2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Nebula/Neb.h $
18 * Revision 1.4 2002/06/09 04:41:14 relnev
19 * added copyright header
21 * Revision 1.3 2002/05/26 20:22:48 theoddone33
22 * Most of network/ works
24 * Revision 1.2 2002/05/04 04:36:56 theoddone33
25 * More changes, took out a lot of the sound stuff which will bite later but
28 * Revision 1.1.1.1 2002/05/03 03:28:12 root
32 * 16 8/30/99 5:01p Dave
33 * Made d3d do less state changing in the nebula. Use new chat server for
36 * 15 7/29/99 12:05a Dave
37 * Nebula speed optimizations.
39 * 14 7/26/99 10:12a Dave
40 * Upped the max # of nebula backgrounds.
42 * 13 5/24/99 5:45p Dave
43 * Added detail levels to the nebula, with a decent speedup. Split nebula
44 * lightning into its own section.
49 #ifndef _FS2_NEB2_EFFECT_HEADER_FILE
50 #define _FS2_NEB2_EFFECT_HEADER_FILE
52 // --------------------------------------------------------------------------------------------------------
53 // NEBULA DEFINES/VARS
61 // fog near and far values for rendering the background nebula
62 extern float Neb_backg_fog_near;
63 extern float Neb_backg_fog_far;
65 // nebula rendering mode
66 #define NEB2_RENDER_NONE 0 // no rendering
67 #define NEB2_RENDER_POLY 1 // background is the old-school polygons
68 #define NEB2_RENDER_POF 2 // background is the nice pof file
69 #define NEB2_RENDER_LAME 3 // super simple nebula effect
70 extern int Neb2_render_mode;
72 // the AWACS suppresion level for the nebula
73 extern float Neb2_awacs;
75 #define MAX_NEB2_POOFS 6
77 // poof names and flags (for fred)
78 extern char Neb2_poof_filenames[MAX_NEB2_POOFS][MAX_FILENAME_LEN];
79 extern int Neb2_poof_flags;
81 #define MAX_NEB2_BITMAPS 10
83 // pof texture filenames
84 extern char Neb2_bitmap_filenames[MAX_NEB2_BITMAPS][MAX_FILENAME_LEN];
86 // texture to use for this level
87 extern char Neb2_texture_name[MAX_FILENAME_LEN];
89 // how many "slices" are in the current player nebuls
90 extern int Neb2_slices;
93 typedef struct cube_poof {
94 vector pt; // point in space
95 int bmap; // bitmap in space
96 float rot; // rotation angle
97 float rot_speed; // rotation speed
98 float flash; // lightning flash
100 #define MAX_CPTS 5 // should always be <= slices
101 extern cube_poof Neb2_cubes[MAX_CPTS][MAX_CPTS][MAX_CPTS];
104 // --------------------------------------------------------------------------------------------------------
108 // neb2 stuff (specific nebula densities) -----------------------------------
110 // initialize neb2 stuff at game startup
114 void neb2_set_detail_level(int level);
116 // initialize nebula stuff - call from game_post_level_init(), so the mission has been loaded
117 void neb2_level_init();
119 // shutdown nebula stuff
120 void neb2_level_close();
122 // create a nebula object, return objnum of the nebula or -1 on fail
123 // NOTE : in most cases you will want to pass -1.0f for outer_radius. Trust me on this
124 int neb2_create(vector *offset, int num_poofs, float inner_radius, float outer_radius, float max_poof_radius);
126 // delete a nebula object
127 void neb2_delete(object *objp);
129 // call before beginning all rendering
130 void neb2_render_setup(vector *eye_pos, matrix *eye_orient);
132 // renders a nebula object
133 void neb2_render(object *objp);
135 // preprocess the nebula object before simulation
136 void neb2_process_pre(object *objp);
138 // process the nebula object after simulating, but before rendering
139 void neb2_process_post(object *objp);
141 // render the player nebula
142 void neb2_render_player();
144 // call this when the player's viewpoint has changed, this will cause the code to properly reset
145 // the eye's local poofs
146 void neb2_eye_changed();
148 // get near and far fog values based upon object type and rendering mode
149 void neb2_get_fog_values(float *fnear, float *ffar, object *obj);
151 // given a position in space, return a value from 0.0 to 1.0 representing the fog level
152 float neb2_get_fog_intensity(object *obj);
154 // should we not render this object because its obscured by the nebula?
155 int neb2_skip_render(object *objp, float z_depth);
158 float neb2_get_lod_scale(int objnum);
160 // fogging stuff --------------------------------------------------
162 // get the color of the pixel in the small pre-rendered background nebula
163 void neb2_get_pixel(int x, int y, int *r, int *g, int *b);
165 // set the background color
166 void neb2_set_backg_color(int r, int g, int b);
168 // get the color to fog the background color to
169 void neb2_get_backg_color(int *r, int *g, int *b);