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C

/*
* 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