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doomclassic/doom/r_main.h
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186
doomclassic/doom/r_main.h
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __R_MAIN__
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#define __R_MAIN__
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#include "d_player.h"
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#include "r_data.h"
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#ifdef __GNUG__
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#pragma interface
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#endif
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//
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// POV related.
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//
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extern fixed_t viewcos;
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extern fixed_t viewsin;
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extern int viewwidth;
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extern int viewheight;
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extern int viewwindowx;
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extern int viewwindowy;
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extern int centerx;
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extern int centery;
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extern fixed_t centerxfrac;
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extern fixed_t centeryfrac;
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extern fixed_t projection;
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extern int validcount;
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extern int linecount;
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extern int loopcount;
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//
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// Lighting LUT.
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// Used for z-depth cuing per column/row,
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// and other lighting effects (sector ambient, flash).
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//
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// Lighting constants.
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// Now why not 32 levels here?
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#define LIGHTLEVELS 16
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#define LIGHTSEGSHIFT 4
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#define MAXLIGHTSCALE 48
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#define LIGHTSCALESHIFT 12
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#define MAXLIGHTZ 128
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#define LIGHTZSHIFT 20
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extern lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
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extern lighttable_t* scalelightfixed[MAXLIGHTSCALE];
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extern lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ];
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extern int extralight;
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extern lighttable_t* fixedcolormap;
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// Number of diminishing brightness levels.
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// There a 0-31, i.e. 32 LUT in the COLORMAP lump.
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#define NUMCOLORMAPS 32
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// Blocky/low detail mode.
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//B remove this?
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// 0 = high, 1 = low
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extern int detailshift;
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//
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// Function pointers to switch refresh/drawing functions.
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// Used to select shadow mode etc.
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//
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extern void (*colfunc) ( lighttable_t * ds_colormap,
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byte * ds_source );
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extern void (*basecolfunc) ( lighttable_t * ds_colormap,
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byte * ds_source );
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extern void (*fuzzcolfunc) ( lighttable_t * ds_colormap,
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byte * ds_source );
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// No shadow effects on floors.
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extern void (*spanfunc) (
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fixed_t xfrac,
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fixed_t yfrac,
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fixed_t ds_y,
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int ds_x1,
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int ds_x2,
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fixed_t ds_xstep,
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fixed_t ds_ystep,
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lighttable_t * ds_colormap,
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byte * ds_source );
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//
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// Utility functions.
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int
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R_PointOnSide
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( fixed_t x,
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fixed_t y,
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node_t* node );
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int
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R_PointOnSegSide
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( fixed_t x,
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fixed_t y,
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seg_t* line );
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angle_t
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R_PointToAngle
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( fixed_t x,
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fixed_t y );
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angle_t
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R_PointToAngle2
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( fixed_t x1,
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fixed_t y1,
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fixed_t x2,
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fixed_t y2 );
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fixed_t
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R_PointToDist
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( fixed_t x,
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fixed_t y );
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fixed_t R_ScaleFromGlobalAngle (angle_t visangle);
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subsector_t*
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R_PointInSubsector
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( fixed_t x,
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fixed_t y );
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void
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R_AddPointToBox
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( int x,
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int y,
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fixed_t* box );
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//
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// REFRESH - the actual rendering functions.
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//
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// Called by G_Drawer.
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void R_RenderPlayerView (player_t *player);
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// Called by startup code.
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void R_Init (void);
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// Called by M_Responder.
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void R_SetViewSize (int blocks, int detail);
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#endif
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