130 lines
4.9 KiB
C
130 lines
4.9 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) 2005-2007 Warzone Resurrection 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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// vid.c 0.1 10-01-96.22-11-96
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#ifndef _rendmode_h_
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#define _rendmode_h_
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#include "ivisdef.h"
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#include "pieblitfunc.h"
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#include "bitimage.h"
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#include "textdraw.h"
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//*************************************************************************
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//patch
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#define iV_Line pie_Line
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#define iV_Box pie_Box
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#define iV_BoxFill pie_BoxFillIndex
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#define iV_TransBoxFill pie_TransBoxFill
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#define iV_DrawImage pie_ImageFileID
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#define iV_DrawImageRect pie_ImageFileIDTile
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#define iV_DrawTransImage pie_ImageFileID
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#define iV_DrawTransImageRect pie_ImageFileIDTile
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//*************************************************************************
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#define REND_D3D_RGB 0x133 // Direct3D 640x480x16bit RGB renderer (mmx)
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#define REND_D3D_HAL 0x143 // Direct3D 640x480x16bit hardware
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#define REND_D3D_REF 0x153 // Direct3D 640x480x16bit hardware
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#define REND_GLIDE_3DFX 0x200 // 3dfx Glide API
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#define REND_16BIT 0x400 // 16bit software mode for video
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#define iV_MODE_SURFACE 0x10000 // off-screen surface
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#define REND_PSX 0x20000 // PlayStation - added by tjc
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#define REND_UNDEFINED -1 // undefined mode
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//*************************************************************************
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// polygon flags b0..b7: col, b24..b31: anim index
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//#define PIE_FLAT 0x00000100
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#define PIE_TEXTURED 0x00000200
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//#define PIE_WIRE 0x00000400
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#define PIE_COLOURKEYED 0x00000800
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//#define PIE_GOURAUD 0x00001000
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#define PIE_NO_CULL 0x00002000
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//#define PIE_TEXANIM 0x00004000 // PIE_TEX must be set also
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#define PIE_PSXTEX 0x00008000 // - use playstation texture allocation method
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#define PIE_BSPFRESH 0x00010000 // Freshly created by the BSP
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#define PIE_NOHALFPSXTEX 0x00020000
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#define PIE_ALPHA 0x00040000
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//*************************************************************************
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#define REND_SURFACE_UNDEFINED 0
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#define REND_SURFACE_SCREEN 1
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#define REND_SURFACE_USR 2
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#define REND_MAX_X pie_GetVideoBufferWidth()
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#define iV_SCREEN_Y_MAX pie_GetVideoBufferHeight()
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#define iV_SCREEN_SIZE_MAX (iV_SCREEN_X_MAX * iV_SCREEN_Y_MAX)
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#define iV_SCREEN_WIDTH (rendSurface.width)
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#define iV_SCREEN_HEIGHT (rendSurface.height)
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#define iV_SCREEN_BUFFER (rendSurface.buffer)
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//*************************************************************************
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extern iSurface rendSurface;
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extern iSurface *psRendSurface;
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//*************************************************************************
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extern void rend_AssignScreen(void);
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extern void rend_Assign(iSurface *s);
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extern void iV_RenderAssign(iSurface *s);
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extern void iV_SurfaceDestroy(iSurface *s);
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extern iSurface *iV_SurfaceCreate(uint32 flags, int width, int height, int xp, int yp, uint8 *buffer);
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//*************************************************************************
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extern int iV_GetDisplayWidth(void);
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extern int iV_GetDisplayHeight(void);
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//*************************************************************************
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// vid stuff still to be cut down
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//*************************************************************************
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extern char* (*iV_ScreenDumpToDisk)(void);
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extern void (*iV_ppBitmap)(iBitmap *bmp, int x, int y, int w, int h, int ow);
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extern void (*iV_ppBitmapTrans)(iBitmap *bmp, int x, int y, int w, int h, int ow);
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extern void (*iV_SetTransFilter)(UDWORD rgb,UDWORD tablenumber);
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extern void (*iV_UniBitmapDepth)(int texPage, int u, int v, int srcWidth, int srcHeight,
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int x, int y, int destWidth, int destHeight, unsigned char brightness, int depth);
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extern void (*iV_SetTransImds)(BOOL trans);
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//mapdisplay
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/* Blit a transparent rectangle to the back buffer */
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extern void iVBlitTransRect(UDWORD x0, UDWORD x1, UDWORD y0, UDWORD y1);
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/* Optimised DWORD read/write to memory */
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extern void iVFBlitTransRect(UDWORD x0, UDWORD y0, UDWORD x1, UDWORD y1);
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/* Possible filter colours for the transparency rectangle blit */
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#define TINT_BLUE 0
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#define TRANS_GREY 1
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#define TRANS_BLUE 2
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#define TRANS_BRITE 3
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#define TINT_DEEPBLUE 4
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extern void iV_DrawMousePointer(int x,int y);
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extern void iV_SetMousePointer(IMAGEFILE *ImageFile,UWORD ImageID);
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extern void (*iV_ppBitmapColourTrans)(iBitmap *bmp, int x, int y, int w, int h, int ow,int ColourIndex);
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#endif
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