1 /* $Id: 3d.h,v 1.6 2002-09-05 08:03:22 btb Exp $ */
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12 COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Header file for 3d library
20 * Revision 1.2 1995/09/14 14:08:58 allender
21 * return value for g3_draw_sphere
23 * Revision 1.1 1995/05/05 08:48:41 allender
26 * Revision 1.34 1994/11/11 19:22:14 matt
27 * Added new function, g3_calc_point_depth()
29 * Revision 1.33 1994/09/09 14:23:58 matt
30 * Added support for glowing textures, to add engine glow to Descent.
32 * Revision 1.32 1994/09/01 10:42:27 matt
33 * Blob routine, renamed g3_draw_bitmap(), now takes seperate 3d width & height.
35 * Revision 1.31 1994/07/29 18:16:14 matt
36 * Added instance by angles, and corrected parms for g3_init()
38 * Revision 1.30 1994/07/25 00:00:00 matt
39 * Made 3d no longer deal with point numbers, but only with pointers.
41 * Revision 1.29 1994/07/22 17:57:27 matt
42 * Changed the name of the rod functions, and took out some debugging code
44 * Revision 1.28 1994/06/07 16:49:12 matt
45 * Made interpreter take lighting value as parm, rather than in global var
47 * Revision 1.27 1994/05/31 18:35:28 matt
48 * Added light value to g3_draw_facing_bitmap()
50 * Revision 1.26 1994/05/30 22:48:04 matt
51 * Added support for morph effect
53 * Revision 1.25 1994/05/30 11:34:57 matt
54 * Added g3_set_special_render() to allow a user to specify functions to
57 * Revision 1.24 1994/05/19 21:46:31 matt
58 * Moved texture lighting out of 3d and into the game
60 * Revision 1.23 1994/05/14 15:26:48 matt
61 * Added extern for polyobj outline flag
63 * Revision 1.22 1994/04/19 18:26:33 matt
64 * Added g3_draw_sphere() function.
66 * Revision 1.21 1994/03/25 18:22:28 matt
67 * g3_draw_polygon_model() now takes ptr to list of angles
69 * Revision 1.20 1994/03/15 21:23:23 matt
70 * Added interpreter functions
72 * Revision 1.19 1994/02/15 17:37:34 matt
73 * New function, g3_draw_blob()
75 * Revision 1.18 1994/02/09 11:47:47 matt
76 * Added rod & delta point functions
78 * Revision 1.17 1994/01/26 12:38:11 matt
79 * Added function g3_compute_lighting_value()
81 * Revision 1.16 1994/01/25 18:00:02 yuan
82 * Fixed variable beam_brightness...
84 * Revision 1.15 1994/01/24 14:08:34 matt
85 * Added instancing functions
87 * Revision 1.14 1994/01/22 18:21:48 matt
88 * New lighting stuff now done in 3d; g3_draw_tmap() takes lighting parm
90 * Revision 1.13 1994/01/20 17:21:24 matt
91 * New function g3_compute_sky_polygon()
93 * Revision 1.12 1994/01/14 17:20:25 matt
94 * Added prototype for new function g3_draw_horizon()
96 * Revision 1.10 1993/12/20 20:21:52 matt
97 * Added g3_point_2_vec()
99 * Revision 1.9 1993/12/07 23:05:47 matt
100 * Fixed mistyped function name.
102 * Revision 1.8 1993/12/05 23:47:03 matt
103 * Added function g3_draw_line_ptrs()
105 * Revision 1.7 1993/12/05 23:13:22 matt
106 * Added prototypes for g3_rotate_point() and g3_project_point()
108 * Revision 1.6 1993/12/05 23:03:28 matt
109 * Changed uvl structs to g3s_uvl
111 * Revision 1.5 1993/11/22 10:51:09 matt
112 * Moved uvl structure here from segment.h, made texture map functions use it
114 * Revision 1.4 1993/11/21 20:08:31 matt
115 * Added function g3_draw_object()
117 * Revision 1.3 1993/11/04 18:49:19 matt
118 * Added system to only rotate points once per frame
120 * Revision 1.2 1993/11/04 08:16:06 mike
121 * Add light field (p3_l) to g3s_point.
123 * Revision 1.1 1993/10/29 22:20:56 matt
132 #include "vecmat.h" //the vector/matrix library
135 extern int g3d_interp_outline; //if on, polygon models outlined in white
137 extern vms_vector Matrix_scale; //how the matrix is currently scaled
139 extern short highest_texture_num;
141 //Structure for storing u,v,light values. This structure doesn't have a
142 //prefix because it was defined somewhere else before it was moved here
143 typedef struct g3s_uvl {
147 //Stucture to store clipping codes in a word
148 typedef struct g3s_codes {
149 ubyte or,and; //or is low byte, and is high byte
152 //flags for point structure
153 #define PF_PROJECTED 1 //has been projected, so sx,sy valid
154 #define PF_OVERFLOW 2 //can't project
155 #define PF_TEMP_POINT 4 //created during clip
156 #define PF_UVS 8 //has uv values set
157 #define PF_LS 16 //has lighting values set
159 //clipping codes flags
161 #define CC_OFF_LEFT 1
162 #define CC_OFF_RIGHT 2
165 #define CC_BEHIND 0x80
167 //Used to store rotated points for mines. Has frame count to indictate
168 //if rotated, and flag to indicate if projected.
169 typedef struct g3s_point {
170 vms_vector p3_vec; //x,y,z of rotated point
174 fix p3_u,p3_v,p3_l; //u,v,l coords
175 fix p3_sx,p3_sy; //screen x&y
176 ubyte p3_codes; //clipping codes
177 ubyte p3_flags; //projected?
178 short p3_pad; //keep structure longword aligned
181 //macros to reference x,y,z elements of a 3d point
182 #define p3_x p3_vec.x
183 #define p3_y p3_vec.y
184 #define p3_z p3_vec.z
186 //An object, such as a robot
187 typedef struct g3s_object {
188 vms_vector o3_pos; //location of this object
189 vms_angvec o3_orient; //orientation of this object
190 int o3_nverts; //number of points in the object
191 int o3_nfaces; //number of faces in the object
193 //this will be filled in later
197 //Functions in library
199 //3d system startup and shutdown:
201 //initialize the 3d system
204 //close down the 3d system
208 //Frame setup functions:
211 void g3_start_frame(void);
213 //set view from x,y,z & p,b,h, zoom. Must call one of g3_set_view_*()
214 void g3_set_view_angles(vms_vector *view_pos,vms_angvec *view_orient,fix zoom);
216 //set view from x,y,z, viewer matrix, and zoom. Must call one of g3_set_view_*()
217 void g3_set_view_matrix(vms_vector *view_pos,vms_matrix *view_matrix,fix zoom);
220 void g3_end_frame(void);
223 void g3_draw_horizon(int sky_color,int ground_color);
225 //get vectors that are edge of horizon
226 int g3_compute_sky_polygon(fix *points_2d,vms_vector *vecs);
230 //instance at specified point with specified orientation
231 void g3_start_instance_matrix(vms_vector *pos,vms_matrix *orient);
233 //instance at specified point with specified orientation
234 void g3_start_instance_angles(vms_vector *pos,vms_angvec *angles);
236 //pops the old context
237 void g3_done_instance();
239 //Misc utility functions:
241 //get current field of view. Fills in angle for x & y
242 void g3_get_FOV(fixang *fov_x,fixang *fov_y);
244 //get zoom. For a given window size, return the zoom which will achieve
245 //the given FOV along the given axis.
246 fix g3_get_zoom(char axis,fixang fov,short window_width,short window_height);
248 //returns the normalized, unscaled view vectors
249 void g3_get_view_vectors(vms_vector *forward,vms_vector *up,vms_vector *right);
251 //returns true if a plane is facing the viewer. takes the unrotated surface
252 //normal of the plane, and a point on it. The normal need not be normalized
253 bool g3_check_normal_facing(vms_vector *v,vms_vector *norm);
255 //Point definition and rotation functions:
257 //specify the arrays refered to by the 'pointlist' parms in the following
258 //functions. I'm not sure if we will keep this function, but I need
260 //void g3_set_points(g3s_point *points,vms_vector *vecs);
262 //returns codes_and & codes_or of a list of points numbers
263 g3s_codes g3_check_codes(int nv,g3s_point **pointlist);
265 //rotates a point. returns codes. does not check if already rotated
266 ubyte g3_rotate_point(g3s_point *dest,vms_vector *src);
269 void g3_project_point(g3s_point *point);
271 //calculate the depth of a point - returns the z coord of the rotated point
272 fix g3_calc_point_depth(vms_vector *pnt);
274 //from a 2d point, compute the vector through that point
275 void g3_point_2_vec(vms_vector *v,short sx,short sy);
277 //code a point. fills in the p3_codes field of the point, and returns the codes
278 ubyte g3_code_point(g3s_point *point);
280 //delta rotation functions
281 vms_vector *g3_rotate_delta_x(vms_vector *dest,fix dx);
282 vms_vector *g3_rotate_delta_y(vms_vector *dest,fix dy);
283 vms_vector *g3_rotate_delta_z(vms_vector *dest,fix dz);
284 vms_vector *g3_rotate_delta_vec(vms_vector *dest,vms_vector *src);
285 ubyte g3_add_delta_vec(g3s_point *dest,g3s_point *src,vms_vector *deltav);
289 //draw a flat-shaded face.
290 //returns 1 if off screen, 0 if drew
291 bool g3_draw_poly(int nv,g3s_point **pointlist);
293 //draw a texture-mapped face.
294 //returns 1 if off screen, 0 if drew
295 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm);
297 //draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
298 //radius, but not to the distance from the eye
299 int g3_draw_sphere(g3s_point *pnt,fix rad);
301 //@@//return ligting value for a point
302 //@@fix g3_compute_lighting_value(g3s_point *rotated_point,fix normval);
305 //like g3_draw_poly(), but checks to see if facing. If surface normal is
306 //NULL, this routine must compute it, which will be slow. It is better to
307 //pre-compute the normal, and pass it to this function. When the normal
308 //is passed, this function works like g3_check_normal_facing() plus
310 //returns -1 if not facing, 1 if off screen, 0 if drew
311 bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_vector *pnt);
312 bool g3_check_and_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm,vms_vector *norm,vms_vector *pnt);
314 //draws a line. takes two points.
315 bool g3_draw_line(g3s_point *p0,g3s_point *p1);
317 //draw a polygon that is always facing you
318 //returns 1 if off screen, 0 if drew
319 bool g3_draw_rod_flat(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width);
321 //draw a bitmap object that is always facing you
322 //returns 1 if off screen, 0 if drew
323 bool g3_draw_rod_tmap(grs_bitmap *bitmap,g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width,fix light);
325 //draws a bitmap with the specified 3d width & height
326 //returns 1 if off screen, 0 if drew
327 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation);
329 //specifies 2d drawing routines to use instead of defaults. Passing
330 //NULL for either or both restores defaults
331 void g3_set_special_render(void (*tmap_drawer)(),void (*flat_drawer)(),int (*line_drawer)(fix, fix, fix, fix));
335 //gives the interpreter an array of points to use
336 void g3_set_interp_points(g3s_point *pointlist);
338 //calls the object interpreter to render an object. The object renderer
339 //is really a seperate pipeline. returns true if drew
340 bool g3_draw_polygon_model(void *model_ptr,grs_bitmap **model_bitmaps,vms_angvec *anim_angles,fix light,fix *glow_values);
342 //init code for bitmap models
343 void g3_init_polygon_model(void *model_ptr);
345 //un-initialize, i.e., convert color entries back to RGB15
346 void g3_uninit_polygon_model(void *model_ptr);
348 //alternate interpreter for morphing object
349 bool g3_draw_morphing_model(void *model_ptr,grs_bitmap **model_bitmaps,vms_angvec *anim_angles,fix light,vms_vector *new_points);
351 //this remaps the 15bpp colors for the models into a new palette. It should
352 //be called whenever the palette changes
353 void g3_remap_interp_colors(void);
355 // routine to convert little to big endian in polygon model data
356 void swap_polygon_model_data(ubyte *data);