qzdoom/src/r_things.h

151 lines
4.1 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:
// Rendering of moving objects, sprites.
//
//-----------------------------------------------------------------------------
#ifndef __R_THINGS__
#define __R_THINGS__
#include "r_bsp.h"
// A vissprite_t is a thing
// that will be drawn during a refresh.
// I.e. a sprite object that is partly visible.
struct vissprite_t
{
struct posang
{
FVector3 vpos; // view origin
FAngle vang; // view angle
};
short x1, x2;
FVector3 gpos; // origin in world coordinates
union
{
struct
{
float gzb, gzt; // global bottom / top for silhouette clipping
};
struct
{
int y1, y2; // top / bottom of particle on screen
};
};
DAngle Angle;
fixed_t xscale;
float yscale;
float depth;
float idepth; // 1/z
float deltax, deltay;
DWORD FillColor;
double floorclip;
union
{
FTexture *pic;
struct FVoxel *voxel;
};
union
{
// Used by face sprites
struct
{
double texturemid;
fixed_t startfrac; // horizontal position of x1
fixed_t xiscale; // negative if flipped
};
// Used by wall sprites
FWallCoords wallc;
// Used by voxels
posang pa;
};
sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling
sector_t *sector; // [RH] sector this sprite is in
F3DFloor *fakefloor;
F3DFloor *fakeceiling;
BYTE bIsVoxel:1; // [RH] Use voxel instead of pic
BYTE bWallSprite:1; // [RH] This is a wall sprite
BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg
BYTE bInMirror:1; // [RH] Sprite is "inside" a mirror
BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
BYTE ColormapNum; // Which colormap is rendered (needed for shaded drawer)
short renderflags;
DWORD Translation; // [RH] for color translation
visstyle_t Style;
int CurrentPortalUniq; // [ZZ] to identify the portal that this thing is in. used for clipping.
vissprite_t() {}
};
struct particle_t;
void R_DrawParticle (vissprite_t *);
void R_ProjectParticle (particle_t *, const sector_t *sector, int shade, int fakeside);
extern int MaxVisSprites;
extern vissprite_t **vissprites, **firstvissprite;
extern vissprite_t **vissprite_p;
// Constant arrays used for psprite clipping
// and initializing clipping.
extern short zeroarray[MAXWIDTH];
extern short screenheightarray[MAXWIDTH];
// vars for R_DrawMaskedColumn
extern short* mfloorclip;
extern short* mceilingclip;
extern double spryscale;
extern double sprtopscreen;
extern bool sprflipvert;
extern double pspritexscale;
extern double pspritexiscale;
extern double pspriteyscale;
extern FTexture *WallSpriteTile;
void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *spans);
void R_WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans));
void R_CacheSprite (spritedef_t *sprite);
void R_SortVisSprites (int (*compare)(const void *, const void *), size_t first);
void R_AddSprites (sector_t *sec, int lightlevel, int fakeside);
void R_AddPSprites ();
void R_DrawSprites ();
void R_ClearSprites ();
void R_DrawMasked ();
void R_DrawRemainingPlayerSprites ();
void R_CheckOffscreenBuffer(int width, int height, bool spansonly);
enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4 };
void R_DrawVoxel(const FVector3 &viewpos, FAngle viewangle,
const FVector3 &sprpos, DAngle dasprang,
fixed_t daxscale, fixed_t dayscale, struct FVoxel *voxobj,
lighttable_t *colormap, short *daumost, short *dadmost, int minslabz, int maxslabz, int flags);
void R_ClipVisSprite (vissprite_t *vis, int xl, int xh);
#endif