dxx-rebirth/main/render.h
Bradley Bell 9bd1ba7c47 This commit was generated by cvs2svn to compensate for changes in r2,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:30:16 +00:00

92 lines
2.9 KiB
C

/*
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.
*/
#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 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 char visited[MAX_SEGMENTS];
extern int N_render_segs;
extern short Render_list[MAX_RENDER_SEGS];
#ifdef EDITOR
extern int Render_only_bottom;
#endif
//Set the following to turn on player head turning
extern int Use_player_head_angles;
//If the above flag is set, these angles specify the orientation of the head
extern vms_angvec Player_head_angles;
//
// 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 lit of point numbers, rotate any that haven't been rotated this frame
g3s_codes rotate_list(int nv,short *pointnumlist);
//Given a lit of point numbers, project any that haven't been projected
void project_list(int nv,short *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