UltimateZoneBuilder/Source/Native/VPO/r_main.h
Magnus Norddahl 8eb522c873 Move vpo native code into BuilderNative as it is easier to manage. The plugins folder doesn't support including native dlls properly anyway.
Fix visplane explorer busy looping when waiting for data and reduce the used core count to 75% of the total available
Made vpo native code thread safe, removing the need for ungodly DLL patching hacks
2020-04-19 15:56:24 +02:00

114 lines
2.6 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// 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.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __R_MAIN__
#define __R_MAIN__
/*
//
// 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
// Number of diminishing brightness levels.
// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
#define NUMCOLORMAPS 32
/*
//
// 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 );
// R_THINGS
extern short screenheightarray[SCREENWIDTH];
extern short negonearray[SCREENWIDTH];
//
// REFRESH - the actual rendering functions.
//
void R_Init (void);
void R_RenderView (fixed_t x, fixed_t y, fixed_t z, angle_t angle);
*/
#endif