qzdoom/src/r_main.h
Christoph Oelckers e77f83fbf6 - Added new Scroll_Wall special to allow more control over wall scrolling.
Since it uses fixed point parameters it can only be used in scripts though.
- Added flags parameters to all wall scroller specials that didn't use
  all 5 args.
- Separated scrolling of the 3 different texture parts of a sidedef.
  While doing this I did some more restructuring of the sidedef structure
  and changed it so that all state changes to sidedefs that affect rendering 
  have to be made with access functions. This is not of much use to the
  software renderer but it allows far easier caching of rendering data
  for OpenGL because the only place I need to check is in the access functions.


SVN r832 (trunk)
2008-03-21 17:35:49 +00:00

221 lines
6.3 KiB
C++

// 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_bsp.h"
#include "r_state.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 int viewwidth;
extern 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.
//
#define INVERSECOLORMAP 32
#define GOLDCOLORMAP 33
#define REDCOLORMAP 34
#define GREENCOLORMAP 35
// 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<int> (((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;
// [RH] New detail modes
extern "C" int detailxshift;
extern "C" int detailyshift;
//
// 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 (bool inview);
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__