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14 * $Source: /cvs/cvsroot/d2x/include/3d.h,v $
17 * $Date: 2001-01-20 13:49:14 $
19 * Header file for 3d library
21 * $Log: not supported by cvs2svn $
22 * Revision 1.1.1.1 2001/01/19 03:30:16 bradleyb
25 * Revision 1.1.1.1 1999/06/14 22:02:03 donut
26 * Import of d1x 1.37 source.
28 * Revision 1.2 1995/09/14 14:08:58 allender
29 * return value for g3_draw_sphere
31 * Revision 1.1 1995/05/05 08:48:41 allender
43 extern int g3d_interp_outline; //if on, polygon models outlined in white
44 extern vms_vector Matrix_scale;
45 extern short highest_texture_num;
47 //Structure for storing u,v,light values. This structure doesn't have a
48 //prefix because it was defined somewhere else before it was moved here
49 typedef struct g3s_uvl {
53 //Stucture to store clipping codes in a word
54 typedef struct g3s_codes {
55 ubyte or,and; //or is low byte, and is high byte
58 //flags for point structure
59 #define PF_PROJECTED 1 //has been projected, so sx,sy valid
60 #define PF_OVERFLOW 2 //can't project
61 #define PF_TEMP_POINT 4 //created during clip
62 #define PF_UVS 8 //has uv values set
63 #define PF_LS 16 //has lighting values set
65 //clipping codes flags
68 #define CC_OFF_RIGHT 2
71 #define CC_BEHIND 0x80
73 //Used to store rotated points for mines. Has frame count to indictate
74 //if rotated, and flag to indicate if projected.
75 typedef struct g3s_point {
76 vms_vector p3_vec; //reference as vector...
81 fix p3_sx,p3_sy; //screen x&y
82 ubyte p3_codes; //clipping codes
83 ubyte p3_flags; //projected?
84 short p3_pad; //keep structure longwork aligned
87 //macros to reference x,y,z elements of a 3d point
92 //An object, such as a robot
93 typedef struct g3s_object {
94 vms_vector o3_pos; //location of this object
95 vms_angvec o3_orient; //orientation of this object
96 int o3_nverts; //number of points in the object
97 int o3_nfaces; //number of faces in the object
99 //this will be filled in later
103 //Functions in library
105 //3d system startup and shutdown:
107 //initialize the 3d system
110 //close down the 3d system
114 //Frame setup functions:
117 void g3_start_frame(void);
119 //set view from x,y,z & p,b,h, zoom. Must call one of g3_set_view_*()
120 void g3_set_view_angles(vms_vector *view_pos,vms_angvec *view_orient,fix zoom);
122 //set view from x,y,z, viewer matrix, and zoom. Must call one of g3_set_view_*()
123 void g3_set_view_matrix(vms_vector *view_pos,vms_matrix *view_matrix,fix zoom);
126 void g3_end_frame(void);
129 void g3_draw_horizon(int sky_color,int ground_color);
131 //get vectors that are edge of horizon
132 int g3_compute_sky_polygon(fix *points_2d,vms_vector *vecs);
136 //instance at specified point with specified orientation
137 void g3_start_instance_matrix(vms_vector *pos,vms_matrix *orient);
139 //instance at specified point with specified orientation
140 void g3_start_instance_angles(vms_vector *pos,vms_angvec *angles);
142 //pops the old context
143 void g3_done_instance();
145 //Misc utility functions:
147 //get current field of view. Fills in angle for x & y
148 void g3_get_FOV(fixang *fov_x,fixang *fov_y);
150 //get zoom. For a given window size, return the zoom which will achieve
151 //the given FOV along the given axis.
152 fix g3_get_zoom(char axis,fixang fov,short window_width,short window_height);
154 //returns the normalized, unscaled view vectors
155 void g3_get_view_vectors(vms_vector *forward,vms_vector *up,vms_vector *right);
157 //returns true if a plane is facing the viewer. takes the unrotated surface
158 //normal of the plane, and a point on it. The normal need not be normalized
159 bool g3_check_normal_facing(vms_vector *v,vms_vector *norm);
161 //Point definition and rotation functions:
163 //specify the arrays refered to by the 'pointlist' parms in the following
164 //functions. I'm not sure if we will keep this function, but I need
166 //void g3_set_points(g3s_point *points,vms_vector *vecs);
168 //returns codes_and & codes_or of a list of points numbers
169 g3s_codes g3_check_codes(int nv,g3s_point **pointlist);
171 //rotates a point. returns codes. does not check if already rotated
172 ubyte g3_rotate_point(g3s_point *dest,vms_vector *src);
175 void g3_project_point(g3s_point *point);
177 //calculate the depth of a point - returns the z coord of the rotated point
178 fix g3_calc_point_depth(vms_vector *pnt);
180 //from a 2d point, compute the vector through that point
181 void g3_point_2_vec(vms_vector *v,short sx,short sy);
183 //code a point. fills in the p3_codes field of the point, and returns the codes
184 ubyte g3_code_point(g3s_point *point);
186 //delta rotation functions
187 vms_vector *g3_rotate_delta_x(vms_vector *dest,fix dx);
188 vms_vector *g3_rotate_delta_y(vms_vector *dest,fix dy);
189 vms_vector *g3_rotate_delta_z(vms_vector *dest,fix dz);
190 vms_vector *g3_rotate_delta_vec(vms_vector *dest,vms_vector *src);
191 ubyte g3_add_delta_vec(g3s_point *dest,g3s_point *src,vms_vector *deltav);
195 //draw a flat-shaded face.
196 //returns 1 if off screen, 0 if drew
197 bool g3_draw_poly(int nv,g3s_point **pointlist);
199 //draw a texture-mapped face.
200 //returns 1 if off screen, 0 if drew
201 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm);
203 //draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
204 //radius, but not to the distance from the eye
205 int g3_draw_sphere(g3s_point *pnt,fix rad);
207 //@@//return ligting value for a point
208 //@@fix g3_compute_lighting_value(g3s_point *rotated_point,fix normval);
211 //like g3_draw_poly(), but checks to see if facing. If surface normal is
212 //NULL, this routine must compute it, which will be slow. It is better to
213 //pre-compute the normal, and pass it to this function. When the normal
214 //is passed, this function works like g3_check_normal_facing() plus
216 //returns -1 if not facing, 1 if off screen, 0 if drew
217 bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_vector *pnt);
218 bool g3_check_and_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm,vms_vector *norm,vms_vector *pnt);
220 //draws a line. takes two points.
221 bool g3_draw_line(g3s_point *p0,g3s_point *p1);
223 //draw a polygon that is always facing you
224 //returns 1 if off screen, 0 if drew
225 bool g3_draw_rod_flat(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width);
227 //draw a bitmap object that is always facing you
228 //returns 1 if off screen, 0 if drew
229 bool g3_draw_rod_tmap(grs_bitmap *bitmap,g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width,fix light);
231 //draws a bitmap with the specified 3d width & height
232 //returns 1 if off screen, 0 if drew
233 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm,int orientation);
235 //specifies 2d drawing routines to use instead of defaults. Passing
236 //NULL for either or both restores defaults
237 void g3_set_special_render(void (*tmap_drawer)(),void (*flat_drawer)(),int (*line_drawer)(fix, fix, fix, fix));
241 //gives the interpreter an array of points to use
242 void g3_set_interp_points(g3s_point *pointlist);
244 //calls the object interpreter to render an object. The object renderer
245 //is really a seperate pipeline. returns true if drew
246 bool g3_draw_polygon_model(void *model_ptr,grs_bitmap **model_bitmaps,vms_angvec *anim_angles,fix light,fix *glow_values);
248 //init code for bitmap models
249 void g3_init_polygon_model(void *model_ptr);
251 //alternate interpreter for morphing object
252 bool g3_draw_morphing_model(void *model_ptr,grs_bitmap **model_bitmaps,vms_angvec *anim_angles,fix light,vms_vector *new_points);
254 // routine to convert little to big endian in polygon model data
255 void swap_polygon_model_data(ubyte *data);