mirror of
https://github.com/libretro/scummvm.git
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103 lines
6.8 KiB
C++
103 lines
6.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ICB_SHADE_H
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#define ICB_SHADE_H
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#include "engines/icb/gfx/psx_pcdefines.h"
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#include "engines/icb/gfx/rlp_api.h"
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namespace ICB {
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typedef struct FVECTOR {
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float vx;
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float vy;
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float vz;
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} FVECTOR;
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// Handy maths function
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void makePlaneEquation(FVECTOR *v0, FVECTOR *v1, FVECTOR *v2, int32 *d, FVECTOR *pn);
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void preprocessShadeData(FVECTOR v[3], ShadeTriangle *s);
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void preprocessShadeData(FVECTOR v[4], ShadeQuad *s);
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#define DOT_PRODUCT(v0x, v0y, v0z, v1x, v1y, v1z) (((v0x) * (v1x)) + ((v0y) * (v1y)) + ((v0z) * (v1z)))
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#define CROSS_PRODUCT(v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z) \
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{ \
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v2x = ((v0y) * (v1z)) - ((v0z) * (v1y)); \
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v2y = ((v0z) * (v1x)) - ((v0x) * (v1z)); \
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v2z = ((v0x) * (v1y)) - ((v0y) * (v1x)); \
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}
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#define VEC_SUB(v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z) \
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{ \
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v2x = v0x - v1x; \
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v2y = v0y - v1y; \
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v2z = v0z - v1z; \
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}
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#define VEC_ADD(v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z) \
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{ \
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v2x = v0x + v1x; \
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v2y = v0y + v1y; \
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v2z = v0z + v1z; \
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}
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#define DOT_PRODUCT(v0x, v0y, v0z, v1x, v1y, v1z) (((v0x) * (v1x)) + ((v0y) * (v1y)) + ((v0z) * (v1z)))
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#define CROSS_PRODUCT(v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z) \
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{ \
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v2x = ((v0y) * (v1z)) - ((v0z) * (v1y)); \
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v2y = ((v0z) * (v1x)) - ((v0x) * (v1z)); \
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v2z = ((v0x) * (v1y)) - ((v0y) * (v1x)); \
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}
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#define NORMALISE(v0x, v0y, v0z) \
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{ \
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double r = sqrt(DOT_PRODUCT(v0x, v0y, v0z, v0x, v0y, v0z)); \
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(v0x) = (float)((v0x) / r); \
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(v0y) = (float)((v0y) / r); \
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(v0z) = (float)((v0z) / r); \
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}
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#define NORMALISE_VECTOR(v) NORMALISE((v).vx, (v).vy, (v).vz)
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#define DOT_PRODUCT_VECTOR(v0, v1) DOT_PRODUCT(((v0).vx), ((v0).vy), ((v0).vz), ((v1).vx), ((v1).vy), ((v1).vz))
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#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), )
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#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), )
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#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), )
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#define DOT_PRODUCT_SVECTOR(v0, v1) (DOT_PRODUCT((v0.vx), (v0.vy), (v0.vz), (v1.vx), (v1.vy), (v1.vz)))
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} // End of namespace ICB
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#endif // #ifndef SHADE_H
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