// 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; extern double ViewCos; extern double ViewSin; extern fixed_t viewingrangerecip; extern double FocalLengthX, FocalLengthY; extern double InvZtoScale; extern double WallTMapScale2; extern int viewwindowx; extern int viewwindowy; extern double CenterX; extern double CenterY; extern double YaspectMul; extern double IYaspectMul; 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) // 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 (((shade)-FLOAT2FIXED(MIN(MAXLIGHTVIS,double(vis))))>>FRACBITS, 0, NUMCOLORMAPS-1)) // Calculate the light multiplier for dc_light/ds_light // This is used instead of GETPALOOKUP when ds_colormap/dc_colormap is set to the base colormap // Returns a value between 0 and 1 in fixed point #define LIGHTSCALE(vis,shade) FLOAT2FIXED(clamp((FIXED2DBL(shade) - (MIN(MAXLIGHTVIS,double(vis)))) / NUMCOLORMAPS, 0.0, (NUMCOLORMAPS-1)/(double)NUMCOLORMAPS)) // Converts fixedlightlev into a shade value #define FIXEDLIGHT2SHADE(lightlev) (((lightlev) >> COLORMAPSHIFT) << FRACBITS) extern bool r_swtruecolor; extern double GlobVis; void R_SetVisibility(double visibility); double R_GetVisibility(); extern double r_BaseVisibility; extern double r_WallVisibility; extern double r_FloorVisibility; extern float r_TiltVisibility; extern double r_SpriteVisibility; extern int r_actualextralight; extern bool foggy; extern int fixedlightlev; extern FSWColormap* 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); extern bool drawer_needs_pal_input; 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; extern DVector3 stacked_viewpos; extern DAngle stacked_angle; extern void R_CopyStackedViewParameters(); #endif // __R_MAIN_H__