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14 * $Source: /cvs/cvsroot/d2x/include/3d.h,v $
17 * $Date: 2001-10-31 07:41:54 $
19 * Header file for 3d library
21 * $Log: not supported by cvs2svn $
22 * Revision 1.3 2001/10/25 02:06:58 bradleyb
23 * added prototype for g3_uninit_polygon_model
25 * Revision 1.2 2001/01/20 13:49:14 bradleyb
26 * Got rid of all compiler warnings, for non-OpenGL on linux, anyway...
28 * Revision 1.1.1.1 2001/01/19 03:30:16 bradleyb
31 * Revision 1.1.1.1 1999/06/14 22:02:03 donut
32 * Import of d1x 1.37 source.
34 * Revision 1.2 1995/09/14 14:08:58 allender
35 * return value for g3_draw_sphere
37 * Revision 1.1 1995/05/05 08:48:41 allender
51 extern int g3d_interp_outline; //if on, polygon models outlined in white
52 extern vms_vector Matrix_scale;
53 extern short highest_texture_num;
55 //Structure for storing u,v,light values. This structure doesn't have a
56 //prefix because it was defined somewhere else before it was moved here
57 typedef struct g3s_uvl {
61 //Stucture to store clipping codes in a word
62 typedef struct g3s_codes {
63 ubyte or,and; //or is low byte, and is high byte
66 //flags for point structure
67 #define PF_PROJECTED 1 //has been projected, so sx,sy valid
68 #define PF_OVERFLOW 2 //can't project
69 #define PF_TEMP_POINT 4 //created during clip
70 #define PF_UVS 8 //has uv values set
71 #define PF_LS 16 //has lighting values set
73 //clipping codes flags
76 #define CC_OFF_RIGHT 2
79 #define CC_BEHIND 0x80
81 //Used to store rotated points for mines. Has frame count to indictate
82 //if rotated, and flag to indicate if projected.
83 typedef struct g3s_point {
84 vms_vector p3_vec; //reference as vector...
89 fix p3_sx,p3_sy; //screen x&y
90 ubyte p3_codes; //clipping codes
91 ubyte p3_flags; //projected?
92 short p3_pad; //keep structure longwork aligned
95 //macros to reference x,y,z elements of a 3d point
100 //An object, such as a robot
101 typedef struct g3s_object {
102 vms_vector o3_pos; //location of this object
103 vms_angvec o3_orient; //orientation of this object
104 int o3_nverts; //number of points in the object
105 int o3_nfaces; //number of faces in the object
107 //this will be filled in later
111 //Functions in library
113 //3d system startup and shutdown:
115 //initialize the 3d system
118 //close down the 3d system
122 //Frame setup functions:
125 void g3_start_frame(void);
127 //set view from x,y,z & p,b,h, zoom. Must call one of g3_set_view_*()
128 void g3_set_view_angles(vms_vector *view_pos,vms_angvec *view_orient,fix zoom);
130 //set view from x,y,z, viewer matrix, and zoom. Must call one of g3_set_view_*()
131 void g3_set_view_matrix(vms_vector *view_pos,vms_matrix *view_matrix,fix zoom);
134 void g3_end_frame(void);
137 void g3_draw_horizon(int sky_color,int ground_color);
139 //get vectors that are edge of horizon
140 int g3_compute_sky_polygon(fix *points_2d,vms_vector *vecs);
144 //instance at specified point with specified orientation
145 void g3_start_instance_matrix(vms_vector *pos,vms_matrix *orient);
147 //instance at specified point with specified orientation
148 void g3_start_instance_angles(vms_vector *pos,vms_angvec *angles);
150 //pops the old context
151 void g3_done_instance();
153 //Misc utility functions:
155 //get current field of view. Fills in angle for x & y
156 void g3_get_FOV(fixang *fov_x,fixang *fov_y);
158 //get zoom. For a given window size, return the zoom which will achieve
159 //the given FOV along the given axis.
160 fix g3_get_zoom(char axis,fixang fov,short window_width,short window_height);
162 //returns the normalized, unscaled view vectors
163 void g3_get_view_vectors(vms_vector *forward,vms_vector *up,vms_vector *right);
165 //returns true if a plane is facing the viewer. takes the unrotated surface
166 //normal of the plane, and a point on it. The normal need not be normalized
167 bool g3_check_normal_facing(vms_vector *v,vms_vector *norm);
169 //Point definition and rotation functions:
171 //specify the arrays refered to by the 'pointlist' parms in the following
172 //functions. I'm not sure if we will keep this function, but I need
174 //void g3_set_points(g3s_point *points,vms_vector *vecs);
176 //returns codes_and & codes_or of a list of points numbers
177 g3s_codes g3_check_codes(int nv,g3s_point **pointlist);
179 //rotates a point. returns codes. does not check if already rotated
180 ubyte g3_rotate_point(g3s_point *dest,vms_vector *src);
183 void g3_project_point(g3s_point *point);
185 //calculate the depth of a point - returns the z coord of the rotated point
186 fix g3_calc_point_depth(vms_vector *pnt);
188 //from a 2d point, compute the vector through that point
189 void g3_point_2_vec(vms_vector *v,short sx,short sy);
191 //code a point. fills in the p3_codes field of the point, and returns the codes
192 ubyte g3_code_point(g3s_point *point);
194 //delta rotation functions
195 vms_vector *g3_rotate_delta_x(vms_vector *dest,fix dx);
196 vms_vector *g3_rotate_delta_y(vms_vector *dest,fix dy);
197 vms_vector *g3_rotate_delta_z(vms_vector *dest,fix dz);
198 vms_vector *g3_rotate_delta_vec(vms_vector *dest,vms_vector *src);
199 ubyte g3_add_delta_vec(g3s_point *dest,g3s_point *src,vms_vector *deltav);
203 //draw a flat-shaded face.
204 //returns 1 if off screen, 0 if drew
205 bool g3_draw_poly(int nv,g3s_point **pointlist);
207 //draw a texture-mapped face.
208 //returns 1 if off screen, 0 if drew
209 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm);
211 //draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
212 //radius, but not to the distance from the eye
213 int g3_draw_sphere(g3s_point *pnt,fix rad);
215 //@@//return ligting value for a point
216 //@@fix g3_compute_lighting_value(g3s_point *rotated_point,fix normval);
219 //like g3_draw_poly(), but checks to see if facing. If surface normal is
220 //NULL, this routine must compute it, which will be slow. It is better to
221 //pre-compute the normal, and pass it to this function. When the normal
222 //is passed, this function works like g3_check_normal_facing() plus
224 //returns -1 if not facing, 1 if off screen, 0 if drew
225 bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_vector *pnt);
226 bool g3_check_and_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm,vms_vector *norm,vms_vector *pnt);
228 //draws a line. takes two points.
229 bool g3_draw_line(g3s_point *p0,g3s_point *p1);
231 //draw a polygon that is always facing you
232 //returns 1 if off screen, 0 if drew
233 bool g3_draw_rod_flat(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width);
235 //draw a bitmap object that is always facing you
236 //returns 1 if off screen, 0 if drew
237 bool g3_draw_rod_tmap(grs_bitmap *bitmap,g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width,fix light);
239 //draws a bitmap with the specified 3d width & height
240 //returns 1 if off screen, 0 if drew
241 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm,int orientation);
243 //specifies 2d drawing routines to use instead of defaults. Passing
244 //NULL for either or both restores defaults
245 void g3_set_special_render(void (*tmap_drawer)(),void (*flat_drawer)(),int (*line_drawer)(fix, fix, fix, fix));
249 //gives the interpreter an array of points to use
250 void g3_set_interp_points(g3s_point *pointlist);
252 //calls the object interpreter to render an object. The object renderer
253 //is really a seperate pipeline. returns true if drew
254 bool g3_draw_polygon_model(void *model_ptr,grs_bitmap **model_bitmaps,vms_angvec *anim_angles,fix light,fix *glow_values);
256 //init code for bitmap models
257 void g3_init_polygon_model(void *model_ptr);
258 //maps the colors back to RGB15
259 void g3_uninit_polygon_model(void *model_ptr);
261 //alternate interpreter for morphing object
262 bool g3_draw_morphing_model(void *model_ptr,grs_bitmap **model_bitmaps,vms_angvec *anim_angles,fix light,vms_vector *new_points);
264 // routine to convert little to big endian in polygon model data
265 void swap_polygon_model_data(ubyte *data);