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#ifndef _DEPTH_H_
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#define _DEPTH_H_
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#include "brender/br_types.h"
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#include "dr_types.h"
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extern tDepth_effect gDistance_depth_effects[4];
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extern int gSky_on;
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extern int gDepth_cueing_on;
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extern tDepth_effect_type gSwap_depth_effect_type;
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extern br_scalar gSky_height;
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extern br_scalar gSky_x_multiplier;
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extern br_scalar gSky_width;
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extern br_scalar gSky_y_multiplier;
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extern tU32 gLast_depth_change;
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extern br_scalar gOld_yon;
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extern br_pixelmap* gWater_shade_table;
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extern br_material* gHorizon_material;
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extern br_model* gRearview_sky_model;
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extern int gFog_shade_table_power;
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extern br_actor* gRearview_sky_actor;
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extern int gAcid_shade_table_power;
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extern int gWater_shade_table_power;
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extern br_model* gForward_sky_model;
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extern br_actor* gForward_sky_actor;
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extern int gDepth_shade_table_power;
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extern br_pixelmap* gFog_shade_table;
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extern int gSwap_depth_effect_start;
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extern br_pixelmap* gDepth_shade_table;
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extern tSpecial_volume* gLast_camera_special_volume;
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extern br_pixelmap* gAcid_shade_table;
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extern int gSwap_depth_effect_end;
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extern br_pixelmap* gSwap_sky_texture;
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extern br_angle gOld_fov;
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extern br_angle gSky_image_width;
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extern br_angle gSky_image_height;
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extern br_angle gSky_image_underground;
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int Log2(int pNumber);
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br_scalar CalculateWrappingMultiplier(br_scalar pValue, br_scalar pYon);
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br_scalar DepthCueingShiftToDistance(int pShift);
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void FogAccordingToGPSCDE(br_material* pMaterial);
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void FrobFog(void);
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void InstantDepthChange(tDepth_effect_type pType, br_pixelmap* pSky_texture, int pStart, int pEnd);
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br_scalar Tan(br_scalar pAngle);
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br_scalar EdgeU(br_angle pSky, br_angle pView, br_angle pPerfect);
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void MungeSkyModel(br_actor* pCamera, br_model* pModel);
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br_model* CreateHorizonModel(br_actor* pCamera);
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void LoadDepthTable(char* pName, br_pixelmap** pTable, int* pPower);
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void InitDepthEffects(void);
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void DoDepthByShadeTable(br_pixelmap* pRender_buffer, br_pixelmap* pDepth_buffer, br_pixelmap* pShade_table, int pShade_table_power, int pStart, int pEnd);
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void ExternalSky(br_pixelmap* pRender_buffer, br_pixelmap* pDepth_buffer, br_actor* pCamera, br_matrix34* pCamera_to_world);
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void DoHorizon(br_pixelmap* pRender_buffer, br_pixelmap* pDepth_buffer, br_actor* pCamera, br_matrix34* pCamera_to_world);
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void DoDepthCue(br_pixelmap* pRender_buffer, br_pixelmap* pDepth_buffer);
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void DoFog(br_pixelmap* pRender_buffer, br_pixelmap* pDepth_buffer);
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void DepthEffect(br_pixelmap* pRender_buffer, br_pixelmap* pDepth_buffer, br_actor* pCamera, br_matrix34* pCamera_to_world);
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void DepthEffectSky(br_pixelmap* pRender_buffer, br_pixelmap* pDepth_buffer, br_actor* pCamera, br_matrix34* pCamera_to_world);
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void DoWobbleCamera(br_actor* pCamera);
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void DoDrugWobbleCamera(br_actor* pCamera);
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void DoSpecialCameraEffect(br_actor* pCamera, br_matrix34* pCamera_to_world);
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void LessDepthFactor(void);
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void MoreDepthFactor(void);
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void LessDepthFactor2(void);
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void MoreDepthFactor2(void);
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void AssertYons(void);
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void IncreaseYon(void);
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void DecreaseYon(void);
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void SetYon(br_scalar pYon);
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br_scalar GetYon(void);
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void IncreaseAngle(void);
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void DecreaseAngle(void);
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void ToggleDepthMode(void);
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int GetSkyTextureOn(void);
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void SetSkyTextureOn(int pOn);
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void ToggleSkyQuietly(void);
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void ToggleSky(void);
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int GetDepthCueingOn(void);
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void SetDepthCueingOn(int pOn);
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void ToggleDepthCueingQuietly(void);
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void ToggleDepthCueing(void);
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void ChangeDepthEffect(void);
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void MungeForwardSky(void);
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void MungeRearviewSky(void);
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#endif