dxx-rebirth/include/3d.h

335 lines
11 KiB
C

/* $Id: 3d.h,v 1.11 2004-05-11 03:35:20 btb Exp $ */
/*
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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Header file for 3d library
* except for functions implemented in interp.c
*
* Old Log:
* Revision 1.2 1995/09/14 14:08:58 allender
* return value for g3_draw_sphere
*
* Revision 1.1 1995/05/05 08:48:41 allender
* Initial revision
*
* Revision 1.34 1994/11/11 19:22:14 matt
* Added new function, g3_calc_point_depth()
*
* Revision 1.33 1994/09/09 14:23:58 matt
* Added support for glowing textures, to add engine glow to Descent.
*
* Revision 1.32 1994/09/01 10:42:27 matt
* Blob routine, renamed g3_draw_bitmap(), now takes seperate 3d width & height.
*
* Revision 1.31 1994/07/29 18:16:14 matt
* Added instance by angles, and corrected parms for g3_init()
*
* Revision 1.30 1994/07/25 00:00:00 matt
* Made 3d no longer deal with point numbers, but only with pointers.
*
* Revision 1.29 1994/07/22 17:57:27 matt
* Changed the name of the rod functions, and took out some debugging code
*
* Revision 1.28 1994/06/07 16:49:12 matt
* Made interpreter take lighting value as parm, rather than in global var
*
* Revision 1.27 1994/05/31 18:35:28 matt
* Added light value to g3_draw_facing_bitmap()
*
* Revision 1.26 1994/05/30 22:48:04 matt
* Added support for morph effect
*
* Revision 1.25 1994/05/30 11:34:57 matt
* Added g3_set_special_render() to allow a user to specify functions to
* call for 2d draws.
*
* Revision 1.24 1994/05/19 21:46:31 matt
* Moved texture lighting out of 3d and into the game
*
* Revision 1.23 1994/05/14 15:26:48 matt
* Added extern for polyobj outline flag
*
* Revision 1.22 1994/04/19 18:26:33 matt
* Added g3_draw_sphere() function.
*
* Revision 1.21 1994/03/25 18:22:28 matt
* g3_draw_polygon_model() now takes ptr to list of angles
*
* Revision 1.20 1994/03/15 21:23:23 matt
* Added interpreter functions
*
* Revision 1.19 1994/02/15 17:37:34 matt
* New function, g3_draw_blob()
*
* Revision 1.18 1994/02/09 11:47:47 matt
* Added rod & delta point functions
*
* Revision 1.17 1994/01/26 12:38:11 matt
* Added function g3_compute_lighting_value()
*
* Revision 1.16 1994/01/25 18:00:02 yuan
* Fixed variable beam_brightness...
*
* Revision 1.15 1994/01/24 14:08:34 matt
* Added instancing functions
*
* Revision 1.14 1994/01/22 18:21:48 matt
* New lighting stuff now done in 3d; g3_draw_tmap() takes lighting parm
*
* Revision 1.13 1994/01/20 17:21:24 matt
* New function g3_compute_sky_polygon()
*
* Revision 1.12 1994/01/14 17:20:25 matt
* Added prototype for new function g3_draw_horizon()
*
* Revision 1.10 1993/12/20 20:21:52 matt
* Added g3_point_2_vec()
*
* Revision 1.9 1993/12/07 23:05:47 matt
* Fixed mistyped function name.
*
* Revision 1.8 1993/12/05 23:47:03 matt
* Added function g3_draw_line_ptrs()
*
* Revision 1.7 1993/12/05 23:13:22 matt
* Added prototypes for g3_rotate_point() and g3_project_point()
*
* Revision 1.6 1993/12/05 23:03:28 matt
* Changed uvl structs to g3s_uvl
*
* Revision 1.5 1993/11/22 10:51:09 matt
* Moved uvl structure here from segment.h, made texture map functions use it
*
* Revision 1.4 1993/11/21 20:08:31 matt
* Added function g3_draw_object()
*
* Revision 1.3 1993/11/04 18:49:19 matt
* Added system to only rotate points once per frame
*
* Revision 1.2 1993/11/04 08:16:06 mike
* Add light field (p3_l) to g3s_point.
*
* Revision 1.1 1993/10/29 22:20:56 matt
* Initial revision
*
*/
#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;
//Stucture to store clipping codes in a word
typedef struct g3s_codes {
ubyte or,and; //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
#ifdef D1XD3D
vms_vector p3_orig;
#endif
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
//3d system startup and shutdown:
//initialize the 3d system
void g3_init(void);
//close down the 3d system
void g3_close(void);
//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,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,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,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,fix 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, int orientation);
//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));
#endif