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