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r_main.h
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/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
* Copyright 2023, 2024 by
* Frenkel Smeijers
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Renderer main interface.
*
*-----------------------------------------------------------------------------*/
#ifndef __R_MAIN__
#define __R_MAIN__
#include "d_player.h"
#include "r_data.h"
typedef struct {
int16_t x;
int16_t yl;
int16_t yh;
uint16_t fracstep;
fixed_t texturemid;
const byte __far* source; // first pixel in a column
const uint8_t __far* colormap;
} draw_column_vars_t;
//Global vars.
extern int16_t numnodes;
extern const mapnode_t __far* nodes;
extern angle_t viewangle;
extern const uint8_t __far* fullcolormap;
extern const uint8_t __far* fixedcolormap;
extern int16_t __far* textureheight; //needed for texture pegging (and TFE fix - killough)
extern int16_t __far* texturetranslation;
//
// Utility functions.
//
angle_t R_PointToAngle3(fixed_t x, fixed_t y);
#define R_PointToAngle2(x1,y1,x2,y2) R_PointToAngle3((x2)-(x1),(y2)-(y1))
subsector_t __far* R_PointInSubsector(fixed_t x, fixed_t y);
void R_InitColormaps(void);
const uint8_t __far* R_LoadColorMap(int16_t lightlevel);
//
// REFRESH - the actual rendering functions.
//
void R_RenderPlayerView(player_t *player); // Called by G_Drawer.
void R_DrawColumn (const draw_column_vars_t *dcvars);
void R_DrawColumnFlat(uint8_t color, const draw_column_vars_t *dcvars);
void R_DrawPlanes (void);
visplane_t __far* R_FindPlane(fixed_t height, int16_t picnum, int16_t lightlevel);
visplane_t __far* R_DupPlane(const visplane_t __far* pl, int16_t start, int16_t stop);
visplane_t __far* R_CheckPlane(visplane_t __far* pl, int16_t start, int16_t stop);
byte R_GetPlaneColor(int16_t picnum, int16_t lightlevel);
void R_ResetPlanes(void);
void R_ClearPlanes(void);
void R_LoadSkyPatch(void);
void R_FreeSkyPatch(void);
void R_DrawSky(draw_column_vars_t *dcvars);
#endif