6043168d51
The OGL build compiles, but does not use, various texture mapping functions. Move these to be built only for the SDL build.
129 lines
4.2 KiB
C++
129 lines
4.2 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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* $Source: /cvsroot/dxx-rebirth/d2x-rebirth/include/texmap.h,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 20:01:30 $
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*
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* Include file for entities using texture mapper library.
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*
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*/
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#pragma once
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#include "maths.h"
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#include "3d.h"
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#define NUM_LIGHTING_LEVELS 32
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#define MAX_LIGHTING_VALUE ((NUM_LIGHTING_LEVELS-1)*F1_0/NUM_LIGHTING_LEVELS)
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#define MIN_LIGHTING_VALUE (F1_0/NUM_LIGHTING_LEVELS)
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#ifdef __cplusplus
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#include "dxxsconf.h"
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#include "dsx-ns.h"
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#include "compiler-array.h"
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namespace dcx {
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constexpr std::integral_constant<unsigned, 25> MAX_TMAP_VERTS{};
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#if !DXX_USE_OGL
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// -------------------------------------------------------------------------------------------------------
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// This is the main texture mapper call.
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// tmap_num references a texture map defined in Texmap_ptrs.
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// nverts = number of vertices
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// vertbuf is a pointer to an array of vertex pointers
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void draw_tmap(grs_canvas &, const grs_bitmap &bp, uint_fast32_t nverts, const g3s_point *const *vertbuf);
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//function that takes the same parms as draw_tmap, but renders as flat poly
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//we need this to do the cloaked effect
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void draw_tmap_flat(grs_canvas &, const grs_bitmap &bp, uint_fast32_t nverts, const g3s_point *const *vertbuf);
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#endif
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// -------------------------------------------------------------------------------------------------------
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// Texture map vertex.
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// The fields r,g,b and l are mutually exclusive. r,g,b are used for rgb lighting.
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// l is used for intensity based lighting.
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struct g3ds_vertex {
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fix x,y,z;
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fix u,v;
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fix x2d,y2d;
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fix l;
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};
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// A texture map is defined as a polygon with u,v coordinates associated with
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// one point in the polygon, and a pair of vectors describing the orientation
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// of the texture map in the world, from which the deltas Du_dx, Dv_dy, etc.
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// are computed.
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struct g3ds_tmap {
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int nv; // number of vertices
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array<g3ds_vertex, MAX_TMAP_VERTS> verts; // up to 8 vertices, this is inefficient, change
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};
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// -------------------------------------------------------------------------------------------------------
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// Note: Not all interpolation method and lighting combinations are supported.
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// Set Interpolation_method to 0/1/2 for linear/linear, perspective/linear, perspective/perspective
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#if !DXX_USE_OGL
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extern int Interpolation_method;
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extern uint8_t Transparency_on;
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// Set Lighting_on to 0/1/2 for no lighting/intensity lighting/rgb lighting
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extern int Lighting_on;
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// HACK INTERFACE: how far away the current segment (& thus texture) is
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extern unsigned Current_seg_depth;
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void init_interface_vars_to_assembler();
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#endif
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class push_interpolation_method
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{
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#if DXX_USE_OGL
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public:
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push_interpolation_method(int, bool = true) {}
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#else
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int previous;
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public:
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push_interpolation_method(int next, bool condition = true) :
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previous(Interpolation_method)
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{
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if (condition)
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Interpolation_method = next;
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}
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~push_interpolation_method()
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{
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Interpolation_method = previous;
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}
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#endif
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};
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// These are pointers to texture maps. If you want to render texture map #7, then you will render
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// the texture map defined by Texmap_ptrs[7].
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extern int Window_clip_left, Window_clip_bot, Window_clip_right, Window_clip_top;
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// for ugly hack put in to be sure we don't overflow render buffer
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#define FIX_XLIMIT (639 * F1_0)
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#define FIX_YLIMIT (479 * F1_0)
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}
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#endif
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