/* 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 * */ #ifndef _RENDER_H #define _RENDER_H #include "3d.h" #include "object.h" #define MAX_RENDER_SEGS 500 #define OBJS_PER_SEG 5 #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. 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 #ifdef OGL #define DETRIANGULATION 0 #else #define DETRIANGULATION 1 #endif extern int Clear_window; // 1 = Clear whole background window, 2 = clear view portals into rest of world, 0 = no clear void render_frame(fix eye_offset, int window_num); //draws the world into the current canvas // cycle the flashing light for when mine destroyed void flash_frame(); int find_seg_side_face(short x,short y,int *seg,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); int toggle_show_only_curside(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 // This is used internally to render_frame(), but is included here so AI // can use it for its own purposes. extern unsigned char visited[MAX_SEGMENTS]; extern int N_render_segs; extern short Render_list[MAX_RENDER_SEGS]; #ifdef 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(int nv, int *pointnumlist); // Given a list of point numbers, project any that haven't been projected void project_list(int nv, int *pointnumlist); extern void render_mine(int start_seg_num, fix eye_offset, int window_num); extern void update_rendered_data(int window_num, object *viewer, int rear_view_flag, int user); #endif /* _RENDER_H */