Remove unused texture.h

This commit is contained in:
Azamat H. Hackimov 2024-07-28 05:43:10 +03:00
parent 220108f650
commit fc209ddba4
21 changed files with 7 additions and 287 deletions

View File

@ -93,7 +93,6 @@
#include "lib2d.h"
#include "pserror.h"
#include "renderer.h"
#include "texture.h"
static inline unsigned XLAT_RGB_TO_16(ddgr_color c) {
uint8_t r, g, b;

View File

@ -272,7 +272,6 @@
#include "bitmap.h"
#include "pserror.h"
#include "vclip.h"
#include "texture.h"
#include "game.h"
#include "bumpmap.h"
#include <stdlib.h>

View File

@ -25,7 +25,6 @@
*/
#include "3d.h"
#include "texture.h"
#include "gametexture.h"
#include "lighting.h"
#include "lightmap.h"

View File

@ -37,15 +37,9 @@
* $NoKeywords: $
*/
#include "pstypes.h"
#include "pserror.h"
#include "terrain.h"
#include "texture.h"
#include "gametexture.h"
#include "megacell.h"
#include "bitmap.h"
#include <stdlib.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>

View File

@ -47,9 +47,7 @@
#include "bitmap.h"
#include "gr.h"
#include "gametexture.h"
#include "vclip.h"
#include "game.h"
#include "texture.h"
#include "mem.h"
#include "ddio.h"
#include "config.h"

View File

@ -31,13 +31,9 @@
#include "render.h"
#include <stdlib.h>
#include <string.h>
#include "descent.h"
#include "3d.h"
#include "mono.h"
#include "gametexture.h"
#include "texture.h"
#include "vclip.h"
#include "program.h"
#include "game.h"
#include "renderobject.h"
#include "door.h"
@ -54,14 +50,12 @@
#include "scorch.h"
#include "findintersection.h"
#include "special_face.h"
#include "BOA.h"
#include "config.h"
#include "gameloop.h"
#include "doorway.h"
#include "TelComAutoMap.h"
#include "postrender.h"
#include "mem.h"
#include "Macros.h"
#include "psrand.h"
#include "player.h"
#include "args.h"

View File

@ -26,7 +26,6 @@
#include "mono.h"
#include "terrain.h"
#include "pserror.h"
#include "texture.h"
#include "bitmap.h"
#include "gametexture.h"
#include "lighting.h"
@ -34,7 +33,6 @@
#include "weather.h"
#include <string.h>
#include "mem.h"
#include "Macros.h"
#include "dedicated_server.h"
#include "psrand.h"
#ifdef EDITOR

View File

@ -801,7 +801,6 @@ void RenderMine(int viewer_roomnum, int flag_automap, int called_from_terrain, b
#include "descent.h"
#include "render.h"
#include "game.h"
#include "texture.h"
#include "ddio.h"
#include "polymodel.h"
#include "lighting.h"
@ -815,12 +814,10 @@ void RenderMine(int viewer_roomnum, int flag_automap, int called_from_terrain, b
#include "editor\d3edit.h"
#endif
#include "fireball.h"
#include <string.h>
#include <stdlib.h>
#include "config.h"
#include "gameloop.h"
#include "postrender.h"
#include "Macros.h"
#include "psrand.h"
#include "player.h"

View File

@ -305,9 +305,7 @@
#include <filesystem>
#include "cfile.h"
#include "texture.h"
#include "bitmap.h"
#include "pstypes.h"
#include "pserror.h"
#include "mono.h"
#include "iff.h"
@ -316,6 +314,7 @@
#include "bumpmap.h"
#include "mem.h"
#include "psrand.h"
#include "grdefs.h"
#define BM_FILETYPE_TGA 1
#define BM_FILETYPE_PCX 2

View File

@ -138,7 +138,6 @@
#include "bitmap.h"
#include "mono.h"
#include "grdefs.h"
#include "texture.h"
#include "byteswap.h"
#include <string.h>
#include "mem.h"

View File

@ -807,7 +807,7 @@
// D3 EDITOR HEADERS
#include "pserror.h"
#include "Application.h"
#include "application.h"
#include "AppDatabase.h"
#include "program.h"
#include "gr.h"
@ -831,7 +831,6 @@
#include "objinfo.h"
#include "HFile.h"
#include "hroom.h"
#include "texture.h"
#include "read3ds.h"
#include "terrain.h"
#include "HObject.h"
@ -843,6 +842,7 @@
#include "ViewerPropDlg.h"
#include "mem.h"
#include "findintersection.h"
#include "renderer.h"
#ifdef _DEBUG
#define new DEBUG_NEW

View File

@ -29,8 +29,7 @@
#include "pserror.h"
#include "mono.h"
#include "vclip.h"
#include "macros.h"
#include "texture.h"
#include "Macros.h"
#include "EditLineDialog.h"
#include "ddio.h"
#include "game.h"

View File

@ -219,7 +219,6 @@
#include "terrain.h"
#include "gametexture.h"
#include "bitmap.h"
#include "texture.h"
#include "group.h"
#include "editor/d3edit.h"
#include "room.h"

View File

@ -155,7 +155,6 @@
#include "TextureDialog.h"
#include "HTexture.h"
#include "texture.h"
#include "gametexture.h"
#include "gr.h"
#include "descent.h"

View File

@ -190,14 +190,11 @@
#include "moveworld.h"
#include "selectedroom.h"
#include "terrain.h"
#include "texture.h"
#include "bitmap.h"
#include "erooms.h"
#include <assert.h>
#include "gr.h"
#include "mono.h"
#include "macros.h"
#include "ddio.h"
#include "SelManager.h"
#include "room.h"
@ -623,7 +620,6 @@ void CWireframeGrWnd::SetMagCoords(int x1, int y1, int x2, int y2) {
void CWireframeGrWnd::DrawTerrainCell(int seg) {
grSurface *cur_surf;
uint16_t *destptr;
int lightval;
int i, t, x, y;
int segx = seg % TERRAIN_WIDTH;
int segz = seg / TERRAIN_WIDTH;
@ -652,12 +648,8 @@ void CWireframeGrWnd::DrawTerrainCell(int seg) {
uint16_t fadepixel = 0;
int bm_handle = GameTextures[Terrain_tex_seg[Terrain_seg[(y * TERRAIN_WIDTH + x)].texseg_index].tex_index].bm_handle;
lightval = Ubyte_to_float[Terrain_seg[y * TERRAIN_WIDTH + x].l] * (MAX_TEXTURE_SHADES - 1);
uint16_t pix;
pix = *bm_data(bm_handle, 0);
// fadepixel=(TexShadeTable16[lightval][pix>>8])+TexShadeTable8[lightval][pix & 0xFF];
uint16_t pix = *bm_data(bm_handle, 0);
if (TerrainSelected[y * TERRAIN_WIDTH + x]) {
int red = ((fadepixel >> 10) & 0x1f) << 3;

View File

@ -249,8 +249,7 @@
#include "pserror.h"
#include "mono.h"
#include "vclip.h"
#include "macros.h"
#include "texture.h"
#include "Macros.h"
#include "EditLineDialog.h"
#include "ddio.h"
#include "polymodel.h"

View File

@ -211,14 +211,12 @@
#include "descent.h"
#include "d3edit.h"
#include "render.h"
#include "selectedroom.h"
#include "terrain.h"
#include "texture.h"
#include "gametexture.h"
#include "object.h"
#include "erooms.h"
#include "group.h"
#include "renderer.h"
int Draw_all_rooms = 1;

View File

@ -343,7 +343,6 @@
#include "args.h"
#include "terrain.h"
#include "texture.h"
#include "mem.h"

View File

@ -27,7 +27,6 @@
#include <algorithm>
#include <windows.h>
#include "3d.h"
#include "texture.h"
#include "gametexture.h"
#include "erooms.h"
#include "editor_lighting.h"

View File

@ -19,21 +19,14 @@
#include <algorithm>
#include "3d.h"
#include "texture.h"
#include "gametexture.h"
#include "erooms.h"
#include "editor_lighting.h"
#include "descent.h"
#include "room.h"
#include "lightmap.h"
#include "polymodel.h"
#include "objinfo.h"
#include <string.h>
#include <stdlib.h>
#include "terrain.h"
#include "radiosity.h"
#include "lighting.h"
#include "findintersection.h"
#include "lightmap_info.h"
#include "object_lighting.h"
#include "mem.h"

View File

@ -1,233 +0,0 @@
/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/lib/texture.h $
* $Revision: 9 $
* $Date: 5/05/98 3:02p $
* $Author: Jason $
*
* Header for texture mapper library
*
* $Log: /DescentIII/Main/lib/texture.h $
*
* 9 5/05/98 3:02p Jason
* attempting to add different screen resolutions
*
* 8 1/14/98 5:49p Jeff
* tex_LFBLock stuff added (samir.)
*
* 7 12/22/97 7:32p Samir
* Took out include to gr.h
*
* 6 12/19/97 5:22p Samir
* Added more drawing primatives for software.
*
* 5 12/19/97 12:20p Jason
* changes for better 2d/3d system integration
*
* 4 10/15/97 5:20p Jason
* did a HUGE overhaul of the bitmap system
*
* 3 9/16/97 4:09p Jason
* implemented software zbuffer
*
* 2 9/09/97 12:34p Jason
* made software transparency work correctly with new alpha type
*
* 2 6/24/97 7:45p Matt
* Removed include of manage.h
*
* 1 6/23/97 9:25p Samir
* added because source safe sucks
*
* 40 5/22/97 11:59a Jason
* add a ScaleBitmap function to the abstracted render library
*
* 39 5/19/97 5:10p Jason
* changes for our new abstracted renderer code
*
* 38 5/12/97 11:41a Jason
* made game work (default) to 16bit no mip maps mode
* Saves us alot of memory
*
* 37 5/01/97 4:37p Jason
* added alpha blending (slow)
*
* 36 4/30/97 3:15p Jason
* changes to support both 8bit and 16bit rendering in software
*
* 35 4/11/97 4:20p Jason
* implemented a general fog system
*
* 34 3/25/97 2:33p Jason
* added Software_renderer byte
*
* 33 3/20/97 11:54a Jason
* changes to support special triangle drawer
*
* 32 3/14/97 4:33p Jason
* added tex_SetMipState function
*
* 31 3/13/97 6:19p Jason
* implemented tex_GetRenderType function
*
* 30 2/26/97 6:00p Matt
* Renamed 3d lib structs for D3 naming convention
*
* $NoKeywords: $
*/
#ifndef TEXTURE_H
#define TEXTURE_H
#include "3d.h"
#include "pstypes.h"
#include "renderer.h"
#define MAX_TEXTURE_SHADES 32
struct texs_texpoint {
int screenx, screeny;
float flscreenx, flscreeny;
fix ucoord, vcoord;
float flucoord, flvcoord, flzcoord;
fix monolight;
fix redlight, greenlight, bluelight;
};
// For the following enum table: LIN=Linear, PER=Perspective, NON=No Transparency, LIT = Shaded,
// COLORED=Colored lighting, TRANS=Transparency
// ALPHA=Alpha renderer
#define MAX_RENDER_TYPES 15
extern void (*Texture_functions[])(g3Point *, int);
// Our shade tables
extern uint8_t TexShadeTable8[MAX_TEXTURE_SHADES][256];
extern uint32_t TexShadeTable16[MAX_TEXTURE_SHADES][256];
extern uint8_t TexRevShadeTable8[MAX_TEXTURE_SHADES][256];
extern uint32_t TexRevShadeTable16[MAX_TEXTURE_SHADES][256];
int tex_Init();
// These are the different routines for drawing the various types of effects on a texture
void tex_PerUnlitTexturedQuad(g3Point *, int);
void tex_PerLitTexturedQuad(g3Point *, int);
void tex_UnlitTexturedQuad(g3Point *, int);
void tex_LitTexturedQuad(g3Point *, int);
void tex_ColoredTexturedQuad(g3Point *, int);
void tex_PerColoredTexturedQuad(g3Point *, int);
void tex_UnlitTransQuad(g3Point *, int);
void tex_LitTransQuad(g3Point *, int);
void tex_PerUnlitTransQuad(g3Point *, int);
void tex_PerLitTransQuad(g3Point *, int);
void tex_LinFlatShade(g3Point *, int);
void tex_PerFlatShade(g3Point *, int);
void tex_LitTexturedTriangle(g3Point *, int);
void tex_FlatPolyTriangle(g3Point *, int);
void tex_SetFlatColor(ddgr_color color);
void tex_UnlitTexturedQuad16(g3Point *p, int nv);
void tex_LitTexturedQuad16(g3Point *p, int nv);
void tex_PerUnlitTexturedQuad16(g3Point *p, int nv);
void tex_PerLitTexturedQuad16(g3Point *p, int nv);
void tex_LitTexturedTriangle16(g3Point *p, int nv);
void tex_LinFlatShade16(g3Point *p, int nv);
void tex_PerFlatShade16(g3Point *p, int nv);
void tex_AlphaTexturedQuad(g3Point *p, int nv);
// These functions get the extremes of a polygon
void tex_GetVertexOrdering(texs_texpoint *t, int nv, int *vlt, int *vlb, int *vrt, int *vrb, int *bottom_y_ind);
int tex_PrevIndex(int val, int modulus);
int tex_NextIndex(int val, int modulus);
// Builds the 1/n table
void tex_BuildRecipTable();
// Draws a solid color polygon. "color" is a color in 5-6-5 format.
void tex_DrawFlatPolygon(g3Point **pv, int nv);
// Given a handle to a texture and nv point vertices, does a fan algorithm to draw them all
// Uses the function set by tex_SetRenderType
void tex_DrawPointList(int handle, g3Point **p, int nv);
// Tells the software renderer whether or not to use mipping
void tex_SetMipState(int);
// Sets the fog state to TRUE or FALSE
void tex_SetFogState(int on);
// Sets the a lighting state for the software renderer
void tex_SetLighting(light_state);
// Sets a color model (see renderer.h for valid models)
void tex_SetColorModel(color_model);
// Sets a texturing type (see renderer.h)
void tex_SetTextureType(texture_type);
// Sets the near and far plane of fog
void tex_SetFogBorders(float fog_near, float fog_far);
// Sets the alpha type
void tex_SetAlphaType(int8_t);
// ZBuffer variables
void tex_SetZBufferState(int state);
void tex_ClearZBuffer();
void tex_StartFrame(int x1, int y1, int x2, int y2);
void tex_EndFrame();
// Sets the software renderer to render to a particular place
void tex_SetSoftwareParameters(float, int, int, int, uint8_t *);
// Fills in projection variables
void tex_GetProjectionParameters(int *width, int *height);
// Returns the aspect ratio of the physical screen
float tex_GetAspectRatio();
// software line renderer.
void tex_DrawLine(int x1, int y1, int x2, int y2);
// fill rect supported.
void tex_FillRect(ddgr_color color, int x1, int y1, int x2, int y2);
// set pixel
void tex_SetPixel(ddgr_color color, int x, int y);
// get pixel
ddgr_color tex_GetPixel(int x, int y);
// fillcircle
void tex_FillCircle(ddgr_color col, int x, int y, int r);
// draw circle
void tex_DrawCircle(int x, int y, int r);
// lfb stuff
void tex_GetLFBLock(renderer_lfb *lfb);
void tex_ReleaseLFBLock(renderer_lfb *lfb);
void tex_GetRenderState(rendering_state *rs);
#endif