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- /*
- THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
- SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
- END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
- ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
- IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
- SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
- FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
- CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
- AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
- COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
- */
- #ifndef _TEXMAP_H
- #define _TEXMAP_H
- #include "fix.h"
- #include "3d.h"
- #include "gr.h"
- #define NUM_LIGHTING_LEVELS 32
- #define MAX_TMAP_VERTS 25
- #define MAX_LIGHTING_VALUE ((NUM_LIGHTING_LEVELS-1)*F1_0/NUM_LIGHTING_LEVELS)
- #define MIN_LIGHTING_VALUE (F1_0/NUM_LIGHTING_LEVELS)
- //variables for clipping the texture-mapper to screen region
- extern int Window_clip_left, Window_clip_bot, Window_clip_right, Window_clip_top;
- //call this once per frame to set certain variables
- extern void init_interface_vars_to_assembler(void);
- // -------------------------------------------------------------------------------------------------------
- extern fix compute_lighting_value(g3s_point *vertptr);
- // -------------------------------------------------------------------------------------------------------
- // This is the main texture mapper call.
- // tmap_num references a texture map defined in Texmap_ptrs.
- // nverts = number of vertices
- // vertbuf is a pointer to an array of vertex pointers
- extern void draw_tmap(grs_bitmap *bp, int nverts, g3s_point **vertbuf);
- // -------------------------------------------------------------------------------------------------------
- // Texture map vertex.
- // The fields r,g,b and l are mutually exclusive. r,g,b are used for rgb lighting.
- // l is used for intensity based lighting.
- typedef struct g3ds_vertex {
- fix x,y,z;
- fix u,v;
- fix x2d,y2d;
- fix l;
- fix r,g,b;
- } g3ds_vertex;
- // A texture map is defined as a polygon with u,v coordinates associated with
- // one point in the polygon, and a pair of vectors describing the orientation
- // of the texture map in the world, from which the deltas Du_dx, Dv_dy, etc.
- // are computed.
- typedef struct g3ds_tmap {
- int nv; // number of vertices
- g3ds_vertex verts[MAX_TMAP_VERTS]; // up to 8 vertices, this is inefficient, change
- } g3ds_tmap;
- // -------------------------------------------------------------------------------------------------------
- // Note: Not all interpolation method and lighting combinations are supported.
- // Set Interpolation_method to 0/1/2 for linear/linear, perspective/linear, perspective/perspective
- extern int Interpolation_method;
- // Set Lighting_on to 0/1/2 for no lighting/intensity lighting/rgb lighting
- extern int Lighting_on;
- // HACK INTERFACE: how far away the current segment (& thus texture) is
- extern int Current_seg_depth;
- extern int Max_perspective_depth; // Deepest segment at which perspective interpolation will be used.
- extern int Max_linear_depth; // Deepest segment at which linear interpolation will be used.
- extern int Max_flat_depth; // Deepest segment at which flat shading will be used. (If not flat shading, then what?)
- // These are pointers to texture maps. If you want to render texture map #7, then you will render
- // the texture map defined by Texmap_ptrs[7].
- extern grs_bitmap Texmap_ptrs[];
- extern grs_bitmap Texmap4_ptrs[];
- // Interface for sky renderer
- extern void texture_map_lin_lin_sky(grs_bitmap *srcb, g3ds_tmap *t);
- extern void texture_map_lin_lin_sky_v(grs_bitmap *srcb, g3ds_tmap *t);
- extern void texture_map_hyp_lin_v(grs_bitmap *srcb, g3ds_tmap *t);
- extern void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t);
- // This is the gr_upoly-like interface to the texture mapper which uses texture-mapper compatible
- // (ie, avoids cracking) edge/delta computation.
- void gr_upoly_tmap(int nverts, int *vert );
- //This is like gr_upoly_tmap() but instead of drawing, it calls the specified
- //function with ylr values
- void gr_upoly_tmap_ylr(int nverts, int *vert, void *ylr_func() );
- extern int Transparency_on,per2_flag;
- // Set to !0 to enable Sim City 2000 (or Eric's Drive Through, or Eric's Game) specific code.
- extern int SC2000;
- #endif
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