/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.  
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
*/

#ifndef _RENDER_H
#define _RENDER_H

#include "3d.h"

#include "object.h"

#define MAX_RENDER_SEGS		500
#define OBJS_PER_SEG 		5
#define N_EXTRA_OBJ_LISTS	50

extern int	Clear_window;			//	1 = Clear whole background window, 2 = clear view portals into rest of world, 0 = no clear

void render_frame(fix eye_offset, int window_num);		//draws the world into the current canvas

//cycle the flashing light for when mine destroyed
void flash_frame();

int find_seg_side_face(short x,short y,int *seg,int *side,int *face,int *poly);

//these functions change different rendering parameters
//all return the new value of the parameter

//how may levels deep to render
int inc_render_depth(void);
int dec_render_depth(void);
int reset_render_depth(void);

//how many levels deep to render in perspective
int inc_perspective_depth(void);
int dec_perspective_depth(void);
int reset_perspective_depth(void);

//misc toggles
int toggle_outline_mode(void);
int toggle_show_only_curside(void);

// When any render function needs to know what's looking at it, it should access
// Render_viewer_object members.
extern fix Render_zoom;		//the player's zoom factor

//This is used internally to render_frame(), but is included here so AI
//can use it for its own purposes.
extern char visited[MAX_SEGMENTS];

extern int N_render_segs;
extern short Render_list[MAX_RENDER_SEGS];

#ifdef EDITOR
extern int Render_only_bottom;
#endif


//Set the following to turn on player head turning
extern int Use_player_head_angles;

//If the above flag is set, these angles specify the orientation of the head
extern vms_angvec Player_head_angles;

//
//	Routines for conditionally rotating & projecting points
//

//This must be called at the start of the frame if rotate_list() will be used
void render_start_frame(void);

//Given a lit of point numbers, rotate any that haven't been rotated this frame
g3s_codes rotate_list(int nv,short *pointnumlist);

//Given a lit of point numbers, project any that haven't been projected
void project_list(int nv,short *pointnumlist);

extern void render_mine(int start_seg_num,fix eye_offset, int window_num);

extern void update_rendered_data(int window_num, object *viewer, int rear_view_flag, int user);

#endif

