TEXMAP.H 4.5 KB

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  1. /*
  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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
  12. */
  13. #ifndef _TEXMAP_H
  14. #define _TEXMAP_H
  15. #include "fix.h"
  16. #include "3d.h"
  17. #include "gr.h"
  18. #define NUM_LIGHTING_LEVELS 32
  19. #define MAX_TMAP_VERTS 25
  20. #define MAX_LIGHTING_VALUE ((NUM_LIGHTING_LEVELS-1)*F1_0/NUM_LIGHTING_LEVELS)
  21. #define MIN_LIGHTING_VALUE (F1_0/NUM_LIGHTING_LEVELS)
  22. //variables for clipping the texture-mapper to screen region
  23. extern int Window_clip_left, Window_clip_bot, Window_clip_right, Window_clip_top;
  24. //call this once per frame to set certain variables
  25. extern void init_interface_vars_to_assembler(void);
  26. // -------------------------------------------------------------------------------------------------------
  27. extern fix compute_lighting_value(g3s_point *vertptr);
  28. // -------------------------------------------------------------------------------------------------------
  29. // This is the main texture mapper call.
  30. // tmap_num references a texture map defined in Texmap_ptrs.
  31. // nverts = number of vertices
  32. // vertbuf is a pointer to an array of vertex pointers
  33. extern void draw_tmap(grs_bitmap *bp, int nverts, g3s_point **vertbuf);
  34. // -------------------------------------------------------------------------------------------------------
  35. // Texture map vertex.
  36. // The fields r,g,b and l are mutually exclusive. r,g,b are used for rgb lighting.
  37. // l is used for intensity based lighting.
  38. typedef struct g3ds_vertex {
  39. fix x,y,z;
  40. fix u,v;
  41. fix x2d,y2d;
  42. fix l;
  43. fix r,g,b;
  44. } g3ds_vertex;
  45. // A texture map is defined as a polygon with u,v coordinates associated with
  46. // one point in the polygon, and a pair of vectors describing the orientation
  47. // of the texture map in the world, from which the deltas Du_dx, Dv_dy, etc.
  48. // are computed.
  49. typedef struct g3ds_tmap {
  50. int nv; // number of vertices
  51. g3ds_vertex verts[MAX_TMAP_VERTS]; // up to 8 vertices, this is inefficient, change
  52. } g3ds_tmap;
  53. // -------------------------------------------------------------------------------------------------------
  54. // Note: Not all interpolation method and lighting combinations are supported.
  55. // Set Interpolation_method to 0/1/2 for linear/linear, perspective/linear, perspective/perspective
  56. extern int Interpolation_method;
  57. // Set Lighting_on to 0/1/2 for no lighting/intensity lighting/rgb lighting
  58. extern int Lighting_on;
  59. // HACK INTERFACE: how far away the current segment (& thus texture) is
  60. extern int Current_seg_depth;
  61. extern int Max_perspective_depth; // Deepest segment at which perspective interpolation will be used.
  62. extern int Max_linear_depth; // Deepest segment at which linear interpolation will be used.
  63. extern int Max_flat_depth; // Deepest segment at which flat shading will be used. (If not flat shading, then what?)
  64. // These are pointers to texture maps. If you want to render texture map #7, then you will render
  65. // the texture map defined by Texmap_ptrs[7].
  66. extern grs_bitmap Texmap_ptrs[];
  67. extern grs_bitmap Texmap4_ptrs[];
  68. // Interface for sky renderer
  69. extern void texture_map_lin_lin_sky(grs_bitmap *srcb, g3ds_tmap *t);
  70. extern void texture_map_lin_lin_sky_v(grs_bitmap *srcb, g3ds_tmap *t);
  71. extern void texture_map_hyp_lin_v(grs_bitmap *srcb, g3ds_tmap *t);
  72. extern void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t);
  73. // This is the gr_upoly-like interface to the texture mapper which uses texture-mapper compatible
  74. // (ie, avoids cracking) edge/delta computation.
  75. void gr_upoly_tmap(int nverts, int *vert );
  76. //This is like gr_upoly_tmap() but instead of drawing, it calls the specified
  77. //function with ylr values
  78. void gr_upoly_tmap_ylr(int nverts, int *vert, void *ylr_func() );
  79. extern int Transparency_on,per2_flag;
  80. // Set to !0 to enable Sim City 2000 (or Eric's Drive Through, or Eric's Game) specific code.
  81. extern int SC2000;
  82. #endif