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16 * Header file for 3d library
17 * except for functions implemented in interp.c
28 extern int g3d_interp_outline; //if on, polygon models outlined in white
30 extern vms_vector Matrix_scale; //how the matrix is currently scaled
32 extern short highest_texture_num;
34 //Structure for storing u,v,light values. This structure doesn't have a
35 //prefix because it was defined somewhere else before it was moved here
36 typedef struct g3s_uvl {
40 //Stucture to store clipping codes in a word
41 typedef struct g3s_codes {
42 ubyte or,and; //or is low byte, and is high byte
45 //flags for point structure
46 #define PF_PROJECTED 1 //has been projected, so sx,sy valid
47 #define PF_OVERFLOW 2 //can't project
48 #define PF_TEMP_POINT 4 //created during clip
49 #define PF_UVS 8 //has uv values set
50 #define PF_LS 16 //has lighting values set
52 //clipping codes flags
55 #define CC_OFF_RIGHT 2
58 #define CC_BEHIND 0x80
60 //Used to store rotated points for mines. Has frame count to indictate
61 //if rotated, and flag to indicate if projected.
62 typedef struct g3s_point {
63 vms_vector p3_vec; //x,y,z of rotated point
64 fix p3_u,p3_v,p3_l; //u,v,l coords
65 fix p3_sx,p3_sy; //screen x&y
66 ubyte p3_codes; //clipping codes
67 ubyte p3_flags; //projected?
68 short p3_pad; //keep structure longword aligned
71 //macros to reference x,y,z elements of a 3d point
76 //An object, such as a robot
77 typedef struct g3s_object {
78 vms_vector o3_pos; //location of this object
79 vms_angvec o3_orient; //orientation of this object
80 int o3_nverts; //number of points in the object
81 int o3_nfaces; //number of faces in the object
83 //this will be filled in later
91 //Functions in library
93 //3d system startup and shutdown:
95 //initialize the 3d system
98 //close down the 3d system
102 //Frame setup functions:
105 void g3_start_frame(void);
107 //set view from x,y,z & p,b,h, zoom. Must call one of g3_set_view_*()
108 void g3_set_view_angles(vms_vector *view_pos,vms_angvec *view_orient,fix zoom);
110 //set view from x,y,z, viewer matrix, and zoom. Must call one of g3_set_view_*()
111 void g3_set_view_matrix(vms_vector *view_pos,vms_matrix *view_matrix,fix zoom);
114 void g3_end_frame(void);
117 void g3_draw_horizon(int sky_color,int ground_color);
119 //get vectors that are edge of horizon
120 int g3_compute_sky_polygon(fix *points_2d,vms_vector *vecs);
124 //instance at specified point with specified orientation
125 void g3_start_instance_matrix(vms_vector *pos,vms_matrix *orient);
127 //instance at specified point with specified orientation
128 void g3_start_instance_angles(vms_vector *pos,vms_angvec *angles);
130 //pops the old context
131 void g3_done_instance(void);
133 //Misc utility functions:
135 //get current field of view. Fills in angle for x & y
136 void g3_get_FOV(fixang *fov_x,fixang *fov_y);
138 //get zoom. For a given window size, return the zoom which will achieve
139 //the given FOV along the given axis.
140 fix g3_get_zoom(char axis,fixang fov,short window_width,short window_height);
142 //returns the normalized, unscaled view vectors
143 void g3_get_view_vectors(vms_vector *forward,vms_vector *up,vms_vector *right);
145 //returns true if a plane is facing the viewer. takes the unrotated surface
146 //normal of the plane, and a point on it. The normal need not be normalized
147 bool g3_check_normal_facing(vms_vector *v,vms_vector *norm);
149 //Point definition and rotation functions:
151 //specify the arrays refered to by the 'pointlist' parms in the following
152 //functions. I'm not sure if we will keep this function, but I need
154 //void g3_set_points(g3s_point *points,vms_vector *vecs);
156 //returns codes_and & codes_or of a list of points numbers
157 g3s_codes g3_check_codes(int nv,g3s_point **pointlist);
159 //rotates a point. returns codes. does not check if already rotated
160 ubyte g3_rotate_point(g3s_point *dest,const vms_vector *src);
163 void g3_project_point(g3s_point *point);
165 //calculate the depth of a point - returns the z coord of the rotated point
166 fix g3_calc_point_depth(vms_vector *pnt);
168 //from a 2d point, compute the vector through that point
169 void g3_point_2_vec(vms_vector *v,short sx,short sy);
171 //code a point. fills in the p3_codes field of the point, and returns the codes
172 ubyte g3_code_point(g3s_point *point);
174 //delta rotation functions
175 vms_vector *g3_rotate_delta_x(vms_vector *dest,fix dx);
176 vms_vector *g3_rotate_delta_y(vms_vector *dest,fix dy);
177 vms_vector *g3_rotate_delta_z(vms_vector *dest,fix dz);
178 vms_vector *g3_rotate_delta_vec(vms_vector *dest,vms_vector *src);
179 ubyte g3_add_delta_vec(g3s_point *dest,g3s_point *src,vms_vector *deltav);
183 //draw a flat-shaded face.
184 //returns 1 if off screen, 0 if drew
185 bool g3_draw_poly(int nv,g3s_point **pointlist);
187 //draw a texture-mapped face.
188 //returns 1 if off screen, 0 if drew
189 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm);
191 //draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
192 //radius, but not to the distance from the eye
193 int g3_draw_sphere(g3s_point *pnt,fix rad);
195 //@@//return ligting value for a point
196 //@@fix g3_compute_lighting_value(g3s_point *rotated_point,fix normval);
199 //like g3_draw_poly(), but checks to see if facing. If surface normal is
200 //NULL, this routine must compute it, which will be slow. It is better to
201 //pre-compute the normal, and pass it to this function. When the normal
202 //is passed, this function works like g3_check_normal_facing() plus
204 //returns -1 if not facing, 1 if off screen, 0 if drew
205 bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_vector *pnt);
206 bool g3_check_and_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm,vms_vector *norm,vms_vector *pnt);
208 //draws a line. takes two points.
209 bool g3_draw_line(g3s_point *p0,g3s_point *p1);
211 //draw a polygon that is always facing you
212 //returns 1 if off screen, 0 if drew
213 bool g3_draw_rod_flat(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width);
215 //draw a bitmap object that is always facing you
216 //returns 1 if off screen, 0 if drew
217 bool g3_draw_rod_tmap(grs_bitmap *bitmap,g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width,fix light);
219 //draws a bitmap with the specified 3d width & height
220 //returns 1 if off screen, 0 if drew
221 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation);
223 //specifies 2d drawing routines to use instead of defaults. Passing
224 //NULL for either or both restores defaults
225 void g3_set_special_render(void (*tmap_drawer)(grs_bitmap *, int, g3s_point **), void (*flat_drawer)(int, int *), int (*line_drawer)(fix, fix, fix, fix));