2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
14 * $Source: /cvs/cvsroot/d2x/include/texmap.h,v $
16 * $Author: schaffner $
17 * $Date: 2004-08-28 23:17:45 $
19 * Include file for entities using texture mapper library.
30 #define NUM_LIGHTING_LEVELS 32
31 #define MAX_TMAP_VERTS 25
32 #define MAX_LIGHTING_VALUE ((NUM_LIGHTING_LEVELS-1)*F1_0/NUM_LIGHTING_LEVELS)
33 #define MIN_LIGHTING_VALUE (F1_0/NUM_LIGHTING_LEVELS)
35 #define FIX_RECIP_TABLE_SIZE 641 //increased from 321 to 641, since this res is now quite achievable.. slight fps boost -MM
36 // -------------------------------------------------------------------------------------------------------
37 extern fix compute_lighting_value(g3s_point *vertptr);
39 // -------------------------------------------------------------------------------------------------------
40 // This is the main texture mapper call.
41 // tmap_num references a texture map defined in Texmap_ptrs.
42 // nverts = number of vertices
43 // vertbuf is a pointer to an array of vertex pointers
44 extern void draw_tmap(grs_bitmap *bp, int nverts, g3s_point **vertbuf);
46 // -------------------------------------------------------------------------------------------------------
47 // Texture map vertex.
48 // The fields r,g,b and l are mutually exclusive. r,g,b are used for rgb lighting.
49 // l is used for intensity based lighting.
50 typedef struct g3ds_vertex {
58 // A texture map is defined as a polygon with u,v coordinates associated with
59 // one point in the polygon, and a pair of vectors describing the orientation
60 // of the texture map in the world, from which the deltas Du_dx, Dv_dy, etc.
62 typedef struct g3ds_tmap {
63 int nv; // number of vertices
64 g3ds_vertex verts[MAX_TMAP_VERTS]; // up to 8 vertices, this is inefficient, change
67 // -------------------------------------------------------------------------------------------------------
69 // Note: Not all interpolation method and lighting combinations are supported.
70 // Set Interpolation_method to 0/1/2 for linear/linear, perspective/linear, perspective/perspective
71 extern int Interpolation_method;
73 // Set Lighting_on to 0/1/2 for no lighting/intensity lighting/rgb lighting
74 extern int Lighting_on;
76 // HACK INTERFACE: how far away the current segment (& thus texture) is
77 extern int Current_seg_depth;
78 extern int Max_perspective_depth; // Deepest segment at which perspective interpolation will be used.
79 extern int Max_linear_depth; // Deepest segment at which linear interpolation will be used.
80 extern int Max_flat_depth; // Deepest segment at which flat shading will be used. (If not flat shading, then what?)
82 // These are pointers to texture maps. If you want to render texture map #7, then you will render
83 // the texture map defined by Texmap_ptrs[7].
84 extern grs_bitmap Texmap_ptrs[];
85 extern grs_bitmap Texmap4_ptrs[];
87 // Interface for sky renderer
88 extern void texture_map_lin_lin_sky(grs_bitmap *srcb, g3ds_tmap *t);
89 extern void texture_map_lin_lin_sky_v(grs_bitmap *srcb, g3ds_tmap *t);
90 extern void texture_map_hyp_lin_v(grs_bitmap *srcb, g3ds_tmap *t);
92 extern void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t);
94 // This is the gr_upoly-like interface to the texture mapper which uses texture-mapper compatible
95 // (ie, avoids cracking) edge/delta computation.
96 void gr_upoly_tmap(int nverts, int *vert );
98 //This is like gr_upoly_tmap() but instead of drawing, it calls the specified
99 //function with ylr values
100 void gr_upoly_tmap_ylr(int nverts, int *vert, void (*ylr_func)(int, fix, fix) );
102 extern int Transparency_on,per2_flag;
104 // Set to !0 to enable Sim City 2000 (or Eric's Drive Through, or Eric's Game) specific code.
107 extern int Window_clip_left, Window_clip_bot, Window_clip_right, Window_clip_top;
109 // for ugly hack put in to be sure we don't overflow render buffer
111 #define FIX_XLIMIT (639 * F1_0)
112 #define FIX_YLIMIT (479 * F1_0)
114 extern void init_interface_vars_to_assembler(void);