// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2019 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file r_main.h /// \brief Rendering variables, consvars, defines #ifndef __R_MAIN__ #define __R_MAIN__ #include "d_player.h" #include "r_data.h" // // POV related. // extern fixed_t viewcos, viewsin; extern INT32 viewheight; extern INT32 centerx, centery; extern fixed_t centerxfrac, centeryfrac; extern fixed_t projection, projectiony; extern size_t validcount, linecount, loopcount, framecount; // // Lighting LUT. // Used for z-depth cuing per column/row, // and other lighting effects (sector ambient, flash). // // Lighting constants. // Now with 32 levels. #define LIGHTLEVELS 32 #define LIGHTSEGSHIFT 3 #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]; // Number of diminishing brightness levels. // There a 0-31, i.e. 32 LUT in the COLORMAP lump. #define NUMCOLORMAPS 32 // Utility functions. INT32 R_PointOnSide(fixed_t x, fixed_t y, node_t *node); INT32 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 px2, fixed_t py2, fixed_t px1, fixed_t py1); angle_t R_PointToAngleEx(INT32 x2, INT32 y2, INT32 x1, INT32 y1); fixed_t R_PointToDist(fixed_t x, fixed_t y); fixed_t R_PointToDist2(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1); 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); boolean R_DoCulling(line_t *cullheight, line_t *viewcullheight, fixed_t vz, fixed_t bottomh, fixed_t toph); // // REFRESH - the actual rendering functions. // extern consvar_t cv_showhud, cv_translucenthud; extern consvar_t cv_homremoval; extern consvar_t cv_chasecam, cv_chasecam2; extern consvar_t cv_flipcam, cv_flipcam2; extern consvar_t cv_shadow; #ifdef GLBADSHADOWS extern conscar_t cv_shadowoffs; #endif //#ifdef GLBADSHADOWS extern consvar_t cv_translucency; extern consvar_t cv_drawdist, cv_drawdist_nights, cv_drawdist_precip; extern consvar_t cv_fov; extern consvar_t cv_skybox; extern consvar_t cv_tailspickup; // Called by startup code. void R_Init(void); #ifdef HWRENDER void R_InitHardwareMode(void); #endif void R_ReloadHUDGraphics(void); void R_CheckViewMorph(void); void R_ApplyViewMorph(void); // just sets setsizeneeded true extern boolean setsizeneeded; void R_SetViewSize(void); // do it (sometimes explicitly called) void R_ExecuteSetViewSize(void); void R_SkyboxFrame(player_t *player); 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