qzdoom/src/r_draw.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_DRAW__
#define __R_DRAW__
#include "r_data.h"
extern "C" int ylookup[MAXHEIGHT];
extern "C" int dc_pitch; // [RH] Distance between rows
extern "C" lighttable_t*dc_colormap;
extern "C" int dc_x;
extern "C" int dc_yl;
extern "C" int dc_yh;
extern "C" fixed_t dc_iscale;
extern "C" fixed_t dc_texturemid;
extern "C" fixed_t dc_texturefrac;
extern "C" int dc_color; // [RH] For flat colors (no texturing)
extern "C" DWORD *dc_srcblend;
extern "C" DWORD *dc_destblend;
// first pixel in a column
extern "C" const BYTE* dc_source;
extern "C" BYTE *dc_dest, *dc_destorg;
extern "C" int dc_count;
extern "C" DWORD vplce[4];
extern "C" DWORD vince[4];
extern "C" BYTE* palookupoffse[4];
extern "C" const BYTE* bufplce[4];
// [RH] Temporary buffer for column drawing
extern "C" BYTE dc_temp[MAXHEIGHT*4];
extern "C" unsigned int dc_tspans[4][MAXHEIGHT];
extern "C" unsigned int *dc_ctspan[4];
extern "C" unsigned int horizspans[4];
// [RH] Pointers to the different column and span drawers...
// The span blitting interface.
// Hook in assembler or system specific BLT here.
extern void (*R_DrawColumn)(void);
extern DWORD (STACK_ARGS *dovline1) ();
extern DWORD (STACK_ARGS *doprevline1) ();
extern void (STACK_ARGS *dovline4) ();
extern void setupvline (int);
extern DWORD (STACK_ARGS *domvline1) ();
extern void (STACK_ARGS *domvline4) ();
extern void setupmvline (int);
extern void setuptmvline (int);
// The Spectre/Invisibility effect.
extern void (*R_DrawFuzzColumn)(void);
// [RH] Draw shaded column
extern void (*R_DrawShadedColumn)(void);
// Draw with color translation tables, for player sprite rendering,
// Green/Red/Blue/Indigo shirts.
extern void (*R_DrawTranslatedColumn)(void);
// Span drawing for rows, floor/ceiling. No Sepctre effect needed.
extern void (*R_DrawSpan)(void);
// Span drawing for masked textures.
extern void (*R_DrawSpanMasked)(void);
// Span drawing for translucent textures.
extern void (*R_DrawSpanTranslucent)(void);
// Span drawing for masked, translucent textures.
extern void (*R_DrawSpanMaskedTranslucent)(void);
// [RH] Span blit into an interleaved intermediate buffer
extern void (*R_DrawColumnHoriz)(void);
void R_DrawMaskedColumnHoriz (const BYTE *column, const FTexture::Span *spans);
// [RH] Initialize the above pointers
void R_InitColumnDrawers ();
// [RH] Moves data from the temporary buffer to the screen.
void rt_copy1col_c (int hx, int sx, int yl, int yh);
void rt_copy4cols_c (int sx, int yl, int yh);
void rt_map1col_c (int hx, int sx, int yl, int yh);
void rt_map4cols_c (int sx, int yl, int yh);
void rt_add1col (int hx, int sx, int yl, int yh);
void rt_add4cols (int sx, int yl, int yh);
void rt_tlate1col (int hx, int sx, int yl, int yh);
void rt_tlate4cols (int sx, int yl, int yh);
void rt_tlateadd1col (int hx, int sx, int yl, int yh);
void rt_tlateadd4cols (int sx, int yl, int yh);
void rt_shaded1col (int hx, int sx, int yl, int yh);
void rt_shaded4cols (int sx, int yl, int yh);
void rt_addclamp1col (int hx, int sx, int yl, int yh);
void rt_addclamp4cols (int sx, int yl, int yh);
void rt_tlateaddclamp1col (int hx, int sx, int yl, int yh);
void rt_tlateaddclamp4cols (int sx, int yl, int yh);
extern "C" void rt_copy1col_asm (int hx, int sx, int yl, int yh);
extern "C" void rt_copy4cols_asm (int sx, int yl, int yh);
extern "C" void rt_map1col_asm (int hx, int sx, int yl, int yh);
extern "C" void rt_map4cols_asm1 (int sx, int yl, int yh);
extern "C" void rt_map4cols_asm2 (int sx, int yl, int yh);
extern void (*rt_map4cols)(int sx, int yl, int yh);
#ifdef USEASM
#define rt_copy1col rt_copy1col_asm
#define rt_copy4cols rt_copy4cols_asm
#define rt_map1col rt_map1col_asm
#else
#define rt_copy1col rt_copy1col_c
#define rt_copy4cols rt_copy4cols_c
#define rt_map1col rt_map1col_c
#endif
void rt_draw4cols (int sx);
// [RH] Preps the temporary horizontal buffer.
void rt_initcols (void);
void R_DrawFogBoundary (int x1, int x2, short *uclip, short *dclip);
#ifndef USEASM
void R_DrawColumnHorizP_C (void);
void R_DrawColumnP_C (void);
void R_DrawFuzzColumnP_C (void);
void R_DrawTranslatedColumnP_C (void);
void R_DrawShadedColumnP_C (void);
void R_DrawSpanP_C (void);
void R_DrawSpanMaskedP_C (void);
#else /* USEASM */
extern "C" void R_DrawColumnP_Unrolled (void);
extern "C" void R_DrawColumnHorizP_ASM (void);
extern "C" void R_DrawColumnP_ASM (void);
extern "C" void R_DrawFuzzColumnP_ASM (void);
void R_DrawTranslatedColumnP_C (void);
void R_DrawShadedColumnP_C (void);
extern "C" void R_DrawSpanP_ASM (void);
extern "C" void R_DrawSpanMaskedP_ASM (void);
#endif
void R_DrawSpanTranslucentP_C (void);
void R_DrawSpanMaskedTranslucentP_C (void);
void R_DrawTlatedLucentColumnP_C (void);
#define R_DrawTlatedLucentColumn R_DrawTlatedLucentColumnP_C
void R_FillColumnP (void);
void R_FillColumnHorizP (void);
void R_FillSpan (void);
extern "C" int ds_y;
extern "C" int ds_x1;
extern "C" int ds_x2;
extern "C" lighttable_t* ds_colormap;
extern "C" dsfixed_t ds_xfrac;
extern "C" dsfixed_t ds_yfrac;
extern "C" dsfixed_t ds_xstep;
extern "C" dsfixed_t ds_ystep;
extern "C" int ds_xbits;
extern "C" int ds_ybits;
extern "C" fixed_t ds_alpha;
// start of a 64*64 tile image
extern "C" const BYTE* ds_source;
extern "C" int ds_color; // [RH] For flat color (no texturing)
enum
{
TRANSLATION_Shaded,
TRANSLATION_Players,
TRANSLATION_PlayersExtra,
TRANSLATION_Standard,
TRANSLATION_LevelScripted,
TRANSLATION_Decals,
TRANSLATION_PlayerCorpses,
TRANSLATION_Decorate,
TRANSLATION_Blood,
TRANSLATION_Dim,
NUM_TRANSLATION_TABLES
};
extern BYTE* translationtables[NUM_TRANSLATION_TABLES];
extern BYTE* dc_translation;
inline WORD TRANSLATION(BYTE a, BYTE b)
{
return (a<<8) | b;
}
inline int GetTranslationType(WORD trans)
{
return trans >> 8;
}
#define DIM_MAP TRANSLATION(TRANSLATION_Dim, 0)
const int MAX_ACS_TRANSLATIONS = 255;
const int MAX_DECORATE_TRANSLATIONS = 255;
inline void R_CopyTranslation (WORD to, WORD from)
{
memcpy (&translationtables[to>>8][(to&255)*256],
&translationtables[from>>8][(from&255)*256], 256);
}
// [RH] Double view pixels by detail mode
void R_DetailDouble (void);
// Initialize color translation tables,
// for player rendering etc.
void R_InitTranslationTables (void);
// [RH] Actually create a player's translation table.
void R_BuildPlayerTranslation (int player);
// If the view size is not full screen, draws a border around it.
void R_DrawViewBorder (void);
void R_DrawTopBorder (void);
void R_DrawBorder (int x1, int y1, int x2, int y2);
// [RH] Added for muliresolution support
void R_InitFuzzTable (int fuzzoff);
// [RH] Consolidate column drawer selection
enum ESPSResult
{
DontDraw, // not useful to draw this
DoDraw0, // draw this as if r_columnmethod is 0
DoDraw1, // draw this as if r_columnmethod is 1
};
ESPSResult R_SetPatchStyle (int style, fixed_t alpha, int translation, DWORD color);
// Call this after finished drawing the current thing, in case its
// style was STYLE_Shade
void R_FinishSetPatchStyle ();
// transmaskwallscan calls this to find out what column drawers to use
bool R_GetTransMaskDrawers (fixed_t (**tmvline1)(), void (**tmvline4)());
// Retrieve column data for wallscan. Should probably be removed
// to just use the texture's GetColumn() method. It just exists
// for double-layer skies.
const BYTE *R_GetColumn (FTexture *tex, int col);
void wallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, const BYTE *(*getcol)(FTexture *tex, int col)=R_GetColumn);
// maskwallscan is exactly like wallscan but does not draw anything where the texture is color 0.
void maskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, const BYTE *(*getcol)(FTexture *tex, int col)=R_GetColumn);
// transmaskwallscan is like maskwallscan, but it can also blend to the background
void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, const BYTE *(*getcol)(FTexture *tex, int col)=R_GetColumn);
#endif