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