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11 COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
15 * Include file for entities using texture mapper library.
26 #define NUM_LIGHTING_LEVELS 32
27 #define MAX_TMAP_VERTS 25
28 #define MAX_LIGHTING_VALUE ((NUM_LIGHTING_LEVELS-1)*F1_0/NUM_LIGHTING_LEVELS)
29 #define MIN_LIGHTING_VALUE (F1_0/NUM_LIGHTING_LEVELS)
31 #define FIX_RECIP_TABLE_SIZE 641 //increased from 321 to 641, since this res is now quite achievable.. slight fps boost -MM
32 // -------------------------------------------------------------------------------------------------------
33 extern fix compute_lighting_value(g3s_point *vertptr);
35 // -------------------------------------------------------------------------------------------------------
36 // This is the main texture mapper call.
37 // tmap_num references a texture map defined in Texmap_ptrs.
38 // nverts = number of vertices
39 // vertbuf is a pointer to an array of vertex pointers
40 extern void draw_tmap(grs_bitmap *bp, int nverts, g3s_point **vertbuf);
42 // -------------------------------------------------------------------------------------------------------
43 // Texture map vertex.
44 // The fields r,g,b and l are mutually exclusive. r,g,b are used for rgb lighting.
45 // l is used for intensity based lighting.
46 typedef struct g3ds_vertex {
54 // A texture map is defined as a polygon with u,v coordinates associated with
55 // one point in the polygon, and a pair of vectors describing the orientation
56 // of the texture map in the world, from which the deltas Du_dx, Dv_dy, etc.
58 typedef struct g3ds_tmap {
59 int nv; // number of vertices
60 g3ds_vertex verts[MAX_TMAP_VERTS]; // up to 8 vertices, this is inefficient, change
63 // -------------------------------------------------------------------------------------------------------
65 // Note: Not all interpolation method and lighting combinations are supported.
66 // Set Interpolation_method to 0/1/2 for linear/linear, perspective/linear, perspective/perspective
67 extern int Interpolation_method;
69 // Set Lighting_on to 0/1/2 for no lighting/intensity lighting/rgb lighting
70 extern int Lighting_on;
72 // HACK INTERFACE: how far away the current segment (& thus texture) is
73 extern int Current_seg_depth;
74 extern int Max_perspective_depth; // Deepest segment at which perspective interpolation will be used.
75 extern int Max_linear_depth; // Deepest segment at which linear interpolation will be used.
76 extern int Max_flat_depth; // Deepest segment at which flat shading will be used. (If not flat shading, then what?)
78 // These are pointers to texture maps. If you want to render texture map #7, then you will render
79 // the texture map defined by Texmap_ptrs[7].
80 extern grs_bitmap Texmap_ptrs[];
81 extern grs_bitmap Texmap4_ptrs[];
83 // Interface for sky renderer
84 extern void texture_map_lin_lin_sky(grs_bitmap *srcb, g3ds_tmap *t);
85 extern void texture_map_lin_lin_sky_v(grs_bitmap *srcb, g3ds_tmap *t);
86 extern void texture_map_hyp_lin_v(grs_bitmap *srcb, g3ds_tmap *t);
88 extern void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t);
90 // This is the gr_upoly-like interface to the texture mapper which uses texture-mapper compatible
91 // (ie, avoids cracking) edge/delta computation.
92 void gr_upoly_tmap(int nverts, int *vert );
94 //This is like gr_upoly_tmap() but instead of drawing, it calls the specified
95 //function with ylr values
96 void gr_upoly_tmap_ylr(int nverts, int *vert, void (*ylr_func)(int, fix, fix) );
98 extern int Transparency_on,per2_flag;
100 // Set to !0 to enable Sim City 2000 (or Eric's Drive Through, or Eric's Game) specific code.
103 extern int Window_clip_left, Window_clip_bot, Window_clip_right, Window_clip_top;
105 // for ugly hack put in to be sure we don't overflow render buffer
107 #define FIX_XLIMIT (639 * F1_0)
108 #define FIX_YLIMIT (479 * F1_0)
110 extern void init_interface_vars_to_assembler(void);
112 void texmap_init(void);