forked from KolibriOS/kolibrios
116 lines
2.4 KiB
C
116 lines
2.4 KiB
C
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// System specific interface stuff.
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_DRAW__
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#define __R_DRAW__
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#ifdef __GNUG__
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#pragma interface
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#endif
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extern lighttable_t* dc_colormap;
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extern int dc_x;
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extern int dc_yl;
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extern int dc_yh;
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extern fixed_t dc_iscale;
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extern fixed_t dc_texturemid;
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// first pixel in a column
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extern byte* dc_source;
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// The span blitting interface.
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// Hook in assembler or system specific BLT
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// here.
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void R_DrawColumn (void);
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void R_DrawColumnLow (void);
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// The Spectre/Invisibility effect.
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void R_DrawFuzzColumn (void);
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void R_DrawFuzzColumnLow (void);
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// Draw with color translation tables,
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// for player sprite rendering,
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// Green/Red/Blue/Indigo shirts.
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void R_DrawTranslatedColumn (void);
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void R_DrawTranslatedColumnLow (void);
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void
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R_VideoErase
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( unsigned ofs,
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int count );
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extern int ds_y;
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extern int ds_x1;
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extern int ds_x2;
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extern lighttable_t* ds_colormap;
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extern fixed_t ds_xfrac;
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extern fixed_t ds_yfrac;
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extern fixed_t ds_xstep;
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extern fixed_t ds_ystep;
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// start of a 64*64 tile image
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extern byte* ds_source;
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extern byte* translationtables;
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extern byte* dc_translation;
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// Span blitting for rows, floor/ceiling.
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// No Sepctre effect needed.
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void R_DrawSpan (void);
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// Low resolution mode, 160x200?
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void R_DrawSpanLow (void);
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void
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R_InitBuffer
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( int width,
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int height );
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// Initialize color translation tables,
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// for player rendering etc.
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void R_InitTranslationTables (void);
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// Rendering function.
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void R_FillBackScreen (void);
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// If the view size is not full screen, draws a border around it.
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void R_DrawViewBorder (void);
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#endif
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//-----------------------------------------------------------------------------
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//
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// $Log:$
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//
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//-----------------------------------------------------------------------------
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