qzdoom/src/swrenderer/r_main.h

143 lines
4 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__
#include "r_utility.h"
#include "d_player.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
extern double ViewCos;
extern double ViewSin;
extern int viewwindowx;
extern int viewwindowy;
typedef BYTE lighttable_t; // This could be wider for >8 bit display.
extern cycle_t FrameCycles;
namespace swrenderer
{
extern cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
//
// POV related.
//
extern bool bRenderingToCanvas;
extern fixed_t viewingrangerecip;
extern double FocalLengthX, FocalLengthY;
extern double InvZtoScale;
extern double WallTMapScale2;
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<int> (((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;
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 void R_CopyStackedViewParameters();
extern double globaluclip, globaldclip;
}
#endif // __R_MAIN_H__