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ALL RIGHTS RESERVED. */ /* * * Header file for 3d library * except for functions implemented in interp.c * */ #ifndef _3D_H #define _3D_H #include "fix.h" #include "vecmat.h" //the vector/matrix library #include "gr.h" extern int g3d_interp_outline; //if on, polygon models outlined in white extern vms_vector Matrix_scale; //how the matrix is currently scaled extern short highest_texture_num; //Structure for storing u,v,light values. This structure doesn't have a //prefix because it was defined somewhere else before it was moved here typedef struct g3s_uvl { fix u,v,l; } g3s_uvl; //Structure for storing light color. Also uses l of g3s-uvl to add/compute mono (white) light typedef struct g3s_lrgb { fix r,g,b; } g3s_lrgb; //Stucture to store clipping codes in a word typedef struct g3s_codes { ubyte uor,uand; //or is low byte, and is high byte } g3s_codes; //flags for point structure #define PF_PROJECTED 1 //has been projected, so sx,sy valid #define PF_OVERFLOW 2 //can't project #define PF_TEMP_POINT 4 //created during clip #define PF_UVS 8 //has uv values set #define PF_LS 16 //has lighting values set //clipping codes flags #define CC_OFF_LEFT 1 #define CC_OFF_RIGHT 2 #define CC_OFF_BOT 4 #define CC_OFF_TOP 8 #define CC_BEHIND 0x80 //Used to store rotated points for mines. Has frame count to indictate //if rotated, and flag to indicate if projected. typedef struct g3s_point { vms_vector p3_vec; //x,y,z of rotated point fix p3_u,p3_v,p3_l; //u,v,l coords fix p3_sx,p3_sy; //screen x&y ubyte p3_codes; //clipping codes ubyte p3_flags; //projected? short p3_pad; //keep structure longword aligned } g3s_point; //macros to reference x,y,z elements of a 3d point #define p3_x p3_vec.x #define p3_y p3_vec.y #define p3_z p3_vec.z //An object, such as a robot typedef struct g3s_object { vms_vector o3_pos; //location of this object vms_angvec o3_orient; //orientation of this object int o3_nverts; //number of points in the object int o3_nfaces; //number of faces in the object //this will be filled in later } g3s_object; //Functions in library //Frame setup functions: //start the frame void g3_start_frame(void); //set view from x,y,z & p,b,h, zoom. Must call one of g3_set_view_*() void g3_set_view_angles(vms_vector *view_pos,vms_angvec *view_orient,fix zoom); //set view from x,y,z, viewer matrix, and zoom. Must call one of g3_set_view_*() void g3_set_view_matrix(vms_vector *view_pos,vms_matrix *view_matrix,fix zoom); //end the frame void g3_end_frame(void); //draw a horizon void g3_draw_horizon(int sky_color,int ground_color); //get vectors that are edge of horizon int g3_compute_sky_polygon(fix *points_2d,vms_vector *vecs); //Instancing //instance at specified point with specified orientation void g3_start_instance_matrix(vms_vector *pos,vms_matrix *orient); //instance at specified point with specified orientation void g3_start_instance_angles(vms_vector *pos,vms_angvec *angles); //pops the old context void g3_done_instance(); //Misc utility functions: //get current field of view. Fills in angle for x & y void g3_get_FOV(fixang *fov_x,fixang *fov_y); //get zoom. For a given window size, return the zoom which will achieve //the given FOV along the given axis. fix g3_get_zoom(char axis,fixang fov,short window_width,short window_height); //returns the normalized, unscaled view vectors void g3_get_view_vectors(vms_vector *forward,vms_vector *up,vms_vector *right); //returns true if a plane is facing the viewer. takes the unrotated surface //normal of the plane, and a point on it. The normal need not be normalized bool g3_check_normal_facing(vms_vector *v,vms_vector *norm); //Point definition and rotation functions: //specify the arrays refered to by the 'pointlist' parms in the following //functions. I'm not sure if we will keep this function, but I need //it now. //void g3_set_points(g3s_point *points,vms_vector *vecs); //returns codes_and & codes_or of a list of points numbers g3s_codes g3_check_codes(int nv,g3s_point **pointlist); //rotates a point. returns codes. does not check if already rotated ubyte g3_rotate_point(g3s_point *dest,const vms_vector *src); //projects a point void g3_project_point(g3s_point *point); //calculate the depth of a point - returns the z coord of the rotated point fix g3_calc_point_depth(vms_vector *pnt); //from a 2d point, compute the vector through that point void g3_point_2_vec(vms_vector *v,short sx,short sy); //code a point. fills in the p3_codes field of the point, and returns the codes ubyte g3_code_point(g3s_point *point); //delta rotation functions vms_vector *g3_rotate_delta_x(vms_vector *dest,fix dx); vms_vector *g3_rotate_delta_y(vms_vector *dest,fix dy); vms_vector *g3_rotate_delta_z(vms_vector *dest,fix dz); vms_vector *g3_rotate_delta_vec(vms_vector *dest,vms_vector *src); ubyte g3_add_delta_vec(g3s_point *dest,g3s_point *src,vms_vector *deltav); //Drawing functions: //draw a flat-shaded face. //returns 1 if off screen, 0 if drew bool g3_draw_poly(int nv,g3s_point **pointlist); //draw a texture-mapped face. //returns 1 if off screen, 0 if drew bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm); //draw a sortof sphere - i.e., the 2d radius is proportional to the 3d //radius, but not to the distance from the eye int g3_draw_sphere(g3s_point *pnt,fix rad); //@@//return ligting value for a point //@@fix g3_compute_lighting_value(g3s_point *rotated_point,fix normval); //like g3_draw_poly(), but checks to see if facing. If surface normal is //NULL, this routine must compute it, which will be slow. It is better to //pre-compute the normal, and pass it to this function. When the normal //is passed, this function works like g3_check_normal_facing() plus //g3_draw_poly(). //returns -1 if not facing, 1 if off screen, 0 if drew bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_vector *pnt); bool g3_check_and_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb, grs_bitmap *bm,vms_vector *norm,vms_vector *pnt); //draws a line. takes two points. bool g3_draw_line(g3s_point *p0,g3s_point *p1); //draw a polygon that is always facing you //returns 1 if off screen, 0 if drew bool g3_draw_rod_flat(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width); //draw a bitmap object that is always facing you //returns 1 if off screen, 0 if drew bool g3_draw_rod_tmap(grs_bitmap *bitmap,g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width,g3s_lrgb light); //draws a bitmap with the specified 3d width & height //returns 1 if off screen, 0 if drew bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm); //specifies 2d drawing routines to use instead of defaults. Passing //NULL for either or both restores defaults void g3_set_special_render(void (*tmap_drawer)(),void (*flat_drawer)(),int (*line_drawer)(fix, fix, fix, fix)); #ifdef DXX_BUILD_DESCENT_I //Object functions: //gives the interpreter an array of points to use void g3_set_interp_points(g3s_point *pointlist); //calls the object interpreter to render an object. The object renderer //is really a seperate pipeline. returns true if drew bool g3_draw_polygon_model(void *model_ptr,grs_bitmap **model_bitmaps,vms_angvec *anim_angles,g3s_lrgb light,fix *glow_values); //init code for bitmap models void g3_init_polygon_model(void *model_ptr); //alternate interpreter for morphing object bool g3_draw_morphing_model(void *model_ptr,grs_bitmap **model_bitmaps,vms_angvec *anim_angles,g3s_lrgb light,vms_vector *new_points); // check a polymodel for it's color and return it int g3_poly_get_color(void *model_ptr); // routine to convert little to big endian in polygon model data void swap_polygon_model_data(ubyte *data); #endif #endif