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📄 r_draw.h

📁 游戏类程序源代码---WinDoom 3D源程序.zip
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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 (PBUFFER RenderBuffer); // DQ
//void 	R_DrawColumn (void);
void R_DrawColumnLow (PBUFFER RenderBuffer); // DQ
//void 	R_DrawColumnLow (void);

// The Spectre/Invisibility effect.
void R_DrawFuzzColumn (PBUFFER ViewWindowBuffer); // DQ
//void 	R_DrawFuzzColumn (void);
void R_DrawFuzzColumn (PBUFFER ViewWindowBuffer); // DQ 
//void 	R_DrawFuzzColumnLow (void);

// Draw with color translation tables,
//  for player sprite rendering,
//  Green/Red/Blue/Indigo shirts.
void R_DrawTranslatedColumn (PBUFFER ViewWindowBuffer); //DQ
//void	R_DrawTranslatedColumn (void);
void R_DrawTranslatedColumnLow (PBUFFER ViewWindowBuffer); //DQ
//void	R_DrawTranslatedColumnLow (void);

// DQ start addition
void R_VideoErase( int Y, 
						int StartX, 
						int Count, 
						PBUFFER RenderBuffer,
						PBUFFER BackBuffer);
// DQ end addition
//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 (PBUFFER ViewWindowBuffer); //DQ
//void 	R_DrawSpan (void);

// Low resolution mode, 160x200?
void R_DrawSpanLow (PBUFFER ViewWindowBuffer); //DQ
//void 	R_DrawSpanLow (void);


void
R_InitBuffer
( int		width,
  int		height );


// Initialize color translation tables,
//  for player rendering etc.
void	R_InitTranslationTables (void);

// This is for the "shadow" effect ("cloaked" not cast shadows...)
void    R_InitFuzzTable(void);


// Rendering function.
void R_FillBackScreen (PBUFFER BackBuffer); // DQ
//void R_FillBackScreen (void);

// If the view size is not full screen, draws a border around it.
void R_DrawViewBorder (PBUFFER RenderBuffer, 
							  PBUFFER BackBuffer); // DQ
//void R_DrawViewBorder (void);



#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------

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