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- /*
- 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: f:/miner/source/main/rcs/render.h $
- * $Revision: 2.0 $
- * $Author: john $
- * $Date: 1995/02/27 11:33:00 $
- *
- * Header for rendering-based functions
- *
- * $Log: render.h $
- * 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
- 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
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