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- /*
- Renderovaci rutiny
- */
- typedef struct _KRESLIT_VECI
- {
- byte prvku;
- byte dekorace;
- byte okoli;
- byte staticke;
- byte dynamicke;
- } KRESLIT_VECI;
- void oe_obj_env_spec(EDIT_MATERIAL * p_mat, EDIT_OBJEKT * p_obj,
- GLMATRIX * p_kw);
- void oe_kresli_mriz(float sx, float sz, float dx, int num_x, float r, float g,
- float b);
- void oe_kresli_stred(float d, float r, float g, float b);
- void oe_kresli_grid(K_EDITOR * p_cnf);
- void oe_kresli_linelist(K_EDITOR * p_cnf);
- void oe_kresli_group_vertexy(K_EDITOR * p_cnf);
- void oe_kresli_d_vertexy(K_EDITOR * p_cnf);
- void oe_kresli_objekt(K_EDITOR * p_cnf, EDIT_KONTEJNER * p_kont,
- EDIT_OBJEKT * p_obj, EDIT_MATERIAL ** p_mat, int akt_objekt, int akt_kont);
- void oe_kresli_objekt_jednoduse(EDIT_OBJEKT * p_obj, int flag, int kflag);
- void oe_kresli_kontejner(K_EDITOR * p_cnf, EDIT_MATERIAL ** p_mat,
- EDIT_KONTEJNER * p_kont, int akt_objekt);
- void oe_kresli_objekt_dratove(K_EDITOR * p_cnf, EDIT_MATERIAL ** p_mat,
- EDIT_KONTEJNER * p_kont, EDIT_OBJEKT * p_obj, int akt_objekt, int akt_kont);
- void oe_kresli_kontejner_dratove(K_EDITOR * p_cnf, EDIT_MATERIAL ** p_mat,
- EDIT_KONTEJNER * p_kont, int akt_objekt);
- void oe_kresli_kosoctverec(K_EDITOR * p_cnf, GLMATRIX * p_world, BOD * p_p,
- float r, float dr, float dg, float db);
- void oe_kresli_kamery(K_EDITOR * p_cnf);
- void oe_renderuj_scenu_pre(K_EDITOR * p_cnf);
- void oe_renderuj_scenu_po(K_EDITOR * p_cnf);
- void oe_renderuj_scenu_obyc(K_EDITOR * p_cnf,
- EDIT_KONTEJNER * p_kont[KONT_NUM], int max_kont);
- void oe_renderuj_scenu_optimal(K_EDITOR * p_cnf);
- void oe_renderuj_scenu_high_face(K_EDITOR * p_cnf);
- #define VELIKOST_STREDU 2
- #define VELIKOST_STREDU_VYBER 4
- int oe_test_kriz_stred(K_EDITOR * p_cnf, float vzdal, float x_s, float y_s,
- float z_s, int popis, int stred, int akt_osa);
- int oe_test_kriz_stred_bod(K_EDITOR * p_cnf, float vzdal, BOD * p_bod,
- int popis, int stred, int akt_osa);
- void oe_animuj_materialy(K_EDITOR * p_cnf, byte event);
- void oe_init_animace_materialy(K_EDITOR * p_cnf);
- void oe_animuj_frame_material_event(dword akt_time, EDIT_MATERIAL * p_mat,
- EDIT_TEXT * p_text);
- BOD *oe_cti_pozici_static_light(STATIC_LIGHT * p_light, BOD * p_bod);
- void oe_kresli_edit_flare(K_EDITOR * p_cnf, LENS_FLARE * p_flare, int num);
- void oe_kresli_game_flare(K_EDITOR * p_cnf, LENS_FLARE * p_flare, int num);
- void oe_kresli_poly_3d(EDIT_MESH_POLY * p_poly, EDIT_MATERIAL ** p_mat);
- void oe_kresli_poly_3d_game(EDIT_MESH_POLY * p_poly, EDIT_MATERIAL ** p_mat,
- int light);
- void oe_renderuj_scenu_zrcadlo(K_EDITOR * p_cnf);
- void oe_renderuj_scenu_kdtree(K_EDITOR * p_cnf, KD_BUNKA * p_prvni);
- void oe_kresli_face(EDIT_OBJEKT * p_obj, int face);
- void oe_kresli_kameru(KAMERA * p_cam, int pyr);
- void oe_kresli_editacni_stred(K_EDITOR * p_cnf, BOD * p_stred, int flag);
- void oe_nastav_material_single(EDIT_MATERIAL * p_smat, EDIT_MATERIAL * p_mat,
- EDIT_OBJEKT * p_obj, GLMATRIX * p_world);
- int oe_nastav_material_single_poly(EDIT_MATERIAL * p_smat,
- EDIT_MATERIAL * p_mat, EDIT_MESH_POLY * p_poly);
- void oe_zrus_material_single(EDIT_MATERIAL * p_mat);
- void oe_renderuj_all_off(void);
- void oe_kresli_stred_levelu(K_EDITOR * p_cnf);
- void oe_kresli_mlho_kostky(K_EDITOR * p_cnf);
- void oe_renderuj_mlho_kostky(K_EDITOR * p_cnf);
- void oe_kresli_kd_strom(KD_BUNKA * p_prvni, int uroven);
- void oe_kresli_listu_prvku(K_EDITOR * p_cnf);
- void oe_kresli_bb_kamery(K_EDITOR * p_cnf);
- void oe_poly_env_spec(EDIT_MATERIAL * p_mat, EDIT_MESH_POLY * p_poly);
- EDIT_OBJEKT *oe_cti_joint_objekt(K_EDITOR * p_cnf);
- #define LISTA_X 100
- __inline BOD *oe_cti_pozici_static_light(STATIC_LIGHT * p_light, BOD * p_bod)
- {
- if (p_light->flag2 & SL2_MESH) {
- transformuj_bod_matici_bod(&p_light->p,
- kont_world_matrix((EDIT_KONTEJNER *) p_light->p_mesh_data), p_bod);
- }
- else {
- *p_bod = p_light->p;
- }
- return (p_bod);
- }
- #define BARVA_KOSTI 0x00ff0000
- #define BARVA_KOSTI_AKT 0x000000ff
- #define RADIUS_KOSTI 0.2f
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