qzdoom/src/r_main.h

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// 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__
#include "r_utility.h"
#include "d_player.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
typedef BYTE lighttable_t; // This could be wider for >8 bit display.
//
// POV related.
//
extern bool bRenderingToCanvas;
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extern double ViewCos;
extern double ViewSin;
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extern fixed_t viewingrangerecip;
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extern double FocalLengthX, FocalLengthY;
extern double InvZtoScale;
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extern double WallTMapScale2;
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extern int viewwindowx;
extern int viewwindowy;
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extern double CenterX;
extern double CenterY;
extern double YaspectMul;
extern double IYaspectMul;
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extern FDynamicColormap*basecolormap; // [RH] Colormap for sector currently being drawn
extern int linecount;
extern int loopcount;
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)))
// MAXLIGHTSCALE from original DOOM, divided by 2.
#define MAXLIGHTVIS (24.0)
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// Convert a shade and visibility to a clamped colormap index.
// Result is not fixed point.
// Change R_CalcTiltedLighting() when this changes.
#define GETPALOOKUP(vis,shade) (clamp<int> (((shade)-FLOAT2FIXED(MIN(MAXLIGHTVIS,double(vis))))>>FRACBITS, 0, NUMCOLORMAPS-1))
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// Calculate the light multiplier for ds_light
// This is used instead of GETPALOOKUP when ds_colormap+dc_colormap is set to the base colormap
#define LIGHTSCALE(vis,shade) ((shade)-FLOAT2FIXED(MIN(MAXLIGHTVIS,double(vis))))
// calculates the light constant passed to the shade_pal_index function
inline uint32_t calc_light_multiplier(dsfixed_t light)
{
// the 0.70 multiplier shouldn't be needed - maybe the palette shades in doom weren't linear?
return (uint32_t)clamp((1.0 - FIXED2DBL(light) / MAXLIGHTVIS * 0.70) * 256 + 0.5, 0.0, 256.0);
}
// Calculates a ARGB8 color for the given palette index and light multiplier
inline uint32_t shade_pal_index(uint32_t index, uint32_t light)
{
const PalEntry &color = GPalette.BaseColors[index];
uint32_t red = color.r;
uint32_t green = color.g;
uint32_t blue = color.b;
red = red * light / 256;
green = green * light / 256;
blue = blue * light / 256;
return 0xff000000 | (red << 16) | (green << 8) | blue;
}
extern bool r_swtruecolor;
extern double GlobVis;
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void R_SetVisibility(double visibility);
double R_GetVisibility();
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extern double r_BaseVisibility;
extern double r_WallVisibility;
extern double r_FloorVisibility;
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extern float r_TiltVisibility;
extern double r_SpriteVisibility;
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extern int r_actualextralight;
extern bool foggy;
extern int fixedlightlev;
extern lighttable_t* fixedcolormap;
extern FSpecialColormap*realfixedcolormap;
//
// 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 (*hcolfunc_post4) (int sx, int yl, int yh);
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void R_InitTextureMapping ();
//
// REFRESH - the actual rendering functions.
//
// Called by G_Drawer.
void R_RenderActorView (AActor *actor, bool dontmaplines = false);
void R_SetupBuffer ();
void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines = false);
// [RH] Initialize multires stuff for renderer
void R_MultiresInit (void);
extern int stacked_extralight;
extern double stacked_visibility;
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extern DVector3 stacked_viewpos;
extern DAngle stacked_angle;
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extern void R_CopyStackedViewParameters();
#endif // __R_MAIN_H__