2 * $Logfile: /Freespace2/code/Nebula/Neb.h $
10 * Revision 1.2 2002/05/04 04:36:56 theoddone33
11 * More changes, took out a lot of the sound/* stuff which will bite later but
14 * Revision 1.1.1.1 2002/05/03 03:28:12 root
18 * 16 8/30/99 5:01p Dave
19 * Made d3d do less state changing in the nebula. Use new chat server for
22 * 15 7/29/99 12:05a Dave
23 * Nebula speed optimizations.
25 * 14 7/26/99 10:12a Dave
26 * Upped the max # of nebula backgrounds.
28 * 13 5/24/99 5:45p Dave
29 * Added detail levels to the nebula, with a decent speedup. Split nebula
30 * lightning into its own section.
35 #ifndef _FS2_NEB2_EFFECT_HEADER_FILE
36 #define _FS2_NEB2_EFFECT_HEADER_FILE
38 // --------------------------------------------------------------------------------------------------------
39 // NEBULA DEFINES/VARS
47 // fog near and far values for rendering the background nebula
48 extern float Neb_backg_fog_near;
49 extern float Neb_backg_fog_far;
51 // nebula rendering mode
52 #define NEB2_RENDER_NONE 0 // no rendering
53 #define NEB2_RENDER_POLY 1 // background is the old-school polygons
54 #define NEB2_RENDER_POF 2 // background is the nice pof file
55 #define NEB2_RENDER_LAME 3 // super simple nebula effect
56 extern int Neb2_render_mode;
58 // the AWACS suppresion level for the nebula
59 extern float Neb2_awacs;
61 #define MAX_NEB2_POOFS 6
63 // poof names and flags (for fred)
64 extern char Neb2_poof_filenames[MAX_NEB2_POOFS][MAX_FILENAME_LEN];
65 extern int Neb2_poof_flags;
67 #define MAX_NEB2_BITMAPS 10
69 // pof texture filenames
70 extern char Neb2_bitmap_filenames[MAX_NEB2_BITMAPS][MAX_FILENAME_LEN];
72 // texture to use for this level
73 extern char Neb2_texture_name[MAX_FILENAME_LEN];
75 // how many "slices" are in the current player nebuls
76 extern int Neb2_slices;
79 typedef struct cube_poof {
80 vector pt; // point in space
81 int bmap; // bitmap in space
82 float rot; // rotation angle
83 float rot_speed; // rotation speed
84 float flash; // lightning flash
86 #define MAX_CPTS 5 // should always be <= slices
87 extern cube_poof Neb2_cubes[MAX_CPTS][MAX_CPTS][MAX_CPTS];
90 // --------------------------------------------------------------------------------------------------------
94 // neb2 stuff (specific nebula densities) -----------------------------------
96 // initialize neb2 stuff at game startup
100 void neb2_set_detail_level(int level);
102 // initialize nebula stuff - call from game_post_level_init(), so the mission has been loaded
103 void neb2_level_init();
105 // shutdown nebula stuff
106 void neb2_level_close();
108 // create a nebula object, return objnum of the nebula or -1 on fail
109 // NOTE : in most cases you will want to pass -1.0f for outer_radius. Trust me on this
110 int neb2_create(vector *offset, int num_poofs, float inner_radius, float outer_radius, float max_poof_radius);
112 // delete a nebula object
113 void neb2_delete(object *objp);
115 // call before beginning all rendering
116 void neb2_render_setup(vector *eye_pos, matrix *eye_orient);
118 // renders a nebula object
119 void neb2_render(object *objp);
121 // preprocess the nebula object before simulation
122 void neb2_process_pre(object *objp);
124 // process the nebula object after simulating, but before rendering
125 void neb2_process_post(object *objp);
127 // render the player nebula
128 void neb2_render_player();
130 // call this when the player's viewpoint has changed, this will cause the code to properly reset
131 // the eye's local poofs
132 void neb2_eye_changed();
134 // get near and far fog values based upon object type and rendering mode
135 void neb2_get_fog_values(float *fnear, float *ffar, object *obj);
137 // given a position in space, return a value from 0.0 to 1.0 representing the fog level
138 float neb2_get_fog_intensity(object *obj);
140 // should we not render this object because its obscured by the nebula?
141 int neb2_skip_render(object *objp, float z_depth);
144 float neb2_get_lod_scale(int objnum);
146 // fogging stuff --------------------------------------------------
148 // get the color of the pixel in the small pre-rendered background nebula
149 void neb2_get_pixel(int x, int y, int *r, int *g, int *b);
151 // set the background color
152 void neb2_set_backg_color(int r, int g, int b);
154 // get the color to fog the background color to
155 void neb2_get_backg_color(int *r, int *g, int *b);