Replace render globals with const

This commit is contained in:
Kp 2014-07-30 03:03:33 +00:00
parent 6d3850b6c1
commit 4fadbbc92c
2 changed files with 18 additions and 24 deletions

View file

@ -40,11 +40,11 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
#define N_EXTRA_OBJ_LISTS 50
extern int Render_depth; //how many segments deep to render
extern int Max_perspective_depth; // Deepest segment at which perspective extern interpolation will be used.
static const unsigned Max_perspective_depth = 8; // Deepest segment at which perspective extern interpolation will be used.
extern int Max_linear_depth; // Deepest segment at which linear extern interpolation will be used.
extern int Max_linear_depth_objects;
extern int Simple_model_threshhold_scale; // switch to simpler model when the object has depth greater than this value times its radius.
extern int Max_debris_objects; // How many debris objects to create
static const unsigned Simple_model_threshhold_scale = 50; // switch to simpler model when the object has depth greater than this value times its radius.
static const unsigned Max_debris_objects = 15; // How many debris objects to create
#ifdef OGL
#define DETRIANGULATION 0

View file

@ -66,8 +66,6 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
#include "compiler-range_for.h"
#include "segiter.h"
#define INITIAL_LOCAL_LIGHT (F1_0/4) // local light value in segment of occurence (of light emission)
#ifdef EDITOR
#include "editor/editor.h"
#include "editor/esegment.h"
@ -82,11 +80,8 @@ int Render_depth = MAX_RENDER_SEGS; //how many segments deep to render
#else
int Render_depth = 20; //how many segments deep to render
#endif
int Max_perspective_depth = 8; // Deepest segment at which perspective interpolation will be used.
int Max_linear_depth = 50; // Deepest segment at which linear interpolation will be used.
int Max_linear_depth_objects = 20;
int Simple_model_threshhold_scale = 50; // switch to simpler model when the object has depth greater than this value times its radius.
int Max_debris_objects = 15; // How many debris objects to create
//used for checking if points have been rotated
int Clear_window_color=-1;
@ -122,13 +117,12 @@ int _search_mode = 0; //true if looking for curseg,side,face
short _search_x,_search_y; //pixel we're looking at
int found_seg,found_side,found_face,found_poly;
#else
#define _search_mode 0
static const int _search_mode = 0;
#endif
#ifdef NDEBUG //if no debug code, set these vars to constants
#define Outline_mode 0
#define Show_only_curside 0
static const int Outline_mode = 0, Show_only_curside = 0;
#else
@ -421,9 +415,9 @@ static void check_face(int segnum, int sidenum, int facenum, int nv, int *vp, in
}
#endif
fix Tulate_min_dot = (F1_0/4);
static const fix Tulate_min_dot = (F1_0/4);
//--unused-- fix Tulate_min_ratio = (2*F1_0);
fix Min_n0_n1_dot = (F1_0*15/16);
static const fix Min_n0_n1_dot = (F1_0*15/16);
// -----------------------------------------------------------------------------------
// Render a side.
@ -697,15 +691,15 @@ int window_check=1,draw_edges=0,new_seg_sorting=1,pre_draw_segs=0;
int no_migrate_segs=1,migrate_objects=1,behind_check=1;
int check_window_check=0;
#else
#define draw_boxes 0
#define window_check 1
#define draw_edges 0
#define new_seg_sorting 1
#define pre_draw_segs 0
#define no_migrate_segs 1
#define migrate_objects 1
#define behind_check 1
#define check_window_check 0
static const int draw_boxes = 0;
static const int window_check = 1;
static const int draw_edges = 0;
static const int new_seg_sorting = 1;
static const int pre_draw_segs = 0;
static const int no_migrate_segs = 1;
static const int migrate_objects = 1;
static const int behind_check = 1;
static const int check_window_check = 0;
#endif
//increment counter for checking if points rotated
@ -856,8 +850,8 @@ static void render_segment(int segnum, int window_num)
// --
// -- }
#define CROSS_WIDTH i2f(8)
#define CROSS_HEIGHT i2f(8)
static const fix CROSS_WIDTH = i2f(8);
static const fix CROSS_HEIGHT = i2f(8);
#ifndef NDEBUG