDELAY (2*TICRATE)
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#define ST_MUCHPAIN 20
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@ -51,7 +51,6 @@
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#include "sbarinfo.h"
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#include "gi.h"
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#include "r_data/r_translate.h"
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#include "r_main.h"
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#include "a_weaponpiece.h"
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#include "a_strifeglobal.h"
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#include "g_level.h"
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@ -48,10 +48,11 @@
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#include "v_video.h"
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#include "hu_stuff.h"
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#include "gi.h"
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#include "v_palette.h"
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#include "i_input.h"
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#include "gameconfigfile.h"
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#include "gstrings.h"
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#include "r_main.h"
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#include "r_utility.h"
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#include "menu/menu.h"
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#include "textures/textures.h"
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@ -50,7 +50,7 @@
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#include "tarray.h"
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#include "m_bbox.h"
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#include "c_console.h"
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#include "r_main.h"
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#include "r_state.h"
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const int MaxSegs = 64;
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const int SplitCost = 8;
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@ -43,7 +43,6 @@
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#include "nodebuild.h"
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#include "templates.h"
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#include "r_main.h"
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#if 0
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#define D(x) x
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@ -39,7 +39,6 @@
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#include "doomtype.h"
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#include "nodebuild.h"
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#include "r_main.h"
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static inline void STACK_ARGS Warn (const char *format, ...)
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{
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@ -47,9 +47,9 @@
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#include "nodebuild.h"
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#include "templates.h"
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#include "m_bbox.h"
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#include "r_main.h"
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#include "i_system.h"
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#include "po_man.h"
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#include "r_state.h"
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static const int PO_LINE_START = 1;
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static const int PO_LINE_EXPLICIT = 5;
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@ -12,7 +12,6 @@
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#include "w_wad.h"
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#include "templates.h"
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#include "r_sky.h"
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#include "r_main.h"
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#include "r_defs.h"
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#include "p_setup.h"
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#include "g_level.h"
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@ -35,7 +35,6 @@
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#include <assert.h>
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#include "actor.h"
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#include "r_main.h"
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#include "p_conversation.h"
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#include "w_wad.h"
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#include "cmdlib.h"
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@ -60,6 +59,7 @@
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#include "sbar.h"
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#include "farchive.h"
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#include "p_lnspec.h"
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#include "r_utility.h"
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#include "menu/menu.h"
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// The conversations as they exist inside a SCRIPTxx lump.
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114
src/p_effect.cpp
114
src/p_effect.cpp
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#include "doomtype.h"
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#include "doomstat.h"
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#include "i_system.h"
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#include "c_cvars.h"
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#include "actor.h"
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#include "m_argv.h"
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#include "p_effect.h"
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#include "p_local.h"
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#include "g_level.h"
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@ -54,9 +56,17 @@ CVAR (Int, cl_rockettrails, 1, CVAR_ARCHIVE);
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CVAR (Bool, r_rail_smartspiral, 0, CVAR_ARCHIVE);
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CVAR (Int, r_rail_spiralsparsity, 1, CVAR_ARCHIVE);
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CVAR (Int, r_rail_trailsparsity, 1, CVAR_ARCHIVE);
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CVAR (Bool, r_particles, true, 0);
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#define FADEFROMTTL(a) (255/(a))
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// [RH] particle globals
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WORD NumParticles;
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WORD ActiveParticles;
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WORD InactiveParticles;
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particle_t *Particles;
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TArray<WORD> ParticlesInSubsec;
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static int grey1, grey2, grey3, grey4, red, green, blue, yellow, black,
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red1, green1, blue1, yellow1, purple, purple1, white,
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rblue1, rblue2, rblue3, rblue4, orange, yorange, dred, grey5,
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@ -95,10 +105,114 @@ static const struct ColorList {
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{NULL, 0, 0, 0 }
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};
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inline particle_t *NewParticle (void)
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{
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particle_t *result = NULL;
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if (InactiveParticles != NO_PARTICLE)
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{
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result = Particles + InactiveParticles;
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InactiveParticles = result->tnext;
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result->tnext = ActiveParticles;
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ActiveParticles = WORD(result - Particles);
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}
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return result;
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}
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//
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// [RH] Particle functions
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//
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void P_InitParticles ();
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void P_DeinitParticles ();
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// [BC] Allow the maximum number of particles to be specified by a cvar (so people
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// with lots of nice hardware can have lots of particles!).
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CUSTOM_CVAR( Int, r_maxparticles, 4000, CVAR_ARCHIVE )
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{
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if ( self == 0 )
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self = 4000;
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else if ( self < 100 )
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self = 100;
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if ( gamestate != GS_STARTUP )
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{
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P_DeinitParticles( );
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P_InitParticles( );
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}
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}
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void P_InitParticles ()
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{
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const char *i;
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if ((i = Args->CheckValue ("-numparticles")))
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NumParticles = atoi (i);
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// [BC] Use r_maxparticles now.
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else
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NumParticles = r_maxparticles;
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// This should be good, but eh...
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if ( NumParticles < 100 )
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NumParticles = 100;
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P_DeinitParticles();
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Particles = new particle_t[NumParticles];
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P_ClearParticles ();
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atterm (P_DeinitParticles);
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}
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void P_DeinitParticles()
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{
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if (Particles != NULL)
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{
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delete[] Particles;
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Particles = NULL;
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}
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}
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void P_ClearParticles ()
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{
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int i;
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memset (Particles, 0, NumParticles * sizeof(particle_t));
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ActiveParticles = NO_PARTICLE;
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InactiveParticles = 0;
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for (i = 0; i < NumParticles-1; i++)
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Particles[i].tnext = i + 1;
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Particles[i].tnext = NO_PARTICLE;
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}
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// Group particles by subsectors. Because particles are always
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// in motion, there is little benefit to caching this information
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// from one frame to the next.
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void P_FindParticleSubsectors ()
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{
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if (ParticlesInSubsec.Size() < (size_t)numsubsectors)
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{
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ParticlesInSubsec.Reserve (numsubsectors - ParticlesInSubsec.Size());
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}
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clearbufshort (&ParticlesInSubsec[0], numsubsectors, NO_PARTICLE);
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if (!r_particles)
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{
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return;
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}
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for (WORD i = ActiveParticles; i != NO_PARTICLE; i = Particles[i].tnext)
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{
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subsector_t *ssec = R_PointInSubsector (Particles[i].x, Particles[i].y);
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int ssnum = int(ssec-subsectors);
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Particles[i].subsector = ssec;
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Particles[i].snext = ParticlesInSubsec[ssnum];
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ParticlesInSubsec[ssnum] = i;
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}
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}
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void P_InitEffects ()
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{
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const struct ColorList *color = Colors;
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P_InitParticles();
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while (color->color)
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{
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*(color->color) = ColorMatcher.Pick (color->r, color->g, color->b);
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@ -49,7 +49,31 @@
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#define FX_BLACKFOUNTAIN 0x00060000
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#define FX_WHITEFOUNTAIN 0x00070000
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struct particle_t;
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// [RH] Particle details
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struct particle_t
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{
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fixed_t x,y,z;
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fixed_t velx,vely,velz;
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fixed_t accx,accy,accz;
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BYTE ttl;
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BYTE trans;
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BYTE size;
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BYTE fade;
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int color;
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WORD tnext;
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WORD snext;
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subsector_t * subsector;
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};
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extern particle_t *Particles;
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extern TArray<WORD> ParticlesInSubsec;
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const WORD NO_PARTICLE = 0xffff;
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void P_ClearParticles ();
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void P_FindParticleSubsectors ();
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class AActor;
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particle_t *JitterParticle (int ttl);
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@ -23,8 +23,14 @@
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#ifndef __P_LOCAL__
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#define __P_LOCAL__
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#include "doomtype.h"
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#include "doomdef.h"
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#include "tables.h"
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#include "r_state.h"
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#include "r_utility.h"
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#include "d_player.h"
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#ifndef __R_LOCAL__
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#include "r_local.h"
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//#include "r_local.h"
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#endif
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#include "a_morph.h"
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@ -25,10 +25,10 @@
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#include "c_cvars.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "r_main.h"
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#include "nodebuild.h"
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#include "po_man.h"
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#include "farchive.h"
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#include "r_utility.h"
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#include "r_data/colormaps.h"
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@ -3930,7 +3930,7 @@ void P_SetupLevel (char *lumpname, int position)
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R_OldBlend = 0xffffffff;
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// [RH] Remove all particles
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R_ClearParticles ();
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P_ClearParticles ();
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times[17].Clock();
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// preload graphics and sounds
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@ -22,7 +22,6 @@
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#include "tables.h"
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#include "s_sndseq.h"
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#include "a_sharedglobal.h"
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#include "r_main.h"
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#include "p_lnspec.h"
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#include "r_data/r_interpolate.h"
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#include "g_level.h"
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@ -45,6 +45,7 @@
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#include "r_3dfloors.h"
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#include "a_sharedglobal.h"
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#include "g_level.h"
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#include "p_effect.h"
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// State.
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#include "doomstat.h"
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@ -35,7 +35,6 @@
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#include <stddef.h>
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#include "templates.h"
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#include "r_main.h"
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#include "r_data/r_translate.h"
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#include "v_video.h"
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#include "g_game.h"
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@ -48,6 +47,7 @@
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#include "w_wad.h"
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#include "r_data/colormaps.h"
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#include "farchive.h"
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#include "d_player.h"
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#include "gi.h"
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#include "stats.h"
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@ -64,6 +64,7 @@ extern FPlayerSkin * skins; // [RH]
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extern BYTE OtherGameSkinRemap[256];
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extern PalEntry OtherGameSkinPalette[256];
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void R_InitSprites ();
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void R_DeinitSprites ();
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#endif
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@ -39,6 +39,7 @@
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#include "r_sky.h"
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#include "st_stuff.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "stats.h"
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#include "i_video.h"
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@ -52,6 +53,7 @@
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#include "r_3dfloors.h"
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#include "v_palette.h"
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#include "po_man.h"
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#include "p_effect.h"
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#include "st_start.h"
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#include "v_font.h"
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#include "r_data/colormaps.h"
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@ -96,7 +98,6 @@ extern bool DrawFSHUD; // [RH] Defined in d_main.cpp
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extern short *openings;
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extern bool r_fakingunderwater;
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extern "C" int fuzzviewheight;
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EXTERN_CVAR (Bool, r_particles)
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EXTERN_CVAR (Bool, cl_capfps)
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// PRIVATE DATA DECLARATIONS -----------------------------------------------
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@ -625,6 +626,32 @@ float R_GetVisibility ()
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return CurrentVisibility;
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}
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||||
|
||||
//==========================================================================
|
||||
//
|
||||
// CCMD r_visibility
|
||||
//
|
||||
// Controls how quickly light ramps across a 1/z range. Set this, and it
|
||||
// sets all the r_*Visibility variables (except r_SkyVisibilily, which is
|
||||
// currently unused).
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
CCMD (r_visibility)
|
||||
{
|
||||
if (argv.argc() < 2)
|
||||
{
|
||||
Printf ("Visibility is %g\n", R_GetVisibility());
|
||||
}
|
||||
else if (!netgame)
|
||||
{
|
||||
R_SetVisibility ((float)atof (argv[1]));
|
||||
}
|
||||
else
|
||||
{
|
||||
Printf ("Visibility cannot be changed in net games.\n");
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_SetViewSize
|
||||
|
@ -829,7 +856,6 @@ void R_Init ()
|
|||
R_InitPlanes ();
|
||||
R_InitTranslationTables ();
|
||||
R_InitShadeMaps();
|
||||
R_InitParticles (); // [RH] Setup particle engine
|
||||
R_InitColumnDrawers ();
|
||||
|
||||
colfunc = basecolfunc = R_DrawColumn;
|
||||
|
@ -853,7 +879,6 @@ void R_Init ()
|
|||
|
||||
static void R_Shutdown ()
|
||||
{
|
||||
R_DeinitParticles();
|
||||
R_DeinitTranslationTables();
|
||||
R_DeinitPlanes();
|
||||
R_DeinitColormaps ();
|
||||
|
@ -1592,7 +1617,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
|
|||
r_fakingunderwater = false;
|
||||
|
||||
// [RH] Setup particles for this frame
|
||||
R_FindParticleSubsectors ();
|
||||
P_FindParticleSubsectors ();
|
||||
|
||||
WallCycles.Clock();
|
||||
DWORD savedflags = camera->renderflags;
|
||||
|
|
67
src/r_main.h
67
src/r_main.h
|
@ -23,12 +23,8 @@
|
|||
#ifndef __R_MAIN_H__
|
||||
#define __R_MAIN_H__
|
||||
|
||||
// Number of diminishing brightness levels.
|
||||
// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
|
||||
#define NUMCOLORMAPS 32
|
||||
|
||||
#include "r_utility.h"
|
||||
#include "d_player.h"
|
||||
#include "r_state.h"
|
||||
#include "v_palette.h"
|
||||
#include "r_data/colormaps.h"
|
||||
|
||||
|
@ -49,11 +45,6 @@ extern fixed_t viewingrangerecip;
|
|||
extern fixed_t FocalLengthX, FocalLengthY;
|
||||
extern float FocalLengthXfloat;
|
||||
extern fixed_t InvZtoScale;
|
||||
extern int WidescreenRatio;
|
||||
|
||||
extern angle_t LocalViewAngle; // [RH] Added to consoleplayer's angle
|
||||
extern int LocalViewPitch; // [RH] Used directly instead of consoleplayer's pitch
|
||||
extern bool LocalKeyboardTurner; // [RH] The local player used the keyboard to turn, so interpolate
|
||||
|
||||
extern float WallTMapScale;
|
||||
extern float WallTMapScale2;
|
||||
|
@ -75,8 +66,6 @@ extern float iyaspectmulfloat;
|
|||
|
||||
extern FDynamicColormap*basecolormap; // [RH] Colormap for sector currently being drawn
|
||||
|
||||
extern int validcount;
|
||||
|
||||
extern int linecount;
|
||||
extern int loopcount;
|
||||
|
||||
|
@ -120,10 +109,6 @@ extern float r_TiltVisibility;
|
|||
extern fixed_t r_SpriteVisibility;
|
||||
extern fixed_t r_SkyVisibility;
|
||||
|
||||
extern fixed_t r_TicFrac;
|
||||
extern DWORD r_FrameTime;
|
||||
extern bool r_NoInterpolate;
|
||||
|
||||
extern int extralight, r_actualextralight;
|
||||
extern bool foggy;
|
||||
extern int fixedlightlev;
|
||||
|
@ -149,33 +134,6 @@ extern void (*hcolfunc_post2) (int hx, int sx, int yl, int yh);
|
|||
extern void (STACK_ARGS *hcolfunc_post4) (int sx, int yl, int yh);
|
||||
|
||||
|
||||
//
|
||||
// Utility functions.
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_PointOnSide
|
||||
//
|
||||
// Traverse BSP (sub) tree, check point against partition plane.
|
||||
// Returns side 0 (front/on) or 1 (back).
|
||||
//
|
||||
// [RH] inlined, stripped down, and made more precise
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
inline int R_PointOnSide (fixed_t x, fixed_t y, const node_t *node)
|
||||
{
|
||||
return DMulScale32 (y-node->y, node->dx, node->x-x, node->dy) > 0;
|
||||
}
|
||||
|
||||
extern fixed_t viewx;
|
||||
extern fixed_t viewy;
|
||||
|
||||
angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2);
|
||||
inline angle_t R_PointToAngle (fixed_t x, fixed_t y) { return R_PointToAngle2 (viewx, viewy, x, y); }
|
||||
subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);
|
||||
fixed_t R_PointToDist2 (fixed_t dx, fixed_t dy);
|
||||
|
||||
void R_SetFOV (float fov);
|
||||
float R_GetFOV ();
|
||||
void R_InitTextureMapping ();
|
||||
|
@ -192,7 +150,6 @@ void R_SetupBuffer ();
|
|||
|
||||
void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines = false);
|
||||
|
||||
void R_ResetViewInterpolation ();
|
||||
|
||||
// Called by startup code.
|
||||
void R_Init (void);
|
||||
|
@ -205,9 +162,6 @@ void R_SetViewSize (int blocks);
|
|||
void R_MultiresInit (void);
|
||||
|
||||
|
||||
extern void R_FreePastViewers ();
|
||||
extern void R_ClearPastViewer (AActor *actor);
|
||||
|
||||
extern int stacked_extralight;
|
||||
extern float stacked_visibility;
|
||||
extern fixed_t stacked_viewx, stacked_viewy, stacked_viewz;
|
||||
|
@ -215,24 +169,5 @@ extern angle_t stacked_angle;
|
|||
|
||||
extern void R_CopyStackedViewParameters();
|
||||
|
||||
// This list keeps track of the cameras that draw into canvas textures.
|
||||
struct FCanvasTextureInfo
|
||||
{
|
||||
FCanvasTextureInfo *Next;
|
||||
TObjPtr<AActor> Viewpoint;
|
||||
FCanvasTexture *Texture;
|
||||
FTextureID PicNum;
|
||||
int FOV;
|
||||
|
||||
static void Add (AActor *viewpoint, FTextureID picnum, int fov);
|
||||
static void UpdateAll ();
|
||||
static void EmptyList ();
|
||||
static void Serialize (FArchive &arc);
|
||||
static void Mark();
|
||||
|
||||
private:
|
||||
static FCanvasTextureInfo *List;
|
||||
};
|
||||
|
||||
|
||||
#endif // __R_MAIN_H__
|
||||
|
|
|
@ -68,8 +68,6 @@
|
|||
|
||||
static void R_DrawSkyStriped (visplane_t *pl);
|
||||
|
||||
EXTERN_CVAR (Bool, r_particles);
|
||||
|
||||
planefunction_t floorfunc;
|
||||
planefunction_t ceilingfunc;
|
||||
|
||||
|
|
100
src/r_things.cpp
100
src/r_things.cpp
|
@ -34,7 +34,6 @@
|
|||
#include "templates.h"
|
||||
#include "doomdef.h"
|
||||
#include "m_swap.h"
|
||||
#include "m_argv.h"
|
||||
#include "i_system.h"
|
||||
#include "w_wad.h"
|
||||
#include "r_local.h"
|
||||
|
@ -53,6 +52,7 @@
|
|||
#include "d_net.h"
|
||||
#include "colormatcher.h"
|
||||
#include "d_netinf.h"
|
||||
#include "p_effect.h"
|
||||
#include "r_bsp.h"
|
||||
#include "r_plane.h"
|
||||
#include "r_segs.h"
|
||||
|
@ -115,8 +115,6 @@ FDynamicColormap *VisPSpritesBaseColormap[NUMPSPRITES];
|
|||
|
||||
static int spriteshade;
|
||||
|
||||
TArray<WORD> ParticlesInSubsec;
|
||||
|
||||
// constant arrays
|
||||
// used for psprite clipping and initializing clipping
|
||||
short zeroarray[MAXWIDTH];
|
||||
|
@ -134,14 +132,6 @@ int OffscreenBufferWidth, OffscreenBufferHeight;
|
|||
BYTE *OffscreenColorBuffer;
|
||||
FCoverageBuffer *OffscreenCoverageBuffer;
|
||||
|
||||
// [RH] particle globals
|
||||
WORD NumParticles;
|
||||
WORD ActiveParticles;
|
||||
WORD InactiveParticles;
|
||||
particle_t *Particles;
|
||||
|
||||
CVAR (Bool, r_particles, true, 0);
|
||||
|
||||
//
|
||||
// GAME FUNCTIONS
|
||||
//
|
||||
|
@ -2000,94 +1990,6 @@ void R_DrawMasked (void)
|
|||
}
|
||||
|
||||
|
||||
//
|
||||
// [RH] Particle functions
|
||||
//
|
||||
|
||||
// [BC] Allow the maximum number of particles to be specified by a cvar (so people
|
||||
// with lots of nice hardware can have lots of particles!).
|
||||
CUSTOM_CVAR( Int, r_maxparticles, 4000, CVAR_ARCHIVE )
|
||||
{
|
||||
if ( self == 0 )
|
||||
self = 4000;
|
||||
else if ( self < 100 )
|
||||
self = 100;
|
||||
|
||||
if ( gamestate != GS_STARTUP )
|
||||
{
|
||||
R_DeinitParticles( );
|
||||
R_InitParticles( );
|
||||
}
|
||||
}
|
||||
|
||||
void R_InitParticles ()
|
||||
{
|
||||
const char *i;
|
||||
|
||||
if ((i = Args->CheckValue ("-numparticles")))
|
||||
NumParticles = atoi (i);
|
||||
// [BC] Use r_maxparticles now.
|
||||
else
|
||||
NumParticles = r_maxparticles;
|
||||
|
||||
// This should be good, but eh...
|
||||
if ( NumParticles < 100 )
|
||||
NumParticles = 100;
|
||||
|
||||
R_DeinitParticles();
|
||||
Particles = new particle_t[NumParticles];
|
||||
R_ClearParticles ();
|
||||
atterm (R_DeinitParticles);
|
||||
}
|
||||
|
||||
void R_DeinitParticles()
|
||||
{
|
||||
if (Particles != NULL)
|
||||
{
|
||||
delete[] Particles;
|
||||
Particles = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void R_ClearParticles ()
|
||||
{
|
||||
int i;
|
||||
|
||||
memset (Particles, 0, NumParticles * sizeof(particle_t));
|
||||
ActiveParticles = NO_PARTICLE;
|
||||
InactiveParticles = 0;
|
||||
for (i = 0; i < NumParticles-1; i++)
|
||||
Particles[i].tnext = i + 1;
|
||||
Particles[i].tnext = NO_PARTICLE;
|
||||
}
|
||||
|
||||
// Group particles by subsectors. Because particles are always
|
||||
// in motion, there is little benefit to caching this information
|
||||
// from one frame to the next.
|
||||
|
||||
void R_FindParticleSubsectors ()
|
||||
{
|
||||
if (ParticlesInSubsec.Size() < (size_t)numsubsectors)
|
||||
{
|
||||
ParticlesInSubsec.Reserve (numsubsectors - ParticlesInSubsec.Size());
|
||||
}
|
||||
|
||||
clearbufshort (&ParticlesInSubsec[0], numsubsectors, NO_PARTICLE);
|
||||
|
||||
if (!r_particles)
|
||||
{
|
||||
return;
|
||||
}
|
||||
for (WORD i = ActiveParticles; i != NO_PARTICLE; i = Particles[i].tnext)
|
||||
{
|
||||
subsector_t *ssec = R_PointInSubsector (Particles[i].x, Particles[i].y);
|
||||
int ssnum = int(ssec-subsectors);
|
||||
Particles[i].subsector = ssec;
|
||||
Particles[i].snext = ParticlesInSubsec[ssnum];
|
||||
ParticlesInSubsec[ssnum] = i;
|
||||
}
|
||||
}
|
||||
|
||||
void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, int fakeside)
|
||||
{
|
||||
fixed_t tr_x;
|
||||
|
|
|
@ -60,50 +60,10 @@ struct vissprite_t
|
|||
visstyle_t Style;
|
||||
};
|
||||
|
||||
// [RH] Particle details
|
||||
struct particle_t
|
||||
{
|
||||
fixed_t x,y,z;
|
||||
fixed_t velx,vely,velz;
|
||||
fixed_t accx,accy,accz;
|
||||
BYTE ttl;
|
||||
BYTE trans;
|
||||
BYTE size;
|
||||
BYTE fade;
|
||||
int color;
|
||||
WORD tnext;
|
||||
WORD snext;
|
||||
subsector_t * subsector;
|
||||
};
|
||||
struct particle_t;
|
||||
|
||||
extern WORD NumParticles;
|
||||
extern WORD ActiveParticles;
|
||||
extern WORD InactiveParticles;
|
||||
extern particle_t *Particles;
|
||||
|
||||
const WORD NO_PARTICLE = 0xffff;
|
||||
|
||||
inline particle_t *NewParticle (void)
|
||||
{
|
||||
particle_t *result = NULL;
|
||||
if (InactiveParticles != NO_PARTICLE)
|
||||
{
|
||||
result = Particles + InactiveParticles;
|
||||
InactiveParticles = result->tnext;
|
||||
result->tnext = ActiveParticles;
|
||||
ActiveParticles = WORD(result - Particles);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void R_InitParticles ();
|
||||
void R_DeinitParticles ();
|
||||
void R_ClearParticles ();
|
||||
void R_DrawParticle (vissprite_t *);
|
||||
void R_ProjectParticle (particle_t *, const sector_t *sector, int shade, int fakeside);
|
||||
void R_FindParticleSubsectors ();
|
||||
|
||||
extern TArray<WORD> ParticlesInSubsec;
|
||||
|
||||
extern int MaxVisSprites;
|
||||
|
||||
|
@ -135,8 +95,6 @@ void R_SortVisSprites (int (STACK_ARGS *compare)(const void *, const void *), si
|
|||
void R_AddSprites (sector_t *sec, int lightlevel, int fakeside);
|
||||
void R_AddPSprites ();
|
||||
void R_DrawSprites ();
|
||||
void R_InitSprites ();
|
||||
void R_DeinitSprites ();
|
||||
void R_ClearSprites ();
|
||||
void R_DrawMasked ();
|
||||
void R_DrawRemainingPlayerSprites ();
|
||||
|
|
72
src/r_utility.h
Normal file
72
src/r_utility.h
Normal file
|
@ -0,0 +1,72 @@
|
|||
#ifndef __R_UTIL_H
|
||||
#define __R_UTIL_H
|
||||
|
||||
#include "r_state.h"
|
||||
//
|
||||
// Stuff from r_main.h that's needed outside the rendering code.
|
||||
|
||||
// Number of diminishing brightness levels.
|
||||
// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
|
||||
#define NUMCOLORMAPS 32
|
||||
|
||||
extern fixed_t viewx;
|
||||
extern fixed_t viewy;
|
||||
|
||||
extern bool r_NoInterpolate;
|
||||
extern int validcount;
|
||||
|
||||
extern angle_t LocalViewAngle; // [RH] Added to consoleplayer's angle
|
||||
extern int LocalViewPitch; // [RH] Used directly instead of consoleplayer's pitch
|
||||
extern bool LocalKeyboardTurner; // [RH] The local player used the keyboard to turn, so interpolate
|
||||
extern int WidescreenRatio;
|
||||
|
||||
extern fixed_t r_TicFrac;
|
||||
extern DWORD r_FrameTime;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_PointOnSide
|
||||
//
|
||||
// Traverse BSP (sub) tree, check point against partition plane.
|
||||
// Returns side 0 (front/on) or 1 (back).
|
||||
//
|
||||
// [RH] inlined, stripped down, and made more precise
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
inline int R_PointOnSide (fixed_t x, fixed_t y, const node_t *node)
|
||||
{
|
||||
return DMulScale32 (y-node->y, node->dx, node->x-x, node->dy) > 0;
|
||||
}
|
||||
|
||||
angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2);
|
||||
inline angle_t R_PointToAngle (fixed_t x, fixed_t y) { return R_PointToAngle2 (viewx, viewy, x, y); }
|
||||
subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);
|
||||
fixed_t R_PointToDist2 (fixed_t dx, fixed_t dy);
|
||||
void R_ResetViewInterpolation ();
|
||||
void R_SetViewSize (int blocks);
|
||||
|
||||
extern void R_FreePastViewers ();
|
||||
extern void R_ClearPastViewer (AActor *actor);
|
||||
|
||||
// This list keeps track of the cameras that draw into canvas textures.
|
||||
struct FCanvasTextureInfo
|
||||
{
|
||||
FCanvasTextureInfo *Next;
|
||||
TObjPtr<AActor> Viewpoint;
|
||||
FCanvasTexture *Texture;
|
||||
FTextureID PicNum;
|
||||
int FOV;
|
||||
|
||||
static void Add (AActor *viewpoint, FTextureID picnum, int fov);
|
||||
static void UpdateAll ();
|
||||
static void EmptyList ();
|
||||
static void Serialize (FArchive &arc);
|
||||
static void Mark();
|
||||
|
||||
private:
|
||||
static FCanvasTextureInfo *List;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
|
@ -61,7 +61,7 @@
|
|||
#include "g_level.h"
|
||||
#include "r_state.h"
|
||||
#include "cmdlib.h"
|
||||
#include "r_main.h"
|
||||
#include "r_utility.h"
|
||||
#include "doomstat.h"
|
||||
|
||||
// MACROS ------------------------------------------------------------------
|
||||
|
|
|
@ -35,8 +35,8 @@
|
|||
|
||||
#include "doomtype.h"
|
||||
#include "files.h"
|
||||
#include "r_main.h"
|
||||
#include "templates.h"
|
||||
#include "r_utility.h"
|
||||
#include "textures/textures.h"
|
||||
|
||||
|
||||
|
|
|
@ -47,7 +47,6 @@
|
|||
#include "templates.h"
|
||||
#include "v_video.h"
|
||||
#include "i_system.h"
|
||||
#include "r_main.h" // For lighting constants
|
||||
#include "w_wad.h"
|
||||
#include "i_video.h"
|
||||
#include "c_dispatch.h"
|
||||
|
|
|
@ -79,7 +79,7 @@
|
|||
#include "cmdlib.h"
|
||||
#include "g_level.h"
|
||||
#include "doomstat.h"
|
||||
#include "r_main.h"
|
||||
#include "r_utility.h"
|
||||
|
||||
#include "stats.h"
|
||||
#include "st_start.h"
|
||||
|
|
|
@ -2407,6 +2407,10 @@
|
|||
RelativePath=".\src\r_things.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\r_utility.h"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
</Filter>
|
||||
<Filter
|
||||
|
|
Loading…
Reference in a new issue