warzone2100/lib/ivis_opengl/piedef.h

93 lines
2.8 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2011 Warzone 2100 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 "lib/framework/vector.h"
#include "ivisdef.h"
#include "pietypes.h"
/***************************************************************************/
/*
* Global Definitions (STRUCTURES)
*/
/***************************************************************************/
struct PIELIGHTBYTES
{
uint8_t r, g, b, a;
};
/** 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. */
union PIELIGHT
{
PIELIGHTBYTES byte;
UDWORD rgba;
UBYTE vector[4];
};
struct PIERECT ///< Screen rectangle.
{
SWORD x, y, w, h;
};
struct PIEIMAGE ///< An area of texture.
{
SDWORD texPage;
SWORD tu, tv, tw, th;
};
/***************************************************************************/
/*
* Global ProtoTypes
*/
/***************************************************************************/
extern void pie_Draw3DShape(iIMDShape *shape, int frame, int team, PIELIGHT colour, int pieFlag, int pieFlagData);
extern void pie_DrawImage(const PIEIMAGE *image, const PIERECT *dest);
void pie_DrawImage(const PIEIMAGE *image, const PIERECT *dest, PIELIGHT colour);
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, bool drawshadows);
/* Stop using stencil shadows and OpenGL lighting (if enabled). */
void pie_EndLighting(void);
void pie_Lighting0(LIGHTING_TYPE entry, float value[4]);
void pie_RemainingPasses(void);
void pie_SetUp(void);
void pie_CleanUp(void);
#endif // _piedef_h