Descent3/renderer/HardwareInternal.h
2024-08-18 02:49:07 -05:00

105 lines
3.2 KiB
C

/*
* 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/>.
*/
#ifndef __HARDWARE_INTERNAL_H__
#define __HARDWARE_INTERNAL_H__
#include "pserror.h"
#define MAX_POINTS_IN_POLY 100
// These structs are for drawing with vertex arrays
// Useful for fast indexing
struct color_array {
float r, g, b, a;
};
struct tex_array {
float s, t, r, w;
};
struct PosColorUVVertex {
vector pos;
color_array color;
tex_array uv;
};
struct PosColorUV2Vertex {
vector pos;
color_array color;
tex_array uv0;
tex_array uv1;
};
void FreeTempPoint(g3Point *p);
void InitFreePoints(void);
void ClipLine(g3Point **p0, g3Point **p1, uint8_t codes_or);
// Verify that all the temp points are free, and free them it they are not.
#ifdef _DEBUG
void CheckTempPoints();
#else
#define CheckTempPoints()
#endif
extern int Window_width, Window_height; // the actual integer width & height
extern float Window_w2, Window_h2; // width,height/2
extern float View_zoom;
extern vector View_position, Matrix_scale;
extern matrix View_matrix, Unscaled_matrix;
extern float Far_clip_z;
// For custom clipping plane
extern uint8_t Clip_custom;
extern float Clip_plane_distance;
extern vector Clip_plane;
extern float gTransformViewPort[4][4];
extern float gTransformProjection[4][4];
extern float gTransformModelView[4][4];
extern float gTransformFull[4][4];
void g3_UpdateFullTransform();
void g3_ForceTransformRefresh(void);
void rend_TransformSetToPassthru(void);
void rend_TransformSetViewport(int lx, int ty, int width, int height);
void rend_TransformSetProjection(float trans[4][4]);
void rend_TransformSetModelView(float trans[4][4]);
int rend_ReInit();
float rend_GetAlphaMultiplier();
void gpu_SetMultitextureBlendMode(bool state);
void gpu_BindTexture(int handle, int map_type, int slot);
void gpu_RenderPolygon(PosColorUVVertex *vData, uint32_t nv);
void gpu_RenderPolygonUV2(PosColorUV2Vertex *vData, uint32_t nv);
void gpu_DrawFlatPolygon3D(g3Point **p, int nv);
void rend_DrawMultitexturePolygon3D(int handle, g3Point **p, int nv, int map_type);
/*
* Returns the color to use for a given point, based on lighting and alpha modes
*
* pnt - Point to determine color for (includes an innate color value)
* disableGouraud - if set, ignore 'cur_light_state == LS_FLAT_GOURAUD' and use pnt-supplied color
* checkTextureQuality - if set and cur_texture_quality == 0, ignore pnt-supplied color
* flatColorForNoLight - if set and cur_light_state == LS_NONE, ignore pnt-supplied color
*/
color_array DeterminePointColor(g3Point const* pnt, bool disableGouraud = false, bool checkTextureQuality = false, bool flatColorForNoLight = false);
#endif