Code/Resource
Windows Develop
Linux-Unix program
Internet-Socket-Network
Web Server
Browser Client
Ftp Server
Ftp Client
Browser Plugins
Proxy Server
Email Server
Email Client
WEB Mail
Firewall-Security
Telnet Server
Telnet Client
ICQ-IM-Chat
Search Engine
Sniffer Package capture
Remote Control
xml-soap-webservice
P2P
WEB(ASP,PHP,...)
TCP/IP Stack
SNMP
Grid Computing
SilverLight
DNS
Cluster Service
Network Security
Communication-Mobile
Game Program
Editor
Multimedia program
Graph program
Compiler program
Compress-Decompress algrithms
Crypt_Decrypt algrithms
Mathimatics-Numerical algorithms
MultiLanguage
Disk/Storage
Java Develop
assembly language
Applications
Other systems
Database system
Embeded-SCM Develop
FlashMX/Flex
source in ebook
Delphi VCL
OS Develop
MiddleWare
MPI
MacOS develop
LabView
ELanguage
Software/Tools
E-Books
Artical/Document
r_draw.h
Package: 21.rar [view]
Upload User: xuyinpeng
Upload Date: 2021-05-12
Package Size: 455k
Code Size: 3k
Category:
Shot Game
Development Platform:
Visual 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__
- #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);
- // This is for the "shadow" effect ("cloaked" not cast shadows...)
- void R_InitFuzzTable(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
- //-----------------------------------------------------------------------------
- //
- // $Log:$
- //
- //-----------------------------------------------------------------------------