blankart/src/r_main.h

227 lines
6.4 KiB
C

// BLANKART
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_main.h
/// \brief Rendering variables, consvars, defines
#ifndef __R_MAIN__
#define __R_MAIN__
#include "d_player.h"
#include "r_data.h"
#include "r_textures.h"
#ifdef __cplusplus
extern "C" {
#endif
//
// POV related.
//
extern fixed_t viewcos, viewsin;
extern INT32 viewheight;
extern INT32 centerx, centery;
extern fixed_t centerxfrac;
extern fixed_t centeryfrac;
extern fixed_t projection[MAXSPLITSCREENPLAYERS];
extern fixed_t projectiony[MAXSPLITSCREENPLAYERS];
extern fixed_t fovtan[MAXSPLITSCREENPLAYERS];
extern size_t validcount, linecount, loopcount, framecount;
// The fraction of a tic being drawn (for interpolation between two tics)
extern fixed_t rendertimefrac;
// Same as rendertimefrac but not suspended when the game is paused
extern fixed_t rendertimefrac_unpaused;
// Evaluated delta tics for this frame (how many tics since the last frame)
extern fixed_t renderdeltatics;
// The current render is a new logical tic
extern boolean renderisnewtic;
//
// Lighting LUT.
// Used for z-depth cuing per column/row,
// and other lighting effects (sector ambient, flash).
//
// Lighting constants.
// Now with 32 levels.
// LIGHTLEVELS is now defined in r_state.h
#define LIGHTSEGSHIFT 3
#define MAXLIGHTSCALE 48
#define LIGHTSCALESHIFT 12
#define MAXLIGHTZ 128
#define LIGHTZSHIFT 20
#define LIGHTRESOLUTIONFIX (640*fovtan[viewssnum]/vid.width)
extern lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
extern lighttable_t *scalelightfixed[MAXLIGHTSCALE];
extern lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
// Number of diminishing brightness levels.
// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
#define NUMCOLORMAPS 32
// Utility functions.
#define R_PointOnSide(x,y,node) (mapnamespace != MNS_SRB2KART) ? R_PointOnSideUDMF(x,y,node) : R_PointOnSideKart(x,y,node) // maybe a function pointer would be more appropiate?
INT32 R_PointOnSideUDMF(fixed_t x, fixed_t y, const node_t *node);
INT32 R_PointOnSideKart(fixed_t x, fixed_t y, const node_t *node);
// This is not as accurate
// SHOULD NOT BE USED FOR ANYTHING GAMEPLAY RELATED!!
FUNCINLINE static ATTRINLINE INT32 R_PointOnSideFast(fixed_t x, fixed_t y, const node_t *node)
{
// use cross product to determine side quickly
return ((INT64)y - node->y) * node->dx - ((INT64)x - node->x) * node->dy > 0;
}
INT32 R_PointOnSegSide(fixed_t x, fixed_t y, const seg_t *line);
#define R_PointToAngle(x, y) R_PointToAngle2(viewx, viewy, x, y)
angle_t R_PointToAnglePlayer(player_t *player, fixed_t x, fixed_t y);
angle_t R_PointToAngle64(INT64 x, INT64 y);
angle_t R_PointToAngle2(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1);
#define R_PointToDist(x, y) R_PointToDist2(viewx, viewy, x, y)
#define R_PointToDist2(px2, py2, px1, py1) FixedHypot((px1) - (px2), (py1) - (py2))
fixed_t R_ScaleFromGlobalAngle(angle_t visangle);
subsector_t *R_PointInSubsector(fixed_t x, fixed_t y);
subsector_t *R_PointInSubsectorOrNull(fixed_t x, fixed_t y);
// uses R_PointOnSideFast
// SHOULD NOT BE USED FOR ANYTHING GAMEPLAY RELATED!!
FUNCINLINE static ATTRINLINE subsector_t *R_PointInSubsectorFast(fixed_t x, fixed_t y)
{
size_t nodenum = numnodes-1;
while (!(nodenum & NF_SUBSECTOR))
nodenum = nodes[nodenum].children[R_PointOnSideFast(x, y, nodes+nodenum)];
return &subsectors[nodenum & ~NF_SUBSECTOR];
}
boolean R_DoCulling(line_t *cullheight, line_t *viewcullheight, fixed_t vz, fixed_t bottomh, fixed_t toph);
void R_GetRenderBlockMapDimensions(fixed_t drawdist, INT32 *xl, INT32 *xh, INT32 *yl, INT32 *yh);
// Render stats
extern precise_t ps_prevframetime;// time when previous frame was rendered
extern precise_t ps_rendercalltime;
extern precise_t ps_uitime;
extern precise_t ps_swaptime;
extern precise_t ps_bsptime;
extern precise_t ps_sw_spritecliptime;
extern precise_t ps_sw_portaltime;
extern precise_t ps_sw_planetime;
extern precise_t ps_sw_maskedtime;
extern int ps_numbspcalls;
extern int ps_numsprites;
extern int ps_numdrawnodes;
extern int ps_numpolyobjects;
struct RenderStats
{
size_t visplanes;
size_t drawsegs;
size_t skybox_portals;
};
extern struct RenderStats g_renderstats;
//
// REFRESH - the actual rendering functions.
//
extern consvar_t cv_precachetextures;
extern consvar_t cv_showhud, cv_translucenthud;
extern consvar_t cv_homremoval;
extern consvar_t cv_chasecam[MAXSPLITSCREENPLAYERS];
extern consvar_t cv_flipcam[MAXSPLITSCREENPLAYERS];
extern consvar_t cv_shadow;
extern consvar_t cv_ffloorclip;
extern consvar_t cv_drawdist, cv_drawdist_precip;
extern consvar_t cv_fov[MAXSPLITSCREENPLAYERS];
extern consvar_t cv_skybox;
extern consvar_t cv_tailspickup;
extern consvar_t cv_debugfinishline;
extern consvar_t cv_sloperoll;
extern consvar_t cv_sliptidetilt;
// debugging
typedef enum {
SW_HI_PLANES,
SW_HI_FOFPLANES,
SW_HI_FOFSIDES,
SW_HI_MIDTEXTURES,
SW_HI_WALLS,
SW_HI_THINGS,
SW_HI_SKY,
NUM_SW_HI
} debugrender_highlight_t;
extern UINT32 debugrender_highlight;
void R_CheckDebugHighlight(debugrender_highlight_t type);
INT32 R_AdjustLightLevel(INT32 light);
UINT8 R_DebugLineColor(const line_t *ld);
void Command_Debugrender_highlight(void);
extern consvar_t
cv_debugrender_contrast,
cv_debugrender_spriteclip,
cv_debugrender_portal;
// Called by startup code.
void R_Init(void);
void R_CheckViewMorph(int split);
void R_ApplyViewMorph(int split);
angle_t R_ViewRollAngle(const player_t *player, UINT8 viewnum);
// just sets setsizeneeded true
extern boolean setsizeneeded;
void R_SetViewSize(void);
// do it (sometimes explicitly called)
void R_ExecuteSetViewSize(void);
void R_SetupFrame(int split, boolean skybox);
void R_SkyboxFrame(int split);
boolean R_ViewpointHasChasecam(player_t *player);
boolean R_IsViewpointThirdPerson(player_t *player, boolean skybox);
// Called by D_Display.
void R_RenderPlayerView(void);
// add commands related to engine, at game startup
void R_RegisterEngineStuff(void);
// return multiplier for HUD uncap
INT32 R_GetHudUncap(void);
// same as above but keeps interpolation during pause
INT32 R_GetMenuUncap(void);
#ifdef __cplusplus
} // extern "C"
#endif
#endif