dxx-rebirth/include/texmap.h
md2211 d393f32eed * Removed executable flag on most files
* Reverted value of SOUND_MAX_VOLUME
2007-09-21 19:06:05 +00:00

183 lines
6.6 KiB
C

/*
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/d1x-rebirth/include/texmap.h,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:46:29 $
*
* Include file for entities using texture mapper library.
*
* $Log: texmap.h,v $
* Revision 1.1.1.1 2006/03/17 19:46:29 zicodxx
* initial import
*
* Revision 1.2 1999/07/07 21:21:56 donut
* increased recip table size to better accommodate 640 res
*
* Revision 1.1.1.1 1999/06/14 22:02:20 donut
* Import of d1x 1.37 source.
*
* Revision 1.2 1995/09/04 14:22:10 allender
* #defines for fixed point limits on render buffer
*
* Revision 1.1 1995/05/04 20:14:50 allender
* Initial revision
*
* Revision 1.17 1994/11/10 11:09:16 mike
* detail level stuff.
*
* Revision 1.16 1994/11/09 22:55:32 matt
* Added variable Current_seg_depth for detail level optimization
*
* Revision 1.15 1994/06/09 16:10:04 mike
* Add prototype for SC2000
*
* Revision 1.14 1994/05/25 18:46:16 matt
* Added gr_upoly_tmap_ylr(), which generates ylr's for a polygon
*
* Revision 1.13 1994/05/25 09:47:12 mike
* Added interface support for linear texture mapper (Mike change, Matt commnet)
*
* Revision 1.12 1994/05/24 17:30:43 mike
* Prototype a bunch of linear, vertical scanning functions.
*
* Revision 1.11 1994/05/19 23:26:14 mike
* Add constants NUM_LIGHTING_VALUES, MAX_LIGHTING_VALUE, MIN_LIGHTING_VALUE,
* all part of new lighting_values_in_0_to_1 system.
*
* Revision 1.10 1994/05/14 17:19:21 matt
* Added externs
*
* Revision 1.9 1994/04/13 23:55:44 matt
* Increased max_tmap_verts from 16 to 25
*
* Revision 1.8 1994/03/31 08:35:43 mike
* Prototype for gr_upoly_tmap.
*
* Revision 1.7 1994/02/08 15:17:54 mike
* define label for MAX_TMAP_VERTS
*
* Revision 1.6 1994/01/31 15:41:51 mike
* Add texture_map_lin_lin_sky_v
*
* Revision 1.5 1994/01/18 10:49:40 mike
* prototype for texture_map_lin_lin_sky
*
* Revision 1.4 1993/11/30 17:09:46 mike
* prototype for compute_lighting_value.
*
* Revision 1.3 1993/11/22 10:50:38 matt
* Add ifndef around body of file
*
* Revision 1.2 1993/10/06 12:41:25 mike
* Change prototype for draw_tmap.
*
* Revision 1.1 1993/09/08 17:29:11 mike
* Initial revision
*
*
*/
#ifndef _TEXMAP_H
#define _TEXMAP_H
#include "fix.h"
#include "3d.h"
#include "gr.h"
#define NUM_LIGHTING_LEVELS 32
#define MAX_TMAP_VERTS 25
#define MAX_LIGHTING_VALUE ((NUM_LIGHTING_LEVELS-1)*F1_0/NUM_LIGHTING_LEVELS)
#define MIN_LIGHTING_VALUE (F1_0/NUM_LIGHTING_LEVELS)
#define FIX_RECIP_TABLE_SIZE 641 //increased from 321 to 641, since this res is now quite achievable.. slight fps boost -MM
// -------------------------------------------------------------------------------------------------------
extern fix compute_lighting_value(g3s_point *vertptr);
// -------------------------------------------------------------------------------------------------------
// 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
extern void draw_tmap(grs_bitmap *bp, int nverts, g3s_point **vertbuf);
// -------------------------------------------------------------------------------------------------------
// 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.
typedef struct g3ds_vertex {
fix x,y,z;
fix u,v;
fix x2d,y2d;
fix l;
fix r,g,b;
} g3ds_vertex;
// 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.
typedef struct g3ds_tmap {
int nv; // number of vertices
g3ds_vertex verts[MAX_TMAP_VERTS]; // up to 8 vertices, this is inefficient, change
} g3ds_tmap;
// -------------------------------------------------------------------------------------------------------
// Note: Not all interpolation method and lighting combinations are supported.
// Set Interpolation_method to 0/1/2 for linear/linear, perspective/linear, perspective/perspective
extern int Interpolation_method;
// 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 int Current_seg_depth;
extern int Max_perspective_depth; // Deepest segment at which perspective interpolation will be used.
extern int Max_linear_depth; // Deepest segment at which linear interpolation will be used.
extern int Max_flat_depth; // Deepest segment at which flat shading will be used. (If not flat shading, then what?)
// 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 grs_bitmap Texmap_ptrs[];
extern grs_bitmap Texmap4_ptrs[];
// Interface for sky renderer
extern void texture_map_lin_lin_sky(grs_bitmap *srcb, g3ds_tmap *t);
extern void texture_map_lin_lin_sky_v(grs_bitmap *srcb, g3ds_tmap *t);
extern void texture_map_hyp_lin_v(grs_bitmap *srcb, g3ds_tmap *t);
extern void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t);
// 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(int nverts, int *vert );
//This is like gr_upoly_tmap() but instead of drawing, it calls the specified
//function with ylr values
void gr_upoly_tmap_ylr(int nverts, int *vert, void (*ylr_func)(int, fix, fix) );
extern int Transparency_on,per2_flag;
// Set to !0 to enable Sim City 2000 (or Eric's Drive Through, or Eric's Game) specific code.
extern int SC2000;
// 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