93 lines
2.8 KiB
C
93 lines
2.8 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2011 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/***************************************************************************/
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/*
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* piedef.h
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*
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* type defines for all pumpkin image library functions.
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*
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*/
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/***************************************************************************/
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#ifndef _piedef_h
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#define _piedef_h
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/***************************************************************************/
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#include "lib/framework/frame.h"
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#include "lib/framework/vector.h"
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#include "ivisdef.h"
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#include "pietypes.h"
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/***************************************************************************/
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/*
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* Global Definitions (STRUCTURES)
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*/
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/***************************************************************************/
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struct PIELIGHTBYTES
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{
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uint8_t r, g, b, a;
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};
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/** Our basic colour type. Use whenever you want to define a colour.
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* Set bytes separetely, and do not assume a byte order between the components. */
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union PIELIGHT
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{
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PIELIGHTBYTES byte;
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UDWORD rgba;
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UBYTE vector[4];
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};
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struct PIERECT ///< Screen rectangle.
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{
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SWORD x, y, w, h;
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};
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struct PIEIMAGE ///< An area of texture.
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{
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SDWORD texPage;
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SWORD tu, tv, tw, th;
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};
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/***************************************************************************/
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/*
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* Global ProtoTypes
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*/
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/***************************************************************************/
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extern void pie_Draw3DShape(iIMDShape *shape, int frame, int team, PIELIGHT colour, int pieFlag, int pieFlagData);
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extern void pie_DrawImage(const PIEIMAGE *image, const PIERECT *dest);
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void pie_DrawImage(const PIEIMAGE *image, const PIERECT *dest, PIELIGHT colour);
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extern void pie_GetResetCounts(unsigned int* pPieCount, unsigned int* pPolyCount, unsigned int* pStateCount);
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/** Setup stencil shadows and OpenGL lighting. */
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void pie_BeginLighting(const Vector3f * light, bool drawshadows);
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/* Stop using stencil shadows and OpenGL lighting (if enabled). */
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void pie_EndLighting(void);
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void pie_Lighting0(LIGHTING_TYPE entry, float value[4]);
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void pie_RemainingPasses(void);
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void pie_SetUp(void);
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void pie_CleanUp(void);
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#endif // _piedef_h
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