335 lines
11 KiB
C
335 lines
11 KiB
C
/* $Id: 3d.h,v 1.9 2003-01-02 23:13:21 btb Exp $ */
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/*
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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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*
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* Header file for 3d library
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* except for functions implemented in interp.c
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*
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* Old Log:
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* Revision 1.2 1995/09/14 14:08:58 allender
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* return value for g3_draw_sphere
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*
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* Revision 1.1 1995/05/05 08:48:41 allender
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* Initial revision
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*
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* Revision 1.34 1994/11/11 19:22:14 matt
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* Added new function, g3_calc_point_depth()
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*
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* Revision 1.33 1994/09/09 14:23:58 matt
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* Added support for glowing textures, to add engine glow to Descent.
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*
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* Revision 1.32 1994/09/01 10:42:27 matt
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* Blob routine, renamed g3_draw_bitmap(), now takes seperate 3d width & height.
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*
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* Revision 1.31 1994/07/29 18:16:14 matt
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* Added instance by angles, and corrected parms for g3_init()
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*
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* Revision 1.30 1994/07/25 00:00:00 matt
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* Made 3d no longer deal with point numbers, but only with pointers.
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*
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* Revision 1.29 1994/07/22 17:57:27 matt
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* Changed the name of the rod functions, and took out some debugging code
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*
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* Revision 1.28 1994/06/07 16:49:12 matt
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* Made interpreter take lighting value as parm, rather than in global var
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*
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* Revision 1.27 1994/05/31 18:35:28 matt
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* Added light value to g3_draw_facing_bitmap()
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*
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* Revision 1.26 1994/05/30 22:48:04 matt
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* Added support for morph effect
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*
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* Revision 1.25 1994/05/30 11:34:57 matt
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* Added g3_set_special_render() to allow a user to specify functions to
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* call for 2d draws.
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*
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* Revision 1.24 1994/05/19 21:46:31 matt
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* Moved texture lighting out of 3d and into the game
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*
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* Revision 1.23 1994/05/14 15:26:48 matt
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* Added extern for polyobj outline flag
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*
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* Revision 1.22 1994/04/19 18:26:33 matt
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* Added g3_draw_sphere() function.
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*
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* Revision 1.21 1994/03/25 18:22:28 matt
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* g3_draw_polygon_model() now takes ptr to list of angles
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*
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* Revision 1.20 1994/03/15 21:23:23 matt
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* Added interpreter functions
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*
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* Revision 1.19 1994/02/15 17:37:34 matt
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* New function, g3_draw_blob()
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*
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* Revision 1.18 1994/02/09 11:47:47 matt
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* Added rod & delta point functions
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*
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* Revision 1.17 1994/01/26 12:38:11 matt
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* Added function g3_compute_lighting_value()
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*
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* Revision 1.16 1994/01/25 18:00:02 yuan
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* Fixed variable beam_brightness...
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*
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* Revision 1.15 1994/01/24 14:08:34 matt
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* Added instancing functions
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*
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* Revision 1.14 1994/01/22 18:21:48 matt
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* New lighting stuff now done in 3d; g3_draw_tmap() takes lighting parm
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*
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* Revision 1.13 1994/01/20 17:21:24 matt
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* New function g3_compute_sky_polygon()
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*
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* Revision 1.12 1994/01/14 17:20:25 matt
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* Added prototype for new function g3_draw_horizon()
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*
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* Revision 1.10 1993/12/20 20:21:52 matt
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* Added g3_point_2_vec()
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*
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* Revision 1.9 1993/12/07 23:05:47 matt
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* Fixed mistyped function name.
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*
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* Revision 1.8 1993/12/05 23:47:03 matt
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* Added function g3_draw_line_ptrs()
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*
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* Revision 1.7 1993/12/05 23:13:22 matt
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* Added prototypes for g3_rotate_point() and g3_project_point()
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*
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* Revision 1.6 1993/12/05 23:03:28 matt
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* Changed uvl structs to g3s_uvl
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*
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* Revision 1.5 1993/11/22 10:51:09 matt
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* Moved uvl structure here from segment.h, made texture map functions use it
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*
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* Revision 1.4 1993/11/21 20:08:31 matt
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* Added function g3_draw_object()
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*
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* Revision 1.3 1993/11/04 18:49:19 matt
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* Added system to only rotate points once per frame
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*
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* Revision 1.2 1993/11/04 08:16:06 mike
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* Add light field (p3_l) to g3s_point.
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*
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* Revision 1.1 1993/10/29 22:20:56 matt
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* Initial revision
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*
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*/
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#ifndef _3D_H
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#define _3D_H
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#include "fix.h"
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#include "vecmat.h" //the vector/matrix library
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#include "gr.h"
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extern int g3d_interp_outline; //if on, polygon models outlined in white
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extern vms_vector Matrix_scale; //how the matrix is currently scaled
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extern short highest_texture_num;
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//Structure for storing u,v,light values. This structure doesn't have a
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//prefix because it was defined somewhere else before it was moved here
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typedef struct g3s_uvl {
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fix u,v,l;
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} g3s_uvl;
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//Stucture to store clipping codes in a word
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typedef struct g3s_codes {
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ubyte or,and; //or is low byte, and is high byte
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} g3s_codes;
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//flags for point structure
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#define PF_PROJECTED 1 //has been projected, so sx,sy valid
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#define PF_OVERFLOW 2 //can't project
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#define PF_TEMP_POINT 4 //created during clip
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#define PF_UVS 8 //has uv values set
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#define PF_LS 16 //has lighting values set
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//clipping codes flags
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#define CC_OFF_LEFT 1
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#define CC_OFF_RIGHT 2
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#define CC_OFF_BOT 4
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#define CC_OFF_TOP 8
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#define CC_BEHIND 0x80
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//Used to store rotated points for mines. Has frame count to indictate
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//if rotated, and flag to indicate if projected.
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typedef struct g3s_point {
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vms_vector p3_vec; //x,y,z of rotated point
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#ifdef D1XD3D
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vms_vector p3_orig;
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#endif
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fix p3_u,p3_v,p3_l; //u,v,l coords
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fix p3_sx,p3_sy; //screen x&y
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ubyte p3_codes; //clipping codes
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ubyte p3_flags; //projected?
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short p3_pad; //keep structure longword aligned
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} g3s_point;
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//macros to reference x,y,z elements of a 3d point
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#define p3_x p3_vec.x
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#define p3_y p3_vec.y
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#define p3_z p3_vec.z
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//An object, such as a robot
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typedef struct g3s_object {
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vms_vector o3_pos; //location of this object
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vms_angvec o3_orient; //orientation of this object
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int o3_nverts; //number of points in the object
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int o3_nfaces; //number of faces in the object
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//this will be filled in later
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} g3s_object;
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//Functions in library
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//3d system startup and shutdown:
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//initialize the 3d system
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void g3_init(void);
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//close down the 3d system
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void g3_close(void);
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//Frame setup functions:
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//start the frame
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void g3_start_frame(void);
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//set view from x,y,z & p,b,h, zoom. Must call one of g3_set_view_*()
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void g3_set_view_angles(vms_vector *view_pos,vms_angvec *view_orient,fix zoom);
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//set view from x,y,z, viewer matrix, and zoom. Must call one of g3_set_view_*()
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void g3_set_view_matrix(vms_vector *view_pos,vms_matrix *view_matrix,fix zoom);
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//end the frame
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void g3_end_frame(void);
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//draw a horizon
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void g3_draw_horizon(int sky_color,int ground_color);
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//get vectors that are edge of horizon
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int g3_compute_sky_polygon(fix *points_2d,vms_vector *vecs);
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//Instancing
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//instance at specified point with specified orientation
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void g3_start_instance_matrix(vms_vector *pos,vms_matrix *orient);
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//instance at specified point with specified orientation
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void g3_start_instance_angles(vms_vector *pos,vms_angvec *angles);
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//pops the old context
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void g3_done_instance();
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//Misc utility functions:
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//get current field of view. Fills in angle for x & y
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void g3_get_FOV(fixang *fov_x,fixang *fov_y);
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//get zoom. For a given window size, return the zoom which will achieve
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//the given FOV along the given axis.
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fix g3_get_zoom(char axis,fixang fov,short window_width,short window_height);
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//returns the normalized, unscaled view vectors
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void g3_get_view_vectors(vms_vector *forward,vms_vector *up,vms_vector *right);
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//returns true if a plane is facing the viewer. takes the unrotated surface
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//normal of the plane, and a point on it. The normal need not be normalized
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bool g3_check_normal_facing(vms_vector *v,vms_vector *norm);
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//Point definition and rotation functions:
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//specify the arrays refered to by the 'pointlist' parms in the following
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//functions. I'm not sure if we will keep this function, but I need
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//it now.
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//void g3_set_points(g3s_point *points,vms_vector *vecs);
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//returns codes_and & codes_or of a list of points numbers
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g3s_codes g3_check_codes(int nv,g3s_point **pointlist);
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//rotates a point. returns codes. does not check if already rotated
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ubyte g3_rotate_point(g3s_point *dest,vms_vector *src);
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//projects a point
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void g3_project_point(g3s_point *point);
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//calculate the depth of a point - returns the z coord of the rotated point
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fix g3_calc_point_depth(vms_vector *pnt);
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//from a 2d point, compute the vector through that point
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void g3_point_2_vec(vms_vector *v,short sx,short sy);
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//code a point. fills in the p3_codes field of the point, and returns the codes
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ubyte g3_code_point(g3s_point *point);
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//delta rotation functions
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vms_vector *g3_rotate_delta_x(vms_vector *dest,fix dx);
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vms_vector *g3_rotate_delta_y(vms_vector *dest,fix dy);
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vms_vector *g3_rotate_delta_z(vms_vector *dest,fix dz);
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vms_vector *g3_rotate_delta_vec(vms_vector *dest,vms_vector *src);
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ubyte g3_add_delta_vec(g3s_point *dest,g3s_point *src,vms_vector *deltav);
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//Drawing functions:
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//draw a flat-shaded face.
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//returns 1 if off screen, 0 if drew
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bool g3_draw_poly(int nv,g3s_point **pointlist);
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//draw a texture-mapped face.
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//returns 1 if off screen, 0 if drew
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bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm);
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//draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
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//radius, but not to the distance from the eye
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int g3_draw_sphere(g3s_point *pnt,fix rad);
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//@@//return ligting value for a point
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//@@fix g3_compute_lighting_value(g3s_point *rotated_point,fix normval);
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//like g3_draw_poly(), but checks to see if facing. If surface normal is
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//NULL, this routine must compute it, which will be slow. It is better to
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//pre-compute the normal, and pass it to this function. When the normal
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//is passed, this function works like g3_check_normal_facing() plus
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//g3_draw_poly().
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//returns -1 if not facing, 1 if off screen, 0 if drew
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bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_vector *pnt);
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bool g3_check_and_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm,vms_vector *norm,vms_vector *pnt);
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//draws a line. takes two points.
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bool g3_draw_line(g3s_point *p0,g3s_point *p1);
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//draw a polygon that is always facing you
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//returns 1 if off screen, 0 if drew
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bool g3_draw_rod_flat(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width);
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//draw a bitmap object that is always facing you
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//returns 1 if off screen, 0 if drew
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bool g3_draw_rod_tmap(grs_bitmap *bitmap,g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width,fix light);
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//draws a bitmap with the specified 3d width & height
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//returns 1 if off screen, 0 if drew
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bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation);
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//specifies 2d drawing routines to use instead of defaults. Passing
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//NULL for either or both restores defaults
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void g3_set_special_render(void (*tmap_drawer)(),void (*flat_drawer)(),int (*line_drawer)(fix, fix, fix, fix));
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#endif
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