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doom / src / r_main.h

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// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: r_main.h 538 2009-09-23 23:24:07Z smite-meister $
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
//
// $Log: r_main.h,v $
// Revision 1.7  2003/08/11 13:50:01  hurdler
// go final + translucent HUD + fix spawn in net game
//
// Revision 1.6  2001/03/13 22:14:20  stroggonmeth
// Long time no commit. 3D floors, FraggleScript, portals, ect.
//
// Revision 1.5  2001/01/25 22:15:44  bpereira
// added heretic support
//
// Revision 1.4  2000/04/04 19:28:43  stroggonmeth
// Global colormaps working. Added a new linedef type 272.
//
// Revision 1.3  2000/04/04 00:32:47  stroggonmeth
// Initial Boom compatability plus few misc changes all around.
//
// Revision 1.2  2000/02/27 00:42:10  hurdler
// fix CR+LF problem
//
// Revision 1.1.1.1  2000/02/22 20:32:32  hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION:
//      System specific interface stuff.
//
//-----------------------------------------------------------------------------


#ifndef __R_MAIN__
#define __R_MAIN__

#include "d_player.h"
#include "r_data.h"


//
// POV related.
//
extern fixed_t          viewcos;
extern fixed_t          viewsin;

extern int              viewwidth;
extern int              viewheight;
extern int              viewwindowx;
extern int              viewwindowy;



extern int              centerx;
extern int              centery;

extern int      centerypsp;

extern fixed_t          centerxfrac;
extern fixed_t          centeryfrac;
extern fixed_t          projection;
extern fixed_t          projectiony;    //added:02-02-98:aspect ratio test...

extern int              validcount;

extern int              linecount;
extern int              loopcount;

extern int      framecount;

//
// Lighting LUT.
// Used for z-depth cuing per column/row,
//  and other lighting effects (sector ambient, flash).
//

// Lighting constants.
// Now why not 32 levels here?
#define LIGHTLEVELS             16
#define LIGHTSEGSHIFT            4

#define MAXLIGHTSCALE           48
#define LIGHTSCALESHIFT         12
#define MAXLIGHTZ              128
#define LIGHTZSHIFT             20

extern lighttable_t*    scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
extern lighttable_t*    scalelightfixed[MAXLIGHTSCALE];
extern lighttable_t*    zlight[LIGHTLEVELS][MAXLIGHTZ];

extern int              extralight;
extern lighttable_t*    fixedcolormap;

// Number of diminishing brightness levels.
// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
#define NUMCOLORMAPS            32


// Blocky/low detail mode.
//B remove this?
//  0 = high, 1 = low
extern  int             detailshift;


//
// Utility functions.
int
R_PointOnSide
( fixed_t       x,
  fixed_t       y,
  node_t*       node );

int
R_PointOnSegSide
( fixed_t       x,
  fixed_t       y,
  seg_t*        line );

angle_t
R_PointToAngle
( fixed_t       x,
  fixed_t       y );

angle_t
R_PointToAngle2
( fixed_t       x2,
  fixed_t       y2,
  fixed_t       x1,
  fixed_t       y1);

fixed_t
R_PointToDist
( fixed_t       x,
  fixed_t       y );

//SoM: 3/27/2000
fixed_t
R_PointToDist2
( fixed_t       x2,
  fixed_t       y2,
  fixed_t       x1,
  fixed_t       y1);

fixed_t R_ScaleFromGlobalAngle (angle_t visangle);

subsector_t*
R_PointInSubsector
( fixed_t       x,
  fixed_t       y );

subsector_t* R_IsPointInSubsector ( fixed_t x, fixed_t y );

void
R_AddPointToBox
( int           x,
  int           y,
  fixed_t*      box );



//
// REFRESH - the actual rendering functions.
//

extern consvar_t cv_psprites;
extern consvar_t cv_perspcorr;
extern consvar_t cv_tiltview;
extern consvar_t cv_splitscreen;
extern consvar_t cv_viewsize;
extern consvar_t cv_detaillevel;
extern consvar_t cv_scalestatusbar;
extern consvar_t cv_grtranslucenthud;

// Called by startup code.
void R_Init (void);


// just sets setsizeneeded true
extern boolean     setsizeneeded;
void   R_SetViewSize (void);

// do it (sometimes explicitly called)
void   R_ExecuteSetViewSize (void);

void R_SetupFrame (player_t* player);
// Called by G_Drawer.
void   R_RenderPlayerView (player_t *player);

// add commands related to engine, at game startup
void   R_RegisterEngineStuff (void);
#endif