// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // System specific interface stuff. // //----------------------------------------------------------------------------- #ifndef __R_MAIN__ #define __R_MAIN__ #include "d_player.h" #include "r_data.h" #ifdef __GNUG__ #pragma interface #endif // // 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 fixed_t centerxfrac; extern fixed_t centeryfrac; extern fixed_t projection; extern int validcount; extern int linecount; extern int loopcount; // // 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; // // Function pointers to switch refresh/drawing functions. // Used to select shadow mode etc. // extern void (*colfunc) (void); extern void (*basecolfunc) (void); extern void (*fuzzcolfunc) (void); // No shadow effects on floors. //extern void (*spa/nfunc) (void); // // 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 x1, fixed_t y1, fixed_t x2, fixed_t y2 ); fixed_t R_PointToDist ( fixed_t x, fixed_t y ); fixed_t R_ScaleFromGlobalAngle (angle_t visangle); subsector_t* R_PointInSubsector ( fixed_t x, fixed_t y ); void R_AddPointToBox ( int x, int y, fixed_t* box ); // // REFRESH - the actual rendering functions. // // Called by G_Drawer. void R_RenderPlayerView (player_t *player); // Called by startup code. void R_Init (void); // Called by M_Responder. //void R_SetViewSize (int blocks, int detail); #endif //----------------------------------------------------------------------------- // // $Log:$ // //-----------------------------------------------------------------------------