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11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Header for rendering-based functions
28 #define MAX_RENDER_SEGS 500
29 #define OBJS_PER_SEG 5
30 #define N_EXTRA_OBJ_LISTS 50
32 extern int Clear_window; // 1 = Clear whole background window, 2 = clear view portals into rest of world, 0 = no clear
34 void render_frame(fix eye_offset, int window_num); //draws the world into the current canvas
36 // cycle the flashing light for when mine destroyed
37 void flash_frame(void);
39 int find_seg_side_face(short x,short y,int *seg,int *side,int *face,int *poly);
41 // these functions change different rendering parameters
42 // all return the new value of the parameter
44 // how may levels deep to render
45 int inc_render_depth(void);
46 int dec_render_depth(void);
47 int reset_render_depth(void);
49 // how many levels deep to render in perspective
50 int inc_perspective_depth(void);
51 int dec_perspective_depth(void);
52 int reset_perspective_depth(void);
55 int toggle_outline_mode(void);
56 int toggle_show_only_curside(void);
58 // When any render function needs to know what's looking at it, it
59 // should access Render_viewer_object members.
60 extern fix Render_zoom; // the player's zoom factor
62 // This is used internally to render_frame(), but is included here so AI
63 // can use it for its own purposes.
64 extern unsigned char visited[MAX_SEGMENTS];
66 extern int N_render_segs;
67 extern short Render_list[MAX_RENDER_SEGS];
70 extern int Render_only_bottom;
74 // Set the following to turn on player head turning
75 extern int Use_player_head_angles;
77 // If the above flag is set, these angles specify the orientation of the head
78 extern vms_angvec Player_head_angles;
81 // Routines for conditionally rotating & projecting points
84 // This must be called at the start of the frame if rotate_list() will be used
85 void render_start_frame(void);
87 // Given a list of point numbers, rotate any that haven't been rotated
89 g3s_codes rotate_list(int nv, short *pointnumlist);
91 // Given a list of point numbers, project any that haven't been projected
92 void project_list(int nv, short *pointnumlist);
94 extern void render_mine(int start_seg_num, fix eye_offset, int window_num);
96 extern void update_rendered_data(int window_num, object *viewer, int rear_view_flag, int user);
98 #endif /* _RENDER_H */