scummvm/engines/icb/graphic_prims.h
2020-06-28 08:54:42 +02:00

104 lines
3.7 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef _GRAPIC_PRIMS
#define _GRAPIC_PRIMS
#include "engines/icb/common/px_bitmap.h"
#include "p4_generic.h"
namespace ICB {
typedef float PXreal;
typedef float PXfloat;
typedef double PXdouble;
typedef struct {
uint32 x1;
uint32 z1;
uint32 x2;
uint32 z2;
} _line;
typedef struct {
PXreal x;
PXreal z;
} _point;
// used in extrapolate line
typedef struct {
PXdouble x;
PXdouble z;
} _fpoint;
typedef struct {
PXdouble x;
PXdouble z;
} _float_point;
// Might seem silly to create yet another rectangle structure, but this one is needed to help the PSX and the PC
// share some of the Remora and inventory code.
typedef struct {
int32 nX, nY;
uint32 nWidth, nHeight;
} _PxBitmapRect;
typedef RECT DXrect;
int32 twabs(int32 val);
void Draw_horizontal_line(int32 xx, int32 yy, uint32 len, _rgb *pen, uint8 *ad, uint32 pitch);
void Draw_vertical_line(int32 xx, int32 yy, uint32 len, _rgb *pen, uint8 *ad, uint32 pitch);
void Fill_rect(int32 x, int32 y, int32 x2, int32 y2, uint32 pen, int32 z = 0);
void General_draw_line_24_32(int16 x0, int16 y0, int16 x1, int16 y1, _rgb *colour, uint8 *myScreenBuffer, uint32 pitch, int32 surface_width = SCREEN_WIDTH,
int32 surface_height = SCREEN_DEPTH);
void General_poly_draw_24_32(_point *pVerts, int32 nNumVerts, _rgb sColour, bool8 bFill, uint8 *pSurface, int32 nPitch, int32 nSurfaceWidth, int32 nSurfaceHeight);
// This draws a sprite to a surface, using the x, y found in the sprite itself.
void SpriteFrameDraw(uint8 *pSurfaceBitmap, uint32 nPitch, uint32 nSurfaceWidth, uint32 nSurfaceHeight, _pxBitmap *pBitmap, uint32 nFrameNumber, uint32 *nTransparencyRef,
uint8 nOpacity);
// This draws a sprite to a surface, using a supplied x, y, so the sprite can be moved on the surface.
void SpriteXYFrameDraw(uint8 *pSurfaceBitmap, uint32 nPitch, uint32 nSurfaceWidth, uint32 nSurfaceHeight, _pxBitmap *pBitmap, int32 nX, int32 nY, uint32 nFrameNumber,
bool8 bCentre, uint32 *nTransparencyRef, uint8 nOpacity);
// These all make RECTs (needed by Direct-X) from various sources.
RECT ConvertPxBitmapRectToRECT(const _PxBitmapRect &sBitmapRect);
// Additive gouraud line .... what else ?
void AdditiveGouraudLine(int16 x0, int16 y0, _rgb c0, int16 x1, int16 y1, _rgb c1, uint32 surface_id);
void BlendedLine(int32 x0, int32 y0, int32 x1, int32 y1, _rgb c, uint32 surface_id);
void BlendedLine(int32 x0, int32 y0, int32 x1, int32 y1, _rgb c, int surface_width, int surface_height, uint32 pitch, uint8 *surface);
DXrect MakeRECTFromSpriteSizes(int32 nX, int32 nY, uint32 nWidth, uint32 nHeight);
} // End of namespace ICB
#endif // #ifndef _GRAPIC_PRIMS