mirror of
https://github.com/kevinbentley/Descent3.git
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105 lines
3.2 KiB
C
105 lines
3.2 KiB
C
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program 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 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __HARDWARE_INTERNAL_H__
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#define __HARDWARE_INTERNAL_H__
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#include "pserror.h"
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#define MAX_POINTS_IN_POLY 100
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// These structs are for drawing with vertex arrays
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// Useful for fast indexing
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struct color_array {
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float r, g, b, a;
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};
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struct tex_array {
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float s, t, r, w;
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};
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struct PosColorUVVertex {
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vector pos;
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color_array color;
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tex_array uv;
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};
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struct PosColorUV2Vertex {
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vector pos;
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color_array color;
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tex_array uv0;
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tex_array uv1;
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};
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void FreeTempPoint(g3Point *p);
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void InitFreePoints(void);
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void ClipLine(g3Point **p0, g3Point **p1, uint8_t codes_or);
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// Verify that all the temp points are free, and free them it they are not.
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#ifdef _DEBUG
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void CheckTempPoints();
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#else
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#define CheckTempPoints()
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#endif
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extern int Window_width, Window_height; // the actual integer width & height
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extern float Window_w2, Window_h2; // width,height/2
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extern float View_zoom;
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extern vector View_position, Matrix_scale;
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extern matrix View_matrix, Unscaled_matrix;
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extern float Far_clip_z;
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// For custom clipping plane
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extern uint8_t Clip_custom;
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extern float Clip_plane_distance;
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extern vector Clip_plane;
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extern float gTransformViewPort[4][4];
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extern float gTransformProjection[4][4];
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extern float gTransformModelView[4][4];
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extern float gTransformFull[4][4];
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void g3_UpdateFullTransform();
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void g3_ForceTransformRefresh(void);
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void rend_TransformSetToPassthru(void);
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void rend_TransformSetViewport(int lx, int ty, int width, int height);
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void rend_TransformSetProjection(float trans[4][4]);
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void rend_TransformSetModelView(float trans[4][4]);
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int rend_ReInit();
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float rend_GetAlphaMultiplier();
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void gpu_SetMultitextureBlendMode(bool state);
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void gpu_BindTexture(int handle, int map_type, int slot);
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void gpu_RenderPolygon(PosColorUVVertex *vData, uint32_t nv);
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void gpu_RenderPolygonUV2(PosColorUV2Vertex *vData, uint32_t nv);
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void gpu_DrawFlatPolygon3D(g3Point **p, int nv);
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void rend_DrawMultitexturePolygon3D(int handle, g3Point **p, int nv, int map_type);
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/*
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* Returns the color to use for a given point, based on lighting and alpha modes
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*
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* pnt - Point to determine color for (includes an innate color value)
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* disableGouraud - if set, ignore 'cur_light_state == LS_FLAT_GOURAUD' and use pnt-supplied color
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* checkTextureQuality - if set and cur_texture_quality == 0, ignore pnt-supplied color
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* flatColorForNoLight - if set and cur_light_state == LS_NONE, ignore pnt-supplied color
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*/
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color_array DeterminePointColor(g3Point const* pnt, bool disableGouraud = false, bool checkTextureQuality = false, bool flatColorForNoLight = false);
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#endif
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