/* 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)) #define FP12_SHIFT 12 #define FP12_MULTIPLIER (1<<12) #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 INV_MAX_Z (0.00003125f) //1/32000 #define MIN_STRETCHED_Z 256 #define LONG_WAY (1<<15) #define LONG_TEST (1<<14) #define INTERFACE_DEPTH (MAX_Z - 1.0f) #define INTERFACE_DEPTH_3DFX (65535) #define INV_INTERFACE_DEPTH_3DFX (1.0f/65535.0f) #define BUTTON_DEPTH (2000) //will be stretched to 16000 #define TEXTURE_SIZE (256.0f) #define INV_TEX_SIZE (0.00390625f) #define MAX_FILE_PATH 256 #define pie_MAX_POLY_SIZE 16 //Effects #define pie_MAX_BRIGHT_LEVEL 255 #define pie_BRIGHT_LEVEL_200 200 #define pie_BRIGHT_LEVEL_180 180 #define pie_DROID_BRIGHT_LEVEL 192 //Render style flags for all pie draw functions #define pie_FLAG_MASK 0xffff #define pie_FLAT 0x1 #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_POINTS 512 #define pie_MAX_POLYS 512 #define pie_MAX_POLY_VERTS 10 #define pie_FILLRED 16 #define pie_FILLGREEN 16 #define pie_FILLBLUE 128 #define pie_FILLTRANS 128 #define MAX_UB_LIGHT ((UBYTE)255) #define MIN_UB_LIGHT ((UBYTE)0) #define MAX_LIGHT 0xffffffff /***************************************************************************/ /* * Global Definitions (MACROS) */ /***************************************************************************/ #define pie_MIN(a,b) (((a) < (b)) ? (a) : (b)) #define pie_MAX(a,b) (((a) > (b)) ? (a) : (b)) #define pie_ABS(a) (((a) < 0) ? (-(a)) : (a)) #define pie_ADDLIGHT(l,x) \ (((l)->byte.r > (MAX_UB_LIGHT - (x))) ? ((l)->byte.r = MAX_UB_LIGHT) : ((l)->byte.r +=(x))); \ (((l)->byte.g > (MAX_UB_LIGHT - (x))) ? ((l)->byte.g = MAX_UB_LIGHT) : ((l)->byte.g +=(x))); \ (((l)->byte.b > (MAX_UB_LIGHT - (x))) ? ((l)->byte.b = MAX_UB_LIGHT) : ((l)->byte.b +=(x))); #define pie_SUBTRACTLIGHT(l,x) \ (((l->byte.r) < (x)) ? ((l->byte.r) = MIN_UB_LIGHT) : ((l->byte.r) -=(x))); \ (((l->byte.g) < (x)) ? ((l->byte.g) = MIN_UB_LIGHT) : ((l->byte.g) -=(x))); \ (((l->byte.b) < (x)) ? ((l->byte.b) = MIN_UB_LIGHT) : ((l->byte.b) -=(x))); /***************************************************************************/ /* * Global Definitions (STRUCTURES) */ /***************************************************************************/ #ifdef __BIG_ENDIAN__ typedef struct {UBYTE a, r, g, b;} PIELIGHTBYTES; //for byte fields in a DWORD #else typedef struct {UBYTE b, g, r, a;} PIELIGHTBYTES; //for byte fields in a DWORD #endif typedef union {PIELIGHTBYTES byte; UDWORD argb;} PIELIGHT; typedef struct {UBYTE r, g, b, a;} PIEVERTLIGHT; typedef struct {SDWORD sx, sy, sz; UWORD tu, tv; PIELIGHT light, specular;} PIEVERTEX; typedef struct {float d3dx, d3dy, d3dz;} PIEPIXEL; typedef struct {SWORD x, y, w, h;} PIERECT; //screen rectangle typedef struct {SDWORD texPage; SWORD tu, tv, tw, th;} PIEIMAGE; //an area of texture typedef struct {UDWORD pieFlag; PIELIGHT colour, specular; UBYTE light, trans, scale, height;} PIESTYLE; //render style for pie draw functions typedef struct {long n; char msge[240];} iError; typedef Sint32 fixed; // This is the new resource loaded structure (TEXPAGE) typedef struct { iTexture *Texture; iPalette *Palette; } TEXTUREPAGE; typedef struct { UDWORD flags; SDWORD nVrts; PIEVERTEX *pVrts; iTexAnim *pTexAnim; } PIEPOLY; /***************************************************************************/ /* * Global Variables */ /***************************************************************************/ /***************************************************************************/ /* * Global ProtoTypes */ /***************************************************************************/ extern void pie_Draw3DShape(iIMDShape *shape, int frame, int team, UDWORD colour, UDWORD specular, int pieFlag, int pieData); extern void pie_DrawImage(PIEIMAGE *image, PIERECT *dest, PIESTYLE *style); extern void pie_DrawImage270( PIEIMAGE *image, PIERECT *dest ); void pie_DrawTriangle( iVertex *pv ); extern void pie_DrawTexTriangle(PIEVERTEX *aVrts, SDWORD texPage, void* psEffects); extern void pie_GetResetCounts(SDWORD* pPieCount, SDWORD* pTileCount, SDWORD* pPolyCount, SDWORD* pStateCount); extern void SetBSPObjectPos(SDWORD x,SDWORD y,SDWORD z); extern void SetBSPCameraPos(SDWORD x,SDWORD y,SDWORD z); /*! * Load a PNG from buffer pngimage into sprite * * \param pngimage Buffer to load from * \param sprite Sprite to read into * \return TRUE on success, FALSE otherwise */ BOOL pie_PNGLoadMem(char *pngimage, iTexture *sprite); void SetBSPObjectRot(SDWORD Yaw, SDWORD Pitch); void pie_BeginLighting(float x, float y, float z); void pie_EndLighting(void); void pie_RemainingPasses(void); void pie_CleanUp( void ); #endif // _piedef_h