// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // System specific interface stuff. // //----------------------------------------------------------------------------- #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 "d_player.h" #include "r_data.h" #include "r_state.h" #include "v_palette.h" // // POV related. // extern DCanvas *RenderTarget; extern bool bRenderingToCanvas; extern fixed_t viewcos; extern fixed_t viewsin; extern fixed_t viewtancos; extern fixed_t viewtansin; extern fixed_t FocalTangent; 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; extern "C" int viewwidth; extern "C" int viewheight; extern int viewwindowx; extern int viewwindowy; extern "C" int centerx; extern "C" int centery; extern fixed_t centerxfrac; extern fixed_t centeryfrac; extern fixed_t yaspectmul; extern float iyaspectmulfloat; extern FDynamicColormap*basecolormap; // [RH] Colormap for sector currently being drawn extern int validcount; extern int linecount; extern int loopcount; extern int r_Yaspect; extern bool r_dontmaplines; // // Lighting. // // [RH] This has changed significantly from Doom, which used lookup // tables based on 1/z for walls and z for flats and only recognized // 16 discrete light levels. The terminology I use is borrowed from Build. // // The size of a single colormap, in bits #define COLORMAPSHIFT 8 // Convert a light level into an unbounded colormap index (shade). Result is // fixed point. Why the +12? I wish I knew, but experimentation indicates it // is necessary in order to best reproduce Doom's original lighting. #define LIGHT2SHADE(l) ((NUMCOLORMAPS*2*FRACUNIT)-(((l)+12)*FRACUNIT*NUMCOLORMAPS/128)) // Convert a shade and visibility to a clamped colormap index. // Result is not fixed point. #define GETPALOOKUP(vis,shade) (clamp (((shade)-(vis))>>FRACBITS, 0, NUMCOLORMAPS-1)) extern fixed_t GlobVis; void R_SetVisibility (float visibility); float R_GetVisibility (); extern fixed_t r_BaseVisibility; extern fixed_t r_WallVisibility; extern fixed_t r_FloorVisibility; 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; extern lighttable_t* fixedcolormap; // // Function pointers to switch refresh/drawing functions. // Used to select shadow mode etc. // extern void (*colfunc) (void); extern void (*basecolfunc) (void); extern void (*fuzzcolfunc) (void); extern void (*transcolfunc) (void); // No shadow effects on floors. extern void (*spanfunc) (void); // [RH] Function pointers for the horizontal column drawers. extern void (*hcolfunc_pre) (void); extern void (*hcolfunc_post1) (int hx, int sx, int yl, int yh); 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 (); void R_SetViewAngle (); // // REFRESH - the actual rendering functions. // // Called by G_Drawer. void R_RenderActorView (AActor *actor, bool dontmaplines = false); void R_RefreshViewBorder (); 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. int R_GuesstimateNumTextures (); void R_Init (void); void R_ExecuteSetViewSize (void); // Called by M_Responder. void R_SetViewSize (int blocks); // [RH] Initialize multires stuff for renderer 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; extern angle_t stacked_angle; extern void R_CopyStackedViewParameters(); #endif // __R_MAIN_H__