dxx-rebirth/common/include/texmap.h

129 lines
4.2 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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.
*/
/*
* $Source: /cvsroot/dxx-rebirth/d2x-rebirth/include/texmap.h,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 20:01:30 $
*
* Include file for entities using texture mapper library.
*
*/
#pragma once
#include "maths.h"
#include "3d.h"
#define NUM_LIGHTING_LEVELS 32
#define MAX_LIGHTING_VALUE ((NUM_LIGHTING_LEVELS-1)*F1_0/NUM_LIGHTING_LEVELS)
#define MIN_LIGHTING_VALUE (F1_0/NUM_LIGHTING_LEVELS)
#ifdef __cplusplus
#include "dxxsconf.h"
#include "dsx-ns.h"
#include <array>
namespace dcx {
constexpr std::integral_constant<unsigned, 25> MAX_TMAP_VERTS{};
#if !DXX_USE_OGL
// -------------------------------------------------------------------------------------------------------
// This is the main texture mapper call.
// tmap_num references a texture map defined in Texmap_ptrs.
// nverts = number of vertices
// vertbuf is a pointer to an array of vertex pointers
void draw_tmap(grs_canvas &, const grs_bitmap &bp, std::span<const g3s_point *const> vertbuf);
//function that takes the same parms as draw_tmap, but renders as flat poly
//we need this to do the cloaked effect
void draw_tmap_flat(grs_canvas &, const grs_bitmap &bp, std::span<const g3s_point *const> vertbuf);
#endif
// -------------------------------------------------------------------------------------------------------
// Texture map vertex.
// The fields r,g,b and l are mutually exclusive. r,g,b are used for rgb lighting.
// l is used for intensity based lighting.
struct g3ds_vertex {
fix x,y,z;
fix u,v;
fix x2d,y2d;
fix l;
};
// A texture map is defined as a polygon with u,v coordinates associated with
// one point in the polygon, and a pair of vectors describing the orientation
// of the texture map in the world, from which the deltas Du_dx, Dv_dy, etc.
// are computed.
struct g3ds_tmap {
int nv; // number of vertices
std::array<g3ds_vertex, MAX_TMAP_VERTS> verts; // up to 8 vertices, this is inefficient, change
};
// -------------------------------------------------------------------------------------------------------
// Note: Not all interpolation method and lighting combinations are supported.
// Set Interpolation_method to 0/1/2 for linear/linear, perspective/linear, perspective/perspective
#if !DXX_USE_OGL
extern int Interpolation_method;
extern uint8_t Transparency_on;
// Set Lighting_on to 0/1/2 for no lighting/intensity lighting/rgb lighting
extern int Lighting_on;
// HACK INTERFACE: how far away the current segment (& thus texture) is
extern unsigned Current_seg_depth;
void init_interface_vars_to_assembler();
#endif
class push_interpolation_method
{
#if DXX_USE_OGL
public:
push_interpolation_method(int, bool = true) {}
#else
int previous;
public:
push_interpolation_method(int next, bool condition = true) :
previous(Interpolation_method)
{
if (condition)
Interpolation_method = next;
}
~push_interpolation_method()
{
Interpolation_method = previous;
}
#endif
};
// These are pointers to texture maps. If you want to render texture map #7, then you will render
// the texture map defined by Texmap_ptrs[7].
extern int Window_clip_left, Window_clip_bot, Window_clip_right, Window_clip_top;
// for ugly hack put in to be sure we don't overflow render buffer
#define FIX_XLIMIT (639 * F1_0)
#define FIX_YLIMIT (479 * F1_0)
}
#endif