warzone2100/lib/ivis_common/piedef.h

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/***************************************************************************/
/*
* piedef.h
*
* type defines for all pumpkin image library functions.
*
*/
/***************************************************************************/
#ifndef _piedef_h
#define _piedef_h
/***************************************************************************/
#include "lib/framework/frame.h"
#include "ivisdef.h"
#include "ivispatch.h"
/***************************************************************************/
/*
* Global Definitions (CONSTANTS)
*/
/***************************************************************************/
#define DEG_360 65536
#define DEG_1 (DEG_360/360)
#define DEG_2 (DEG_360/180)
#define DEG_60 (DEG_360/6)
#define DEG(X) (DEG_1 * (X))
//! PSX-style float emulation: 12 digit semi-floats stored in an int
// FIXME!
#define FP12_SHIFT 12
#define FP12_MULTIPLIER (1 << FP12_SHIFT)
#define STRETCHED_Z_SHIFT 10 // stretchs z range for (1000 to 4000) to (8000 to 32000)
#define MAX_Z (32000.0f) // raised to 32000 from 6000 when stretched
#define MIN_STRETCHED_Z 256
#define LONG_WAY (1<<15)
#define LONG_TEST (1<<14)
#define INTERFACE_DEPTH (MAX_Z - 1.0f)
#define BUTTON_DEPTH 2000 // will be stretched to 16000
#define OLD_TEXTURE_SIZE_FIX 256.0f
//Render style flags for all pie draw functions
#define pie_TRANSLUCENT 0x2
#define pie_ADDITIVE 0x4
#define pie_NO_BILINEAR 0x8
#define pie_HEIGHT_SCALED 0x10
#define pie_RAISE 0x20
#define pie_BUTTON 0x40
#define pie_SHADOW 0x80
#define pie_STATIC_SHADOW 0x100
#define pie_RAISE_SCALE 256
#define pie_MAX_VERTICES 768
#define pie_MAX_POLYGONS 512
#define pie_MAX_VERTICES_PER_POLYGON 6
/***************************************************************************/
/*
* Global Definitions (STRUCTURES)
*/
/***************************************************************************/
typedef struct { UBYTE r, g, b, a; } PIELIGHTBYTES;
/** Our basic colour type. Use whenever you want to define a colour.
* Set bytes separetely, and do not assume a byte order between the components. */
typedef union { PIELIGHTBYTES byte; UDWORD argb; UBYTE vector[4]; } PIELIGHT;
typedef struct
{
Vector3i pos;
float u, v;
PIELIGHT light;
Vector3i screen; //! Screenspace tile coordinates
} TERRAIN_VERTEX;
typedef struct {float x, y, z, u, v; PIELIGHT light, specular;} TERRAIN_VERTEXF;
typedef struct {SWORD x, y, w, h;} PIERECT; /**< Screen rectangle. */
typedef struct {SDWORD texPage; SWORD tu, tv, tw, th;} PIEIMAGE; /**< An area of texture. */
/** Render style for pie draw functions. */
typedef struct {UDWORD pieFlag; PIELIGHT colour, specular; UBYTE light, trans, scale, height;} PIESTYLE;
typedef struct {
unsigned int flags;
unsigned int nVrts;
TERRAIN_VERTEXF *pVrts;
iTexAnim *pTexAnim;
} PIEPOLY;
/***************************************************************************/
/*
* Global ProtoTypes
*/
/***************************************************************************/
extern void pie_Draw3DShape(iIMDShape *shape, int frame, int team, PIELIGHT colour, PIELIGHT specular, int pieFlag, int pieData);
extern void pie_DrawImage(PIEIMAGE *image, PIERECT *dest, PIESTYLE *style);
void pie_DrawTerrainDone(int mapx, int mapy);
void pie_DrawTerrainTriangle(int index, const TERRAIN_VERTEX *aVrts);
void pie_DrawWaterTriangle(const TERRAIN_VERTEX *aVrts);
extern void pie_GetResetCounts(unsigned int* pPieCount, unsigned int* pTileCount, unsigned int* pPolyCount, unsigned int* pStateCount);
/** Setup stencil shadows and OpenGL lighting. */
void pie_BeginLighting(const Vector3f * light);
/* Stop using stencil shadows and OpenGL lighting (if enabled). */
void pie_EndLighting(void);
void pie_RemainingPasses(void);
void pie_CleanUp( void );
#endif // _piedef_h