warzone2100/lib/ivis_opengl/piematrix.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
*/
/***************************************************************************/
/*
* pieMatrix.h
*
* matrix functions for pumpkin image library.
*
*/
/***************************************************************************/
#ifndef _pieMatrix_h
#define _pieMatrix_h
#include "lib/ivis_common/piedef.h"
/***************************************************************************/
/*
* Global Definitions
*/
/***************************************************************************/
typedef struct {SDWORD a, b, c, d, e, f, g, h, i, j, k, l;} SDMATRIX;
/***************************************************************************/
/*
* Global Variables
*/
/***************************************************************************/
extern SDMATRIX *psMatrix;
extern SDWORD aSinTable[];
//*************************************************************************
// FIXME DUPLICATE CODE! Already present in trig.c!
#define SIN(X) aSinTable[(Uint16)(X) >> 4]
#define COS(X) aSinTable[((Uint16)(X) >> 4) + 1024]
//*************************************************************************
/*!
* Rotate and translate v with the worldmatrix. Store the result in s
* \param[in] v Vector to translate
* \param[out] s Resulting vector
*/
static inline void pie_RotateTranslate3iv(Vector3i * v, Vector3i * s)
{
s->x = ( v->x * psMatrix->a + v->z * psMatrix->d + v->y * psMatrix->g
+ psMatrix->j ) / FP12_MULTIPLIER;
s->z = ( v->x * psMatrix->b + v->z * psMatrix->e + v->y * psMatrix->h
+ psMatrix->k ) / FP12_MULTIPLIER;
s->y = ( v->x * psMatrix->c + v->z * psMatrix->f + v->y * psMatrix->i
+ psMatrix->l ) / FP12_MULTIPLIER;
}
//*************************************************************************
extern void pie_MatInit(void);
//*************************************************************************
extern void pie_MatBegin(void);
extern void pie_MatEnd(void);
extern void pie_MATTRANS(int x, int y, int z);
extern void pie_TRANSLATE(int x, int y, int z);
extern void pie_MatScale( UDWORD percent );
extern void pie_MatRotX(int x);
extern void pie_MatRotY(int y);
extern void pie_MatRotZ(int z);
extern Sint32 pie_RotateProject(Vector3i *v3d, Vector2i *v2d);
//*************************************************************************
extern void pie_PerspectiveBegin(void);
extern void pie_PerspectiveEnd(void);
//*************************************************************************
extern void pie_VectorNormalise3iv(Vector3i *v);
extern void pie_VectorNormalise3fv(Vector3f *v);
extern void pie_VectorInverseRotate0(Vector3i *v1, Vector3i *v2);
extern void pie_SurfaceNormal3iv(Vector3i *p1, Vector3i *p2, Vector3i *p3, Vector3i *v);
extern void pie_SurfaceNormal3fv(Vector3f *p1, Vector3f *p2, Vector3f *p3, Vector3f *v);
extern BOOL pie_Clockwise(iVertex *s);
extern void pie_SetGeometricOffset(int x, int y);
extern BOOL pie_PieClockwise(PIEVERTEX *s);
void pie_Begin3DScene(void);
void pie_BeginInterface(void);
#endif