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1104 lines
35 KiB
C++
1104 lines
35 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#ifndef _GRAPHICS_H
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#define _GRAPHICS_H
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#include "globalincs/pstypes.h"
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#include "graphics/tmapper.h"
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#include "cfile/cfile.h"
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#include "bmpman/bmpman.h"
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#include "io/cursor.h"
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extern const float Default_min_draw_distance;
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extern const float Default_max_draw_distance;
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extern float Min_draw_distance;
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extern float Max_draw_distance;
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extern int Gr_inited;
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// z-buffering stuff
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extern int gr_zbuffering, gr_zbuffering_mode;
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extern int gr_global_zbuffering;
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enum shader_type {
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SDR_TYPE_MODEL,
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SDR_TYPE_EFFECT_PARTICLE,
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SDR_TYPE_EFFECT_DISTORTION,
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SDR_TYPE_POST_PROCESS_MAIN,
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SDR_TYPE_POST_PROCESS_BLUR,
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SDR_TYPE_POST_PROCESS_BRIGHTPASS,
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SDR_TYPE_POST_PROCESS_FXAA,
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SDR_TYPE_POST_PROCESS_FXAA_PREPASS,
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SDR_TYPE_POST_PROCESS_LIGHTSHAFTS,
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SDR_TYPE_DEFERRED_LIGHTING,
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SDR_TYPE_DEFERRED_CLEAR,
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SDR_TYPE_VIDEO_PROCESS,
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NUM_SHADER_TYPES
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};
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// Shader flags
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#define SDR_FLAG_MODEL_LIGHT (1<<0)
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#define SDR_FLAG_MODEL_FOG (1<<1)
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#define SDR_FLAG_MODEL_DIFFUSE_MAP (1<<2)
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#define SDR_FLAG_MODEL_GLOW_MAP (1<<3)
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#define SDR_FLAG_MODEL_SPEC_MAP (1<<4)
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#define SDR_FLAG_MODEL_NORMAL_MAP (1<<5)
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#define SDR_FLAG_MODEL_HEIGHT_MAP (1<<6)
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#define SDR_FLAG_MODEL_ENV_MAP (1<<7)
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#define SDR_FLAG_MODEL_ANIMATED (1<<8)
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#define SDR_FLAG_MODEL_MISC_MAP (1<<9)
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#define SDR_FLAG_MODEL_TEAMCOLOR (1<<10)
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#define SDR_FLAG_MODEL_TRANSFORM (1<<11)
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#define SDR_FLAG_MODEL_DEFERRED (1<<12)
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#define SDR_FLAG_MODEL_SHADOW_MAP (1<<13)
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#define SDR_FLAG_MODEL_GEOMETRY (1<<14)
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#define SDR_FLAG_MODEL_SHADOWS (1<<15)
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#define SDR_FLAG_MODEL_THRUSTER (1<<16)
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#define SDR_FLAG_MODEL_CLIP (1<<17)
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#define SDR_FLAG_PARTICLE_POINT_GEN (1<<0)
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#define SDR_FLAG_BLUR_HORIZONTAL (1<<0)
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#define SDR_FLAG_BLUR_VERTICAL (1<<1)
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// stencil buffering stuff
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extern int gr_stencil_mode;
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// alpha test
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extern int gr_alpha_test;
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/**
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* This is a structure used by the shader to keep track
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* of the values you want to use in the shade primitive.
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*/
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typedef struct shader {
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uint screen_sig; // current mode this is in
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ubyte r,g,b,c; // factors and constant
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ubyte lookup[256];
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} shader;
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#define AC_TYPE_NONE 0 // Not an alphacolor
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#define AC_TYPE_HUD 1 // Doesn't change hue depending on background. Used for HUD stuff.
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#define AC_TYPE_BLEND 2 // Changes hue depending on background. Used for stars, etc.
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// NEVER REFERENCE THESE VALUES OUTSIDE OF THE GRAPHICS LIBRARY!!!
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// If you need to get the rgb values of a "color" struct call
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// gr_get_colors after calling gr_set_colors_fast.
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typedef struct color {
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uint screen_sig;
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ubyte red;
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ubyte green;
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ubyte blue;
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ubyte alpha;
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ubyte ac_type; // The type of alphacolor. See AC_TYPE_??? defines
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int is_alphacolor;
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ubyte raw8;
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int alphacolor;
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int magic;
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} color;
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// Used by the team coloring code
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typedef struct team_color {
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struct {
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float r, g, b;
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} base;
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struct {
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float r, g, b;
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} stripe;
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} team_color;
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typedef struct tsb_t {
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vec3d tangent;
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float scaler;
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} tsb_t;
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/**
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* This should be basicly just like it is in the VB
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* a list of triangles and their associated normals
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*/
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class poly_list {
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// helper function struct that let's us sort the indices.
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// an instance is fed into std::sort and std::lower_bound.
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// overloaded operator() is used for the comparison function.
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struct finder {
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poly_list* search_list;
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bool compare_indices;
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vertex* vert_to_find;
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vec3d* norm_to_find;
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finder(poly_list* _search_list): search_list(_search_list), compare_indices(true), vert_to_find(NULL), norm_to_find(NULL) {}
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finder(poly_list* _search_list, vertex* _vert, vec3d* _norm): search_list(_search_list), compare_indices(false), vert_to_find(_vert), norm_to_find(_norm) {}
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bool operator()(const uint a, const uint b);
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};
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public:
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poly_list(): n_verts(0), vert(NULL), norm(NULL), tsb(NULL), submodels(NULL), sorted_indices(NULL), currently_allocated(0) {}
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~poly_list();
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poly_list& operator = (poly_list&);
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void allocate(int size);
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void make_index_buffer(SCP_vector<int> &vertex_list);
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void calculate_tangent();
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int n_verts;
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vertex *vert;
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vec3d *norm;
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tsb_t *tsb;
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int *submodels;
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uint *sorted_indices;
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int find_index(poly_list *plist, int idx);
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int find_index_fast(poly_list *plist, int idx);
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private:
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int currently_allocated;
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int find_first_vertex(int idx);
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int find_first_vertex_fast(int idx);
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void generate_sorted_index_list();
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};
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class colored_vector
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{
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public:
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colored_vector()
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: pad(1.0f)
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{}
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vec3d vec;
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float pad; //needed so I can just memcpy it in d3d
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ubyte color[4];
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};
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struct line_list {
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int n_line;
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vertex *vert;
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};
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class buffer_data
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{
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public:
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int flags;
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int texture; // this is the texture the vertex buffer will use
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int n_verts;
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size_t index_offset;
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const uint *get_index() const
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{
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return index;
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}
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uint i_first, i_last;
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void release()
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{
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if (index) {
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delete [] index;
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index = NULL;
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}
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}
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void assign(int i, uint j)
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{
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const_cast<uint *>(index)[i] = j;
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if (i_first > i_last)
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i_first = i_last = j;
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else if (i_first > j)
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i_first = j;
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else if (i_last < j)
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i_last = j;
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}
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// Constructor
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buffer_data() :
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flags(0), texture(-1), n_verts(0), index_offset(0),
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i_first(1), i_last(0), index(NULL)
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{
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}
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buffer_data(int n_vrts) :
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flags(0), texture(-1), n_verts(n_vrts), index_offset(0),
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i_first(1), i_last(0), index(NULL)
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{
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if ( n_verts > 0 ) {
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index = new(std::nothrow) uint[n_verts];
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} else {
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index = NULL;
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}
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}
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// Copy-constructor
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buffer_data(const buffer_data& other)
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{
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if ( other.index ) {
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index = new(std::nothrow) uint[other.n_verts];
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for (size_t i=0; i < (size_t) other.n_verts; i++)
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{
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index[i] = other.index[i];
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}
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} else {
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index = NULL;
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}
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flags = other.flags;
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texture = other.texture;
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n_verts = other.n_verts;
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i_first = other.i_first;
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i_last = other.i_last;
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index_offset = other.index_offset;
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}
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// Copy-assignment operator
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buffer_data& operator=(const buffer_data& rhs)
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{
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if (this != &rhs)
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{
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if ( index ) {
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delete [] index;
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}
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if ( rhs.index && rhs.n_verts > 0 ) {
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index = new(std::nothrow) uint[rhs.n_verts];
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for (size_t i=0; i < (size_t) rhs.n_verts; i++)
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{
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index[i] = rhs.index[i];
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}
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}
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flags = rhs.flags;
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texture = rhs.texture;
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n_verts = rhs.n_verts;
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i_first = rhs.i_first;
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i_last = rhs.i_last;
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index_offset = rhs.index_offset;
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}
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return *this;
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}
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// Destructor
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~buffer_data()
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{
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release();
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}
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private:
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uint *index;
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};
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class vertex_buffer
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{
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public:
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int flags;
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uint stride;
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size_t vertex_offset;
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poly_list *model_list;
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SCP_vector<buffer_data> tex_buf;
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vertex_buffer() :
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flags(0), stride(0), vertex_offset(0), model_list(NULL)
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{
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}
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~vertex_buffer()
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{
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clear();
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}
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void release()
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{
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if (model_list) {
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delete model_list;
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model_list = NULL;
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}
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for (SCP_vector<buffer_data>::iterator tbi = tex_buf.begin(); tbi != tex_buf.end(); ++tbi) {
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tbi->release();
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}
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}
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void clear()
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{
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release();
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tex_buf.clear();
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}
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};
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struct light;
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#define GR_ALPHABLEND_NONE 0 // no blending
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#define GR_ALPHABLEND_FILTER 1 // 50/50 mix of foreground, background, using intensity as alpha
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#define GR_BITBLT_MODE_NORMAL 0 // Normal bitblting
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#define GR_BITBLT_MODE_RLE 1 // RLE would be faster
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// fog modes
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#define GR_FOGMODE_NONE 0 // set this to turn off fog
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#define GR_FOGMODE_FOG 1 // linear fog
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typedef struct screen {
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uint signature; // changes when mode or palette or width or height changes
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int max_w, max_h; // Width and height
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int max_w_unscaled, max_h_unscaled;
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int max_w_unscaled_zoomed, max_h_unscaled_zoomed;
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int save_max_w, save_max_h; // Width and height
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int save_max_w_unscaled, save_max_h_unscaled;
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int save_max_w_unscaled_zoomed, save_max_h_unscaled_zoomed;
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int res; // GR_640 or GR_1024
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int mode; // What mode gr_init was called with.
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float aspect, clip_aspect; // Aspect ratio, aspect of clip_width/clip_height
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int rowsize; // What you need to add to go to next row (includes bytes_per_pixel)
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int bits_per_pixel; // How many bits per pixel it is. (7,8,15,16,24,32)
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int bytes_per_pixel; // How many bytes per pixel (1,2,3,4)
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int offset_x, offset_y; // The offsets into the screen
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int offset_x_unscaled, offset_y_unscaled; // Offsets into the screen, in unscaled dimensions
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int clip_width, clip_height;
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int clip_width_unscaled, clip_height_unscaled; // Height and width of clip aread, in unscaled dimensions
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// center of clip area
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float clip_center_x, clip_center_y;
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float fog_near, fog_far;
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// the clip_l,r,t,b are used internally. left and top are
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// actually always 0, but it's nice to have the code work with
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// arbitrary clipping regions.
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int clip_left, clip_right, clip_top, clip_bottom;
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// same as above except in unscaled dimensions
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int clip_left_unscaled, clip_right_unscaled, clip_top_unscaled, clip_bottom_unscaled;
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int current_alphablend_mode; // See GR_ALPHABLEND defines above
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int current_bitblt_mode; // See GR_BITBLT_MODE defines above
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int current_fog_mode; // See GR_FOGMODE_* defines above
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int current_bitmap;
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color current_color;
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color current_fog_color; // current fog color
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color current_clear_color; // current clear color
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shader current_shader;
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float current_alpha;
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bool custom_size;
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int rendering_to_texture; //wich texture we are rendering to, -1 if the back buffer
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int rendering_to_face; //wich face of the texture we are rendering to, -1 if the back buffer
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int envmap_render_target;
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bool recording_state_block;
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int current_state_block;
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void (*gf_start_state_block)();
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int (*gf_end_state_block)();
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void (*gf_set_state_block)(int);
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//switch onscreen, offscreen
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void (*gf_flip)();
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// Sets the current palette
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void (*gf_set_palette)(ubyte * new_pal, int restrict_alphacolor);
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// Fade the screen in/out
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void (*gf_fade_in)(int instantaneous);
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void (*gf_fade_out)(int instantaneous);
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// Flash the screen
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void (*gf_flash)( int r, int g, int b );
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void (*gf_flash_alpha)(int r, int g, int b, int a);
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// sets the clipping region
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void (*gf_set_clip)(int x, int y, int w, int h, int resize_mode);
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// resets the clipping region to entire screen
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void (*gf_reset_clip)();
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// clears entire clipping region to current color
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void (*gf_clear)();
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// void (*gf_bitmap)(int x, int y, int resize_mode);
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void (*gf_bitmap_ex)(int x, int y, int w, int h, int sx, int sy, int resize_mode);
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void (*gf_aabitmap)(int x, int y, int resize_mode, bool mirror);
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void (*gf_aabitmap_ex)(int x, int y, int w, int h, int sx, int sy, int resize_mode, bool mirror);
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void (*gf_string)(int x, int y, const char * text,int resize_mode);
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// Draw a gradient line... x1,y1 is bright, x2,y2 is transparent.
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void (*gf_gradient)(int x1, int y1, int x2, int y2, int resize_mode);
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void (*gf_circle)(int x, int y, int r, int resize_mode);
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void (*gf_unfilled_circle)(int x, int y, int r, int resize_mode);
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void (*gf_arc)(int x, int y, float r, float angle_start, float angle_end, bool fill, int resize_mode);
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void (*gf_curve)(int x, int y, int r, int direction, int resize_mode);
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// Integer line. Used to draw a fast but pixely line.
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void (*gf_line)(int x1, int y1, int x2, int y2, int resize_mode);
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// Draws an antialiased line is the current color is an
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// alphacolor, otherwise just draws a fast line. This
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// gets called internally by g3_draw_line. This assumes
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// the vertex's are already clipped, so call g3_draw_line
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// not this if you have two 3d points.
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void (*gf_aaline)(vertex *v1, vertex *v2);
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void (*gf_pixel)( int x, int y, int resize_mode );
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// Scales current bitmap between va and vb with clipping
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void (*gf_scaler)(vertex *va, vertex *vb, bool bw_bitmap );
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// Scales current bitmap between va and vb with clipping, draws an aabitmap
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void (*gf_aascaler)(vertex *va, vertex *vb );
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// Texture maps the current bitmap. See TMAP_FLAG_?? defines for flag values
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void (*gf_tmapper)(int nv, vertex *verts[], uint flags );
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// Texture maps the current bitmap. See TMAP_FLAG_?? defines for flag values
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void (*gf_render)(int nv, vertex *verts, uint flags);
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void (*gf_render_effect)(int nv, vertex *verts, float *radius_list, uint flags);
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// dumps the current screen to a file
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void (*gf_print_screen)(const char * filename);
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// Call once before rendering anything.
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void (*gf_start_frame)();
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// Call after rendering is over.
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void (*gf_stop_frame)();
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// Retrieves the zbuffer mode.
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int (*gf_zbuffer_get)();
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// Sets mode. Returns previous mode.
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int (*gf_zbuffer_set)(int mode);
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// Clears the zbuffer. If use_zbuffer is FALSE, then zbuffering mode is ignored and zbuffer is always off.
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void (*gf_zbuffer_clear)(int use_zbuffer);
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// Set the stencil buffer mode. Returns previous mode
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int (*gf_stencil_set)(int mode);
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// Clears the stencil buffer.
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void (*gf_stencil_clear)();
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int (*gf_alpha_mask_set)(int mode, float alpha);
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// Saves screen. Returns an id you pass to restore and free.
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int (*gf_save_screen)();
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// Resets clip region and copies entire saved screen to the screen.
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void (*gf_restore_screen)(int id);
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// Frees up a saved screen.
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void (*gf_free_screen)(int id);
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// CODE FOR DUMPING FRAMES TO A FILE
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// Begin frame dumping
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void (*gf_dump_frame_start)( int first_frame_number, int nframes_between_dumps );
|
|
|
|
// Dump the current frame to file
|
|
void (*gf_dump_frame)();
|
|
|
|
// Dump the current frame to file
|
|
void (*gf_dump_frame_stop)();
|
|
|
|
// Sets the gamma
|
|
void (*gf_set_gamma)(float gamma);
|
|
|
|
// Lock/unlock the screen
|
|
// Returns non-zero if sucessful (memory pointer)
|
|
uint (*gf_lock)();
|
|
void (*gf_unlock)();
|
|
|
|
// grab a region of the screen. assumes data is large enough
|
|
void (*gf_get_region)(int front, int w, int h, ubyte *data);
|
|
|
|
// set fog attributes
|
|
void (*gf_fog_set)(int fog_mode, int r, int g, int b, float fog_near, float fog_far);
|
|
|
|
// poly culling
|
|
int (*gf_set_cull)(int cull);
|
|
|
|
// color buffer writes
|
|
int (*gf_set_color_buffer)(int mode);
|
|
|
|
// cross fade
|
|
void (*gf_cross_fade)(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct, int resize_mode);
|
|
|
|
// set a texture into cache. for sectioned bitmaps, pass in sx and sy to set that particular section of the bitmap
|
|
int (*gf_tcache_set)(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int stage);
|
|
|
|
// preload a bitmap into texture memory
|
|
int (*gf_preload)(int bitmap_num, int is_aabitmap);
|
|
|
|
// set the color to be used when clearing the background
|
|
void (*gf_set_clear_color)(int r, int g, int b);
|
|
|
|
// Here be the bitmap functions
|
|
void (*gf_bm_free_data)(int n, bool release);
|
|
void (*gf_bm_create)(int n);
|
|
int(*gf_bm_load)(BM_TYPE type, int n, const char *filename, CFILE *img_cfp, int *w, int *h, int *bpp, BM_TYPE *c_type, int *mm_lvl, int *size);
|
|
void (*gf_bm_init)(int n);
|
|
void (*gf_bm_page_in_start)();
|
|
int (*gf_bm_lock)(const char *filename, int handle, int bitmapnum, ubyte bpp, ubyte flags, bool nodebug);
|
|
|
|
int (*gf_bm_make_render_target)(int n, int *width, int *height, ubyte *bpp, int *mm_lvl, int flags );
|
|
int (*gf_bm_set_render_target)(int n, int face);
|
|
|
|
void (*gf_translate_texture_matrix)(int unit, vec3d *shift);
|
|
void (*gf_push_texture_matrix)(int unit);
|
|
void (*gf_pop_texture_matrix)(int unit);
|
|
|
|
void (*gf_set_texture_addressing)(int);
|
|
|
|
int (*gf_create_buffer)();
|
|
bool (*gf_pack_buffer)(const int buffer_id, vertex_buffer *vb);
|
|
bool (*gf_config_buffer)(const int buffer_id, vertex_buffer *vb, bool update_ibuffer_only);
|
|
void (*gf_destroy_buffer)(int);
|
|
void (*gf_set_buffer)(int);
|
|
void (*gf_render_buffer)(int, const vertex_buffer*, int, int);
|
|
|
|
void (*gf_update_buffer_object)(int handle, uint size, void* data);
|
|
void (*gf_update_transform_buffer)(void* data, uint size);
|
|
void (*gf_set_transform_buffer_offset)(int offset);
|
|
|
|
int (*gf_create_stream_buffer)();
|
|
void (*gf_render_stream_buffer)(int buffer_handle, int offset, int n_verts, int flags);
|
|
|
|
int (*gf_make_flat_buffer)(poly_list*);
|
|
int (*gf_make_line_buffer)(line_list*);
|
|
|
|
|
|
//the projection matrix; fov, aspect ratio, near, far
|
|
void (*gf_set_proj_matrix)(float, float, float, float);
|
|
void (*gf_end_proj_matrix)();
|
|
//the view matrix
|
|
void (*gf_set_view_matrix)(vec3d *, matrix*);
|
|
void (*gf_end_view_matrix)();
|
|
//object scaleing
|
|
void (*gf_push_scale_matrix)(vec3d *);
|
|
void (*gf_pop_scale_matrix)();
|
|
//object position and orientation
|
|
void (*gf_start_instance_matrix)(vec3d *, matrix*);
|
|
void (*gf_start_angles_instance_matrix)(vec3d *, angles*);
|
|
void (*gf_end_instance_matrix)();
|
|
|
|
int (*gf_make_light)(light*, int, int );
|
|
void (*gf_modify_light)(light*, int, int );
|
|
void (*gf_destroy_light)(int);
|
|
void (*gf_set_light)(light*);
|
|
void (*gf_reset_lighting)();
|
|
void (*gf_set_ambient_light)(int,int,int);
|
|
|
|
// postprocessing effects
|
|
void (*gf_post_process_set_effect)(const char*, int);
|
|
void (*gf_post_process_set_defaults)();
|
|
|
|
void (*gf_post_process_begin)();
|
|
void (*gf_post_process_end)();
|
|
void (*gf_post_process_save_zbuffer)();
|
|
|
|
void (*gf_deferred_lighting_begin)();
|
|
void (*gf_deferred_lighting_end)();
|
|
void (*gf_deferred_lighting_finish)();
|
|
|
|
void (*gf_scene_texture_begin)();
|
|
void (*gf_scene_texture_end)();
|
|
void (*gf_copy_effect_texture)();
|
|
|
|
void (*gf_lighting)(bool,bool);
|
|
void (*gf_set_light_factor)(float);
|
|
void (*gf_center_alpha)(int);
|
|
void (*gf_set_thrust_scale)(float);
|
|
|
|
void (*gf_start_clip_plane)();
|
|
void (*gf_end_clip_plane)();
|
|
|
|
void (*gf_zbias)(int zbias);
|
|
void (*gf_setup_background_fog)(bool);
|
|
|
|
void (*gf_set_fill_mode)(int);
|
|
void (*gf_set_texture_panning)(float u, float v, bool enable);
|
|
|
|
void (*gf_draw_line_list)(colored_vector*lines, int num);
|
|
|
|
void (*gf_set_line_width)(float width);
|
|
|
|
void (*gf_line_htl)(vec3d *start, vec3d* end);
|
|
void (*gf_sphere_htl)(float rad);
|
|
|
|
int (*gf_maybe_create_shader)(shader_type type, unsigned int flags);
|
|
|
|
void (*gf_set_animated_effect)(int effect, float timer);
|
|
|
|
void (*gf_clear_states)();
|
|
|
|
void (*gf_set_team_color)(team_color *colors);
|
|
|
|
void (*gf_update_texture)(int bitmap_handle, int bpp, ubyte* data, int width, int height);
|
|
void (*gf_get_bitmap_from_texture)(void* data_out, int bitmap_num);
|
|
|
|
void (*gf_shadow_map_start)(matrix4 *shadow_view_matrix, matrix *light_matrix);
|
|
void (*gf_shadow_map_end)();
|
|
} screen;
|
|
|
|
// handy macro
|
|
#define GR_MAYBE_CLEAR_RES(bmap) do { int bmw = -1; int bmh = -1; if(bmap != -1){ bm_get_info( bmap, &bmw, &bmh, NULL, NULL, NULL); if((bmw != gr_screen.max_w) || (bmh != gr_screen.max_h)){gr_clear();} } else {gr_clear();} } while(0);
|
|
|
|
//Window's interface to set up graphics:
|
|
//--------------------------------------
|
|
// Call this at application startup
|
|
|
|
// # Software Re-added by Kazan --- THIS HAS TO STAY -- It is used by standalone!
|
|
#define GR_DEFAULT (-1) // set to use default settings
|
|
#define GR_STUB (100)
|
|
#define GR_OPENGL (104) // Use OpenGl hardware renderer
|
|
|
|
// resolution constants - always keep resolutions in ascending order and starting from 0
|
|
#define GR_NUM_RESOLUTIONS 2
|
|
#define GR_640 0 // 640 x 480
|
|
#define GR_1024 1 // 1024 x 768
|
|
|
|
#define GR_1024_THRESHOLD_WIDTH 1024
|
|
#define GR_1024_THRESHOLD_HEIGHT 600
|
|
|
|
extern const char *Resolution_prefixes[GR_NUM_RESOLUTIONS];
|
|
|
|
extern bool gr_init(int d_mode = GR_DEFAULT, int d_width = GR_DEFAULT, int d_height = GR_DEFAULT, int d_depth = GR_DEFAULT);
|
|
extern void gr_screen_resize(int width, int height);
|
|
|
|
// Call this when your app ends.
|
|
extern void gr_close();
|
|
|
|
extern screen gr_screen;
|
|
|
|
#define GR_FILL_MODE_WIRE 1
|
|
#define GR_FILL_MODE_SOLID 2
|
|
|
|
#define GR_ZBUFF_NONE 0
|
|
#define GR_ZBUFF_WRITE (1<<0)
|
|
#define GR_ZBUFF_READ (1<<1)
|
|
#define GR_ZBUFF_FULL (GR_ZBUFF_WRITE|GR_ZBUFF_READ)
|
|
|
|
#define GR_STENCIL_NONE 0
|
|
#define GR_STENCIL_READ 1
|
|
#define GR_STENCIL_WRITE 2
|
|
|
|
#define GR_RESIZE_NONE 0
|
|
#define GR_RESIZE_FULL 1
|
|
#define GR_RESIZE_MENU 2
|
|
#define GR_RESIZE_MENU_ZOOMED 3
|
|
#define GR_RESIZE_MENU_NO_OFFSET 4
|
|
|
|
void gr_set_screen_scale(int x, int y, int zoom_x = -1, int zoom_y = -1, int max_x = gr_screen.max_w, int max_y = gr_screen.max_h, bool force_stretch = false);
|
|
void gr_reset_screen_scale();
|
|
bool gr_unsize_screen_pos(int *x, int *y, int *w = NULL, int *h = NULL, int resize_mode = GR_RESIZE_FULL);
|
|
bool gr_resize_screen_pos(int *x, int *y, int *w = NULL, int *h = NULL, int resize_mode = GR_RESIZE_FULL);
|
|
bool gr_unsize_screen_posf(float *x, float *y, float *w = NULL, float *h = NULL, int resize_mode = GR_RESIZE_FULL);
|
|
bool gr_resize_screen_posf(float *x, float *y, float *w = NULL, float *h = NULL, int resize_mode = GR_RESIZE_FULL);
|
|
|
|
// Does formatted printing. This calls gr_string after formatting,
|
|
// so if you don't need to format the string, then call gr_string
|
|
// directly.
|
|
extern void _cdecl gr_printf( int x, int y, const char * format, ... );
|
|
// same as gr_printf but positions text correctly in menus
|
|
extern void _cdecl gr_printf_menu( int x, int y, const char * format, ... );
|
|
// same as gr_printf_menu but accounts for menu zooming
|
|
extern void _cdecl gr_printf_menu_zoomed( int x, int y, const char * format, ... );
|
|
// same as gr_printf but doesn't resize for non-standard resolutions
|
|
extern void _cdecl gr_printf_no_resize( int x, int y, const char * format, ... );
|
|
|
|
// Returns the size of the string in pixels in w and h
|
|
extern void gr_get_string_size( int *w, int *h, const char * text, int len = 9999 );
|
|
|
|
// Returns the height of the current font
|
|
extern int gr_get_font_height();
|
|
|
|
extern void gr_set_palette(const char *name, ubyte *palette, int restrict_to_128 = 0);
|
|
|
|
// These two functions use a Windows mono font. Only for use
|
|
// in the editor, please.
|
|
void gr_get_string_size_win(int *w, int *h, const char *text);
|
|
void gr_string_win(int x, int y, const char *s );
|
|
|
|
extern io::mouse::Cursor* Web_cursor;
|
|
|
|
// Called by OS when application gets/looses focus
|
|
extern void gr_activate(int active);
|
|
|
|
#define GR_CALL(x) (*x)
|
|
|
|
// These macros make the function indirection look like the
|
|
// old Descent-style gr_xxx calls.
|
|
|
|
#define gr_print_screen GR_CALL(gr_screen.gf_print_screen)
|
|
|
|
//#define gr_flip GR_CALL(gr_screen.gf_flip)
|
|
void gr_flip();
|
|
|
|
//#define gr_set_clip GR_CALL(gr_screen.gf_set_clip)
|
|
__inline void gr_set_clip(int x, int y, int w, int h, int resize_mode=GR_RESIZE_FULL)
|
|
{
|
|
(*gr_screen.gf_set_clip)(x,y,w,h,resize_mode);
|
|
}
|
|
#define gr_reset_clip GR_CALL(gr_screen.gf_reset_clip)
|
|
|
|
void gr_set_bitmap(int bitmap_num, int alphablend = GR_ALPHABLEND_NONE, int bitbltmode = GR_BITBLT_MODE_NORMAL, float alpha = 1.0f);
|
|
|
|
#define gr_clear GR_CALL(gr_screen.gf_clear)
|
|
__inline void gr_aabitmap(int x, int y, int resize_mode = GR_RESIZE_FULL, bool mirror = false)
|
|
{
|
|
(*gr_screen.gf_aabitmap)(x,y,resize_mode,mirror);
|
|
}
|
|
|
|
__inline void gr_aabitmap_ex(int x, int y, int w, int h, int sx, int sy, int resize_mode = GR_RESIZE_FULL, bool mirror = false)
|
|
{
|
|
(*gr_screen.gf_aabitmap_ex)(x,y,w,h,sx,sy,resize_mode,mirror);
|
|
}
|
|
|
|
__inline void gr_bitmap_ex(int x, int y, int w, int h, int sx, int sy, int resize_mode = GR_RESIZE_FULL)
|
|
{
|
|
(*gr_screen.gf_bitmap_ex)(x, y, w, h, sx, sy, resize_mode);
|
|
}
|
|
|
|
void gr_shield_icon(coord2d coords[6], const int resize_mode = GR_RESIZE_FULL);
|
|
void gr_rect(int x, int y, int w, int h, int resize_mode = GR_RESIZE_FULL);
|
|
void gr_shade(int x, int y, int w, int h, int resize_mode = GR_RESIZE_FULL);
|
|
|
|
__inline void gr_string(int x, int y, const char* string, int resize_mode = GR_RESIZE_FULL)
|
|
{
|
|
(*gr_screen.gf_string)(x,y,string,resize_mode);
|
|
}
|
|
|
|
__inline void gr_circle(int xc, int yc, int d, int resize_mode = GR_RESIZE_FULL)
|
|
{
|
|
(*gr_screen.gf_circle)(xc,yc,d,resize_mode);
|
|
}
|
|
|
|
__inline void gr_unfilled_circle(int xc, int yc, int d, int resize_mode = GR_RESIZE_FULL)
|
|
{
|
|
(*gr_screen.gf_unfilled_circle)(xc,yc,d,resize_mode);
|
|
}
|
|
|
|
__inline void gr_arc(int xc, int yc, float r, float angle_start, float angle_end, bool fill, int resize_mode = GR_RESIZE_FULL)
|
|
{
|
|
(*gr_screen.gf_arc)(xc,yc,r,angle_start,angle_end,fill,resize_mode);
|
|
}
|
|
|
|
#define gr_curve GR_CALL(gr_screen.gf_curve)
|
|
|
|
__inline void gr_line(int x1, int y1, int x2, int y2, int resize_mode = GR_RESIZE_FULL)
|
|
{
|
|
(*gr_screen.gf_line)(x1, y1, x2, y2, resize_mode);
|
|
}
|
|
|
|
#define gr_aaline GR_CALL(gr_screen.gf_aaline)
|
|
|
|
__inline void gr_pixel(int x, int y, int resize_mode = GR_RESIZE_FULL)
|
|
{
|
|
(*gr_screen.gf_pixel)(x, y, resize_mode);
|
|
}
|
|
#define gr_scaler GR_CALL(gr_screen.gf_scaler)
|
|
#define gr_aascaler GR_CALL(gr_screen.gf_aascaler)
|
|
#define gr_tmapper GR_CALL(gr_screen.gf_tmapper)
|
|
#define gr_render GR_CALL(gr_screen.gf_render)
|
|
#define gr_render_effect GR_CALL(gr_screen.gf_render_effect)
|
|
|
|
__inline void gr_gradient(int x1, int y1, int x2, int y2, int resize_mode = GR_RESIZE_FULL)
|
|
{
|
|
(*gr_screen.gf_gradient)(x1, y1, x2, y2, resize_mode);
|
|
}
|
|
|
|
#define gr_fade_in GR_CALL(gr_screen.gf_fade_in)
|
|
#define gr_fade_out GR_CALL(gr_screen.gf_fade_out)
|
|
#define gr_flash GR_CALL(gr_screen.gf_flash)
|
|
#define gr_flash_alpha GR_CALL(gr_screen.gf_flash_alpha)
|
|
|
|
#define gr_zbuffer_get GR_CALL(gr_screen.gf_zbuffer_get)
|
|
#define gr_zbuffer_set GR_CALL(gr_screen.gf_zbuffer_set)
|
|
#define gr_zbuffer_clear GR_CALL(gr_screen.gf_zbuffer_clear)
|
|
|
|
#define gr_stencil_set GR_CALL(gr_screen.gf_stencil_set)
|
|
#define gr_stencil_clear GR_CALL(gr_screen.gf_stencil_clear)
|
|
|
|
#define gr_alpha_mask_set GR_CALL(gr_screen.gf_alpha_mask_set)
|
|
|
|
#define gr_save_screen GR_CALL(gr_screen.gf_save_screen)
|
|
#define gr_restore_screen GR_CALL(gr_screen.gf_restore_screen)
|
|
#define gr_free_screen GR_CALL(gr_screen.gf_free_screen)
|
|
|
|
#define gr_dump_frame_start GR_CALL(gr_screen.gf_dump_frame_start)
|
|
#define gr_dump_frame_stop GR_CALL(gr_screen.gf_dump_frame_stop)
|
|
#define gr_dump_frame GR_CALL(gr_screen.gf_dump_frame)
|
|
|
|
#define gr_set_gamma GR_CALL(gr_screen.gf_set_gamma)
|
|
|
|
#define gr_get_region GR_CALL(gr_screen.gf_get_region)
|
|
|
|
__inline void gr_fog_set(int fog_mode, int r, int g, int b, float fog_near = -1.0f, float fog_far = -1.0f)
|
|
{
|
|
(*gr_screen.gf_fog_set)(fog_mode, r, g, b, fog_near, fog_far);
|
|
}
|
|
|
|
#define gr_set_cull GR_CALL(gr_screen.gf_set_cull)
|
|
#define gr_set_color_buffer GR_CALL(gr_screen.gf_set_color_buffer)
|
|
|
|
#define gr_cross_fade GR_CALL(gr_screen.gf_cross_fade)
|
|
|
|
__inline int gr_tcache_set(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int stage = 0)
|
|
{
|
|
return (*gr_screen.gf_tcache_set)(bitmap_id, bitmap_type, u_scale, v_scale, stage);
|
|
}
|
|
|
|
#define gr_preload GR_CALL(gr_screen.gf_preload)
|
|
|
|
#define gr_set_clear_color GR_CALL(gr_screen.gf_set_clear_color)
|
|
|
|
#define gr_translate_texture_matrix GR_CALL(gr_screen.gf_translate_texture_matrix)
|
|
#define gr_push_texture_matrix GR_CALL(gr_screen.gf_push_texture_matrix)
|
|
#define gr_pop_texture_matrix GR_CALL(gr_screen.gf_pop_texture_matrix)
|
|
|
|
|
|
// Here be the bitmap functions
|
|
#define gr_bm_free_data GR_CALL(*gr_screen.gf_bm_free_data)
|
|
#define gr_bm_create GR_CALL(*gr_screen.gf_bm_create)
|
|
#define gr_bm_init GR_CALL(*gr_screen.gf_bm_init)
|
|
__inline int gr_bm_load(BM_TYPE type, int n, const char *filename, CFILE *img_cfp = NULL, int *w = 0, int *h = 0, int *bpp = 0, BM_TYPE *c_type = 0, int *mm_lvl = 0, int *size = 0)
|
|
{
|
|
return (*gr_screen.gf_bm_load)(type, n, filename, img_cfp, w, h, bpp, c_type, mm_lvl, size);
|
|
}
|
|
#define gr_bm_page_in_start GR_CALL(*gr_screen.gf_bm_page_in_start)
|
|
#define gr_bm_lock GR_CALL(*gr_screen.gf_bm_lock)
|
|
|
|
#define gr_bm_make_render_target GR_CALL(*gr_screen.gf_bm_make_render_target)
|
|
|
|
__inline int gr_bm_set_render_target(int n, int face = -1)
|
|
{
|
|
return (*gr_screen.gf_bm_set_render_target)(n, face);
|
|
}
|
|
|
|
#define gr_set_texture_addressing GR_CALL(*gr_screen.gf_set_texture_addressing)
|
|
|
|
#define gr_create_buffer GR_CALL(*gr_screen.gf_create_buffer)
|
|
#define gr_pack_buffer GR_CALL(*gr_screen.gf_pack_buffer)
|
|
#define gr_config_buffer GR_CALL(*gr_screen.gf_config_buffer)
|
|
#define gr_destroy_buffer GR_CALL(*gr_screen.gf_destroy_buffer)
|
|
__inline void gr_render_buffer(int start, const vertex_buffer *bufferp, int texi, int flags = TMAP_FLAG_TEXTURED)
|
|
{
|
|
(*gr_screen.gf_render_buffer)(start, bufferp, texi, flags);
|
|
}
|
|
|
|
#define gr_update_buffer_object GR_CALL(*gr_screen.gf_update_buffer_object)
|
|
#define gr_update_transform_buffer GR_CALL(*gr_screen.gf_update_transform_buffer)
|
|
#define gr_set_transform_buffer_offset GR_CALL(*gr_screen.gf_set_transform_buffer_offset)
|
|
|
|
#define gr_create_stream_buffer GR_CALL(*gr_screen.gf_create_stream_buffer)
|
|
#define gr_render_stream_buffer GR_CALL(*gr_screen.gf_render_stream_buffer)
|
|
#define gr_render_stream_buffer_start GR_CALL(*gr_screen.gf_render_stream_buffer_start)
|
|
#define gr_render_stream_buffer_end GR_CALL(*gr_screen.gf_render_stream_buffer_end)
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#define gr_set_buffer GR_CALL(*gr_screen.gf_set_buffer)
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#define gr_make_flat_buffer GR_CALL(*gr_screen.gf_make_flat_buffer)
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#define gr_make_line_buffer GR_CALL(*gr_screen.gf_make_line_buffer)
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#define gr_set_proj_matrix GR_CALL(*gr_screen.gf_set_proj_matrix)
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#define gr_end_proj_matrix GR_CALL(*gr_screen.gf_end_proj_matrix)
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#define gr_set_view_matrix GR_CALL(*gr_screen.gf_set_view_matrix)
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#define gr_end_view_matrix GR_CALL(*gr_screen.gf_end_view_matrix)
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#define gr_push_scale_matrix GR_CALL(*gr_screen.gf_push_scale_matrix)
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#define gr_pop_scale_matrix GR_CALL(*gr_screen.gf_pop_scale_matrix)
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#define gr_start_instance_matrix GR_CALL(*gr_screen.gf_start_instance_matrix)
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#define gr_start_angles_instance_matrix GR_CALL(*gr_screen.gf_start_angles_instance_matrix)
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#define gr_end_instance_matrix GR_CALL(*gr_screen.gf_end_instance_matrix)
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#define gr_make_light GR_CALL(*gr_screen.gf_make_light)
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#define gr_modify_light GR_CALL(*gr_screen.gf_modify_light)
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#define gr_destroy_light GR_CALL(*gr_screen.gf_destroy_light)
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#define gr_set_light GR_CALL(*gr_screen.gf_set_light)
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#define gr_reset_lighting GR_CALL(*gr_screen.gf_reset_lighting)
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#define gr_set_ambient_light GR_CALL(*gr_screen.gf_set_ambient_light)
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#define gr_scene_texture_begin GR_CALL(*gr_screen.gf_scene_texture_begin)
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#define gr_scene_texture_end GR_CALL(*gr_screen.gf_scene_texture_end)
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#define gr_copy_effect_texture GR_CALL(*gr_screen.gf_copy_effect_texture)
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#define gr_post_process_set_effect GR_CALL(*gr_screen.gf_post_process_set_effect)
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#define gr_post_process_set_defaults GR_CALL(*gr_screen.gf_post_process_set_defaults)
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#define gr_post_process_begin GR_CALL(*gr_screen.gf_post_process_begin)
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#define gr_post_process_end GR_CALL(*gr_screen.gf_post_process_end)
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#define gr_post_process_save_zbuffer GR_CALL(*gr_screen.gf_post_process_save_zbuffer)
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#define gr_deferred_lighting_begin GR_CALL(*gr_screen.gf_deferred_lighting_begin)
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#define gr_deferred_lighting_end GR_CALL(*gr_screen.gf_deferred_lighting_end)
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#define gr_deferred_lighting_finish GR_CALL(*gr_screen.gf_deferred_lighting_finish)
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#define gr_set_lighting GR_CALL(*gr_screen.gf_lighting)
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#define gr_set_light_factor GR_CALL(*gr_screen.gf_set_light_factor)
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#define gr_center_alpha GR_CALL(*gr_screen.gf_center_alpha)
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#define gr_set_thrust_scale GR_CALL(*gr_screen.gf_set_thrust_scale)
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#define gr_start_clip GR_CALL(*gr_screen.gf_start_clip_plane)
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#define gr_end_clip GR_CALL(*gr_screen.gf_end_clip_plane)
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#define gr_zbias GR_CALL(*gr_screen.gf_zbias)
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#define gr_set_fill_mode GR_CALL(*gr_screen.gf_set_fill_mode)
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#define gr_set_texture_panning GR_CALL(*gr_screen.gf_set_texture_panning)
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#define gr_start_state_block GR_CAL(*gr_screen.gf_start_state_block)
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#define gr_end_state_block GR_CALL(*gr_screen.gf_end_state_block)
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#define gr_set_state_block GR_CALL(*gr_screen.gf_set_state_block)
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#define gr_setup_background_fog GR_CALL(*gr_screen.gf_setup_background_fog)
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#define gr_draw_line_list GR_CALL(*gr_screen.gf_draw_line_list)
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#define gr_set_line_width GR_CALL(*gr_screen.gf_set_line_width)
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#define gr_line_htl GR_CALL(*gr_screen.gf_line_htl)
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#define gr_sphere_htl GR_CALL(*gr_screen.gf_sphere_htl)
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#define gr_maybe_create_shader GR_CALL(*gr_screen.gf_maybe_create_shader)
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#define gr_set_animated_effect GR_CALL(*gr_screen.gf_set_animated_effect)
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#define gr_clear_states GR_CALL(*gr_screen.gf_clear_states)
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#define gr_set_team_color GR_CALL(*gr_screen.gf_set_team_color)
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#define gr_update_texture GR_CALL(*gr_screen.gf_update_texture)
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#define gr_get_bitmap_from_texture GR_CALL(*gr_screen.gf_get_bitmap_from_texture)
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#define gr_shadow_map_start GR_CALL(*gr_screen.gf_shadow_map_start)
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#define gr_shadow_map_end GR_CALL(*gr_screen.gf_shadow_map_end)
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// color functions
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void gr_get_color( int *r, int *g, int b );
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void gr_init_color(color *c, int r, int g, int b);
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void gr_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type = AC_TYPE_HUD );
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void gr_set_color( int r, int g, int b );
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void gr_set_color_fast(color *dst);
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// shader functions
|
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void gr_create_shader(shader *shade, ubyte r, ubyte g, ubyte b, ubyte c);
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void gr_set_shader(shader *shade);
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|
|
uint gr_determine_model_shader_flags(
|
|
bool lighting,
|
|
bool fog,
|
|
bool textured,
|
|
bool in_shadow_map,
|
|
bool thruster_scale,
|
|
bool transform,
|
|
bool team_color_set,
|
|
int tmap_flags,
|
|
int spec_map,
|
|
int glow_map,
|
|
int normal_map,
|
|
int height_map,
|
|
int env_map,
|
|
int misc_map
|
|
);
|
|
|
|
// new bitmap functions
|
|
void gr_bitmap(int x, int y, int resize_mode = GR_RESIZE_FULL);
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|
void gr_bitmap_uv(int _x, int _y, int _w, int _h, float _u0, float _v0, float _u1, float _v1, int resize_mode = GR_RESIZE_FULL);
|
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void gr_bitmap_list(bitmap_2d_list* list, int n_bm, int resize_mode);
|
|
void gr_bitmap_list(bitmap_rect_list* list, int n_bm, int resize_mode);
|
|
|
|
// texture update functions
|
|
ubyte* gr_opengl_get_texture_update_pointer(int bitmap_handle);
|
|
void gr_opengl_update_texture(int bitmap_handle, int bpp, ubyte* data, int width, int height);
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|
|
|
// special function for drawing polylines. this function is specifically intended for
|
|
// polylines where each section is no more than 90 degrees away from a previous section.
|
|
// Moreover, it is _really_ intended for use with 45 degree angles.
|
|
void gr_pline_special(SCP_vector<vec3d> *pts, int thickness,int resize_mode=GR_RESIZE_FULL);
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|
|
|
#define VB_FLAG_POSITION (1<<0)
|
|
#define VB_FLAG_RHW (1<<1) //incompatable with the next normal
|
|
#define VB_FLAG_NORMAL (1<<2)
|
|
#define VB_FLAG_DIFUSE (1<<3)
|
|
#define VB_FLAG_SPECULAR (1<<4)
|
|
#define VB_FLAG_UV1 (1<<5) //how many UV coords, only use one of these
|
|
#define VB_FLAG_UV2 (1<<6)
|
|
#define VB_FLAG_UV3 (1<<7)
|
|
#define VB_FLAG_UV4 (1<<8)
|
|
#define VB_FLAG_TANGENT (1<<9)
|
|
#define VB_FLAG_LARGE_INDEX (1<<10)
|
|
#define VB_FLAG_MODEL_ID (1<<11)
|
|
#define VB_FLAG_TRANS (1<<12)
|
|
|
|
struct vertex_format_data
|
|
{
|
|
enum vertex_format {
|
|
POSITION4,
|
|
POSITION3,
|
|
POSITION2,
|
|
SCREEN_POS,
|
|
COLOR3,
|
|
COLOR4,
|
|
TEX_COORD,
|
|
NORMAL,
|
|
TANGENT,
|
|
MODEL_ID,
|
|
RADIUS,
|
|
FVEC,
|
|
UVEC,
|
|
INTENSITY
|
|
};
|
|
|
|
vertex_format format_type;
|
|
uint stride;
|
|
void *data_src;
|
|
|
|
vertex_format_data(vertex_format i_format_type, uint i_stride, void *i_data_src) :
|
|
format_type(i_format_type), stride(i_stride), data_src(i_data_src) {}
|
|
};
|
|
|
|
class vertex_layout
|
|
{
|
|
SCP_vector<vertex_format_data> Vertex_components;
|
|
|
|
uint Vertex_mask;
|
|
public:
|
|
vertex_layout(): Vertex_mask(0) {}
|
|
|
|
uint get_num_vertex_components() { return Vertex_components.size(); }
|
|
|
|
vertex_format_data* get_vertex_component(uint index) { return &Vertex_components[index]; }
|
|
|
|
bool resident_vertex_format(vertex_format_data::vertex_format format_type) { return Vertex_mask & (1 << format_type) ? true : false; }
|
|
|
|
void add_vertex_component(vertex_format_data::vertex_format format_type, uint stride, void* src)
|
|
{
|
|
if ( resident_vertex_format(format_type) ) {
|
|
// we already have a vertex component of this format type
|
|
return;
|
|
}
|
|
|
|
Vertex_mask |= (1 << format_type);
|
|
Vertex_components.push_back(vertex_format_data(format_type, stride, src));
|
|
}
|
|
};
|
|
|
|
|
|
|
|
#endif
|