kolibrios-gitea/programs/games/doom/trunk/h/r_draw.h

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// 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__
#ifdef __GNUG__
#pragma interface
#endif
extern lighttable_t* dc_colormap;
extern int dc_x;
extern int dc_yl;
extern int dc_yh;
extern fixed_t dc_iscale;
extern fixed_t dc_texturemid;
// first pixel in a column
extern byte* dc_source;
// The span blitting interface.
// Hook in assembler or system specific BLT
// here.
void R_DrawColumn (void);
void R_DrawColumnLow (void);
// The Spectre/Invisibility effect.
void R_DrawFuzzColumn (void);
void R_DrawFuzzColumnLow (void);
// Draw with color translation tables,
// for player sprite rendering,
// Green/Red/Blue/Indigo shirts.
void R_DrawTranslatedColumn (void);
void R_DrawTranslatedColumnLow (void);
void
R_VideoErase
( unsigned ofs,
int count );
extern int ds_y;
extern int ds_x1;
extern int ds_x2;
extern lighttable_t* ds_colormap;
extern fixed_t ds_xfrac;
extern fixed_t ds_yfrac;
extern fixed_t ds_xstep;
extern fixed_t ds_ystep;
// start of a 64*64 tile image
extern byte* ds_source;
extern byte* translationtables;
extern byte* dc_translation;
// Span blitting for rows, floor/ceiling.
// No Sepctre effect needed.
void R_DrawSpan (void);
// Low resolution mode, 160x200?
void R_DrawSpanLow (void);
void
R_InitBuffer
( int width,
int height );
// Initialize color translation tables,
// for player rendering etc.
void R_InitTranslationTables (void);
// Rendering function.
void R_FillBackScreen (void);
// If the view size is not full screen, draws a border around it.
void R_DrawViewBorder (void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------