/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #ifndef _TMAPPER_H #define _TMAPPER_H #include "globalincs/pstypes.h" /* struct vertex; // call this to reinit the scanline function pointers. extern void tmapper_setup(); // Used to tell the tmapper what the current lighting values are // if the TMAP_FLAG_RAMP or TMAP_FLAG_RGB are set and the TMAP_FLAG_GOURAUD // isn't set. void tmapper_set_light(vertex *v, uint flags); // DO NOT CALL grx_tmapper DIRECTLY!!!! Only use the // gr_tmapper equivalent!!!! extern void grx_tmapper( int nv, vertex * verts[], uint flags ); */ #define TMAP_MAX_VERTS 25 // Max number of vertices per polygon // Flags to pass to g3_draw_??? routines #define TMAP_FLAG_TEXTURED (1<<0) // Uses texturing (Interpolate uv's) #define TMAP_FLAG_CORRECT (1<<1) // Perspective correct (Interpolate sw) #define TMAP_FLAG_RAMP (1<<2) // Use RAMP lighting (interpolate L) #define TMAP_FLAG_RGB (1<<3) // Use RGB lighting (interpolate RGB) #define TMAP_FLAG_GOURAUD (1<<4) // Lighting values differ on each vertex. // If this is not set, then the texture mapper will use // the lighting parameters in each vertex, otherwise it // will use the ones specified in tmapper_set_?? #define TMAP_FLAG_XPARENT (1<<5) // texture could have transparency #define TMAP_FLAG_TILED (1<<6) // This means uv's can be > 1.0 #define TMAP_FLAG_NEBULA (1<<7) // Must be used with RAMP and GOURAUD. Means l 0-1 is 0-31 palette entries //#define TMAP_HIGHEST_FLAG_BIT 7 // The highest bit used in the TMAP_FLAGS //#define TMAP_MAX_SCANLINES (1<<(TMAP_HIGHEST_FLAG_BIT+1)) // Add any entries that don't work for software under here: // Make sure to disable them at top of grx_tmapper #define TMAP_FLAG_ALPHA (1<<8) // Has an alpha component #define TMAP_FLAG_BATCH_TRANSFORMS (1<<9) // Use batched transform data transmitted via texture/uniform buffer // Interface specific stuff (for separate filtering, sizing, etc.), replaces old TMAP_FLAG_BITMAP_SECTION #define TMAP_FLAG_INTERFACE (1<<10) // flags for full nebula effect #define TMAP_FLAG_PIXEL_FOG (1<<11) // fog the polygon based upon the average pixel colors of the backbuffer behind it // RT Flags added to determine whats being drawn for HT&L #define TMAP_HTL_3D_UNLIT (1<<12) #define TMAP_HTL_2D (1<<13) // I don't think this flag is being used (Swifty) //tristrips, for trails mostly, might find other uses eventualy #define TMAP_FLAG_TRISTRIP (1<<14) #define TMAP_FLAG_TRILIST (1<<15) #define TMAP_FLAG_QUADLIST (1<<16) #define TMAP_FLAG_QUADSTRIP (1<<17) // use greyscale texture #define TMAP_FLAG_BW_TEXTURE (1<<18) // use animated Shader - Valathil #define TMAP_ANIMATED_SHADER (1<<19) // use soft particle shader - Swifty #define TMAP_FLAG_SOFT_QUAD (1<<20) // use framebuffer distortion mapping with generated distortion map - Valathil #define TMAP_FLAG_DISTORTION_THRUSTER (1<<21) // use framebuffer distortion mapping - Valathil #define TMAP_FLAG_DISTORTION (1<<22) #define TMAP_FLAG_DESATURATE (1<<23) #define TMAP_FLAG_POINTLIST (1<<24) #define TMAP_FLAG_LINESTRIP (1<<25) #define TMAP_FLAG_LINES (1<<26) #define TMAP_FLAG_VERTEX_GEN (1<<27) #define TMAP_FLAG_EMISSIVE (1<<28) #define TMAP_ADDRESS_WRAP 1 #define TMAP_ADDRESS_MIRROR 2 #define TMAP_ADDRESS_CLAMP 3 //WMC - moved this here so it'd be in 2d.h and 3d.h //bitmap_2d_list, //x and y: the 2d position of the upper left hand corner //w and h: the hidth and hight of the bitmap (some functions //will overide these, others will only overide if givein an invalid size like 0 or -1) struct bitmap_2d_list{ bitmap_2d_list(int X=0, int Y=0, int W=-1, int H=-1):x(X),y(Y),w(W),h(H){} int x; int y; int w; int h; }; //texture_rect //defines a rectangular reagon within a texture //similar to the above structure only all values are relitive //from 0,0 in the upper left to 1,1 in the lowwer right //out of range values are valid struct texture_rect_list{ texture_rect_list(float u0In=0.0f, float v0In=0.0f, float u1In=1.0f, float v1In=1.0f):u0(u0In),v0(v0In),u1(u1In),v1(v1In){} float u0; float v0; float u1; float v1; }; struct bitmap_rect_list{ bitmap_rect_list(float X, float Y, float W, float H):texture_rect(X,Y,W,H){} bitmap_rect_list(int X=0, int Y=0, int W=-1, int H=-1, float TX=0.0f, float TY=0.0f, float TW=1.0f, float TH=1.0f):screen_rect(X,Y,W,H),texture_rect(TX,TY,TW,TH){} bitmap_2d_list screen_rect; texture_rect_list texture_rect; }; #endif