r_state.h (3217B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 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. 23 24 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. 25 26 =========================================================================== 27 */ 28 29 #ifndef __R_STATE__ 30 #define __R_STATE__ 31 32 // Need data structure definitions. 33 #include "d_player.h" 34 #include "r_data.h" 35 36 37 38 #ifdef __GNUG__ 39 #pragma interface 40 #endif 41 42 43 44 // 45 // Refresh internal data structures, 46 // for rendering. 47 // 48 49 // needed for texture pegging 50 51 // needed for pre rendering (fracs) 52 extern fixed_t* spritewidth; 53 54 extern fixed_t* spriteoffset; 55 extern fixed_t* spritetopoffset; 56 57 extern lighttable_t* colormaps; 58 59 extern int viewwidth; 60 extern int scaledviewwidth; 61 extern int viewheight; 62 63 extern int firstflat; 64 65 // for global animation 66 extern int* flattranslation; 67 extern int* texturetranslation; 68 69 70 // Sprite.... 71 extern int firstspritelump; 72 extern int lastspritelump; 73 extern int numspritelumps; 74 75 76 77 // 78 // Lookup tables for map data. 79 // 80 extern int numsprites; 81 extern spritedef_t* sprites; 82 83 extern int numvertexes; 84 extern vertex_t* vertexes; 85 86 extern int numsegs; 87 extern seg_t* segs; 88 89 extern int numsectors; 90 extern sector_t* sectors; 91 92 extern int numsubsectors; 93 extern subsector_t* subsectors; 94 95 extern int numnodes; 96 extern node_t* nodes; 97 98 extern int numlines; 99 extern line_t* lines; 100 101 extern int numsides; 102 extern side_t* sides; 103 104 105 // 106 // POV data. 107 // 108 extern fixed_t viewx; 109 extern fixed_t viewy; 110 extern fixed_t viewz; 111 112 extern angle_t viewangle; 113 extern player_t* viewplayer; 114 115 116 // ? 117 extern angle_t clipangle; 118 119 extern int viewangletox[FINEANGLES/2]; 120 extern angle_t xtoviewangle[SCREENWIDTH+1]; 121 //extern fixed_t finetangent[FINEANGLES/2]; 122 123 extern fixed_t rw_distance; 124 extern angle_t rw_normalangle; 125 126 127 128 // angle to line origin 129 extern int rw_angle1; 130 131 // Segs count? 132 extern int sscount; 133 134 135 136 #endif 137