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- /*
- THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
- SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
- END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
- ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
- IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
- SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
- FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
- CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
- AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
- COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
- */
- /*
- * $Source: f:/miner/source/3d/rcs/3d.h $
- * $Revision: 1.34 $
- * $Author: matt $
- * $Date: 1994/11/11 19:22:14 $
- *
- * Header file for 3d library
- *
- * $Log: 3d.h $
- * Revision 1.34 1994/11/11 19:22:14 matt
- * Added new function, g3_calc_point_depth()
- *
- * Revision 1.33 1994/09/09 14:23:58 matt
- * Added support for glowing textures, to add engine glow to Descent.
- *
- * Revision 1.32 1994/09/01 10:42:27 matt
- * Blob routine, renamed g3_draw_bitmap(), now takes seperate 3d width & height.
- *
- * Revision 1.31 1994/07/29 18:16:14 matt
- * Added instance by angles, and corrected parms for g3_init()
- *
- * Revision 1.30 1994/07/25 00:00:00 matt
- * Made 3d no longer deal with point numbers, but only with pointers.
- *
- * Revision 1.29 1994/07/22 17:57:27 matt
- * Changed the name of the rod functions, and took out some debugging code
- *
- * Revision 1.28 1994/06/07 16:49:12 matt
- * Made interpreter take lighting value as parm, rather than in global var
- *
- * Revision 1.27 1994/05/31 18:35:28 matt
- * Added light value to g3_draw_facing_bitmap()
- *
- * Revision 1.26 1994/05/30 22:48:04 matt
- * Added support for morph effect
- *
- * Revision 1.25 1994/05/30 11:34:57 matt
- * Added g3_set_special_render() to allow a user to specify functions to
- * call for 2d draws.
- *
- * Revision 1.24 1994/05/19 21:46:31 matt
- * Moved texture lighting out of 3d and into the game
- *
- * Revision 1.23 1994/05/14 15:26:48 matt
- * Added extern for polyobj outline flag
- *
- * Revision 1.22 1994/04/19 18:26:33 matt
- * Added g3_draw_sphere() function.
- *
- * Revision 1.21 1994/03/25 18:22:28 matt
- * g3_draw_polygon_model() now takes ptr to list of angles
- *
- * Revision 1.20 1994/03/15 21:23:23 matt
- * Added interpreter functions
- *
- * Revision 1.19 1994/02/15 17:37:34 matt
- * New function, g3_draw_blob()
- *
- * Revision 1.18 1994/02/09 11:47:47 matt
- * Added rod & delta point functions
- *
- * Revision 1.17 1994/01/26 12:38:11 matt
- * Added function g3_compute_lighting_value()
- *
- * Revision 1.16 1994/01/25 18:00:02 yuan
- * Fixed variable beam_brightness...
- *
- * Revision 1.15 1994/01/24 14:08:34 matt
- * Added instancing functions
- *
- * Revision 1.14 1994/01/22 18:21:48 matt
- * New lighting stuff now done in 3d; g3_draw_tmap() takes lighting parm
- *
- * Revision 1.13 1994/01/20 17:21:24 matt
- * New function g3_compute_sky_polygon()
- *
- * Revision 1.12 1994/01/14 17:20:25 matt
- * Added prototype for new function g3_draw_horizon()
- *
- * Revision 1.10 1993/12/20 20:21:52 matt
- * Added g3_point_2_vec()
- *
- * Revision 1.9 1993/12/07 23:05:47 matt
- * Fixed mistyped function name.
- *
- * Revision 1.8 1993/12/05 23:47:03 matt
- * Added function g3_draw_line_ptrs()
- *
- * Revision 1.7 1993/12/05 23:13:22 matt
- * Added prototypes for g3_rotate_point() and g3_project_point()
- *
- * Revision 1.6 1993/12/05 23:03:28 matt
- * Changed uvl structs to g3s_uvl
- *
- * Revision 1.5 1993/11/22 10:51:09 matt
- * Moved uvl structure here from segment.h, made texture map functions use it
- *
- * Revision 1.4 1993/11/21 20:08:31 matt
- * Added function g3_draw_object()
- *
- * Revision 1.3 1993/11/04 18:49:19 matt
- * Added system to only rotate points once per frame
- *
- * Revision 1.2 1993/11/04 08:16:06 mike
- * Add light field (p3_l) to g3s_point.
- *
- * Revision 1.1 1993/10/29 22:20:56 matt
- * Initial revision
- *
- *
- */
- #ifndef _3D_H
- #define _3D_H
- #include "fix.h"
- #include "vecmat.h" //the vector/matrix library
- #include "gr.h"
- extern int g3d_interp_outline; //if on, polygon models outlined in white
- //Structure for storing u,v,light values. This structure doesn't have a
- //prefix because it was defined somewhere else before it was moved here
- typedef struct g3s_uvl {
- fix u,v,l;
- } g3s_uvl;
- //Stucture to store clipping codes in a word
- typedef struct g3s_codes {
- ubyte or,and; //or is low byte, and is high byte
- } g3s_codes;
- //flags for point structure
- #define PF_PROJECTED 1 //has been projected, so sx,sy valid
- #define PF_OVERFLOW 2 //can't project
- #define PF_TEMP_POINT 4 //created during clip
- #define PF_UVS 8 //has uv values set
- //clipping codes flags
- #define CC_OFF_LEFT 1
- #define CC_OFF_RIGHT 2
- #define CC_OFF_BOT 4
- #define CC_OFF_TOP 8
- #define CC_BEHIND 0x80
- //Used to store rotated points for mines. Has frame count to indictate
- //if rotated, and flag to indicate if projected.
- typedef struct g3s_point {
- union { //post rotation point
- vms_vector p3_vec; //reference as vector...
- struct {fix x,y,z;}; //...or by element name
- fix xyz[3]; //...or by element number
- };
- union { //u,v,light values for texture mapper
- struct {fix p3_u,p3_v,p3_l;};
- g3s_uvl p3_uvl;
- };
- fix p3_sx,p3_sy; //screen x&y
- ubyte p3_codes; //clipping codes
- ubyte p3_flags; //projected?
- short p3_pad; //keep structure longwork aligned
- } g3s_point;
- //An object, such as a robot
- typedef struct g3s_object {
- vms_vector o3_pos; //location of this object
- vms_angvec o3_orient; //orientation of this object
- int o3_nverts; //number of points in the object
- int o3_nfaces; //number of faces in the object
- //this will be filled in later
- } g3s_object;
- //Functions in library
- //3d system startup and shutdown:
- //initialize the 3d system
- void g3_init(void);
- //close down the 3d system
- void g3_close(void);
- //Frame setup functions:
- //start the frame
- void g3_start_frame(void);
- //set view from x,y,z & p,b,h, zoom. Must call one of g3_set_view_*()
- void g3_set_view_angles(vms_vector *view_pos,vms_angvec *view_orient,fix zoom);
- //set view from x,y,z, viewer matrix, and zoom. Must call one of g3_set_view_*()
- void g3_set_view_matrix(vms_vector *view_pos,vms_matrix *view_matrix,fix zoom);
- //end the frame
- void g3_end_frame(void);
- //draw a horizon
- void g3_draw_horizon(int sky_color,int ground_color);
- //get vectors that are edge of horizon
- int g3_compute_sky_polygon(fix *points_2d,vms_vector *vecs);
- //Instancing
- //instance at specified point with specified orientation
- void g3_start_instance_matrix(vms_vector *pos,vms_matrix *orient);
- //instance at specified point with specified orientation
- void g3_start_instance_angles(vms_vector *pos,vms_angvec *angles);
- //pops the old context
- void g3_done_instance();
- //Misc utility functions:
- //get current field of view. Fills in angle for x & y
- void g3_get_FOV(fixang *fov_x,fixang *fov_y);
- //get zoom. For a given window size, return the zoom which will achieve
- //the given FOV along the given axis.
- fix g3_get_zoom(char axis,fixang fov,short window_width,short window_height);
- //returns the normalized, unscaled view vectors
- void g3_get_view_vectors(vms_vector *forward,vms_vector *up,vms_vector *right);
- //returns true if a plane is facing the viewer. takes the unrotated surface
- //normal of the plane, and a point on it. The normal need not be normalized
- bool g3_check_normal_facing(vms_vector *v,vms_vector *norm);
- //Point definition and rotation functions:
- //specify the arrays refered to by the 'pointlist' parms in the following
- //functions. I'm not sure if we will keep this function, but I need
- //it now.
- //void g3_set_points(g3s_point *points,vms_vector *vecs);
- //returns codes_and & codes_or of a list of points numbers
- g3s_codes g3_check_codes(int nv,g3s_point **pointlist);
- //rotates a point. returns codes. does not check if already rotated
- ubyte g3_rotate_point(g3s_point *dest,vms_vector *src);
- //projects a point
- void g3_project_point(g3s_point *point);
- //calculate the depth of a point - returns the z coord of the rotated point
- fix g3_calc_point_depth(vms_vector *pnt);
- //from a 2d point, compute the vector through that point
- void g3_point_2_vec(vms_vector *v,short sx,short sy);
- //code a point. fills in the p3_codes field of the point, and returns the codes
- ubyte g3_code_point(g3s_point *point);
- //delta rotation functions
- vms_vector *g3_rotate_delta_x(vms_vector *dest,fix dx);
- vms_vector *g3_rotate_delta_y(vms_vector *dest,fix dy);
- vms_vector *g3_rotate_delta_z(vms_vector *dest,fix dz);
- vms_vector *g3_rotate_delta_vec(vms_vector *dest,vms_vector *src);
- ubyte g3_add_delta_vec(g3s_point *dest,g3s_point *src,vms_vector *deltav);
- //Drawing functions:
- //draw a flat-shaded face.
- //returns 1 if off screen, 0 if drew
- bool g3_draw_poly(int nv,g3s_point **pointlist);
- //draw a texture-mapped face.
- //returns 1 if off screen, 0 if drew
- bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm);
- //draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
- //radius, but not to the distance from the eye
- g3_draw_sphere(g3s_point *pnt,fix rad);
- //@@//return ligting value for a point
- //@@fix g3_compute_lighting_value(g3s_point *rotated_point,fix normval);
- //like g3_draw_poly(), but checks to see if facing. If surface normal is
- //NULL, this routine must compute it, which will be slow. It is better to
- //pre-compute the normal, and pass it to this function. When the normal
- //is passed, this function works like g3_check_normal_facing() plus
- //g3_draw_poly().
- //returns -1 if not facing, 1 if off screen, 0 if drew
- bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_vector *pnt);
- bool g3_check_and_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm,vms_vector *norm,vms_vector *pnt);
- //draws a line. takes two points.
- bool g3_draw_line(g3s_point *p0,g3s_point *p1);
- //draw a polygon that is always facing you
- g3_draw_rod_flat(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width);
- //draw a bitmap object that is always facing you
- g3_draw_rod_tmap(grs_bitmap *bitmap,g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width,fix light);
- //draws a bitmap with the specified 3d width & height
- g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm);
- //specifies 2d drawing routines to use instead of defaults. Passing
- //NULL for either or both restores defaults
- g3_set_special_render(void *tmap_drawer(),void *flat_drawer(),void *line_drawer());
- //Object functions:
- //gives the interpreter an array of points to use
- void g3_set_interp_points(g3s_point *pointlist);
- //calls the object interpreter to render an object. The object renderer
- //is really a seperate pipeline. returns true if drew
- bool g3_draw_polygon_model(void *model_ptr,grs_bitmap **model_bitmaps,vms_angvec *anim_angles,fix light,fix *glow_values);
- //init code for bitmap models
- void g3_init_polygon_model(void *model_ptr);
- //alternate interpreter for morphing object
- bool g3_draw_morphing_model(void *model_ptr,grs_bitmap **model_bitmaps,vms_angvec *anim_angles,fix light,vms_vector *new_points);
- //Pragmas
- #pragma aux g3_init "*" modify exact [eax edx];
- #pragma aux g3_close "*" parm [] modify exact [];
- #pragma aux g3_start_frame "*" parm [] modify exact [];
- #pragma aux g3_end_frame "*" parm [] modify exact [];
- #pragma aux g3_set_view_angles "*" parm [edi] [esi] [eax] modify exact [];
- #pragma aux g3_set_view_matrix "*" parm [edi] [esi] [eax] modify exact [];
- #pragma aux g3_rotate_point "*" parm [edi] [esi] value [bl] modify exact [ebx];
- #pragma aux g3_project_point "*" parm [esi] modify exact [];
- #pragma aux g3_calc_point_depth "*" parm [esi] value [eax] modify exact [eax];
- #pragma aux g3_point_2_vec "*" parm [esi] [eax] [ebx] modify exact [eax ebx];
- #pragma aux g3_draw_line "*" parm [esi] [edi] value [al] modify exact [eax];
- #pragma aux g3_draw_poly "*" parm [ecx] [esi] value [al] modify exact [eax ecx esi edx];
- #pragma aux g3_check_and_draw_poly "*" parm [ecx] [esi] [edi] [ebx] value [al] modify exact [eax ecx esi edx edi];
- #pragma aux g3_draw_tmap "*" parm [ecx] [esi] [ebx] [edx] value [al] modify exact [eax ecx esi edx];
- #pragma aux g3_check_and_draw_tmap "*" parm [ecx] [esi] [ebx] [edx] [edi] [eax] value [al] modify exact [eax ecx esi edx];
- #pragma aux g3_check_normal_facing "*" parm [esi] [edi] value [al] modify exact [eax esi edi];
- #pragma aux g3_draw_object "*" parm [ebx] [esi] [edi] [eax] modify exact [];
- #pragma aux g3_draw_horizon "*" parm [eax] [edx] modify exact [];
- #pragma aux g3_compute_sky_polygon "*" parm [ebx] [ecx] value [eax] modify exact [eax];
- #pragma aux g3_start_instance_matrix "*" parm [esi] [edi] modify exact [esi edi];
- #pragma aux g3_start_instance_angles "*" parm [esi] [edi] modify exact [esi edi];
- #pragma aux g3_done_instance "*" modify exact [];
- #pragma aux g3_new_points "*" parm [esi] [edi] modify exact [];
- #pragma aux g3_restore_points "*" modify exact [];
- //@@#pragma aux g3_compute_lighting_value "*" parm [esi] [ecx] value [ecx] modify exact [ecx];
- #pragma aux g3_draw_rod_tmap "*" parm [ebx] [esi] [eax] [edi] [edx] [ecx] modify exact [];
- #pragma aux g3_draw_rod_flat "*" parm [esi] [eax] [edi] [edx] modify exact [];
- #pragma aux g3_draw_bitmap "*" parm [esi] [ebx] [ecx] [eax] modify exact [esi ecx eax];
- #pragma aux g3_draw_sphere "*" parm [esi] [ecx] modify exact [];
- #pragma aux g3_code_point "*" parm [eax] value [bl] modify exact [bl];
- //delta rotation functions
- #pragma aux g3_rotate_delta_x "*" parm [edi] [ebx] value [edi] modify exact [];
- #pragma aux g3_rotate_delta_y "*" parm [edi] [ebx] value [edi] modify exact [];
- #pragma aux g3_rotate_delta_z "*" parm [edi] [ebx] value [edi] modify exact [];
- #pragma aux g3_rotate_delta_vec "*" parm [edi] [esi] value [edi] modify exact [];
- #pragma aux g3_add_delta_vec "*" parm [eax] [esi] [edi] value [bl] modify exact [bl];
- #pragma aux g3_set_interp_points "*" parm [eax] modify exact [];
- #pragma aux g3_draw_polygon_model "*" parm [esi] [edi] [eax] [edx] [ebx] value [al] modify exact [];
- #pragma aux g3_init_polygon_model "*" parm [esi] modify exact [];
- #pragma aux g3_draw_morphing_model "*" parm [esi] [edi] [eax] [edx] [ebx] value [al] modify exact [];
- #pragma aux g3_set_special_render "*" parm [eax] [edx] [ebx] modify exact [eax edx ebx];
- #endif
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