r_main.h
资源名称:21.rar [点击查看]
上传用户:xuyinpeng
上传日期:2021-05-12
资源大小:455k
文件大小:3k
源码类别:
射击游戏
开发平台:
Visual 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:
- // 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 (*spanfunc) (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
- //-----------------------------------------------------------------------------
- //
- // $Log:$
- //
- //-----------------------------------------------------------------------------