dxx-rebirth/main/render.h
2006-03-20 16:43:15 +00:00

166 lines
5 KiB
C
Executable file

/*
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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/render.h,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:41:56 $
*
* Header for rendering-based functions
*
* $Log: render.h,v $
* Revision 1.1.1.1 2006/03/17 19:41:56 zicodxx
* initial import
*
* Revision 1.1.1.1 1999/06/14 22:13:03 donut
* Import of d1x 1.37 source.
*
* Revision 2.0 1995/02/27 11:33:00 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.17 1994/11/30 12:33:33 mike
* prototype Clear_window.
*
* Revision 1.16 1994/11/02 16:19:52 matt
* Increased size of extra object buffer
*
* Revision 1.15 1994/07/25 00:02:49 matt
* Various changes to accomodate new 3d, which no longer takes point numbers
* as parms, and now only takes pointers to points.
*
* Revision 1.14 1994/07/24 14:37:42 matt
* Added angles for player head
*
* Revision 1.13 1994/06/24 17:01:34 john
* Add VFX support; Took Game Sequencing, like EndGame and stuff and
* took it out of game.c and into gameseq.c
*
* Revision 1.12 1994/06/16 10:55:57 matt
* Made a bunch of test code dependent on #defines
*
* Revision 1.11 1994/06/01 00:01:36 matt
* Added mine destruction flashing effect
*
* Revision 1.10 1994/05/22 18:47:36 mike
* make Render_list a globally accessible variable.
*
* Revision 1.9 1994/05/22 15:29:32 mike
* Separation of lighting from render.c to lighting.c.
*
* Revision 1.8 1994/05/14 17:59:39 matt
* Added extern.
*
* Revision 1.7 1994/05/14 17:15:17 matt
* Got rid of externs in source (non-header) files
*
* Revision 1.6 1994/02/17 11:32:41 matt
* Changes in object system
*
* Revision 1.5 1994/01/21 17:31:48 matt
* Moved code from render_frame() to caller, making code cleaner
*
* Revision 1.4 1994/01/06 09:46:12 john
* Added removable walls... all code that checked for
* children to see if a wall was a doorway, i changed
* to yuan's wall_is_doorway function that is in wall.c...
* doesn't work yet.
*
* Revision 1.3 1994/01/05 11:25:47 john
* Changed Player_zoom to Render_zoom
*
* Revision 1.2 1994/01/05 10:53:43 john
* New object code by John.
*
* Revision 1.1 1993/11/04 14:01:43 matt
* Initial revision
*
*
*/
#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); //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);
#endif