2 * $Logfile: /Freespace2/code/Graphics/2d.h $
7 * Header file for 2d primitives.
10 * Revision 1.1 2002/05/03 03:28:12 root
14 * 16 8/30/99 5:01p Dave
15 * Made d3d do less state changing in the nebula. Use new chat server for
18 * 15 8/16/99 9:45a Jefff
19 * changes to cursor management to allow a 2nd temporary cursor
21 * 14 7/15/99 3:07p Dave
22 * 32 bit detection support. Mouse coord commandline.
24 * 13 7/14/99 9:42a Dave
25 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
28 * 12 7/09/99 9:51a Dave
29 * Added thick polyline code.
31 * 11 6/29/99 10:35a Dave
32 * Interface polygon bitmaps! Whee!
34 * 10 2/03/99 11:44a Dave
35 * Fixed d3d transparent textures.
37 * 9 1/30/99 5:08p Dave
38 * More new hi-res stuff.Support for nice D3D textures.
40 * 8 1/24/99 11:36p Dave
41 * First full rev of beam weapons. Very customizable. Removed some bogus
42 * Int3()'s in low level net code.
44 * 7 12/21/98 5:02p Dave
45 * Modified all hud elements to be multi-resolution friendly.
47 * 6 12/18/98 1:49a Dave
48 * Fixed Fred initialization problem resulting from hi-res mode changes.
50 * 5 12/18/98 1:13a Dave
51 * Rough 1024x768 support for Direct3D. Proper detection and usage through
54 * 4 12/06/98 2:36p Dave
55 * Drastically improved nebula fogging.
57 * 3 11/11/98 5:37p Dave
58 * Checkin for multiplayer testing.
60 * 2 10/07/98 10:52a Dave
63 * 1 10/07/98 10:48a Dave
65 * 75 5/20/98 9:45p John
66 * added code so the places in code that change half the palette don't
67 * have to clear the screen.
69 * 74 5/06/98 5:30p John
70 * Removed unused cfilearchiver. Removed/replaced some unused/little used
71 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
72 * DirectX header files and libs that fixed the Direct3D alpha blending
75 * 73 4/14/98 12:15p John
76 * Made 16-bpp movies work.
78 * 72 4/10/98 5:20p John
79 * Changed RGB in lighting structure to be ubytes. Removed old
80 * not-necessary 24 bpp software stuff.
82 * 71 3/25/98 8:07p John
83 * Restructured software rendering into two modules; One for windowed
84 * debug mode and one for DirectX fullscreen.
86 * 70 3/24/98 8:31a John
87 * Added function to set gamma
89 * 69 3/17/98 5:55p John
90 * Added code to dump Glide frames. Moved Allender's "hack" code out of
91 * Freespace.cpp into the proper place, graphics lib.
93 * 68 3/12/98 5:36p John
94 * Took out any unused shaders. Made shader code take rgbc instead of
95 * matrix and vector since noone used it like a matrix and it would have
96 * been impossible to do in hardware. Made Glide implement a basic
97 * shader for online help.
99 * 67 3/10/98 4:18p John
100 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
101 * & Glide have popups and print screen. Took out all >8bpp software
102 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
103 * support Fred. Made zbuffering key off of functions rather than one
106 * 66 2/07/98 7:50p John
107 * Added code so that we can use the old blending type of alphacolors if
108 * we want to. Made the stars use them.
110 * 65 1/08/98 1:54p John
111 * Added code to fix palette problems when Alt+Tabbing
113 * 64 12/30/97 6:46p John
114 * Added first rev of palette fade in out functions
116 * 63 12/03/97 10:47a John
117 * added functions to save/restore entire screens.
119 * 62 12/02/97 3:59p John
120 * Added first rev of thruster glow, along with variable levels of
121 * translucency, which retquired some restructing of palman.
123 * 61 11/20/97 9:51a John
124 * added code to force screen to 16-bit even if rendering 8.
126 * 60 11/03/97 10:08p Hoffoss
127 * Changed gr_get_string_size to utilize an optional length specifier, if
128 * you want to use non-null terminated strings.
130 * 59 10/19/97 12:55p John
131 * new code to lock / unlock surfaces for smooth directx integration.
133 * 58 10/03/97 10:02a John
134 * added better comments for lines.
136 * 57 10/03/97 9:10a John
137 * added better antialiased line drawer
139 * 56 9/23/97 10:45a John
140 * made so you can tell bitblt code to rle a bitmap by passing flag to
143 * 55 9/07/97 10:01p Lawrance
144 * add in support for animating mouse pointer
146 * 54 8/04/97 4:47p John
149 * 53 7/16/97 3:07p John
151 * 52 7/10/97 2:06p John
152 * added code to specify alphablending type for bitmaps.
154 * 51 6/25/97 2:35p John
155 * added some functions to use the windows font for Fred.
157 * 50 6/17/97 7:04p John
158 * added d3d support for gradients.
159 * fixed some color bugs by adding screen signatures instead of watching
160 * flags and palette changes.
162 * 49 6/17/97 12:03p John
163 * Moved color/alphacolor functions into their own module. Made all color
164 * functions be part of the low-level graphics drivers, not just the
167 * 48 6/13/97 5:35p John
168 * added some antialiased bitmaps and lines
170 * 47 6/11/97 5:49p John
171 * Changed palette code to only recalculate alphacolors when needed, not
172 * when palette changes.
174 * 46 6/11/97 4:11p John
175 * addec function to get font height
177 * 45 6/11/97 1:12p John
178 * Started fixing all the text colors in the game.
180 * 44 6/09/97 9:24a John
181 * Changed the way fonts are set.
183 * 43 6/06/97 4:41p John
184 * Fixed alpha colors to be smoothly integrated into gr_set_color_fast
187 * 42 6/05/97 4:53p John
188 * First rev of new antialiased font stuff.
190 * 41 5/29/97 3:09p John
191 * Took out debug menu.
192 * Made software scaler draw larger bitmaps.
193 * Optimized Direct3D some.
195 * 40 5/14/97 10:53a John
196 * fixed some discrepencies between d3d and software palette setting.
198 * 39 5/12/97 3:09p John
199 * fixed a stupid macro bug.
201 * 38 5/12/97 12:27p John
202 * Restructured Graphics Library to add support for multiple renderers.
204 * 37 4/28/97 4:46p John
206 * 36 4/23/97 5:26p John
207 * First rev of new debug console stuff.
209 * 35 3/12/97 2:51p John
210 * Added some test code for tmapper.
212 * 34 3/12/97 9:25a John
213 * fixed a bug with zbuffering. Reenabled it by default.
215 * 33 3/04/97 3:36p John
216 * took out old debug "h' key. Made zbuffer flag bit bit field so you
217 * can turn on/off each value. Fixed a bug with turret rotation where
218 * different handedness turrets wouldn't work. Fixed a bug with two
219 * large ships within each other's radius not rendering correctly.
221 * 32 1/27/97 9:08a John
222 * Added code to turn zbuffering on/off in call to g3_start_frame
224 * 31 1/09/97 11:35a John
225 * Added some 2d functions to get/put screen images.
227 * 30 1/07/97 2:01p John
228 * Fairly fast zbuffering for object sorting.
230 * 29 1/06/97 2:44p John
231 * Added in slow (but correct) zbuffering
233 * 28 12/11/96 12:41p John
234 * Added new code to draw 3d laser using 2d ellipses.
236 * 27 12/10/96 10:37a John
237 * Restructured texture mapper to remove some overhead from each scanline
238 * setup. This gave about a 30% improvement drawing trans01.pof, which is
239 * a really complex model. In the process, I cleaned up the scanline
240 * functions and separated them into different modules for each pixel
243 * 26 11/21/96 11:21a John
244 * Made gr_get_string_size handle multi line text.
245 * Took out gr_get_multiline_string_size
247 * 25 11/20/96 10:01a Hoffoss
248 * A few minor improvements.
250 * 24 11/18/96 4:35p Allender
251 * new 16bpp gradient functions
253 * 23 11/18/96 12:36p John
254 * Added code to dump screen to a PCX file.
256 * 22 11/18/96 11:40a John
257 * Added faster gr_set_color method.
259 * 21 11/15/96 3:34p Allender
260 * added bpp variable to the shader structure
262 * 20 11/13/96 6:47p John
263 * Added gr_flip function.
265 * 19 11/13/96 10:10a John
266 * Increases MAX_WIDTH & HEIGHT for Jasen's massive 1600x1200 display.
268 * 18 10/30/96 10:36a Lawrance
269 * added gr_diamond function
271 * 17 10/26/96 2:56p John
272 * Got gradient code working.
274 * 16 10/26/96 1:40p John
275 * Added some now primitives to the 2d library and
276 * cleaned up some old ones.
284 /* ========================= pixel plotters =========================
285 In the 2d/texture mapper, bitmaps to be drawn will be passed by number.
286 The 2d function will call a bmpman function to get the bitmap into whatever
287 format it needs. Then it will render. The only pixels that will ever
288 get drawn go thru the 2d/texture mapper libraries only. This will make
289 supporting accelerators and psx easier. Colors will always be set with
290 the color set functions.
292 gr_surface_flip() switch onscreen, offscreen
294 gr_set_clip(x,y,w,h) // sets the clipping region
295 gr_reset_clip(x,y,w,h) // sets the clipping region
296 gr_set_color --? 8bpp, 15bpp?
297 gr_set_font(int fontnum)
298 // see GR_ALPHABLEND defines for values for alphablend_mode
299 // see GR_BITBLT_MODE defines for bitblt_mode.
300 // Alpha = scaler for intensity
301 gr_set_bitmap( int bitmap_num, int alphblend_mode, int bitblt_mode, float alpha )
302 gr_set_shader( int value ) 0=normal -256=darken, 256=brighten
303 gr_set_palette( ubyte * palette )
305 gr_clear() // clears entire clipping region
307 gr_bitmap_ex(x,y,w,h,sx,sy)
310 gr_string(x,y,char * text)
319 // This is a structure used by the shader to keep track
320 // of the values you want to use in the shade primitive.
321 typedef struct shader {
322 uint screen_sig; // current mode this is in
323 float r,g,b,c; // factors and constant
327 #define AC_TYPE_NONE 0 // Not an alphacolor
328 #define AC_TYPE_HUD 1 // Doesn't change hue depending on background. Used for HUD stuff.
329 #define AC_TYPE_BLEND 2 // Changes hue depending on background. Used for stars, etc.
331 // NEVER REFERENCE THESE VALUES OUTSIDE OF THE GRAPHICS LIBRARY!!!
332 // If you need to get the rgb values of a "color" struct call
333 // gr_get_colors after calling gr_set_colors_fast.
334 typedef struct color {
340 ubyte ac_type; // The type of alphacolor. See AC_TYPE_??? defines
347 #define GR_ALPHABLEND_NONE 0 // no blending
348 #define GR_ALPHABLEND_FILTER 1 // 50/50 mix of foreground, background, using intensity as alpha
350 #define GR_BITBLT_MODE_NORMAL 0 // Normal bitblting
351 #define GR_BITBLT_MODE_RLE 1 // RLE would be faster
354 #define GR_FOGMODE_NONE 0 // set this to turn off fog
355 #define GR_FOGMODE_FOG 1 // linear fog
357 typedef struct screen {
358 uint signature; // changes when mode or palette or width or height changes
359 int max_w, max_h; // Width and height
360 int res; // GR_640 or GR_1024
361 int mode; // What mode gr_init was called with.
362 float aspect; // Aspect ratio
363 int rowsize; // What you need to add to go to next row (includes bytes_per_pixel)
364 int bits_per_pixel; // How many bits per pixel it is. (7,8,15,16,24,32)
365 int bytes_per_pixel; // How many bytes per pixel (1,2,3,4)
366 int offset_x, offset_y; // The offsets into the screen
367 int clip_width, clip_height;
369 float fog_near, fog_far;
371 // the clip_l,r,t,b are used internally. left and top are
372 // actually always 0, but it's nice to have the code work with
373 // arbitrary clipping regions.
374 int clip_left, clip_right, clip_top, clip_bottom;
376 int current_alphablend_mode; // See GR_ALPHABLEND defines above
377 int current_bitblt_mode; // See GR_BITBLT_MODE defines above
378 int current_fog_mode; // See GR_FOGMODE_* defines above
380 int current_bitmap_sx; // bitmap x section
381 int current_bitmap_sy; // bitmap y section
383 color current_fog_color; // current fog color
384 color current_clear_color; // current clear color
385 shader current_shader;
387 void *offscreen_buffer; // NEVER ACCESS! This+rowsize*y = screen offset
388 void *offscreen_buffer_base; // Pointer to lowest address of offscreen buffer
390 //switch onscreen, offscreen
392 void (*gf_flip_window)(uint _hdc, int x, int y, int w, int h );
394 // Sets the current palette
395 void (*gf_set_palette)(ubyte * new_pal, int restrict_alphacolor = 0);
397 // Fade the screen in/out
398 void (*gf_fade_in)(int instantaneous);
399 void (*gf_fade_out)(int instantaneous);
402 void (*gf_flash)( int r, int g, int b );
404 // sets the clipping region
405 void (*gf_set_clip)(int x, int y, int w, int h);
407 // resets the clipping region to entire screen
408 void (*gf_reset_clip)();
410 void (*gf_set_color)( int r, int g, int b );
411 void (*gf_get_color)( int * r, int * g, int * b );
412 void (*gf_init_color)( color * dst, int r, int g, int b );
414 void (*gf_init_alphacolor)( color * dst, int r, int g, int b, int alpha, int type=AC_TYPE_HUD );
415 void (*gf_set_color_fast)( color * dst );
417 void (*gf_set_font)(int fontnum);
419 // Sets the current bitmap
420 void (*gf_set_bitmap)( int bitmap_num, int alphablend=GR_ALPHABLEND_NONE, int bitbltmode=GR_BITBLT_MODE_NORMAL, float alpha=1.0f, int sx = -1, int sy = -1 );
422 // Call this to create a shader.
423 // This function takes a while, so don't call it once a frame!
424 // r,g,b, and c should be between -1.0 and 1.0f
426 // The matrix is used as follows:
427 // Dest(r) = Src(r)*r + Src(g)*r + Src(b)*r + c;
428 // Dest(g) = Src(r)*g + Src(g)*g + Src(b)*g + c;
429 // Dest(b) = Src(r)*b + Src(g)*b + Src(b)*b + c;
430 // For instance, to convert to greyscale, use
432 // To turn everything green, use:
434 void (*gf_create_shader)(shader * shade, float r, float g, float b, float c );
436 // Initialize the "shader" by calling gr_create_shader()
437 // Passing a NULL makes a shader that turns everything black.
438 void (*gf_set_shader)( shader * shade );
440 // clears entire clipping region to current color
443 // void (*gf_bitmap)(int x,int y);
444 // void (*gf_bitmap_ex)(int x,int y,int w,int h,int sx,int sy);
446 void (*gf_aabitmap)(int x, int y);
447 void (*gf_aabitmap_ex)(int x, int y, int w, int h, int sx, int sy);
449 void (*gf_rect)(int x, int y, int w, int h);
450 void (*gf_shade)(int x, int y, int w, int h);
451 void (*gf_string)(int x, int y, char * text);
453 // Draw a gradient line... x1,y1 is bright, x2,y2 is transparent.
454 void (*gf_gradient)(int x1, int y1, int x2, int y2);
456 void (*gf_circle)(int x, int y, int r);
458 // Integer line. Used to draw a fast but pixely line.
459 void (*gf_line)(int x1, int y1, int x2, int y2);
461 // Draws an antialiased line is the current color is an
462 // alphacolor, otherwise just draws a fast line. This
463 // gets called internally by g3_draw_line. This assumes
464 // the vertex's are already clipped, so call g3_draw_line
465 // not this if you have two 3d points.
466 void (*gf_aaline)(vertex *v1, vertex *v2);
468 void (*gf_pixel)( int x, int y );
470 // Scales current bitmap between va and vb with clipping
471 void (*gf_scaler)(vertex *va, vertex *vb );
473 // Scales current bitmap between va and vb with clipping, draws an aabitmap
474 void (*gf_aascaler)(vertex *va, vertex *vb );
476 // Texture maps the current bitmap. See TMAP_FLAG_?? defines for flag values
477 void (*gf_tmapper)(int nv, vertex *verts[], uint flags );
479 // dumps the current screen to a file
480 void (*gf_print_screen)(char * filename);
482 // Call once before rendering anything.
483 void (*gf_start_frame)();
485 // Call after rendering is over.
486 void (*gf_stop_frame)();
488 // Retrieves the zbuffer mode.
489 int (*gf_zbuffer_get)();
491 // Sets mode. Returns previous mode.
492 int (*gf_zbuffer_set)(int mode);
494 // Clears the zbuffer. If use_zbuffer is FALSE, then zbuffering mode is ignored and zbuffer is always off.
495 void (*gf_zbuffer_clear)(int use_zbuffer);
497 // Saves screen. Returns an id you pass to restore and free.
498 int (*gf_save_screen)();
500 // Resets clip region and copies entire saved screen to the screen.
501 void (*gf_restore_screen)(int id);
503 // Frees up a saved screen.
504 void (*gf_free_screen)(int id);
506 // CODE FOR DUMPING FRAMES TO A FILE
507 // Begin frame dumping
508 void (*gf_dump_frame_start)( int first_frame_number, int nframes_between_dumps );
510 // Dump the current frame to file
511 void (*gf_dump_frame)();
513 // Dump the current frame to file
514 void (*gf_dump_frame_stop)();
517 void (*gf_set_gamma)(float gamma);
519 // Lock/unlock the screen
520 // Returns non-zero if sucessful (memory pointer)
524 // grab a region of the screen. assumes data is large enough
525 void (*gf_get_region)(int front, int w, int h, ubyte *data);
527 // set fog attributes
528 void (*gf_fog_set)(int fog_mode, int r, int g, int b, float fog_near = -1.0f, float fog_far = -1.0f);
530 // get the current pixel color in the framebuffer
531 void (*gf_get_pixel)(int x, int y, int *r, int *g, int *b);
534 void (*gf_set_cull)(int cull);
537 void (*gf_cross_fade)(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct);
540 void (*gf_filter_set)(int filter);
542 // set a texture into cache. for sectioned bitmaps, pass in sx and sy to set that particular section of the bitmap
543 int (*gf_tcache_set)(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int fail_on_full = 0, int sx = -1, int sy = -1, int force = 0);
545 // set the color to be used when clearing the background
546 void (*gf_set_clear_color)(int r, int g, int b);
551 extern int Gr_katmai;
556 #define GR_MAYBE_CLEAR_RES(bmap) do { int bmw = -1; int bmh = -1; if(bmap != -1){ bm_get_info( bmap, &bmw, &bmh); if((bmw != gr_screen.max_w) || (bmh != gr_screen.max_h)){gr_clear();} } else {gr_clear();} } while(0);
558 //Window's interface to set up graphics:
559 //--------------------------------------
560 // Call this at application startup
562 #define GR_SOFTWARE (100) // Software renderer using standard Win32 functions in a window.
563 #define GR_DIRECTDRAW (101) // Software renderer using DirectDraw fullscreen.
564 #define GR_DIRECT3D (102) // Use Direct3d hardware renderer
565 #define GR_GLIDE (103) // Use Glide hardware renderer
566 #define GR_OPENGL (104) // Use OpenGl hardware renderer
568 // resolution constants - always keep resolutions in ascending order and starting from 0
569 #define GR_NUM_RESOLUTIONS 2
570 #define GR_640 0 // 640 x 480
571 #define GR_1024 1 // 1024 x 768
573 extern int gr_init(int res, int mode, int depth = 16, int fred_x = -1, int fred_y = -1 );
575 // Call this when your app ends.
576 extern void gr_close();
578 extern screen gr_screen;
580 #define GR_ZBUFF_NONE 0
581 #define GR_ZBUFF_WRITE (1<<0)
582 #define GR_ZBUFF_READ (1<<1)
583 #define GR_ZBUFF_FULL (GR_ZBUFF_WRITE|GR_ZBUFF_READ)
585 // Returns -1 if couldn't init font, otherwise returns the
586 // font id number. If you call this twice with the same typeface,
587 // it will return the same font number both times. This font is
588 // then set to be the current font, and default font if none is
590 int gr_init_font( char * typeface );
592 // Does formatted printing. This calls gr_string after formatting,
593 // so if you don't need to format the string, then call gr_string
595 extern void _cdecl gr_printf( int x, int y, char * format, ... );
597 // Returns the size of the string in pixels in w and h
598 extern void gr_get_string_size( int *w, int *h, char * text, int len = 9999 );
600 // Returns the height of the current font
601 extern int gr_get_font_height();
603 extern void gr_set_palette(char *name, ubyte *palette, int restrict_to_128 = 0);
605 // These two functions use a Windows mono font. Only for use
606 // in the editor, please.
607 void gr_get_string_size_win(int *w, int *h, char *text);
608 void gr_string_win(int x, int y, char *s );
610 // set the mouse pointer to a specific bitmap, used for animating cursors
611 #define GR_CURSOR_LOCK 1
612 #define GR_CURSOR_UNLOCK 2
613 void gr_set_cursor_bitmap(int n, int lock = 0);
614 int gr_get_cursor_bitmap();
615 extern int Web_cursor_bitmap;
617 // Called by OS when application gets/looses focus
618 extern void gr_activate(int active);
620 #define GR_CALL(x) (*x)
622 // These macros make the function indirection look like the
623 // old Descent-style gr_xxx calls.
625 #define gr_print_screen GR_CALL(gr_screen.gf_print_screen)
627 #define gr_flip GR_CALL(gr_screen.gf_flip)
628 #define gr_flip_window GR_CALL(gr_screen.gf_flip_window)
630 #define gr_set_clip GR_CALL(gr_screen.gf_set_clip)
631 #define gr_reset_clip GR_CALL(gr_screen.gf_reset_clip)
632 #define gr_set_font GR_CALL(gr_screen.gf_set_font)
634 #define gr_init_color GR_CALL(gr_screen.gf_init_color)
635 #define gr_init_alphacolor GR_CALL(gr_screen.gf_init_alphacolor)
636 #define gr_set_color GR_CALL(gr_screen.gf_set_color)
637 #define gr_get_color GR_CALL(gr_screen.gf_get_color)
638 #define gr_set_color_fast GR_CALL(gr_screen.gf_set_color_fast)
640 #define gr_set_bitmap GR_CALL(gr_screen.gf_set_bitmap)
642 #define gr_create_shader GR_CALL(gr_screen.gf_create_shader)
643 #define gr_set_shader GR_CALL(gr_screen.gf_set_shader)
644 #define gr_clear GR_CALL(gr_screen.gf_clear)
645 // #define gr_bitmap GR_CALL(gr_screen.gf_bitmap)
646 // #define gr_bitmap_ex GR_CALL(gr_screen.gf_bitmap_ex)
647 #define gr_aabitmap GR_CALL(gr_screen.gf_aabitmap)
648 #define gr_aabitmap_ex GR_CALL(gr_screen.gf_aabitmap_ex)
649 #define gr_rect GR_CALL(gr_screen.gf_rect)
650 #define gr_shade GR_CALL(gr_screen.gf_shade)
651 #define gr_string GR_CALL(gr_screen.gf_string)
653 #define gr_circle GR_CALL(gr_screen.gf_circle)
655 #define gr_line GR_CALL(gr_screen.gf_line)
656 #define gr_aaline GR_CALL(gr_screen.gf_aaline)
657 #define gr_pixel GR_CALL(gr_screen.gf_pixel)
658 #define gr_scaler GR_CALL(gr_screen.gf_scaler)
659 #define gr_aascaler GR_CALL(gr_screen.gf_aascaler)
660 #define gr_tmapper GR_CALL(gr_screen.gf_tmapper)
662 #define gr_gradient GR_CALL(gr_screen.gf_gradient)
665 #define gr_fade_in GR_CALL(gr_screen.gf_fade_in)
666 #define gr_fade_out GR_CALL(gr_screen.gf_fade_out)
667 #define gr_flash GR_CALL(gr_screen.gf_flash)
669 #define gr_zbuffer_get GR_CALL(gr_screen.gf_zbuffer_get)
670 #define gr_zbuffer_set GR_CALL(gr_screen.gf_zbuffer_set)
671 #define gr_zbuffer_clear GR_CALL(gr_screen.gf_zbuffer_clear)
673 #define gr_save_screen GR_CALL(gr_screen.gf_save_screen)
674 #define gr_restore_screen GR_CALL(gr_screen.gf_restore_screen)
675 #define gr_free_screen GR_CALL(gr_screen.gf_free_screen)
677 #define gr_dump_frame_start GR_CALL(gr_screen.gf_dump_frame_start)
678 #define gr_dump_frame_stop GR_CALL(gr_screen.gf_dump_frame_stop)
679 #define gr_dump_frame GR_CALL(gr_screen.gf_dump_frame)
681 #define gr_set_gamma GR_CALL(gr_screen.gf_set_gamma)
683 #define gr_lock GR_CALL(gr_screen.gf_lock)
684 #define gr_unlock GR_CALL(gr_screen.gf_unlock)
686 #define gr_get_region GR_CALL(gr_screen.gf_get_region)
688 #define gr_fog_set GR_CALL(gr_screen.gf_fog_set)
690 #define gr_get_pixel GR_CALL(gr_screen.gf_get_pixel)
692 #define gr_set_cull GR_CALL(gr_screen.gf_set_cull)
694 #define gr_cross_fade GR_CALL(gr_screen.gf_cross_fade)
696 #define gr_filter_set GR_CALL(gr_screen.gf_filter_set)
698 #define gr_tcache_set GR_CALL(gr_screen.gf_tcache_set)
700 #define gr_set_clear_color GR_CALL(gr_screen.gf_set_clear_color)
702 // new bitmap functions
703 extern int Gr_bitmap_poly;
704 void gr_bitmap(int x, int y);
705 void gr_bitmap_ex(int x, int y, int w, int h, int sx, int sy);
707 // special function for drawing polylines. this function is specifically intended for
708 // polylines where each section is no more than 90 degrees away from a previous section.
709 // Moreover, it is _really_ intended for use with 45 degree angles.
710 void gr_pline_special(vector **pts, int num_pts, int thickness);