vkdoom_m/src/r_draw.h
Randy Heit e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00

258 lines
8.5 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_DRAW__
#define __R_DRAW__
#include "r_data.h"
extern "C" int ylookup[MAXHEIGHT];
extern "C" int dc_pitch; // [RH] Distance between rows
extern "C" lighttable_t*dc_colormap;
extern "C" int dc_x;
extern "C" int dc_yl;
extern "C" int dc_yh;
extern "C" fixed_t dc_iscale;
extern "C" fixed_t dc_texturemid;
extern "C" fixed_t dc_texturefrac;
extern "C" int dc_color; // [RH] For flat colors (no texturing)
extern "C" DWORD dc_srccolor;
extern "C" DWORD *dc_srcblend;
extern "C" DWORD *dc_destblend;
// first pixel in a column
extern "C" const BYTE* dc_source;
extern "C" BYTE *dc_dest, *dc_destorg;
extern "C" int dc_count;
extern "C" DWORD vplce[4];
extern "C" DWORD vince[4];
extern "C" BYTE* palookupoffse[4];
extern "C" const BYTE* bufplce[4];
// [RH] Temporary buffer for column drawing
extern "C" BYTE dc_temp[MAXHEIGHT*4];
extern "C" unsigned int dc_tspans[4][MAXHEIGHT];
extern "C" unsigned int *dc_ctspan[4];
extern "C" unsigned int horizspans[4];
// [RH] Pointers to the different column and span drawers...
// The span blitting interface.
// Hook in assembler or system specific BLT here.
extern void (*R_DrawColumn)(void);
extern DWORD (STACK_ARGS *dovline1) ();
extern DWORD (STACK_ARGS *doprevline1) ();
extern void (STACK_ARGS *dovline4) ();
extern void setupvline (int);
extern DWORD (STACK_ARGS *domvline1) ();
extern void (STACK_ARGS *domvline4) ();
extern void setupmvline (int);
extern void setuptmvline (int);
// The Spectre/Invisibility effect.
extern void (*R_DrawFuzzColumn)(void);
// [RH] Draw shaded column
extern void (*R_DrawShadedColumn)(void);
// Draw with color translation tables, for player sprite rendering,
// Green/Red/Blue/Indigo shirts.
extern void (*R_DrawTranslatedColumn)(void);
// Span drawing for rows, floor/ceiling. No Sepctre effect needed.
extern void (*R_DrawSpan)(void);
// Span drawing for masked textures.
extern void (*R_DrawSpanMasked)(void);
// Span drawing for translucent textures.
extern void (*R_DrawSpanTranslucent)(void);
// Span drawing for masked, translucent textures.
extern void (*R_DrawSpanMaskedTranslucent)(void);
// [RH] Span blit into an interleaved intermediate buffer
extern void (*R_DrawColumnHoriz)(void);
void R_DrawMaskedColumnHoriz (const BYTE *column, const FTexture::Span *spans);
// [RH] Initialize the above pointers
void R_InitColumnDrawers ();
// [RH] Moves data from the temporary buffer to the screen.
void rt_copy1col_c (int hx, int sx, int yl, int yh);
void rt_copy4cols_c (int sx, int yl, int yh);
void rt_map1col_c (int hx, int sx, int yl, int yh);
void rt_map4cols_c (int sx, int yl, int yh);
void rt_add1col (int hx, int sx, int yl, int yh);
void rt_add4cols (int sx, int yl, int yh);
void rt_tlate1col (int hx, int sx, int yl, int yh);
void rt_tlate4cols (int sx, int yl, int yh);
void rt_tlateadd1col (int hx, int sx, int yl, int yh);
void rt_tlateadd4cols (int sx, int yl, int yh);
void rt_shaded1col (int hx, int sx, int yl, int yh);
void rt_shaded4cols (int sx, int yl, int yh);
void rt_addclamp1col (int hx, int sx, int yl, int yh);
void rt_addclamp4cols (int sx, int yl, int yh);
void rt_tlateaddclamp1col (int hx, int sx, int yl, int yh);
void rt_tlateaddclamp4cols (int sx, int yl, int yh);
void rt_subclamp1col (int hx, int sx, int yl, int yh);
void rt_subclamp4cols (int sx, int yl, int yh);
void rt_tlatesubclamp1col (int hx, int sx, int yl, int yh);
void rt_tlatesubclamp4cols (int sx, int yl, int yh);
void rt_revsubclamp1col (int hx, int sx, int yl, int yh);
void rt_revsubclamp4cols (int sx, int yl, int yh);
void rt_tlaterevsubclamp1col (int hx, int sx, int yl, int yh);
void rt_tlaterevsubclamp4cols (int sx, int yl, int yh);
extern "C" void rt_copy1col_asm (int hx, int sx, int yl, int yh);
extern "C" void rt_copy4cols_asm (int sx, int yl, int yh);
extern "C" void rt_map1col_asm (int hx, int sx, int yl, int yh);
extern "C" void rt_map4cols_asm1 (int sx, int yl, int yh);
extern "C" void rt_map4cols_asm2 (int sx, int yl, int yh);
extern void (*rt_map4cols)(int sx, int yl, int yh);
#ifdef USEASM
#define rt_copy1col rt_copy1col_asm
#define rt_copy4cols rt_copy4cols_asm
#define rt_map1col rt_map1col_asm
#else
#define rt_copy1col rt_copy1col_c
#define rt_copy4cols rt_copy4cols_c
#define rt_map1col rt_map1col_c
#endif
void rt_draw4cols (int sx);
// [RH] Preps the temporary horizontal buffer.
void rt_initcols (void);
void R_DrawFogBoundary (int x1, int x2, short *uclip, short *dclip);
#ifndef USEASM
void R_DrawColumnHorizP_C (void);
void R_DrawColumnP_C (void);
void R_DrawFuzzColumnP_C (void);
void R_DrawTranslatedColumnP_C (void);
void R_DrawShadedColumnP_C (void);
void R_DrawSpanP_C (void);
void R_DrawSpanMaskedP_C (void);
#else /* USEASM */
extern "C" void R_DrawColumnP_Unrolled (void);
extern "C" void R_DrawColumnHorizP_ASM (void);
extern "C" void R_DrawColumnP_ASM (void);
extern "C" void R_DrawFuzzColumnP_ASM (void);
void R_DrawTranslatedColumnP_C (void);
void R_DrawShadedColumnP_C (void);
extern "C" void R_DrawSpanP_ASM (void);
extern "C" void R_DrawSpanMaskedP_ASM (void);
#endif
void R_DrawSpanTranslucentP_C (void);
void R_DrawSpanMaskedTranslucentP_C (void);
void R_DrawTlatedLucentColumnP_C (void);
#define R_DrawTlatedLucentColumn R_DrawTlatedLucentColumnP_C
void R_FillColumnP (void);
void R_FillColumnHorizP (void);
void R_FillSpan (void);
extern "C" int ds_y;
extern "C" int ds_x1;
extern "C" int ds_x2;
extern "C" lighttable_t* ds_colormap;
extern "C" dsfixed_t ds_xfrac;
extern "C" dsfixed_t ds_yfrac;
extern "C" dsfixed_t ds_xstep;
extern "C" dsfixed_t ds_ystep;
extern "C" int ds_xbits;
extern "C" int ds_ybits;
extern "C" fixed_t ds_alpha;
// start of a 64*64 tile image
extern "C" const BYTE* ds_source;
extern "C" int ds_color; // [RH] For flat color (no texturing)
extern BYTE shadetables[NUMCOLORMAPS*16*256];
extern FDynamicColormap ShadeFakeColormap[16];
extern BYTE identitymap[256];
extern BYTE *dc_translation;
// [RH] Double view pixels by detail mode
void R_DetailDouble (void);
// If the view size is not full screen, draws a border around it.
void R_DrawViewBorder (void);
void R_DrawTopBorder (void);
void R_DrawBorder (int x1, int y1, int x2, int y2);
// [RH] Added for muliresolution support
void R_InitFuzzTable (int fuzzoff);
// [RH] Consolidate column drawer selection
enum ESPSResult
{
DontDraw, // not useful to draw this
DoDraw0, // draw this as if r_columnmethod is 0
DoDraw1, // draw this as if r_columnmethod is 1
};
ESPSResult R_SetPatchStyle (FRenderStyle style, fixed_t alpha, int translation, DWORD color);
// Call this after finished drawing the current thing, in case its
// style was STYLE_Shade
void R_FinishSetPatchStyle ();
// transmaskwallscan calls this to find out what column drawers to use
bool R_GetTransMaskDrawers (fixed_t (**tmvline1)(), void (**tmvline4)());
// Retrieve column data for wallscan. Should probably be removed
// to just use the texture's GetColumn() method. It just exists
// for double-layer skies.
const BYTE *R_GetColumn (FTexture *tex, int col);
void wallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, const BYTE *(*getcol)(FTexture *tex, int col)=R_GetColumn);
// maskwallscan is exactly like wallscan but does not draw anything where the texture is color 0.
void maskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, const BYTE *(*getcol)(FTexture *tex, int col)=R_GetColumn);
// transmaskwallscan is like maskwallscan, but it can also blend to the background
void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, const BYTE *(*getcol)(FTexture *tex, int col)=R_GetColumn);
#endif