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8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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11 COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
14 * $Source: /cvs/cvsroot/d2x/include/texmap.h,v $
15 * $Revision: 1.1.1.1 $
17 * $Date: 2001-01-19 03:30:16 $
19 * Include file for entities using texture mapper library.
21 * $Log: not supported by cvs2svn $
22 * Revision 1.2 1999/07/07 21:21:56 donut
23 * increased recip table size to better accommodate 640 res
25 * Revision 1.1.1.1 1999/06/14 22:02:20 donut
26 * Import of d1x 1.37 source.
28 * Revision 1.2 1995/09/04 14:22:10 allender
29 * #defines for fixed point limits on render buffer
31 * Revision 1.1 1995/05/04 20:14:50 allender
34 * Revision 1.17 1994/11/10 11:09:16 mike
37 * Revision 1.16 1994/11/09 22:55:32 matt
38 * Added variable Current_seg_depth for detail level optimization
40 * Revision 1.15 1994/06/09 16:10:04 mike
41 * Add prototype for SC2000
43 * Revision 1.14 1994/05/25 18:46:16 matt
44 * Added gr_upoly_tmap_ylr(), which generates ylr's for a polygon
46 * Revision 1.13 1994/05/25 09:47:12 mike
47 * Added interface support for linear texture mapper (Mike change, Matt commnet)
49 * Revision 1.12 1994/05/24 17:30:43 mike
50 * Prototype a bunch of linear, vertical scanning functions.
52 * Revision 1.11 1994/05/19 23:26:14 mike
53 * Add constants NUM_LIGHTING_VALUES, MAX_LIGHTING_VALUE, MIN_LIGHTING_VALUE,
54 * all part of new lighting_values_in_0_to_1 system.
56 * Revision 1.10 1994/05/14 17:19:21 matt
59 * Revision 1.9 1994/04/13 23:55:44 matt
60 * Increased max_tmap_verts from 16 to 25
62 * Revision 1.8 1994/03/31 08:35:43 mike
63 * Prototype for gr_upoly_tmap.
65 * Revision 1.7 1994/02/08 15:17:54 mike
66 * define label for MAX_TMAP_VERTS
68 * Revision 1.6 1994/01/31 15:41:51 mike
69 * Add texture_map_lin_lin_sky_v
71 * Revision 1.5 1994/01/18 10:49:40 mike
72 * prototype for texture_map_lin_lin_sky
74 * Revision 1.4 1993/11/30 17:09:46 mike
75 * prototype for compute_lighting_value.
77 * Revision 1.3 1993/11/22 10:50:38 matt
78 * Add ifndef around body of file
80 * Revision 1.2 1993/10/06 12:41:25 mike
81 * Change prototype for draw_tmap.
83 * Revision 1.1 1993/09/08 17:29:11 mike
96 #define NUM_LIGHTING_LEVELS 32
97 #define MAX_TMAP_VERTS 25
98 #define MAX_LIGHTING_VALUE ((NUM_LIGHTING_LEVELS-1)*F1_0/NUM_LIGHTING_LEVELS)
99 #define MIN_LIGHTING_VALUE (F1_0/NUM_LIGHTING_LEVELS)
101 #define FIX_RECIP_TABLE_SIZE 641 //increased from 321 to 641, since this res is now quite achievable.. slight fps boost -MM
102 // -------------------------------------------------------------------------------------------------------
103 extern fix compute_lighting_value(g3s_point *vertptr);
105 // -------------------------------------------------------------------------------------------------------
106 // This is the main texture mapper call.
107 // tmap_num references a texture map defined in Texmap_ptrs.
108 // nverts = number of vertices
109 // vertbuf is a pointer to an array of vertex pointers
110 extern void draw_tmap(grs_bitmap *bp, int nverts, g3s_point **vertbuf);
112 // -------------------------------------------------------------------------------------------------------
113 // Texture map vertex.
114 // The fields r,g,b and l are mutually exclusive. r,g,b are used for rgb lighting.
115 // l is used for intensity based lighting.
116 typedef struct g3ds_vertex {
124 // A texture map is defined as a polygon with u,v coordinates associated with
125 // one point in the polygon, and a pair of vectors describing the orientation
126 // of the texture map in the world, from which the deltas Du_dx, Dv_dy, etc.
128 typedef struct g3ds_tmap {
129 int nv; // number of vertices
130 g3ds_vertex verts[MAX_TMAP_VERTS]; // up to 8 vertices, this is inefficient, change
133 // -------------------------------------------------------------------------------------------------------
135 // Note: Not all interpolation method and lighting combinations are supported.
136 // Set Interpolation_method to 0/1/2 for linear/linear, perspective/linear, perspective/perspective
137 extern int Interpolation_method;
139 // Set Lighting_on to 0/1/2 for no lighting/intensity lighting/rgb lighting
140 extern int Lighting_on;
142 // HACK INTERFACE: how far away the current segment (& thus texture) is
143 extern int Current_seg_depth;
144 extern int Max_perspective_depth; // Deepest segment at which perspective interpolation will be used.
145 extern int Max_linear_depth; // Deepest segment at which linear interpolation will be used.
146 extern int Max_flat_depth; // Deepest segment at which flat shading will be used. (If not flat shading, then what?)
148 // These are pointers to texture maps. If you want to render texture map #7, then you will render
149 // the texture map defined by Texmap_ptrs[7].
150 extern grs_bitmap Texmap_ptrs[];
151 extern grs_bitmap Texmap4_ptrs[];
153 // Interface for sky renderer
154 extern void texture_map_lin_lin_sky(grs_bitmap *srcb, g3ds_tmap *t);
155 extern void texture_map_lin_lin_sky_v(grs_bitmap *srcb, g3ds_tmap *t);
156 extern void texture_map_hyp_lin_v(grs_bitmap *srcb, g3ds_tmap *t);
158 extern void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t);
160 // This is the gr_upoly-like interface to the texture mapper which uses texture-mapper compatible
161 // (ie, avoids cracking) edge/delta computation.
162 void gr_upoly_tmap(int nverts, int *vert );
164 //This is like gr_upoly_tmap() but instead of drawing, it calls the specified
165 //function with ylr values
166 void gr_upoly_tmap_ylr(int nverts, int *vert, void (*ylr_func)(int, fix, fix) );
168 extern int Transparency_on,per2_flag;
170 // Set to !0 to enable Sim City 2000 (or Eric's Drive Through, or Eric's Game) specific code.
173 extern int Window_clip_left, Window_clip_bot, Window_clip_right, Window_clip_top;
175 // for ugly hack put in to be sure we don't overflow render buffer
177 #define FIX_XLIMIT (639 * F1_0)
178 #define FIX_YLIMIT (479 * F1_0)