gzdoom-gles/src/r_state.h

76 lines
1.8 KiB
C++

// 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:
// Refresh/render internal state variables (global).
//
//-----------------------------------------------------------------------------
#ifndef __R_STATE_H__
#define __R_STATE_H__
// Need data structure definitions.
#include "doomtype.h"
#include "r_defs.h"
#include "r_data/sprites.h"
//
// Refresh internal data structures,
// for rendering.
//
extern "C" int viewwidth;
extern "C" int viewheight;
//
// Lookup tables for map data.
//
extern TArray<spritedef_t> sprites;
extern DWORD NumStdSprites;
extern TArray<vertexdata_t> vertexdatas;
extern int numsegs;
extern seg_t* segs;
extern int numsubsectors;
extern subsector_t* subsectors;
extern int numnodes;
extern node_t* nodes;
extern TArray<zone_t> Zones;
extern node_t * gamenodes;
extern int numgamenodes;
extern subsector_t * gamesubsectors;
extern int numgamesubsectors;
//
// POV data.
//
extern AActor* camera; // [RH] camera instead of viewplayer
extern sector_t* viewsector; // [RH] keep track of sector viewing from
namespace swrenderer { extern angle_t xtoviewangle[MAXWIDTH+1]; }
extern DAngle FieldOfView;
int R_FindSkin (const char *name, int pclass); // [RH] Find a skin
#endif // __R_STATE_H__