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/Graphics/2d.h $
15 * Header file for 2d primitives.
18 * Revision 1.3 2004/09/20 01:31:44 theoddone33
21 * Revision 1.2 2002/06/09 04:41:12 relnev
22 * added copyright header
24 * Revision 1.1.1.1 2002/05/03 03:28:12 root
28 * 16 8/30/99 5:01p Dave
29 * Made d3d do less state changing in the nebula. Use new chat server for
32 * 15 8/16/99 9:45a Jefff
33 * changes to cursor management to allow a 2nd temporary cursor
35 * 14 7/15/99 3:07p Dave
36 * 32 bit detection support. Mouse coord commandline.
38 * 13 7/14/99 9:42a Dave
39 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
42 * 12 7/09/99 9:51a Dave
43 * Added thick polyline code.
45 * 11 6/29/99 10:35a Dave
46 * Interface polygon bitmaps! Whee!
48 * 10 2/03/99 11:44a Dave
49 * Fixed d3d transparent textures.
51 * 9 1/30/99 5:08p Dave
52 * More new hi-res stuff.Support for nice D3D textures.
54 * 8 1/24/99 11:36p Dave
55 * First full rev of beam weapons. Very customizable. Removed some bogus
56 * Int3()'s in low level net code.
58 * 7 12/21/98 5:02p Dave
59 * Modified all hud elements to be multi-resolution friendly.
61 * 6 12/18/98 1:49a Dave
62 * Fixed Fred initialization problem resulting from hi-res mode changes.
64 * 5 12/18/98 1:13a Dave
65 * Rough 1024x768 support for Direct3D. Proper detection and usage through
68 * 4 12/06/98 2:36p Dave
69 * Drastically improved nebula fogging.
71 * 3 11/11/98 5:37p Dave
72 * Checkin for multiplayer testing.
74 * 2 10/07/98 10:52a Dave
77 * 1 10/07/98 10:48a Dave
79 * 75 5/20/98 9:45p John
80 * added code so the places in code that change half the palette don't
81 * have to clear the screen.
83 * 74 5/06/98 5:30p John
84 * Removed unused cfilearchiver. Removed/replaced some unused/little used
85 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
86 * DirectX header files and libs that fixed the Direct3D alpha blending
89 * 73 4/14/98 12:15p John
90 * Made 16-bpp movies work.
92 * 72 4/10/98 5:20p John
93 * Changed RGB in lighting structure to be ubytes. Removed old
94 * not-necessary 24 bpp software stuff.
96 * 71 3/25/98 8:07p John
97 * Restructured software rendering into two modules; One for windowed
98 * debug mode and one for DirectX fullscreen.
100 * 70 3/24/98 8:31a John
101 * Added function to set gamma
103 * 69 3/17/98 5:55p John
104 * Added code to dump Glide frames. Moved Allender's "hack" code out of
105 * Freespace.cpp into the proper place, graphics lib.
107 * 68 3/12/98 5:36p John
108 * Took out any unused shaders. Made shader code take rgbc instead of
109 * matrix and vector since noone used it like a matrix and it would have
110 * been impossible to do in hardware. Made Glide implement a basic
111 * shader for online help.
113 * 67 3/10/98 4:18p John
114 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
115 * & Glide have popups and print screen. Took out all >8bpp software
116 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
117 * support Fred. Made zbuffering key off of functions rather than one
120 * 66 2/07/98 7:50p John
121 * Added code so that we can use the old blending type of alphacolors if
122 * we want to. Made the stars use them.
124 * 65 1/08/98 1:54p John
125 * Added code to fix palette problems when Alt+Tabbing
127 * 64 12/30/97 6:46p John
128 * Added first rev of palette fade in out functions
130 * 63 12/03/97 10:47a John
131 * added functions to save/restore entire screens.
133 * 62 12/02/97 3:59p John
134 * Added first rev of thruster glow, along with variable levels of
135 * translucency, which retquired some restructing of palman.
137 * 61 11/20/97 9:51a John
138 * added code to force screen to 16-bit even if rendering 8.
140 * 60 11/03/97 10:08p Hoffoss
141 * Changed gr_get_string_size to utilize an optional length specifier, if
142 * you want to use non-null terminated strings.
144 * 59 10/19/97 12:55p John
145 * new code to lock / unlock surfaces for smooth directx integration.
147 * 58 10/03/97 10:02a John
148 * added better comments for lines.
150 * 57 10/03/97 9:10a John
151 * added better antialiased line drawer
153 * 56 9/23/97 10:45a John
154 * made so you can tell bitblt code to rle a bitmap by passing flag to
157 * 55 9/07/97 10:01p Lawrance
158 * add in support for animating mouse pointer
160 * 54 8/04/97 4:47p John
163 * 53 7/16/97 3:07p John
165 * 52 7/10/97 2:06p John
166 * added code to specify alphablending type for bitmaps.
168 * 51 6/25/97 2:35p John
169 * added some functions to use the windows font for Fred.
171 * 50 6/17/97 7:04p John
172 * added d3d support for gradients.
173 * fixed some color bugs by adding screen signatures instead of watching
174 * flags and palette changes.
176 * 49 6/17/97 12:03p John
177 * Moved color/alphacolor functions into their own module. Made all color
178 * functions be part of the low-level graphics drivers, not just the
181 * 48 6/13/97 5:35p John
182 * added some antialiased bitmaps and lines
184 * 47 6/11/97 5:49p John
185 * Changed palette code to only recalculate alphacolors when needed, not
186 * when palette changes.
188 * 46 6/11/97 4:11p John
189 * addec function to get font height
191 * 45 6/11/97 1:12p John
192 * Started fixing all the text colors in the game.
194 * 44 6/09/97 9:24a John
195 * Changed the way fonts are set.
197 * 43 6/06/97 4:41p John
198 * Fixed alpha colors to be smoothly integrated into gr_set_color_fast
201 * 42 6/05/97 4:53p John
202 * First rev of new antialiased font stuff.
204 * 41 5/29/97 3:09p John
205 * Took out debug menu.
206 * Made software scaler draw larger bitmaps.
207 * Optimized Direct3D some.
209 * 40 5/14/97 10:53a John
210 * fixed some discrepencies between d3d and software palette setting.
212 * 39 5/12/97 3:09p John
213 * fixed a stupid macro bug.
215 * 38 5/12/97 12:27p John
216 * Restructured Graphics Library to add support for multiple renderers.
218 * 37 4/28/97 4:46p John
220 * 36 4/23/97 5:26p John
221 * First rev of new debug console stuff.
223 * 35 3/12/97 2:51p John
224 * Added some test code for tmapper.
226 * 34 3/12/97 9:25a John
227 * fixed a bug with zbuffering. Reenabled it by default.
229 * 33 3/04/97 3:36p John
230 * took out old debug "h' key. Made zbuffer flag bit bit field so you
231 * can turn on/off each value. Fixed a bug with turret rotation where
232 * different handedness turrets wouldn't work. Fixed a bug with two
233 * large ships within each other's radius not rendering correctly.
235 * 32 1/27/97 9:08a John
236 * Added code to turn zbuffering on/off in call to g3_start_frame
238 * 31 1/09/97 11:35a John
239 * Added some 2d functions to get/put screen images.
241 * 30 1/07/97 2:01p John
242 * Fairly fast zbuffering for object sorting.
244 * 29 1/06/97 2:44p John
245 * Added in slow (but correct) zbuffering
247 * 28 12/11/96 12:41p John
248 * Added new code to draw 3d laser using 2d ellipses.
250 * 27 12/10/96 10:37a John
251 * Restructured texture mapper to remove some overhead from each scanline
252 * setup. This gave about a 30% improvement drawing trans01.pof, which is
253 * a really complex model. In the process, I cleaned up the scanline
254 * functions and separated them into different modules for each pixel
257 * 26 11/21/96 11:21a John
258 * Made gr_get_string_size handle multi line text.
259 * Took out gr_get_multiline_string_size
261 * 25 11/20/96 10:01a Hoffoss
262 * A few minor improvements.
264 * 24 11/18/96 4:35p Allender
265 * new 16bpp gradient functions
267 * 23 11/18/96 12:36p John
268 * Added code to dump screen to a PCX file.
270 * 22 11/18/96 11:40a John
271 * Added faster gr_set_color method.
273 * 21 11/15/96 3:34p Allender
274 * added bpp variable to the shader structure
276 * 20 11/13/96 6:47p John
277 * Added gr_flip function.
279 * 19 11/13/96 10:10a John
280 * Increases MAX_WIDTH & HEIGHT for Jasen's massive 1600x1200 display.
282 * 18 10/30/96 10:36a Lawrance
283 * added gr_diamond function
285 * 17 10/26/96 2:56p John
286 * Got gradient code working.
288 * 16 10/26/96 1:40p John
289 * Added some now primitives to the 2d library and
290 * cleaned up some old ones.
298 /* ========================= pixel plotters =========================
299 In the 2d/texture mapper, bitmaps to be drawn will be passed by number.
300 The 2d function will call a bmpman function to get the bitmap into whatever
301 format it needs. Then it will render. The only pixels that will ever
302 get drawn go thru the 2d/texture mapper libraries only. This will make
303 supporting accelerators and psx easier. Colors will always be set with
304 the color set functions.
306 gr_surface_flip() switch onscreen, offscreen
308 gr_set_clip(x,y,w,h) // sets the clipping region
309 gr_reset_clip(x,y,w,h) // sets the clipping region
310 gr_set_color --? 8bpp, 15bpp?
311 gr_set_font(int fontnum)
312 // see GR_ALPHABLEND defines for values for alphablend_mode
313 // see GR_BITBLT_MODE defines for bitblt_mode.
314 // Alpha = scaler for intensity
315 gr_set_bitmap( int bitmap_num, int alphblend_mode, int bitblt_mode, float alpha )
316 gr_set_shader( int value ) 0=normal -256=darken, 256=brighten
317 gr_set_palette( ubyte * palette )
319 gr_clear() // clears entire clipping region
321 gr_bitmap_ex(x,y,w,h,sx,sy)
324 gr_string(x,y,char * text)
333 // This is a structure used by the shader to keep track
334 // of the values you want to use in the shade primitive.
335 typedef struct shader {
336 uint screen_sig; // current mode this is in
337 float r,g,b,c; // factors and constant
341 #define AC_TYPE_NONE 0 // Not an alphacolor
342 #define AC_TYPE_HUD 1 // Doesn't change hue depending on background. Used for HUD stuff.
343 #define AC_TYPE_BLEND 2 // Changes hue depending on background. Used for stars, etc.
345 // NEVER REFERENCE THESE VALUES OUTSIDE OF THE GRAPHICS LIBRARY!!!
346 // If you need to get the rgb values of a "color" struct call
347 // gr_get_colors after calling gr_set_colors_fast.
348 typedef struct color {
354 ubyte ac_type; // The type of alphacolor. See AC_TYPE_??? defines
361 #define GR_ALPHABLEND_NONE 0 // no blending
362 #define GR_ALPHABLEND_FILTER 1 // 50/50 mix of foreground, background, using intensity as alpha
364 #define GR_BITBLT_MODE_NORMAL 0 // Normal bitblting
365 #define GR_BITBLT_MODE_RLE 1 // RLE would be faster
368 #define GR_FOGMODE_NONE 0 // set this to turn off fog
369 #define GR_FOGMODE_FOG 1 // linear fog
371 typedef struct screen {
372 uint signature; // changes when mode or palette or width or height changes
373 int max_w, max_h; // Width and height
374 int res; // GR_640 or GR_1024
375 int mode; // What mode gr_init was called with.
376 float aspect; // Aspect ratio
377 int rowsize; // What you need to add to go to next row (includes bytes_per_pixel)
378 int bits_per_pixel; // How many bits per pixel it is. (7,8,15,16,24,32)
379 int bytes_per_pixel; // How many bytes per pixel (1,2,3,4)
380 int offset_x, offset_y; // The offsets into the screen
381 int clip_width, clip_height;
383 float fog_near, fog_far;
385 // the clip_l,r,t,b are used internally. left and top are
386 // actually always 0, but it's nice to have the code work with
387 // arbitrary clipping regions.
388 int clip_left, clip_right, clip_top, clip_bottom;
390 int current_alphablend_mode; // See GR_ALPHABLEND defines above
391 int current_bitblt_mode; // See GR_BITBLT_MODE defines above
392 int current_fog_mode; // See GR_FOGMODE_* defines above
394 int current_bitmap_sx; // bitmap x section
395 int current_bitmap_sy; // bitmap y section
397 color current_fog_color; // current fog color
398 color current_clear_color; // current clear color
399 shader current_shader;
401 void *offscreen_buffer; // NEVER ACCESS! This+rowsize*y = screen offset
402 void *offscreen_buffer_base; // Pointer to lowest address of offscreen buffer
404 //switch onscreen, offscreen
406 void (*gf_flip_window)(uint _hdc, int x, int y, int w, int h );
408 // Sets the current palette
409 void (*gf_set_palette)(ubyte * new_pal, int restrict_alphacolor);
411 // Fade the screen in/out
412 void (*gf_fade_in)(int instantaneous);
413 void (*gf_fade_out)(int instantaneous);
416 void (*gf_flash)( int r, int g, int b );
418 // sets the clipping region
419 void (*gf_set_clip)(int x, int y, int w, int h);
421 // resets the clipping region to entire screen
422 void (*gf_reset_clip)();
424 void (*gf_set_color)( int r, int g, int b );
425 void (*gf_get_color)( int * r, int * g, int * b );
426 void (*gf_init_color)( color * dst, int r, int g, int b );
428 void (*gf_init_alphacolor)( color * dst, int r, int g, int b, int alpha, int type );
429 void (*gf_set_color_fast)( color * dst );
431 void (*gf_set_font)(int fontnum);
433 // Sets the current bitmap
434 void (*gf_set_bitmap)( int bitmap_num, int alphablend, int bitbltmode, float alpha, int sx, int sy );
436 // Call this to create a shader.
437 // This function takes a while, so don't call it once a frame!
438 // r,g,b, and c should be between -1.0 and 1.0f
440 // The matrix is used as follows:
441 // Dest(r) = Src(r)*r + Src(g)*r + Src(b)*r + c;
442 // Dest(g) = Src(r)*g + Src(g)*g + Src(b)*g + c;
443 // Dest(b) = Src(r)*b + Src(g)*b + Src(b)*b + c;
444 // For instance, to convert to greyscale, use
446 // To turn everything green, use:
448 void (*gf_create_shader)(shader * shade, float r, float g, float b, float c );
450 // Initialize the "shader" by calling gr_create_shader()
451 // Passing a NULL makes a shader that turns everything black.
452 void (*gf_set_shader)( shader * shade );
454 // clears entire clipping region to current color
457 // void (*gf_bitmap)(int x,int y);
458 // void (*gf_bitmap_ex)(int x,int y,int w,int h,int sx,int sy);
460 void (*gf_aabitmap)(int x, int y);
461 void (*gf_aabitmap_ex)(int x, int y, int w, int h, int sx, int sy);
463 void (*gf_rect)(int x, int y, int w, int h);
464 void (*gf_shade)(int x, int y, int w, int h);
465 void (*gf_string)(int x, int y, char * text);
467 // Draw a gradient line... x1,y1 is bright, x2,y2 is transparent.
468 void (*gf_gradient)(int x1, int y1, int x2, int y2);
470 void (*gf_circle)(int x, int y, int r);
472 // Integer line. Used to draw a fast but pixely line.
473 void (*gf_line)(int x1, int y1, int x2, int y2);
475 // Draws an antialiased line is the current color is an
476 // alphacolor, otherwise just draws a fast line. This
477 // gets called internally by g3_draw_line. This assumes
478 // the vertex's are already clipped, so call g3_draw_line
479 // not this if you have two 3d points.
480 void (*gf_aaline)(vertex *v1, vertex *v2);
482 void (*gf_pixel)( int x, int y );
484 // Scales current bitmap between va and vb with clipping
485 void (*gf_scaler)(vertex *va, vertex *vb );
487 // Scales current bitmap between va and vb with clipping, draws an aabitmap
488 void (*gf_aascaler)(vertex *va, vertex *vb );
490 // Texture maps the current bitmap. See TMAP_FLAG_?? defines for flag values
491 void (*gf_tmapper)(int nv, vertex *verts[], uint flags );
493 // dumps the current screen to a file
494 void (*gf_print_screen)(char * filename);
496 // Call once before rendering anything.
497 void (*gf_start_frame)();
499 // Call after rendering is over.
500 void (*gf_stop_frame)();
502 // Retrieves the zbuffer mode.
503 int (*gf_zbuffer_get)();
505 // Sets mode. Returns previous mode.
506 int (*gf_zbuffer_set)(int mode);
508 // Clears the zbuffer. If use_zbuffer is FALSE, then zbuffering mode is ignored and zbuffer is always off.
509 void (*gf_zbuffer_clear)(int use_zbuffer);
511 // Saves screen. Returns an id you pass to restore and free.
512 int (*gf_save_screen)();
514 // Resets clip region and copies entire saved screen to the screen.
515 void (*gf_restore_screen)(int id);
517 // Frees up a saved screen.
518 void (*gf_free_screen)(int id);
520 // CODE FOR DUMPING FRAMES TO A FILE
521 // Begin frame dumping
522 void (*gf_dump_frame_start)( int first_frame_number, int nframes_between_dumps );
524 // Dump the current frame to file
525 void (*gf_dump_frame)();
527 // Dump the current frame to file
528 void (*gf_dump_frame_stop)();
531 void (*gf_set_gamma)(float gamma);
533 // Lock/unlock the screen
534 // Returns non-zero if sucessful (memory pointer)
538 // grab a region of the screen. assumes data is large enough
539 void (*gf_get_region)(int front, int w, int h, ubyte *data);
541 // set fog attributes
542 void (*gf_fog_set)(int fog_mode, int r, int g, int b, float fog_near, float fog_far);
544 // get the current pixel color in the framebuffer
545 void (*gf_get_pixel)(int x, int y, int *r, int *g, int *b);
548 void (*gf_set_cull)(int cull);
551 void (*gf_cross_fade)(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct);
554 void (*gf_filter_set)(int filter);
556 // set a texture into cache. for sectioned bitmaps, pass in sx and sy to set that particular section of the bitmap
557 int (*gf_tcache_set)(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int fail_on_full, int sx, int sy, int force);
559 // set the color to be used when clearing the background
560 void (*gf_set_clear_color)(int r, int g, int b);
565 extern int Gr_katmai;
570 #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);
572 //Window's interface to set up graphics:
573 //--------------------------------------
574 // Call this at application startup
576 #define GR_SOFTWARE (100) // Software renderer using standard Win32 functions in a window.
577 #define GR_DIRECTDRAW (101) // Software renderer using DirectDraw fullscreen.
578 #define GR_DIRECT3D (102) // Use Direct3d hardware renderer
579 #define GR_GLIDE (103) // Use Glide hardware renderer
580 #define GR_OPENGL (104) // Use OpenGl hardware renderer
582 // resolution constants - always keep resolutions in ascending order and starting from 0
583 #define GR_NUM_RESOLUTIONS 2
584 #define GR_640 0 // 640 x 480
585 #define GR_1024 1 // 1024 x 768
587 extern int gr_init(int res, int mode, int depth = 16, int fred_x = -1, int fred_y = -1 );
589 // Call this when your app ends.
590 extern void gr_close();
592 extern screen gr_screen;
594 #define GR_ZBUFF_NONE 0
595 #define GR_ZBUFF_WRITE (1<<0)
596 #define GR_ZBUFF_READ (1<<1)
597 #define GR_ZBUFF_FULL (GR_ZBUFF_WRITE|GR_ZBUFF_READ)
599 // Returns -1 if couldn't init font, otherwise returns the
600 // font id number. If you call this twice with the same typeface,
601 // it will return the same font number both times. This font is
602 // then set to be the current font, and default font if none is
604 int gr_init_font( char * typeface );
606 // Does formatted printing. This calls gr_string after formatting,
607 // so if you don't need to format the string, then call gr_string
609 extern void _cdecl gr_printf( int x, int y, char * format, ... );
611 // Returns the size of the string in pixels in w and h
612 extern void gr_get_string_size( int *w, int *h, char * text, int len = 9999 );
614 // Returns the height of the current font
615 extern int gr_get_font_height();
617 extern void gr_set_palette(char *name, ubyte *palette, int restrict_to_128 = 0);
619 // These two functions use a Windows mono font. Only for use
620 // in the editor, please.
621 void gr_get_string_size_win(int *w, int *h, char *text);
622 void gr_string_win(int x, int y, char *s );
624 // set the mouse pointer to a specific bitmap, used for animating cursors
625 #define GR_CURSOR_LOCK 1
626 #define GR_CURSOR_UNLOCK 2
627 void gr_set_cursor_bitmap(int n, int lock = 0);
628 int gr_get_cursor_bitmap();
629 extern int Web_cursor_bitmap;
631 // Called by OS when application gets/looses focus
632 extern void gr_activate(int active);
634 #define GR_CALL(x) (*x)
636 // These macros make the function indirection look like the
637 // old Descent-style gr_xxx calls.
639 #define gr_print_screen GR_CALL(gr_screen.gf_print_screen)
641 #define gr_flip GR_CALL(gr_screen.gf_flip)
642 #define gr_flip_window GR_CALL(gr_screen.gf_flip_window)
644 #define gr_set_clip GR_CALL(gr_screen.gf_set_clip)
645 #define gr_reset_clip GR_CALL(gr_screen.gf_reset_clip)
646 #define gr_set_font GR_CALL(gr_screen.gf_set_font)
648 #define gr_init_color GR_CALL(gr_screen.gf_init_color)
649 #define gr_init_alphacolor GR_CALL(gr_screen.gf_init_alphacolor)
650 #define gr_set_color GR_CALL(gr_screen.gf_set_color)
651 #define gr_get_color GR_CALL(gr_screen.gf_get_color)
652 #define gr_set_color_fast GR_CALL(gr_screen.gf_set_color_fast)
654 #define gr_set_bitmap GR_CALL(gr_screen.gf_set_bitmap)
656 #define gr_create_shader GR_CALL(gr_screen.gf_create_shader)
657 #define gr_set_shader GR_CALL(gr_screen.gf_set_shader)
658 #define gr_clear GR_CALL(gr_screen.gf_clear)
659 // #define gr_bitmap GR_CALL(gr_screen.gf_bitmap)
660 // #define gr_bitmap_ex GR_CALL(gr_screen.gf_bitmap_ex)
661 #define gr_aabitmap GR_CALL(gr_screen.gf_aabitmap)
662 #define gr_aabitmap_ex GR_CALL(gr_screen.gf_aabitmap_ex)
663 #define gr_rect GR_CALL(gr_screen.gf_rect)
664 #define gr_shade GR_CALL(gr_screen.gf_shade)
665 #define gr_string GR_CALL(gr_screen.gf_string)
667 #define gr_circle GR_CALL(gr_screen.gf_circle)
669 #define gr_line GR_CALL(gr_screen.gf_line)
670 #define gr_aaline GR_CALL(gr_screen.gf_aaline)
671 #define gr_pixel GR_CALL(gr_screen.gf_pixel)
672 #define gr_scaler GR_CALL(gr_screen.gf_scaler)
673 #define gr_aascaler GR_CALL(gr_screen.gf_aascaler)
674 #define gr_tmapper GR_CALL(gr_screen.gf_tmapper)
676 #define gr_gradient GR_CALL(gr_screen.gf_gradient)
679 #define gr_fade_in GR_CALL(gr_screen.gf_fade_in)
680 #define gr_fade_out GR_CALL(gr_screen.gf_fade_out)
681 #define gr_flash GR_CALL(gr_screen.gf_flash)
683 #define gr_zbuffer_get GR_CALL(gr_screen.gf_zbuffer_get)
684 #define gr_zbuffer_set GR_CALL(gr_screen.gf_zbuffer_set)
685 #define gr_zbuffer_clear GR_CALL(gr_screen.gf_zbuffer_clear)
687 #define gr_save_screen GR_CALL(gr_screen.gf_save_screen)
688 #define gr_restore_screen GR_CALL(gr_screen.gf_restore_screen)
689 #define gr_free_screen GR_CALL(gr_screen.gf_free_screen)
691 #define gr_dump_frame_start GR_CALL(gr_screen.gf_dump_frame_start)
692 #define gr_dump_frame_stop GR_CALL(gr_screen.gf_dump_frame_stop)
693 #define gr_dump_frame GR_CALL(gr_screen.gf_dump_frame)
695 #define gr_set_gamma GR_CALL(gr_screen.gf_set_gamma)
697 #define gr_lock GR_CALL(gr_screen.gf_lock)
698 #define gr_unlock GR_CALL(gr_screen.gf_unlock)
700 #define gr_get_region GR_CALL(gr_screen.gf_get_region)
702 #define gr_fog_set GR_CALL(gr_screen.gf_fog_set)
704 #define gr_get_pixel GR_CALL(gr_screen.gf_get_pixel)
706 #define gr_set_cull GR_CALL(gr_screen.gf_set_cull)
708 #define gr_cross_fade GR_CALL(gr_screen.gf_cross_fade)
710 #define gr_filter_set GR_CALL(gr_screen.gf_filter_set)
712 #define gr_tcache_set GR_CALL(gr_screen.gf_tcache_set)
714 #define gr_set_clear_color GR_CALL(gr_screen.gf_set_clear_color)
716 // new bitmap functions
717 extern int Gr_bitmap_poly;
718 void gr_bitmap(int x, int y);
719 void gr_bitmap_ex(int x, int y, int w, int h, int sx, int sy);
721 // special function for drawing polylines. this function is specifically intended for
722 // polylines where each section is no more than 90 degrees away from a previous section.
723 // Moreover, it is _really_ intended for use with 45 degree angles.
724 void gr_pline_special(vector **pts, int num_pts, int thickness);