226 lines
7.6 KiB
C++
226 lines
7.6 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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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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*/
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#ifndef _3D_H
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#define _3D_H
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#include "dxxsconf.h"
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#include "maths.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 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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struct g3s_uvl {
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fix u,v,l;
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};
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//Structure for storing light color. Also uses l of g3s-uvl to add/compute mono (white) light
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struct g3s_lrgb {
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fix r,g,b;
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};
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//Stucture to store clipping codes in a word
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struct g3s_codes {
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ubyte uor,uand; //or is low byte, and is high byte
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constexpr g3s_codes() :
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uor(0), uand(0xff)
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{
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}
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};
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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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struct g3s_point {
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vms_vector p3_vec; //x,y,z of rotated point
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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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};
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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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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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};
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#ifdef __cplusplus
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extern grs_point blob_vertices[4];
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//Functions in library
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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(const vms_vector *view_pos,const 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(const vms_vector *view_pos,const 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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//Instancing
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//instance at specified point with specified orientation
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void g3_start_instance_matrix(const vms_vector *pos,const vms_matrix *orient);
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//instance at specified point with specified orientation
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void g3_start_instance_angles(const vms_vector *pos,const 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 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 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(const vms_vector *v,const 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,const 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(const 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,const vms_vector *src);
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ubyte g3_add_delta_vec(g3s_point *dest,const g3s_point *src,const 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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void g3_draw_tmap(int nv,g3s_point **pointlist,const g3s_uvl *uvl_list,g3s_lrgb *light_rgb,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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void g3_check_and_draw_poly(int nv,g3s_point **pointlist);
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void g3_check_and_draw_tmap(int nv,g3s_point **pointlist,const g3s_uvl *uvl_list,g3s_lrgb *light_rgb, grs_bitmap *bm);
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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 bitmap object that is always facing you
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//returns 1 if off screen, 0 if drew
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void g3_draw_rod_tmap(grs_bitmap *bitmap,g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width,g3s_lrgb 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);
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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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typedef void (*tmap_drawer_type)(grs_bitmap *bm,int nv,g3s_point **vertlist);
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typedef void (*flat_drawer_type)(int nv,const int *vertlist);
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typedef int (*line_drawer_type)(fix x0,fix y0,fix x1,fix y1);
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void g3_set_special_render(tmap_drawer_type tmap_drawer);
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extern tmap_drawer_type tmap_drawer_ptr;
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#endif
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#endif
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