qzdoom/src/r_utility.h
2019-01-29 01:30:41 +01:00

139 lines
4.3 KiB
C++

#ifndef __R_UTIL_H
#define __R_UTIL_H
#include "r_state.h"
#include "vectors.h"
class FSerializer;
struct FViewWindow;
//
// Stuff from r_main.h that's needed outside the rendering code.
// Number of diminishing brightness levels.
// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
#define NUMCOLORMAPS 32
struct FLevelLocals;
struct FRenderViewpoint
{
FRenderViewpoint();
player_t *player; // For which player is this viewpoint being renderered? (can be null for camera textures)
DVector3 Pos; // Camera position
DVector3 ActorPos; // Camera actor's position
DRotator Angles; // Camera angles
FRotator HWAngles; // Actual rotation angles for the hardware renderer
DVector2 ViewVector; // HWR only: direction the camera is facing.
AActor *ViewActor; // either the same as camera or nullptr
FLevelLocals *ViewLevel; // The level this viewpoint is on.
DVector3 Path[2]; // View path for portal calculations
double Cos; // cos(Angles.Yaw)
double Sin; // sin(Angles.Yaw)
double TanCos; // FocalTangent * cos(Angles.Yaw)
double TanSin; // FocalTangent * sin(Angles.Yaw)
AActor *camera; // camera actor
sector_t *sector; // [RH] keep track of sector viewing from
DAngle FieldOfView; // current field of view
double TicFrac; // fraction of tic for interpolation
uint32_t FrameTime; // current frame's time in tics.
int extralight; // extralight to be added to this viewpoint
bool showviewer; // show the camera actor?
void SetViewAngle(const FViewWindow &viewwindow);
};
extern FRenderViewpoint r_viewpoint;
//-----------------------------------
struct FViewWindow
{
double FocalTangent = 0.0;
int centerx = 0;
int centerxwide = 0;
int centery = 0;
float WidescreenRatio = 0.0f;
};
extern FViewWindow r_viewwindow;
//-----------------------------------
extern int setblocks;
extern bool r_NoInterpolate;
extern int validcount;
extern int dl_validcount; // For use with FSection. validcount is in use by the renderer and any quick section exclusion needs another variable.
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 unsigned int R_OldBlend;
const double r_Yaspect = 200.0; // Why did I make this a variable? It's never set anywhere.
//==========================================================================
//
// 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;
}
inline int R_PointOnSide(double x, double y, const node_t *node)
{
return DMulScale32(FLOAT2FIXED(y) - node->y, node->dx, node->x - FLOAT2FIXED(x), node->dy) > 0;
}
inline int R_PointOnSide(const DVector2 &pos, const node_t *node)
{
return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0;
}
// Used for interpolation waypoints.
struct DVector3a
{
DVector3 pos;
DAngle angle;
};
void R_ResetViewInterpolation ();
void R_RebuildViewInterpolation(player_t *player);
bool R_GetViewInterpolationStatus();
void R_ClearInterpolationPath();
void R_AddInterpolationPoint(const DVector3a &vec);
void R_SetViewSize (int blocks);
void R_SetFOV (FRenderViewpoint &viewpoint, DAngle fov);
void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor * camera);
void R_SetViewAngle (FRenderViewpoint &viewpoint, const FViewWindow &viewwindow);
// Called by startup code.
void R_Init (void);
void R_ExecuteSetViewSize (FRenderViewpoint &viewpoint, FViewWindow &viewwindow);
// Called by M_Responder.
void R_SetViewSize (int blocks);
void R_SetWindow (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas = false);
double R_GetGlobVis(const FViewWindow &viewwindow, double vis);
double R_ClampVisibility(double vis);
extern void R_FreePastViewers ();
extern void R_ClearPastViewer (AActor *actor);
#endif