dxx-rebirth/common/main/render.h
2014-06-01 19:55:23 +02:00

125 lines
3.9 KiB
C

/*
* 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
*
*/
#ifndef _RENDER_H
#define _RENDER_H
#include "3d.h"
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
#include "object.h"
#endif
#ifdef __cplusplus
#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
#if defined(DXX_BUILD_DESCENT_I)
static const fix Seismic_tremor_magnitude = 0;
static const ubyte RenderingType = 0;
#elif defined(DXX_BUILD_DESCENT_II)
extern fix Seismic_tremor_magnitude;
extern ubyte RenderingType;
#endif
extern int N_render_segs;
extern short Render_list[MAX_RENDER_SEGS];
extern fix flash_scale;
extern vms_vector Viewer_eye;
#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);
#if defined(DXX_BUILD_DESCENT_II)
extern void update_rendered_data(int window_num, object *viewer, int rear_view_flag);
#endif
#endif
#endif /* _RENDER_H */