dxx-rebirth/common/include/3d.h
Kp 99bbd0cf26 Mark global constants as constexpr
s/^const \([^*]*=.*;\)/constexpr \1/
2016-07-23 04:10:42 +00:00

327 lines
10 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.
*/
/*
*
* Header file for 3d library
* except for functions implemented in interp.c
*
*/
#pragma once
#include <cstdint>
#include "dxxsconf.h"
#include "dsx-ns.h"
#include "maths.h"
#include "vecmat.h" //the vector/matrix library
#include "compiler-array.h"
struct grs_bitmap;
#ifdef EDITOR
namespace dcx {
extern int g3d_interp_outline; //if on, polygon models outlined in white
}
#endif
//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
struct g3s_uvl {
fix u,v,l;
};
//Structure for storing light color. Also uses l of g3s-uvl to add/compute mono (white) light
struct g3s_lrgb {
fix r,g,b;
};
//Stucture to store clipping codes in a word
struct g3s_codes {
ubyte uor,uand; //or is low byte, and is high byte
constexpr g3s_codes() :
uor(0), uand(0xff)
{
}
};
//flags for point structure
constexpr uint8_t PF_PROJECTED = 1; //has been projected, so sx,sy valid
constexpr uint8_t PF_OVERFLOW = 2; //can't project
constexpr uint8_t PF_TEMP_POINT = 4; //created during clip
constexpr uint8_t PF_UVS = 8; //has uv values set
constexpr uint8_t PF_LS = 16; //has lighting values set
//clipping codes flags
constexpr uint8_t CC_OFF_LEFT = 1;
constexpr uint8_t CC_OFF_RIGHT = 2;
constexpr uint8_t CC_OFF_BOT = 4;
constexpr uint8_t CC_OFF_TOP = 8;
constexpr uint8_t CC_BEHIND = 0x80;
//Used to store rotated points for mines. Has frame count to indictate
//if rotated, and flag to indicate if projected.
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?
uint16_t p3_last_generation;
};
//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
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
};
#ifdef __cplusplus
//Functions in library
//Frame setup functions:
namespace dcx {
#ifdef OGL
typedef const g3s_point cg3s_point;
#else
typedef g3s_point cg3s_point;
#endif
//start the frame
void g3_start_frame(void);
//set view from x,y,z, viewer matrix, and zoom. Must call one of g3_set_view_*()
void g3_set_view_matrix(const vms_vector &view_pos,const vms_matrix &view_matrix,fix zoom);
//end the frame
#ifdef OGL
#define g3_end_frame() ogl_end_frame()
#else
#define g3_end_frame()
#endif
//Instancing
//instance at specified point with specified orientation
void g3_start_instance_matrix(const vms_vector &pos,const vms_matrix *orient);
//instance at specified point with specified orientation
void g3_start_instance_angles(const vms_vector &pos,const vms_angvec *angles);
//pops the old context
void g3_done_instance();
//Misc utility functions:
//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(const vms_vector &v,const 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);
namespace dcx {
//rotates a point. returns codes. does not check if already rotated
ubyte g3_rotate_point(g3s_point &dest,const vms_vector &src);
static inline g3s_point g3_rotate_point(const vms_vector &src) __attribute_warn_unused_result;
static inline g3s_point g3_rotate_point(const vms_vector &src)
{
g3s_point dest;
return g3_rotate_point(dest, src), dest;
}
//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(const 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
void g3_rotate_delta_vec(vms_vector &dest,const vms_vector &src);
ubyte g3_add_delta_vec(g3s_point &dest,const g3s_point &src,const vms_vector &deltav);
//Drawing functions:
//draw a flat-shaded face.
//returns 1 if off screen, 0 if drew
void _g3_draw_poly(uint_fast32_t nv,cg3s_point *const *pointlist, uint8_t color);
template <std::size_t N>
static inline void g3_draw_poly(uint_fast32_t nv, const array<cg3s_point *, N> &pointlist, const uint8_t color)
{
_g3_draw_poly(nv, &pointlist[0], color);
}
template <std::size_t N>
static inline void g3_draw_poly(const array<cg3s_point *, N> &pointlist, const uint8_t color)
{
g3_draw_poly(N, pointlist, color);
}
constexpr std::size_t MAX_POINTS_PER_POLY = 25;
//draw a texture-mapped face.
//returns 1 if off screen, 0 if drew
void _g3_draw_tmap(unsigned nv, cg3s_point *const *pointlist, const g3s_uvl *uvl_list, const g3s_lrgb *light_rgb, grs_bitmap &bm);
template <std::size_t N>
static inline void g3_draw_tmap(unsigned nv, const array<cg3s_point *, N> &pointlist, const array<g3s_uvl, N> &uvl_list, const array<g3s_lrgb, N> &light_rgb, grs_bitmap &bm)
{
static_assert(N <= MAX_POINTS_PER_POLY, "too many points in tmap");
#ifdef DXX_CONSTANT_TRUE
if (DXX_CONSTANT_TRUE(nv > N))
DXX_ALWAYS_ERROR_FUNCTION(dxx_trap_tmap_overread, "reading beyond array");
#endif
_g3_draw_tmap(nv, &pointlist[0], &uvl_list[0], &light_rgb[0], bm);
}
template <std::size_t N>
static inline void g3_draw_tmap(const array<cg3s_point *, N> &pointlist, const array<g3s_uvl, N> &uvl_list, const array<g3s_lrgb, N> &light_rgb, grs_bitmap &bm)
{
g3_draw_tmap(N, pointlist, uvl_list, light_rgb, bm);
}
//draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
//radius, but not to the distance from the eye
void g3_draw_sphere(g3s_point &pnt,fix rad, uint8_t color);
//@@//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 do_facing_check(const array<cg3s_point *, 3> &vertlist);
//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
static inline void g3_check_and_draw_poly(const array<cg3s_point *, 3> &pointlist, const uint8_t color)
{
if (do_facing_check(pointlist))
g3_draw_poly(pointlist, color);
}
template <std::size_t N>
static inline void g3_check_and_draw_tmap(unsigned nv, const array<cg3s_point *, N> &pointlist, const array<g3s_uvl, N> &uvl_list, const array<g3s_lrgb, N> &light_rgb, grs_bitmap &bm)
{
if (do_facing_check(pointlist))
g3_draw_tmap(nv,pointlist,uvl_list,light_rgb,bm);
}
template <std::size_t N>
static inline void g3_check_and_draw_tmap(const array<cg3s_point *, N> &pointlist, const array<g3s_uvl, N> &uvl_list, const array<g3s_lrgb, N> &light_rgb, grs_bitmap &bm)
{
g3_check_and_draw_tmap(N, pointlist, uvl_list, light_rgb, bm);
}
//draws a line. takes two points.
struct temporary_points_t;
void g3_draw_line(cg3s_point &p0,cg3s_point &p1, uint8_t color);
void g3_draw_line(cg3s_point &p0,cg3s_point &p1, uint8_t color,temporary_points_t &);
//draw a bitmap object that is always facing you
//returns 1 if off screen, 0 if drew
void g3_draw_rod_tmap(grs_bitmap &bitmap,const g3s_point &bot_point,fix bot_width,const 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
void g3_draw_bitmap(const 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
#ifdef OGL
enum class tmap_drawer_constant : uint_fast8_t
{
polygon,
flat,
};
#define draw_tmap tmap_drawer_constant::polygon
#define draw_tmap_flat tmap_drawer_constant::flat
class tmap_drawer_type
{
tmap_drawer_constant type;
public:
constexpr tmap_drawer_type(tmap_drawer_constant t) : type(t)
{
}
bool operator==(tmap_drawer_constant t) const
{
return type == t;
}
bool operator!=(tmap_drawer_constant t) const
{
return type != t;
}
};
#else
constexpr std::size_t MAX_POINTS_IN_POLY = 100;
typedef void (*tmap_drawer_type)(const grs_bitmap &bm,uint_fast32_t nv,const g3s_point *const *vertlist);
// This is the gr_upoly-like interface to the texture mapper which uses texture-mapper compatible
// (ie, avoids cracking) edge/delta computation.
void gr_upoly_tmap(uint_fast32_t nverts, const array<fix, MAX_POINTS_IN_POLY*2> &vert, uint8_t color);
#endif
void g3_set_special_render(tmap_drawer_type tmap_drawer);
extern tmap_drawer_type tmap_drawer_ptr;
}
#endif