scummvm/engines/icb/shade.h
2021-12-26 21:19:38 +01:00

103 lines
6.8 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* 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 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 ICB_SHADE_H
#define ICB_SHADE_H
#include "engines/icb/gfx/psx_pcdefines.h"
#include "engines/icb/gfx/rlp_api.h"
namespace ICB {
typedef struct FVECTOR {
float vx;
float vy;
float vz;
} FVECTOR;
// Handy maths function
void makePlaneEquation(FVECTOR *v0, FVECTOR *v1, FVECTOR *v2, int32 *d, FVECTOR *pn);
void preprocessShadeData(FVECTOR v[3], ShadeTriangle *s);
void preprocessShadeData(FVECTOR v[4], ShadeQuad *s);
#define DOT_PRODUCT(v0x, v0y, v0z, v1x, v1y, v1z) (((v0x) * (v1x)) + ((v0y) * (v1y)) + ((v0z) * (v1z)))
#define CROSS_PRODUCT(v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z) \
{ \
v2x = ((v0y) * (v1z)) - ((v0z) * (v1y)); \
v2y = ((v0z) * (v1x)) - ((v0x) * (v1z)); \
v2z = ((v0x) * (v1y)) - ((v0y) * (v1x)); \
}
#define VEC_SUB(v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z) \
{ \
v2x = v0x - v1x; \
v2y = v0y - v1y; \
v2z = v0z - v1z; \
}
#define VEC_ADD(v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z) \
{ \
v2x = v0x + v1x; \
v2y = v0y + v1y; \
v2z = v0z + v1z; \
}
#define DOT_PRODUCT(v0x, v0y, v0z, v1x, v1y, v1z) (((v0x) * (v1x)) + ((v0y) * (v1y)) + ((v0z) * (v1z)))
#define CROSS_PRODUCT(v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z) \
{ \
v2x = ((v0y) * (v1z)) - ((v0z) * (v1y)); \
v2y = ((v0z) * (v1x)) - ((v0x) * (v1z)); \
v2z = ((v0x) * (v1y)) - ((v0y) * (v1x)); \
}
#define NORMALISE(v0x, v0y, v0z) \
{ \
double r = sqrt(DOT_PRODUCT(v0x, v0y, v0z, v0x, v0y, v0z)); \
(v0x) = (float)((v0x) / r); \
(v0y) = (float)((v0y) / r); \
(v0z) = (float)((v0z) / r); \
}
#define NORMALISE_VECTOR(v) NORMALISE((v).vx, (v).vy, (v).vz)
#define DOT_PRODUCT_VECTOR(v0, v1) DOT_PRODUCT(((v0).vx), ((v0).vy), ((v0).vz), ((v1).vx), ((v1).vy), ((v1).vz))
#define CROSS_PRODUCT_VECTOR(v0, v1, v2) CROSS_PRODUCT(((v0).vx), ((v0).vy), ((v0).vz), ((v1).vx), ((v1).vy), ((v1).vz), ((v2).vx), ((v2).vy), ((v2).vz), )
#define VEC_ADD_VECTOR(v0, v1, v2) VEC_ADD(((v0).vx), ((v0).vy), ((v0).vz), ((v1).vx), ((v1).vy), ((v1).vz), ((v2).vx), ((v2).vy), ((v2).vz), )
#define VEC_SUB_VECTOR(v0, v1, v2) VEC_SUB(((v0).vx), ((v0).vy), ((v0).vz), ((v1).vx), ((v1).vy), ((v1).vz), ((v2).vx), ((v2).vy), ((v2).vz), )
#define DOT_PRODUCT_SVECTOR(v0, v1) (DOT_PRODUCT((v0.vx), (v0.vy), (v0.vz), (v1.vx), (v1.vy), (v1.vz)))
} // End of namespace ICB
#endif // #ifndef SHADE_H