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https://github.com/scp-fs2open/fs2open.github.com.git
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I've tested this through compiling and through hand checking. Normalises line endings in ALL files to \n.
300 lines
12 KiB
C++
300 lines
12 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 _3D_H
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#define _3D_H
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#include "math/vecmat.h"
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#include "graphics/tmapper.h"
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#include "graphics/2d.h"
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#include "graphics/grbatch.h"
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#include "camera/camera.h"
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//flags for point structure
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#define PF_PROJECTED 1 //has been projected, so sx,sy valid
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#define PF_OVERFLOW 2 //can't project
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#define PF_TEMP_POINT 4 //created during clip
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//clipping codes flags
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#define CC_OFF_LEFT 1
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#define CC_OFF_RIGHT 2
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#define CC_OFF_BOT 4
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#define CC_OFF_TOP 8
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#define CC_OFF_USER 16
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#define CC_BEHIND 0x80
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// Combo!
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#define CC_OFF (CC_OFF_LEFT | CC_OFF_RIGHT | CC_OFF_BOT | CC_OFF_TOP | CC_OFF_USER | CC_BEHIND)
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//Functions in library
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//Frame setup functions:
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//start the frame. Pass non-zero to enable zbuffering
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#define g3_start_frame(zbuffer_flag) g3_start_frame_func(zbuffer_flag, __FILE__, __LINE__ )
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// use the g3_start_frame macro instead of calling this directly.
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extern void g3_start_frame_func(int zbuffer_flag, char * filename, int lineno);
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//end the frame
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#define g3_end_frame() g3_end_frame_func( __FILE__, __LINE__ )
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extern void g3_end_frame_func(char *filename, int lineno);
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// currently in frame?
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extern int g3_in_frame();
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//set view from x,y,z & p,b,h, zoom. Must call one of g3_set_view_*()
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void g3_set_view_angles(vec3d *view_pos,angles *view_orient,float zoom);
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//Set view from camera
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void g3_set_view(camera *cam);
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//set view from x,y,z, viewer matrix, and zoom. Must call one of g3_set_view_*()
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void g3_set_view_matrix(vec3d *view_pos,matrix *view_matrix,float zoom);
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// Never set these!
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extern matrix View_matrix; // The matrix to convert local coordinates to screen
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extern vec3d View_position; // The offset to convert local coordinates to screen
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extern matrix Light_matrix; // Used to rotate world points into current local coordinates
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extern vec3d Light_base; // Used to rotate world points into current local coordinates
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extern matrix Eye_matrix; // Where the viewer's eye is pointing in World coordinates
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extern vec3d Eye_position; // Where the viewer's eye is at in World coordinates
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extern float Eye_fov; // What the viewer's FOV is
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extern vec3d Object_position;
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extern matrix Object_matrix; // Where the opject is pointing in World coordinates
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extern float Proj_fov; // Projection matrix fov (for HT&L)
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//draw a horizon
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void g3_draw_horizon(int sky_color,int ground_color);
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//draws a line representing the horizon
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void g3_draw_horizon_line();
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//get vectors that are edge of horizon
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int g3_compute_sky_polygon(float *points_2d,vec3d *vecs);
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//Instancing
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//instance at specified point with specified orientation
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void g3_start_instance_matrix(vec3d *pos,matrix *orient, bool set_api = true);
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//instance at specified point with specified orientation
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void g3_start_instance_angles(vec3d *pos,angles *orient);
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//pops the old context
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void g3_done_instance(bool set_api = false);
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//Misc utility functions:
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//get current field of view. Fills in angle for x & y
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void g3_get_FOV(float *fov_x,float *fov_y);
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//get zoom. For a given window size, return the zoom which will achieve
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//the given FOV along the given axis.
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float g3_get_zoom(char axis,float fov,int window_width,int window_height);
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//returns the normalized, unscaled view vectors
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void g3_get_view_vectors(vec3d *forward,vec3d *up,vec3d *right);
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//returns true if a plane is facing the viewer. takes the unrotated surface
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//normal of the plane, and a point on it. The normal need not be normalized
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int g3_check_normal_facing(vec3d *v,vec3d *norm);
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//Point definition and rotation functions:
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//specify the arrays refered to by the 'pointlist' parms in the following
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//functions. I'm not sure if we will keep this function, but I need
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//it now.
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//void g3_set_points(g3s_point *points,vms_vector *vecs);
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//returns codes_and & codes_or of a list of points numbers
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ccodes g3_check_codes(int nv,vertex **pointlist);
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//rotates a point. returns codes. does not check if already rotated
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ubyte g3_rotate_vertex(vertex *dest,vec3d *src);
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// same as above, only ignores the current instancing
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ubyte g3_rotate_vertex_popped(vertex *dest,vec3d *src);
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//use this for stars, etc
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ubyte g3_rotate_faraway_vertex(vertex *dest,vec3d *src);
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//projects a point
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int g3_project_vertex(vertex *point);
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//projects a vector
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ubyte g3_project_vector(vec3d *p, float *sx, float *sy );
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//rotates a point. returns codes.
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ubyte g3_rotate_vector(vec3d *dest,vec3d *src);
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//Codes a vector. Returns the codes of a point.
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ubyte g3_code_vector(vec3d * p);
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//calculate the depth of a point - returns the z coord of the rotated point
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float g3_calc_point_depth(vec3d *pnt);
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//From a 2d point, compute the vector through that point
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void g3_point_to_vec(vec3d *v,int sx,int sy);
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//From a 2d point, compute the vector through that point.
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// This can be called outside of a g3_start_frame/g3_end_frame
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// pair as long g3_start_frame was previously called.
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void g3_point_to_vec_delayed(vec3d *v,int sx,int sy);
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//code a point. fills in the p3_codes field of the point, and returns the codes
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ubyte g3_code_vertex(vertex *point);
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//delta rotation functions
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vec3d *g3_rotate_delta_x(vec3d *dest,float dx);
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vec3d *g3_rotate_delta_y(vec3d *dest,float dy);
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vec3d *g3_rotate_delta_z(vec3d *dest,float dz);
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vec3d *g3_rotate_delta_vec(vec3d *dest,vec3d *src);
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ubyte g3_add_delta_vec(vertex *dest,vertex *src,vec3d *deltav);
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//Drawing functions:
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//draw a polygon.
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//Set TMAP_FLAG_TEXTURED in the tmap_flags to texture map it with current texture.
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//returns 1 if off screen, 0 if drew
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int g3_draw_poly(int nv,vertex **pointlist,uint tmap_flags);
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int g3_draw_polygon(vec3d *pos, matrix *ori, float width, float height, int tmap_flags = TMAP_FLAG_TEXTURED);
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int g3_draw_polygon(vec3d *pos, vec3d *norm, float width, float height, int tmap_flags = TMAP_FLAG_TEXTURED);
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// Draw a polygon. Same as g3_draw_poly, but it bashes sw to a constant value
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// for all vertexes. Needs to be done after clipping to get them all.
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//Set TMAP_FLAG_TEXTURED in the tmap_flags to texture map it with current texture.
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//returns 1 if off screen, 0 if drew
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int g3_draw_poly_constant_sw(int nv,vertex **pointlist,uint tmap_flags, float constant_sw);
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//like g3_draw_poly(), but checks to see if facing. If surface normal is
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//NULL, this routine must compute it, which will be slow. It is better to
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//pre-compute the normal, and pass it to this function. When the normal
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//is passed, this function works like g3_check_normal_facing() plus
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//g3_draw_poly().
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//Set TMAP_FLAG_TEXTURED in the tmap_flags to texture map it with current texture.
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//returns -1 if not facing, 1 if off screen, 0 if drew
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int g3_draw_poly_if_facing(int nv,vertex **pointlist,uint tmap_flags,vec3d *norm,vec3d *pnt);
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//draws a line. takes two points.
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int g3_draw_line(vertex *p0,vertex *p1);
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// Draws a polygon always facing the viewer.
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// compute the corners of a rod. fills in vertbuf.
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// Verts has any needs uv's or l's or can be NULL if none needed.
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int g3_draw_rod(vec3d *p0,float width1,vec3d *p1,float width2, vertex * verts, uint tmap_flags);
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//draws a bitmap with the specified 3d width & height
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//Set TMAP_FLAG_TEXTURED in the tmap_flags to texture map it with current texture.
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//returns 1 if off screen, 0 if drew
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// If bitmap is not square, rad will be the 3d size of the smallest dimension.
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// orient flips the bitmap in some way. Pass 0 for normal or else pass a
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// random nuber between 0 and 7, inclusive.
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int g3_draw_bitmap(vertex *pos,int orient, float radius, uint tmap_flags, float depth = 0.0f);
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// get bitmap dims onscreen as if g3_draw_bitmap() had been called
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int g3_get_bitmap_dims(int bitmap, vertex *pos, float radius, int *x, int *y, int *w, int *h, int *size);
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//draw a sortof sphere - i.e., the 2d radius is proportional to the 3d
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//radius, but not to the distance from the eye. Uses the current 2d color.
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int g3_draw_sphere(vertex *pnt,float rad);
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// Same as g3_draw_sphere, but you pass a vector and this rotates
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// and projects it and then call g3_draw_sphere.
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int g3_draw_sphere_ez(vec3d *pnt,float rad);
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//Draw a laser shaped 3d looking thing.
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// If max_len is > 1.0, then this caps the length to be no longer than max_len pixels
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float g3_draw_laser(vec3d *headp, float head_width, vec3d *tailp, float tail_width, uint tmap_flags = TMAP_FLAG_TEXTURED, float max_len = 0.0f );
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// Draw a laser shaped 3d looking thing using vertex coloring (useful for things like colored laser glows)
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// If max_len is > 1.0, then this caps the length to be no longer than max_len pixels
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float g3_draw_laser_rgb(vec3d *headp, float head_width, vec3d *tailp, float tail_width, int r, int g, int b, uint tmap_flags = TMAP_FLAG_TEXTURED | TMAP_FLAG_RGB, float max_len = 0.0f );
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// Draw a bitmap that is always facing, but rotates.
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// If bitmap is not square, rad will be the 3d size of the smallest dimension.
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int g3_draw_rotated_bitmap(vertex *pnt,float angle, float radius, uint tmap_flags, float depth = 0.0f);
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// draw a perspective bitmap based on angles and radius
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int g3_draw_perspective_bitmap(angles *a, float scale_x, float scale_y, int div_x, int div_y, uint tmap_flags);
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//Draws a 2D rectangle
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void g3_draw_2d_rect(int x, int y, int w, int h, int r, int g, int b, int a);
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// draw a 2d bitmap on a poly
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int g3_draw_2d_poly_bitmap(float x, float y, float w, float h, uint additional_tmap_flags = 0);
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// Enables clipping with an arbritary plane. This will be on
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// until g3_stop_clip_plane is called or until next frame.
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// The points passed should be relative to the instance. Probably
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// that means world coordinates.
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/*
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This works like any other clip plane... if this is enabled and you
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rotate a point, the CC_OFF_USER bit will be set in the clipping codes.
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It is completely handled by most g3_draw primitives, except maybe lines.
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As far as performance, when enabled, it will slow down each point
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rotation (or g3_code_vertex call) by a vec3d subtraction and dot
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product. It won't slow anything down for polys that are completely
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clipped on or off by the plane, and will slow each clipped polygon by
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not much more than any other clipping we do.
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*/
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void g3_start_user_clip_plane( vec3d *plane_point, vec3d *plane_normal );
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// Stops arbritary plane clipping
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void g3_stop_user_clip_plane();
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ubyte g3_transfer_vertex(vertex *dest, vec3d *src);
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int g3_draw_2d_poly_bitmap_list(bitmap_2d_list* b_list, int n_bm, uint additional_tmap_flags);
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int g3_draw_2d_poly_bitmap_rect_list(bitmap_rect_list* b_list, int n_bm, uint additional_tmap_flags);
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//draw a line in HTL mode without having to go through the rotate/project stuff
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void g3_draw_htl_line(vec3d *start, vec3d *end);
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//draw a sphere mode without having to go through the rotate/project stuff
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void g3_draw_htl_sphere(vec3d *position, float radius);
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//flash ball
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// a neat looking ball of rays that move around and look all energetic and stuff
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struct flash_beam{
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vertex start;
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vertex end;
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float width;
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};
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class flash_ball{
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flash_beam *ray;
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vec3d center;
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int n_rays;
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static geometry_batcher batcher;
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void parse_bsp(int offset, ubyte *bsp_data);
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void defpoint(int off, ubyte *bsp_data);
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public:
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// flash_ball():ray(NULL),n_rays(0){}
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flash_ball(int number, float min_ray_width, float max_ray_width = 0, vec3d* dir = &vmd_zero_vector, vec3d*pcenter = &vmd_zero_vector, float outer = PI2, float inner = 0.0f, ubyte max_r = 255, ubyte max_g = 255, ubyte max_b = 255, ubyte min_r = 255, ubyte min_g = 255, ubyte min_b = 255)
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:ray(NULL),n_rays(0)
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{initialize(number, min_ray_width, max_ray_width , dir , pcenter , outer , inner , max_r , max_g , max_b , min_r , min_g ,min_b);}
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~flash_ball(){if(ray)vm_free(ray);}
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void initialize(int number, float min_ray_width, float max_ray_width = 0, vec3d* dir = &vmd_zero_vector, vec3d*pcenter = &vmd_zero_vector, float outer = PI2, float inner = 0.0f, ubyte max_r = 255, ubyte max_g = 255, ubyte max_b = 255, ubyte min_r = 255, ubyte min_g = 255, ubyte min_b = 255);
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void initialize(ubyte *bsp_data, float min_ray_width, float max_ray_width = 0, vec3d* dir = &vmd_zero_vector, vec3d*pcenter = &vmd_zero_vector, float outer = PI2, float inner = 0.0f, ubyte max_r = 255, ubyte max_g = 255, ubyte max_b = 255, ubyte min_r = 255, ubyte min_g = 255, ubyte min_b = 255);
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void render(float rad, float intinsity, float life);
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};
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#endif
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