/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Header for rendering-based functions * */ #pragma once #include "3d.h" #ifdef __cplusplus #include #include "segnum.h" #include "objnum.h" #include "fwd-object.h" #ifdef dsx namespace dsx { struct window_rendered_data { #if defined(DXX_BUILD_DESCENT_II) fix64 time; object *viewer; int rear_view; #endif std::vector rendered_robots; }; } #endif extern int Render_depth; //how many segments deep to render constexpr unsigned Max_perspective_depth = 8; // Deepest segment at which perspective extern interpolation will be used. constexpr unsigned Max_linear_depth_objects = 20; constexpr unsigned Simple_model_threshhold_scale = 50; // switch to simpler model when the object has depth greater than this value times its radius. constexpr unsigned Max_debris_objects = 15; // How many debris objects to create #ifdef OGL #define DETRIANGULATION 0 #else #define DETRIANGULATION 1 extern unsigned Max_linear_depth; // Deepest segment at which linear extern interpolation will be used. #endif extern int Clear_window; // 1 = Clear whole background window, 2 = clear view portals into rest of world, 0 = no clear // cycle the flashing light for when mine destroyed #ifdef dsx namespace dsx { void flash_frame(); } #endif int find_seg_side_face(short x,short y,segnum_t &seg,objnum_t &obj,int &side,int &face,int &poly); // these functions change different rendering parameters // all return the new value of the parameter // how may levels deep to render int inc_render_depth(void); int dec_render_depth(void); int reset_render_depth(void); // how many levels deep to render in perspective int inc_perspective_depth(void); int dec_perspective_depth(void); int reset_perspective_depth(void); // misc toggles int toggle_outline_mode(void); // When any render function needs to know what's looking at it, it // should access Render_viewer_object members. extern fix Render_zoom; // the player's zoom factor #ifdef dsx namespace dsx { #if defined(DXX_BUILD_DESCENT_I) constexpr fix Seismic_tremor_magnitude = 0; constexpr uint8_t RenderingType = 0; #elif defined(DXX_BUILD_DESCENT_II) extern fix Seismic_tremor_magnitude; extern ubyte RenderingType; #endif } #endif extern fix flash_scale; extern vms_vector Viewer_eye; #if DXX_USE_EDITOR extern int Render_only_bottom; #endif // // Routines for conditionally rotating & projecting points // // This must be called at the start of the frame if rotate_list() will be used void render_start_frame(void); // Given a list of point numbers, rotate any that haven't been rotated // this frame g3s_codes rotate_list(std::size_t nv, const int *pointnumlist); template static inline g3s_codes rotate_list(const array &a) { return rotate_list(a.size(), &a[0]); } #ifdef dsx namespace dsx { void render_frame(fix eye_offset, window_rendered_data &); //draws the world into the current canvas void render_mine(segnum_t start_seg_num, fix eye_offset, window_rendered_data &); #if defined(DXX_BUILD_DESCENT_II) void update_rendered_data(window_rendered_data &window, vobjptr_t viewer, int rear_view_flag); #endif static inline void render_frame(fix eye_offset) { window_rendered_data window; render_frame(eye_offset, window); } } #endif #endif