mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
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1424 lines
54 KiB
C++
1424 lines
54 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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/*
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* $Logfile: /Freespace2/code/Graphics/2d.h $
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* $Revision: 2.65 $
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* $Date: 2005-10-16 11:20:43 $
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* $Author: taylor $
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*
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* Header file for 2d primitives.
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.64 2005/08/20 20:34:50 taylor
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* some bmpman and render_target function name changes so that they make sense
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* always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly
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* save the original gamma ramp on OGL init so that it can be restored on exit
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*
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* Revision 2.63 2005/07/18 03:44:00 taylor
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* cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well)
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* more non-standard res fixing
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* - I think everything should default to resize now (much easier than having to figure that crap out)
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* - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later
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* - lots of little cleanups which fix several strange offset/size problems
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* - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down)
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*
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* Revision 2.62 2005/07/13 02:50:47 Goober5000
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* remove PreProcDefine #includes in FS2
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* --Goober5000
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*
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* Revision 2.61 2005/07/02 19:42:15 taylor
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* ton of non-standard resolution fixes
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*
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* Revision 2.60 2005/06/19 09:00:09 taylor
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* minor sanity checking for geometry_batcher
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* make particle batchers allocate dynamically
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* handle cases where a particle graphic couldn't be loaded
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*
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* Revision 2.59 2005/05/12 17:49:12 taylor
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* use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros
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* fixes various problems and is past time to make the switch
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*
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* Revision 2.58 2005/04/24 12:56:42 taylor
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* really are too many changes here:
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* - remove all bitmap section support and fix problems with previous attempt
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* ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h,
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* code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp,
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* code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp,
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* code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h,
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* code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h,
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* code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp
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* code/render/3ddraw.cpp )
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* - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function
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* - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp
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*
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* Revision 2.57 2005/04/24 03:02:43 wmcoolmon
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* Added resizing option to gr_shade. We can probably merge gr_shade and gr_rect; they do the same thing.
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*
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* Revision 2.56 2005/04/24 02:38:31 wmcoolmon
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* Moved gr_rect and gr_shade to be API-nonspecific as the OGL/D3D functions were virtually identical
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*
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* Revision 2.55 2005/04/12 02:04:56 phreak
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* gr_set_ambient_light() function for the ambient light sliders in FRED
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*
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* Revision 2.54 2005/04/05 05:53:16 taylor
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* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
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*
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* Revision 2.53 2005/03/20 00:09:07 phreak
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* Added gr_draw_htl_line and gr_draw_htl sphere
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* There still needs to be D3D versions implemented, but OGL is done.
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* Follow that or ask phreak about how its implemented/
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*
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* Revision 2.52 2005/03/19 18:02:33 bobboau
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* added new graphic functions for state blocks
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* also added a class formanageing a new effect
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*
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* Revision 2.51 2005/03/16 01:35:58 bobboau
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* added a geometry batcher and implemented it in sevral places
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* namely: lasers, thrusters, and particles,
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* these have been the primary botle necks for some time,
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* and this seems to have smoothed them out quite a bit.
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*
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* Revision 2.50 2005/03/11 01:27:17 wmcoolmon
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* I like comments
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*
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* Revision 2.49 2005/03/10 08:00:04 taylor
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* change min/max to MIN/MAX to fix GCC problems
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* add lab stuff to Makefile
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* build unbreakage for everything that's not MSVC++ 6
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* lots of warning fixes
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* fix OpenGL rendering problem with ship insignias
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* no Warnings() in non-debug mode for Linux (like Windows)
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* some campaign savefile fixage to stop reverting everyones data
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*
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* Revision 2.48 2005/03/07 13:10:20 bobboau
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* commit of render target code, d3d should be totaly functional,
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* OGL still needs implementation.
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*
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* Revision 2.47 2005/03/06 11:23:44 wmcoolmon
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* RE-fixed stuff. Ogg support. Briefings.
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*
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* Revision 2.46 2005/03/03 06:05:27 wmcoolmon
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* Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure"
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*
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* Revision 2.45 2005/02/27 07:08:22 wmcoolmon
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* More nonstandard res stuff
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*
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* Revision 2.44 2005/02/18 09:51:06 wmcoolmon
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* Updates for better nonstandard res support, as well as a fix to the Perseus crash bug I've been experiencing. Bobb, you might want to take a look at my change to grd3d.cpp
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*
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* Revision 2.43 2005/02/10 04:01:42 wmcoolmon
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* Low-level code for better hi-res support; better error reporting for vertex errors on model load.
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*
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* Revision 2.42 2005/02/04 20:06:04 taylor
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* merge with Linux/OSX tree - p0204-2
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*
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* Revision 2.41 2005/01/29 08:04:15 wmcoolmon
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* Ahh, the sweet smell of optimized code
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*
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* Revision 2.40 2005/01/14 05:28:57 wmcoolmon
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* gr_curve
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*
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* Revision 2.39 2005/01/01 11:24:22 taylor
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* good OpenGL spec mapping
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* fix VBO crash with multitexture using same uv coord data
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* little speedup of opengl_tcache_frame()
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* error message to make sure hardware supports the minimum texture size
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* move OpenGL version check out of the extention printout code
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* disable 2d_poof with OpenGL
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*
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* Revision 2.38 2004/11/27 10:48:03 taylor
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* some fixes for position problems on the HUD in non-standard resolutions
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* few compiler warning fixes
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*
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* Revision 2.37 2004/11/23 00:10:06 taylor
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* try and protect the bitmap_entry stuff a bit better
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* fix the transparent support ship, again, but correctly this time
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*
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* Revision 2.36 2004/10/31 21:36:39 taylor
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* s/fisrt/first/g, bmpman merge
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*
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* Revision 2.35 2004/08/11 05:06:24 Kazan
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* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
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*
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* Revision 2.34 2004/07/11 03:22:48 bobboau
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* added the working decal code
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*
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* Revision 2.33 2004/07/05 05:09:19 bobboau
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* FVF code, only the data that is needed is sent off to the card,,
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* OGL can take advantage of this if they want but it won't break
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* anything if they don't. also state block code has been implemented,
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* that's totaly internal to D3D no high level code is involved.
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*
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* Revision 2.32 2004/07/01 01:12:31 bobboau
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* implemented index buffered background bitmaps,
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* OGL people you realy should get this implemented
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*
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* Revision 2.31 2004/06/28 02:13:07 bobboau
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* high level index buffer suport and d3d implementation,
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* OGL people need to get this working on your end as it's broke now
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*
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* Revision 2.30 2004/05/25 00:37:26 wmcoolmon
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* Updated function calls for VC7 use
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*
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* Revision 2.28 2004/04/11 13:56:33 randomtiger
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* Adding batching functions here and there and into gr_screen for use with OGL when its ready.
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*
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* Revision 2.27 2004/04/01 15:31:21 taylor
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* don't use interface anis as ship textures
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*
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* Revision 2.26 2004/03/17 04:07:29 bobboau
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* new fighter beam code
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* fixed old after burner trails
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* had to bump a few limits, working on some dynamic solutions
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* a few fixed to background POF rendering
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* fixing asorted bugs
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*
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* Revision 2.25 2004/03/08 18:36:21 randomtiger
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* Added complete stub system to replace software.
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*
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* Revision 2.24 2004/03/07 23:07:20 Kazan
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* [Incomplete] Readd of Software renderer so Standalone server works
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*
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* Revision 2.23 2004/02/20 21:45:41 randomtiger
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* Removed some uneeded code between NO_DIRECT3D and added gr_zbias call, ogl is set to a stub func.
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* Changed -htl param to -nohtl. Fixed some badly named functions to match convention.
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* Fixed setup of center_alpha in OGL which was causing crash.
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*
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* Revision 2.22 2004/02/15 06:02:31 bobboau
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* fixed sevral asorted matrix errors,
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* OGL people make sure I didn't break anything,
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* most of what I did was replaceing falses with (if graphicts_mode == D3D)
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*
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* Revision 2.21 2004/02/15 03:04:25 bobboau
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* fixed bug involving 3d shockwaves, note I wasn't able to compile the directshow file, so I ifdefed everything to an older version,
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* you shouldn't see anything diferent, as the ifdef should be set to the way it should be, if it isn't you will get a warning mesage during compile telling you how to fix it
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*
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* Revision 2.20 2004/02/14 00:18:31 randomtiger
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* Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
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* OK, these changes effect a lot of file, I suggest everyone updates ASAP:
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* Removal of many files from project.
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* Removal of meanless .
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_poly variable.
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* Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
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* Removal of redundant Fred paths that arent needed for Fred OGL.
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* Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
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* Fixed many D3D non standard mode bugs and brought OGL up to the same level.
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* Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
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*
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* Revision 2.19 2004/01/21 17:33:47 phreak
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* added MAX_DRAW_DISTANCE constant
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*
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* Revision 2.18 2003/12/16 20:42:36 phreak
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* created two constants
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* MAX_DRAW_DISTANCE = 250000
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* MIN_DRAW_DISTANCE = 1
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*
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* Revision 2.17 2003/11/17 04:25:55 bobboau
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* made the poly list dynamicly allocated,
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* started work on fixing the node model not rendering,
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* but most of that got commented out so I wouldn't have to deal with it
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* while mucking about with the polylist
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*
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* Revision 2.16 2003/11/16 04:09:24 Goober5000
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* language
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*
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* Revision 2.15 2003/11/11 03:56:11 bobboau
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* lots of bug fixing, much of it in nebula and bitmap drawing
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*
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* Revision 2.14 2003/11/01 21:59:21 bobboau
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* new matrix handeling code, and fixed some problems with 3D lit verts,
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* several other small fixes
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*
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* Revision 2.13 2003/10/27 23:04:21 randomtiger
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* Added -no_set_gamma flags
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* Fixed up some more non standard res stuff
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* Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D
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* Made fade in credits work
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* Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level
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* Deleted directx8 directory content, has never been needed.
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*
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* Revision 2.12 2003/10/25 03:26:39 phreak
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* fixed some old bugs that reappeared after RT committed his texture code
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*
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* Revision 2.11 2003/10/24 17:35:05 randomtiger
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* Implemented support for 32bit TGA and JPG for D3D
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* Also 32 bit PCX, but it still has some bugs to be worked out
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* Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it.
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*
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* Revision 2.10 2003/10/23 18:03:24 randomtiger
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* Bobs changes (take 2)
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*
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* Revision 2.9 2003/10/21 18:23:15 phreak
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* added gr_flip_window back in. its used in FRED
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*
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* Revision 2.8 2003/10/18 02:46:45 phreak
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* changed gr_start_instance_matrix(void) to gr_start_instance_matrix((vector*, matrix*)
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*
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* Revision 2.7 2003/10/17 17:18:42 randomtiger
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* Big restructure for D3D and new modules grd3dlight and grd3dsetup
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*
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* Revision 2.6 2003/10/13 19:39:19 matt
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* prelim reworking of lighting code, dynamic lights work properly now
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* albeit at only 8 lights per object, although it looks just as good as
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* the old software version --Sticks
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*
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* Revision 2.5 2003/10/10 03:59:40 matt
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* Added -nohtl command line param to disable HT&L, nothing is IFDEFd
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* out now. -Sticks
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*
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* Revision 2.4 2003/09/26 14:37:14 bobboau
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* commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL
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* still needs a lot of work, ubt the frame rates were getting with it are incredable
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* the biggest problem it still has is a bad lightmanegment system, and the zbuffer
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* doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters,
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* and weapons, I think these should be modifyed to be sent through hardware,
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* it would be slightly faster and it would likely fix the problem
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*
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* also the thruster glow/particle stuff I did is now in.
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*
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* Revision 2.3 2003/07/04 02:27:48 phreak
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* added support for cloaking.
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* i will need to contact someone who knows d3d to get this to work
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*
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* Revision 2.2 2003/03/18 10:07:02 unknownplayer
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* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
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*
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* Revision 2.1.2.5 2002/11/09 19:28:15 randomtiger
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*
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* Fixed small gfx initialisation bug that wasnt actually causing any problems.
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* Tided DX code, shifted stuff around, removed some stuff and documented some stuff.
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*
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* Revision 2.1.2.4 2002/11/04 16:04:20 randomtiger
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*
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* Tided up some bumpman stuff and added a few function points to gr_screen. - RT
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*
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* Revision 2.1.2.3 2002/11/04 03:02:28 randomtiger
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*
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* I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant.
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* This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without
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* turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays.
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*
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* I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions.
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* I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code.
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*
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* Rolled back to an old version of bumpman and made a few changes.
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* Added new files: grd3dbumpman.cpp and .h
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* Moved the bitmap init function to after the 3D engine is initialised
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* Added includes where needed
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* Disabled (for now) the D3D8 TGA loading - RT
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*
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* Revision 2.1.2.2 2002/10/16 00:41:38 randomtiger
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* Fixed small bug that was stopping unactive text from displaying greyed out
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* Also added ability to run FS2 DX8 in 640x480, however I needed to make a small change to 2d.cpp
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* which invloved calling the resolution processing code after initialising the device for D3D only.
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* This is because D3D8 for the moment has its own internal launcher.
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* Also I added a fair bit of documentation and tidied some stuff up. - RT
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*
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* Revision 2.1.2.1 2002/10/11 18:50:54 randomtiger
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* Checked in fix for 16 bit problem, thanks to Righteous1
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* Removed a fair bit of code that was used by the 16 bit code path which no longer exists.
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* 32 bit and 16 bit should now work in exactly the same way. - RT
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*
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* Revision 2.1 2002/08/01 01:41:05 penguin
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* The big include file move
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*
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* Revision 2.0 2002/06/03 04:02:22 penguin
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* Warpcore CVS sync
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*
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* Revision 1.1 2002/05/02 18:03:07 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 16 8/30/99 5:01p Dave
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* Made d3d do less state changing in the nebula. Use new chat server for
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* PXO.
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*
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* 15 8/16/99 9:45a Jefff
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* changes to cursor management to allow a 2nd temporary cursor
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*
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* 14 7/15/99 3:07p Dave
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* 32 bit detection support. Mouse coord commandline.
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*
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* 13 7/14/99 9:42a Dave
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* Put in clear_color debug function. Put in base for 3dnow stuff / P3
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* stuff
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*
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* 12 7/09/99 9:51a Dave
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* Added thick polyline code.
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*
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* 11 6/29/99 10:35a Dave
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* Interface polygon bitmaps! Whee!
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*
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* 10 2/03/99 11:44a Dave
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* Fixed d3d transparent textures.
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*
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* 9 1/30/99 5:08p Dave
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* More new hi-res stuff.Support for nice D3D textures.
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*
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* 8 1/24/99 11:36p Dave
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* First full rev of beam weapons. Very customizable. Removed some bogus
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* Int3()'s in low level net code.
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*
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* 7 12/21/98 5:02p Dave
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* Modified all hud elements to be multi-resolution friendly.
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*
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* 6 12/18/98 1:49a Dave
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* Fixed Fred initialization problem resulting from hi-res mode changes.
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*
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* 5 12/18/98 1:13a Dave
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* Rough 1024x768 support for Direct3D. Proper detection and usage through
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* the launcher.
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*
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* 4 12/06/98 2:36p Dave
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* Drastically improved nebula fogging.
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*
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* 3 11/11/98 5:37p Dave
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* Checkin for multiplayer testing.
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*
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* 2 10/07/98 10:52a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:48a Dave
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*
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* 75 5/20/98 9:45p John
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* added code so the places in code that change half the palette don't
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* have to clear the screen.
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*
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* 74 5/06/98 5:30p John
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* Removed unused cfilearchiver. Removed/replaced some unused/little used
|
|
* graphics functions, namely gradient_h and _v and pixel_sp. Put in new
|
|
* DirectX header files and libs that fixed the Direct3D alpha blending
|
|
* problems.
|
|
*
|
|
* 73 4/14/98 12:15p John
|
|
* Made 16-bpp movies work.
|
|
*
|
|
* 72 4/10/98 5:20p John
|
|
* Changed RGB in lighting structure to be ubytes. Removed old
|
|
* not-necessary 24 bpp software stuff.
|
|
*
|
|
* 71 3/25/98 8:07p John
|
|
* Restructured software rendering into two modules; One for windowed
|
|
* debug mode and one for DirectX fullscreen.
|
|
*
|
|
* 70 3/24/98 8:31a John
|
|
* Added function to set gamma
|
|
*
|
|
* 69 3/17/98 5:55p John
|
|
* Added code to dump Glide frames. Moved Allender's "hack" code out of
|
|
* Freespace.cpp into the proper place, graphics lib.
|
|
*
|
|
* 68 3/12/98 5:36p John
|
|
* Took out any unused shaders. Made shader code take rgbc instead of
|
|
* matrix and vector since noone used it like a matrix and it would have
|
|
* been impossible to do in hardware. Made Glide implement a basic
|
|
* shader for online help.
|
|
*
|
|
* 67 3/10/98 4:18p John
|
|
* Cleaned up graphics lib. Took out most unused gr functions. Made D3D
|
|
* & Glide have popups and print screen. Took out all >8bpp software
|
|
* support. Made Fred zbuffer. Made zbuffer allocate dynamically to
|
|
* support Fred. Made zbuffering key off of functions rather than one
|
|
* global variable.
|
|
*
|
|
* 66 2/07/98 7:50p John
|
|
* Added code so that we can use the old blending type of alphacolors if
|
|
* we want to. Made the stars use them.
|
|
*
|
|
* 65 1/08/98 1:54p John
|
|
* Added code to fix palette problems when Alt+Tabbing
|
|
*
|
|
* 64 12/30/97 6:46p John
|
|
* Added first rev of palette fade in out functions
|
|
*
|
|
* 63 12/03/97 10:47a John
|
|
* added functions to save/restore entire screens.
|
|
*
|
|
* 62 12/02/97 3:59p John
|
|
* Added first rev of thruster glow, along with variable levels of
|
|
* translucency, which retquired some restructing of palman.
|
|
*
|
|
* 61 11/20/97 9:51a John
|
|
* added code to force screen to 16-bit even if rendering 8.
|
|
*
|
|
* 60 11/03/97 10:08p Hoffoss
|
|
* Changed gr_get_string_size to utilize an optional length specifier, if
|
|
* you want to use non-null terminated strings.
|
|
*
|
|
* 59 10/19/97 12:55p John
|
|
* new code to lock / unlock surfaces for smooth directx integration.
|
|
*
|
|
* 58 10/03/97 10:02a John
|
|
* added better comments for lines.
|
|
*
|
|
* 57 10/03/97 9:10a John
|
|
* added better antialiased line drawer
|
|
*
|
|
* 56 9/23/97 10:45a John
|
|
* made so you can tell bitblt code to rle a bitmap by passing flag to
|
|
* gr_set_bitmap
|
|
*
|
|
* 55 9/07/97 10:01p Lawrance
|
|
* add in support for animating mouse pointer
|
|
*
|
|
* 54 8/04/97 4:47p John
|
|
* added gr_aascaler.
|
|
*
|
|
* 53 7/16/97 3:07p John
|
|
*
|
|
* 52 7/10/97 2:06p John
|
|
* added code to specify alphablending type for bitmaps.
|
|
*
|
|
* 51 6/25/97 2:35p John
|
|
* added some functions to use the windows font for Fred.
|
|
*
|
|
* 50 6/17/97 7:04p John
|
|
* added d3d support for gradients.
|
|
* fixed some color bugs by adding screen signatures instead of watching
|
|
* flags and palette changes.
|
|
*
|
|
* 49 6/17/97 12:03p John
|
|
* Moved color/alphacolor functions into their own module. Made all color
|
|
* functions be part of the low-level graphics drivers, not just the
|
|
* grsoft.
|
|
*
|
|
* 48 6/13/97 5:35p John
|
|
* added some antialiased bitmaps and lines
|
|
*
|
|
* 47 6/11/97 5:49p John
|
|
* Changed palette code to only recalculate alphacolors when needed, not
|
|
* when palette changes.
|
|
*
|
|
* 46 6/11/97 4:11p John
|
|
* addec function to get font height
|
|
*
|
|
* 45 6/11/97 1:12p John
|
|
* Started fixing all the text colors in the game.
|
|
*
|
|
* 44 6/09/97 9:24a John
|
|
* Changed the way fonts are set.
|
|
*
|
|
* 43 6/06/97 4:41p John
|
|
* Fixed alpha colors to be smoothly integrated into gr_set_color_fast
|
|
* code.
|
|
*
|
|
* 42 6/05/97 4:53p John
|
|
* First rev of new antialiased font stuff.
|
|
*
|
|
* 41 5/29/97 3:09p John
|
|
* Took out debug menu.
|
|
* Made software scaler draw larger bitmaps.
|
|
* Optimized Direct3D some.
|
|
*
|
|
* 40 5/14/97 10:53a John
|
|
* fixed some discrepencies between d3d and software palette setting.
|
|
*
|
|
* 39 5/12/97 3:09p John
|
|
* fixed a stupid macro bug.
|
|
*
|
|
* 38 5/12/97 12:27p John
|
|
* Restructured Graphics Library to add support for multiple renderers.
|
|
*
|
|
* 37 4/28/97 4:46p John
|
|
*
|
|
* 36 4/23/97 5:26p John
|
|
* First rev of new debug console stuff.
|
|
*
|
|
* 35 3/12/97 2:51p John
|
|
* Added some test code for tmapper.
|
|
*
|
|
* 34 3/12/97 9:25a John
|
|
* fixed a bug with zbuffering. Reenabled it by default.
|
|
*
|
|
* 33 3/04/97 3:36p John
|
|
* took out old debug "h' key. Made zbuffer flag bit bit field so you
|
|
* can turn on/off each value. Fixed a bug with turret rotation where
|
|
* different handedness turrets wouldn't work. Fixed a bug with two
|
|
* large ships within each other's radius not rendering correctly.
|
|
*
|
|
* 32 1/27/97 9:08a John
|
|
* Added code to turn zbuffering on/off in call to g3_start_frame
|
|
*
|
|
* 31 1/09/97 11:35a John
|
|
* Added some 2d functions to get/put screen images.
|
|
*
|
|
* 30 1/07/97 2:01p John
|
|
* Fairly fast zbuffering for object sorting.
|
|
*
|
|
* 29 1/06/97 2:44p John
|
|
* Added in slow (but correct) zbuffering
|
|
*
|
|
* 28 12/11/96 12:41p John
|
|
* Added new code to draw 3d laser using 2d ellipses.
|
|
*
|
|
* 27 12/10/96 10:37a John
|
|
* Restructured texture mapper to remove some overhead from each scanline
|
|
* setup. This gave about a 30% improvement drawing trans01.pof, which is
|
|
* a really complex model. In the process, I cleaned up the scanline
|
|
* functions and separated them into different modules for each pixel
|
|
* depth.
|
|
*
|
|
* 26 11/21/96 11:21a John
|
|
* Made gr_get_string_size handle multi line text.
|
|
* Took out gr_get_multiline_string_size
|
|
*
|
|
* 25 11/20/96 10:01a Hoffoss
|
|
* A few minor improvements.
|
|
*
|
|
* 24 11/18/96 4:35p Allender
|
|
* new 16bpp gradient functions
|
|
*
|
|
* 23 11/18/96 12:36p John
|
|
* Added code to dump screen to a PCX file.
|
|
*
|
|
* 22 11/18/96 11:40a John
|
|
* Added faster gr_set_color method.
|
|
*
|
|
* 21 11/15/96 3:34p Allender
|
|
* added bpp variable to the shader structure
|
|
*
|
|
* 20 11/13/96 6:47p John
|
|
* Added gr_flip function.
|
|
*
|
|
* 19 11/13/96 10:10a John
|
|
* Increases MAX_WIDTH & HEIGHT for Jasen's massive 1600x1200 display.
|
|
*
|
|
* 18 10/30/96 10:36a Lawrance
|
|
* added gr_diamond function
|
|
*
|
|
* 17 10/26/96 2:56p John
|
|
* Got gradient code working.
|
|
*
|
|
* 16 10/26/96 1:40p John
|
|
* Added some now primitives to the 2d library and
|
|
* cleaned up some old ones.
|
|
*
|
|
* $NoKeywords: $
|
|
*/
|
|
|
|
#ifndef _GRAPHICS_H
|
|
#define _GRAPHICS_H
|
|
|
|
|
|
|
|
/* ========================= pixel plotters =========================
|
|
In the 2d/texture mapper, bitmaps to be drawn will be passed by number.
|
|
The 2d function will call a bmpman function to get the bitmap into whatever
|
|
format it needs. Then it will render. The only pixels that will ever
|
|
get drawn go thru the 2d/texture mapper libraries only. This will make
|
|
supporting accelerators and psx easier. Colors will always be set with
|
|
the color set functions.
|
|
|
|
gr_surface_flip() switch onscreen, offscreen
|
|
|
|
gr_set_clip(x,y,w,h) // sets the clipping region
|
|
gr_reset_clip(x,y,w,h) // sets the clipping region
|
|
gr_set_color --? 8bpp, 15bpp?
|
|
gr_set_font(int fontnum)
|
|
// see GR_ALPHABLEND defines for values for alphablend_mode
|
|
// see GR_BITBLT_MODE defines for bitblt_mode.
|
|
// Alpha = scaler for intensity
|
|
gr_set_bitmap( int bitmap_num, int alphblend_mode, int bitblt_mode, float alpha )
|
|
gr_set_shader( int value ) 0=normal -256=darken, 256=brighten
|
|
gr_set_palette( ubyte * palette )
|
|
|
|
gr_clear() // clears entire clipping region
|
|
gr_bitmap(x,y)
|
|
gr_bitmap_ex(x,y,w,h,sx,sy)
|
|
gr_rect(x,y,w,h)
|
|
gr_shade(x,y,w,h)
|
|
gr_string(x,y,char * text)
|
|
gr_line(x1,y1,x2,y2)
|
|
|
|
|
|
*/
|
|
|
|
#include "globalincs/pstypes.h"
|
|
#include "graphics/tmapper.h"
|
|
#include "cfile/cfile.h"
|
|
#include "bmpman/bmpman.h"
|
|
|
|
|
|
#define MATRIX_TRANSFORM_TYPE_WORLD 0
|
|
#define MATRIX_TRANSFORM_TYPE_VIEW 1
|
|
|
|
|
|
//MAX_POLYGON_NORMS
|
|
#define MAX_POLYGON_TRI_POINTS 15000
|
|
extern const float Default_min_draw_distance;
|
|
extern const float Default_max_draw_distance;
|
|
extern float Min_draw_distance;
|
|
extern float Max_draw_distance;
|
|
|
|
// This is a structure used by the shader to keep track
|
|
// of the values you want to use in the shade primitive.
|
|
typedef struct shader {
|
|
uint screen_sig; // current mode this is in
|
|
float r,g,b,c; // factors and constant
|
|
ubyte lookup[256];
|
|
} shader;
|
|
|
|
#define AC_TYPE_NONE 0 // Not an alphacolor
|
|
#define AC_TYPE_HUD 1 // Doesn't change hue depending on background. Used for HUD stuff.
|
|
#define AC_TYPE_BLEND 2 // Changes hue depending on background. Used for stars, etc.
|
|
|
|
// NEVER REFERENCE THESE VALUES OUTSIDE OF THE GRAPHICS LIBRARY!!!
|
|
// If you need to get the rgb values of a "color" struct call
|
|
// gr_get_colors after calling gr_set_colors_fast.
|
|
typedef struct color {
|
|
uint screen_sig;
|
|
ubyte red;
|
|
ubyte green;
|
|
ubyte blue;
|
|
ubyte alpha;
|
|
ubyte ac_type; // The type of alphacolor. See AC_TYPE_??? defines
|
|
int is_alphacolor;
|
|
ubyte raw8;
|
|
int alphacolor;
|
|
int magic;
|
|
} color;
|
|
|
|
struct index_list{
|
|
index_list():index_buffer(NULL){};
|
|
~index_list(){if(index_buffer)vm_free(index_buffer);};
|
|
void allocate_index_buffer(int size){if(index_buffer)vm_free(index_buffer); index_buffer = (ushort*)vm_malloc(sizeof(ushort) * size);};
|
|
ushort *index_buffer;
|
|
};
|
|
|
|
//this should be basicly just like it is in the VB
|
|
//a list of triangles and there assosiated normals
|
|
|
|
struct poly_list{
|
|
poly_list(): n_prim(0), n_verts(0), vert(NULL), norm(NULL), currently_allocated(0) {};
|
|
~poly_list();
|
|
void allocate(int size);
|
|
void make_index_buffer();
|
|
poly_list& operator = (poly_list&);
|
|
int n_prim;
|
|
int n_verts;
|
|
vertex *vert;
|
|
vec3d *norm;
|
|
private:
|
|
int currently_allocated;
|
|
};
|
|
|
|
class geometry_batcher{
|
|
int n_to_render;//the number of primitives to render
|
|
int n_allocated;//the number of verts allocated
|
|
vertex* vert;
|
|
vertex** vert_list;//V's stupid rendering functions need this
|
|
void allocate_internal(int n_verts);
|
|
//makes sure we have enough space in the memory buffer for the geometry we are about to put into it
|
|
//you need to figure out how many verts are going to be requiered
|
|
public:
|
|
geometry_batcher():n_to_render(0),n_allocated(0),vert(NULL),vert_list(NULL){};
|
|
~geometry_batcher() { if (vert != NULL) vm_free(vert); if (vert_list != NULL) vm_free(vert_list);};
|
|
|
|
void add_allocate(int quad, int n_tri=0);//add this many without loseing what we have
|
|
void allocate(int quad, int n_tri=0);
|
|
//everything exept the draw tri comand requiers the same amount of space
|
|
//so just tell it how many draw_* comands you are going to need seperateing out
|
|
//draw_tri if you for some reason need it
|
|
//this must be called every time the geometry batcher is to be used
|
|
//before the first draw_* comand and after any render comand
|
|
|
|
void draw_bitmap(vertex *position, float rad, float depth=0);
|
|
//draws a bitmap into the geometry batcher
|
|
void draw_bitmap(vertex *position, float rad, float angle, float depth);
|
|
//draws a rotated bitmap
|
|
void draw_tri(vertex* verts);
|
|
//draws a simple 3 vert polygon
|
|
void draw_quad(vertex* verts);
|
|
//draws a simple 4 vert polygon
|
|
void draw_beam(vec3d*start,vec3d*end, float width, float intinsity = 1.0f);
|
|
//draws a beam
|
|
float draw_laser(vec3d *p0,float width1,vec3d *p1,float width2, int r, int g, int b);
|
|
//draws a laser
|
|
|
|
void render(int flags);
|
|
//draws all of the batched geometry to the back buffer and flushes the cache
|
|
//accepts tmap flags so you can use anything you want realy
|
|
|
|
// determine if we even need to try and render this (helpful for particle system)
|
|
int need_to_render() { return n_to_render; };
|
|
|
|
void operator =(int){};
|
|
};
|
|
|
|
struct batch_item{
|
|
batch_item():texture(-1){};
|
|
|
|
geometry_batcher batch;
|
|
int texture;
|
|
};
|
|
|
|
|
|
struct colored_vector{
|
|
colored_vector():pad(1.0f){};
|
|
vec3d vec;
|
|
float pad; //needed so I can just memcpy it in d3d
|
|
ubyte color[4];
|
|
};
|
|
|
|
bool same_vert(vertex *v1, vertex *v2, vec3d *n1, vec3d *n2);
|
|
|
|
//finds the first occorence of a vertex within a poly list
|
|
int find_first_index(poly_list *plist, int idx);
|
|
|
|
//given a list (plist) and an indexed list (v) find the index within the indexed list that the vert at position idx within list is at
|
|
int find_first_index_vb(poly_list *plist, int idx, poly_list *v);
|
|
|
|
|
|
struct line_list{
|
|
int n_line;
|
|
vertex *vert;
|
|
};
|
|
|
|
//exactly the same as the light structure from light.cpp,
|
|
//I did this only becase it wouldn't compile from the header for some reason
|
|
//and becase we may need to add some data to it
|
|
struct light_data {
|
|
int type; // What type of light this is
|
|
vec3d vec; // location in world space of a point light or the direction of a directional light or the first point on the tube for a tube light
|
|
vec3d vec2; // second point on a tube light
|
|
vec3d local_vec; // rotated light vector
|
|
vec3d local_vec2; // rotated 2nd light vector for a tube light
|
|
float intensity; // How bright the light is.
|
|
float rada, rada_squared; // How big of an area a point light affect. Is equal to l->intensity / MIN_LIGHT;
|
|
float radb, radb_squared; // How big of an area a point light affect. Is equal to l->intensity / MIN_LIGHT;
|
|
float r,g,b; // The color components of the light
|
|
float spec_r,spec_g,spec_b; // The specular color components of the light
|
|
int ignore_objnum; // Don't light this object. Used to optimize weapons casting light on parents.
|
|
int affected_objnum; // for "unique lights". ie, lights which only affect one object (trust me, its useful)
|
|
};
|
|
|
|
|
|
#define GR_ALPHABLEND_NONE 0 // no blending
|
|
#define GR_ALPHABLEND_FILTER 1 // 50/50 mix of foreground, background, using intensity as alpha
|
|
|
|
#define GR_BITBLT_MODE_NORMAL 0 // Normal bitblting
|
|
#define GR_BITBLT_MODE_RLE 1 // RLE would be faster
|
|
|
|
// fog modes
|
|
#define GR_FOGMODE_NONE 0 // set this to turn off fog
|
|
#define GR_FOGMODE_FOG 1 // linear fog
|
|
|
|
typedef struct screen {
|
|
uint signature; // changes when mode or palette or width or height changes
|
|
int max_w, max_h; // Width and height
|
|
int max_w_unscaled, max_h_unscaled; // Width and height, should be 1024x768 or 640x480 in non-standard resolutions
|
|
int save_max_w, save_max_h; // Width and height
|
|
int res; // GR_640 or GR_1024
|
|
int mode; // What mode gr_init was called with.
|
|
float aspect; // Aspect ratio
|
|
int rowsize; // What you need to add to go to next row (includes bytes_per_pixel)
|
|
int bits_per_pixel; // How many bits per pixel it is. (7,8,15,16,24,32)
|
|
int bytes_per_pixel; // How many bytes per pixel (1,2,3,4)
|
|
int offset_x, offset_y; // The offsets into the screen
|
|
int offset_x_unscaled, offset_y_unscaled; // Offsets into the screen, in 1024x768 or 640x480 dimensions
|
|
int clip_width, clip_height;
|
|
int clip_width_unscaled, clip_height_unscaled; // Height and width of clip aread, in 1024x768 or 640x480 dimensions
|
|
|
|
float fog_near, fog_far;
|
|
|
|
// the clip_l,r,t,b are used internally. left and top are
|
|
// actually always 0, but it's nice to have the code work with
|
|
// arbitrary clipping regions.
|
|
int clip_left, clip_right, clip_top, clip_bottom;
|
|
// same as above except in 1024x768 or 640x480 dimensions
|
|
int clip_left_unscaled, clip_right_unscaled, clip_top_unscaled, clip_bottom_unscaled;
|
|
|
|
int current_alphablend_mode; // See GR_ALPHABLEND defines above
|
|
int current_bitblt_mode; // See GR_BITBLT_MODE defines above
|
|
int current_fog_mode; // See GR_FOGMODE_* defines above
|
|
int current_bitmap;
|
|
int current_bitmap_sx; // bitmap x section
|
|
int current_bitmap_sy; // bitmap y section
|
|
color current_color;
|
|
color current_fog_color; // current fog color
|
|
color current_clear_color; // current clear color
|
|
shader current_shader;
|
|
float current_alpha;
|
|
void *offscreen_buffer; // NEVER ACCESS! This+rowsize*y = screen offset
|
|
void *offscreen_buffer_base; // Pointer to lowest address of offscreen buffer
|
|
|
|
int custom_size;
|
|
int rendering_to_texture; //wich texture we are rendering to, -1 if the back buffer
|
|
int rendering_to_face; //wich face of the texture we are rendering to, -1 if the back buffer
|
|
|
|
int static_environment_map;
|
|
int dynamic_environment_map;
|
|
|
|
bool recording_state_block;
|
|
int current_state_block;
|
|
|
|
void (*gf_start_state_block)();
|
|
int (*gf_end_state_block)();
|
|
void (*gf_set_state_block)(int);
|
|
|
|
//switch onscreen, offscreen
|
|
void (*gf_flip)();
|
|
void (*gf_flip_window)(uint _hdc, int x, int y, int w, int h );
|
|
|
|
// Sets the current palette
|
|
void (*gf_set_palette)(ubyte * new_pal, int restrict_alphacolor);
|
|
|
|
// Fade the screen in/out
|
|
void (*gf_fade_in)(int instantaneous);
|
|
void (*gf_fade_out)(int instantaneous);
|
|
|
|
// Flash the screen
|
|
void (*gf_flash)( int r, int g, int b );
|
|
|
|
// sets the clipping region
|
|
void (*gf_set_clip)(int x, int y, int w, int h, bool resize);
|
|
|
|
// resets the clipping region to entire screen
|
|
void (*gf_reset_clip)();
|
|
|
|
void (*gf_set_color)( int r, int g, int b );
|
|
void (*gf_get_color)( int * r, int * g, int * b );
|
|
void (*gf_init_color)( color * dst, int r, int g, int b );
|
|
|
|
void (*gf_init_alphacolor)( color * dst, int r, int g, int b, int alpha, int type );
|
|
void (*gf_set_color_fast)( color * dst );
|
|
|
|
void (*gf_set_font)(int fontnum);
|
|
|
|
// Sets the current bitmap
|
|
void (*gf_set_bitmap)( int bitmap_num, int alphablend, int bitbltmode, float alpha, int sx, int sy);
|
|
|
|
// Call this to create a shader.
|
|
// This function takes a while, so don't call it once a frame!
|
|
// r,g,b, and c should be between -1.0 and 1.0f
|
|
|
|
// The matrix is used as follows:
|
|
// Dest(r) = Src(r)*r + Src(g)*r + Src(b)*r + c;
|
|
// Dest(g) = Src(r)*g + Src(g)*g + Src(b)*g + c;
|
|
// Dest(b) = Src(r)*b + Src(g)*b + Src(b)*b + c;
|
|
// For instance, to convert to greyscale, use
|
|
// .3 .3 .3 0
|
|
// To turn everything green, use:
|
|
// 0 .3 0 0
|
|
void (*gf_create_shader)(shader * shade, float r, float g, float b, float c );
|
|
|
|
// Initialize the "shader" by calling gr_create_shader()
|
|
// Passing a NULL makes a shader that turns everything black.
|
|
void (*gf_set_shader)( shader * shade );
|
|
|
|
// clears entire clipping region to current color
|
|
void (*gf_clear)();
|
|
|
|
// void (*gf_bitmap)(int x,int y);
|
|
// void (*gf_bitmap_ex)(int x,int y,int w,int h,int sx,int sy);
|
|
|
|
void (*gf_aabitmap)(int x, int y, bool resize);
|
|
void (*gf_aabitmap_ex)(int x, int y, int w, int h, int sx, int sy, bool resize);
|
|
|
|
// void (*gf_rect)(int x, int y, int w, int h,bool resize);
|
|
// void (*gf_shade)(int x, int y, int w, int h);
|
|
void (*gf_string)(int x, int y, char * text,bool resize);
|
|
|
|
// Draw a gradient line... x1,y1 is bright, x2,y2 is transparent.
|
|
void (*gf_gradient)(int x1, int y1, int x2, int y2, bool resize);
|
|
|
|
void (*gf_circle)(int x, int y, int r, bool resize);
|
|
void (*gf_curve)(int x, int y, int r, int direction);
|
|
|
|
// Integer line. Used to draw a fast but pixely line.
|
|
void (*gf_line)(int x1, int y1, int x2, int y2, bool resize);
|
|
|
|
// Draws an antialiased line is the current color is an
|
|
// alphacolor, otherwise just draws a fast line. This
|
|
// gets called internally by g3_draw_line. This assumes
|
|
// the vertex's are already clipped, so call g3_draw_line
|
|
// not this if you have two 3d points.
|
|
void (*gf_aaline)(vertex *v1, vertex *v2);
|
|
|
|
void (*gf_pixel)( int x, int y, bool resize );
|
|
|
|
// Scales current bitmap between va and vb with clipping
|
|
void (*gf_scaler)(vertex *va, vertex *vb );
|
|
|
|
// Scales current bitmap between va and vb with clipping, draws an aabitmap
|
|
void (*gf_aascaler)(vertex *va, vertex *vb );
|
|
|
|
// Texture maps the current bitmap. See TMAP_FLAG_?? defines for flag values
|
|
void (*gf_tmapper)(int nv, vertex *verts[], uint flags );
|
|
|
|
void (*gf_tmapper_batch_3d_unlit)( int nverts, vertex *verts, uint flags);
|
|
|
|
// dumps the current screen to a file
|
|
void (*gf_print_screen)(char * filename);
|
|
|
|
// Call once before rendering anything.
|
|
void (*gf_start_frame)();
|
|
|
|
// Call after rendering is over.
|
|
void (*gf_stop_frame)();
|
|
|
|
// Retrieves the zbuffer mode.
|
|
int (*gf_zbuffer_get)();
|
|
|
|
// Sets mode. Returns previous mode.
|
|
int (*gf_zbuffer_set)(int mode);
|
|
|
|
// Clears the zbuffer. If use_zbuffer is FALSE, then zbuffering mode is ignored and zbuffer is always off.
|
|
void (*gf_zbuffer_clear)(int use_zbuffer);
|
|
|
|
// Saves screen. Returns an id you pass to restore and free.
|
|
int (*gf_save_screen)();
|
|
|
|
// Resets clip region and copies entire saved screen to the screen.
|
|
void (*gf_restore_screen)(int id);
|
|
|
|
// Frees up a saved screen.
|
|
void (*gf_free_screen)(int id);
|
|
|
|
// CODE FOR DUMPING FRAMES TO A FILE
|
|
// Begin frame dumping
|
|
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);
|
|
|
|
// get the current pixel color in the framebuffer
|
|
void (*gf_get_pixel)(int x, int y, int *r, int *g, int *b);
|
|
|
|
// poly culling
|
|
void (*gf_set_cull)(int cull);
|
|
|
|
// cross fade
|
|
void (*gf_cross_fade)(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct);
|
|
|
|
// filtering
|
|
void (*gf_filter_set)(int filter);
|
|
|
|
// 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 fail_on_full, int sx, int sy, int force, 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);
|
|
void (*gf_bm_create)(int n);
|
|
int (*gf_bm_load)(ubyte type, int n, char *filename, CFILE *img_cfp, int *w, int *h, int *bpp, ubyte *c_type, int *mm_lvl, int *size);
|
|
void (*gf_bm_init)(int n);
|
|
void (*gf_bm_page_in_start)();
|
|
int (*gf_bm_lock)(char *filename, int handle, int bitmapnum, ubyte bpp, ubyte flags);
|
|
|
|
bool (*gf_bm_make_render_target)(int n, int &x_res, int &y_res, int flags );
|
|
bool (*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_make_buffer)(poly_list*, uint flags);
|
|
void (*gf_destroy_buffer)(int);
|
|
void (*gf_set_buffer)(int);
|
|
void (*gf_render_buffer)(int, int, ushort*);
|
|
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_data*, int, int );
|
|
void (*gf_modify_light)(light_data*, int, int );
|
|
void (*gf_destroy_light)(int);
|
|
void (*gf_set_light)(light_data*);
|
|
void (*gf_reset_lighting)();
|
|
void (*gf_set_ambient_light)(int,int,int);
|
|
|
|
void (*gf_lighting)(bool,bool);
|
|
void (*gf_center_alpha)(int);
|
|
|
|
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_draw_htl_line)(vec3d *start, vec3d* end);
|
|
void (*gf_draw_htl_sphere)(float rad);
|
|
|
|
// void (*gf_set_environment_mapping)(int i);
|
|
|
|
/* void (*gf_begin_sprites)();//does prep work for sprites
|
|
void (*gf_draw_sprite)(vec3d*);//draws a sprite
|
|
void (*gf_display_sprites))();//actualy darws the drawen sprites
|
|
void (*gf_end_sprites)();//clears the lists and stuff
|
|
*/
|
|
} screen;
|
|
|
|
// cpu types
|
|
extern int Gr_amd3d;
|
|
extern int Gr_katmai;
|
|
extern int Gr_cpu;
|
|
extern int Gr_mmx;
|
|
|
|
// 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_STUB (100)
|
|
#define GR_DIRECT3D (102) // Use Direct3d hardware renderer
|
|
#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
|
|
|
|
extern bool gr_init(int res, int mode, int depth = 16, int fred_x = -1, int fred_y = -1 );
|
|
|
|
// 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)
|
|
|
|
bool gr_unsize_screen_pos(int *x, int *y);
|
|
bool gr_resize_screen_pos(int *x, int *y);
|
|
bool gr_unsize_screen_posf(float *x, float *y);
|
|
bool gr_resize_screen_posf(float *x, float *y);
|
|
|
|
// Returns -1 if couldn't init font, otherwise returns the
|
|
// font id number. If you call this twice with the same typeface,
|
|
// it will return the same font number both times. This font is
|
|
// then set to be the current font, and default font if none is
|
|
// yet specified.
|
|
int gr_init_font( char * typeface );
|
|
|
|
// 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, char * format, ... );
|
|
// same as above but doesn't resize for non-standard resolutions
|
|
extern void _cdecl gr_printf_no_resize( int x, int y, char * format, ... );
|
|
|
|
// Returns the size of the string in pixels in w and h
|
|
extern void gr_get_string_size( int *w, int *h, char * text, int len = 9999 );
|
|
|
|
// Returns the height of the current font
|
|
extern int gr_get_font_height();
|
|
|
|
extern void gr_set_palette(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, char *text);
|
|
void gr_string_win(int x, int y, char *s );
|
|
|
|
// set the mouse pointer to a specific bitmap, used for animating cursors
|
|
#define GR_CURSOR_LOCK 1
|
|
#define GR_CURSOR_UNLOCK 2
|
|
void gr_set_cursor_bitmap(int n, int lock = 0);
|
|
void gr_unset_cursor_bitmap(int n);
|
|
int gr_get_cursor_bitmap();
|
|
extern int Web_cursor_bitmap;
|
|
|
|
// Called by OS when application gets/looses focus
|
|
extern void gr_activate(int active);
|
|
|
|
// Sets up resolution
|
|
void gr_init_res(int res, int mode, int fredx = -1, int fredy = -1);
|
|
|
|
#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)
|
|
#define gr_flip_window GR_CALL(gr_screen.gf_flip_window)
|
|
|
|
//#define gr_set_clip GR_CALL(gr_screen.gf_set_clip)
|
|
__inline void gr_set_clip(int x, int y, int w, int h, bool resize=true)
|
|
{
|
|
(*gr_screen.gf_set_clip)(x,y,w,h,resize);
|
|
}
|
|
#define gr_reset_clip GR_CALL(gr_screen.gf_reset_clip)
|
|
#define gr_set_font GR_CALL(gr_screen.gf_set_font)
|
|
|
|
#define gr_init_color GR_CALL(gr_screen.gf_init_color)
|
|
//#define gr_init_alphacolor GR_CALL(gr_screen.gf_init_alphacolor)
|
|
__inline void gr_init_alphacolor( color * dst, int r, int g, int b, int alpha, int type=AC_TYPE_HUD )
|
|
{
|
|
(*gr_screen.gf_init_alphacolor)(dst, r, g, b, alpha,type );
|
|
}
|
|
|
|
#define gr_set_color GR_CALL(gr_screen.gf_set_color)
|
|
#define gr_get_color GR_CALL(gr_screen.gf_get_color)
|
|
#define gr_set_color_fast GR_CALL(gr_screen.gf_set_color_fast)
|
|
|
|
//#define gr_set_bitmap GR_CALL(gr_screen.gf_set_bitmap)
|
|
__inline void gr_set_bitmap( int bitmap_num, int alphablend=GR_ALPHABLEND_NONE, int bitbltmode=GR_BITBLT_MODE_NORMAL, float alpha=1.0f, int sx = -1, int sy = -1 )
|
|
{
|
|
(*gr_screen.gf_set_bitmap)(bitmap_num, alphablend, bitbltmode, alpha, sx, sy);
|
|
}
|
|
|
|
#define gr_create_shader GR_CALL(gr_screen.gf_create_shader)
|
|
#define gr_set_shader GR_CALL(gr_screen.gf_set_shader)
|
|
#define gr_clear GR_CALL(gr_screen.gf_clear)
|
|
//#define gr_aabitmap GR_CALL(gr_screen.gf_aabitmap)
|
|
__inline void gr_aabitmap(int x, int y, bool resize = true)
|
|
{
|
|
(*gr_screen.gf_aabitmap)(x,y,resize);
|
|
}
|
|
//#define gr_aabitmap_ex GR_CALL(gr_screen.gf_aabitmap_ex)
|
|
__inline void gr_aabitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize = true)
|
|
{
|
|
(*gr_screen.gf_aabitmap_ex)(x,y,w,h,sx,sy,resize);
|
|
}
|
|
|
|
void gr_rect(int x, int y, int w, int h, bool resize = true);
|
|
void gr_shade(int x, int y, int w, int h, bool resize = true);
|
|
|
|
//#define gr_shade GR_CALL(gr_screen.gf_shade)
|
|
//#define gr_string GR_CALL(gr_screen.gf_string)
|
|
__inline void gr_string(int x, int y, char* string, bool resize = true)
|
|
{
|
|
(*gr_screen.gf_string)(x,y,string,resize);
|
|
}
|
|
|
|
//#define gr_circle GR_CALL(gr_screen.gf_circle)
|
|
__inline void gr_circle(int xc, int yc, int d, bool resize = true)
|
|
{
|
|
(*gr_screen.gf_circle)(xc,yc,d,resize);
|
|
}
|
|
#define gr_curve GR_CALL(gr_screen.gf_curve)
|
|
|
|
//#define gr_line GR_CALL(gr_screen.gf_line)
|
|
__inline void gr_line(int x1, int y1, int x2, int y2, bool resize = true)
|
|
{
|
|
(*gr_screen.gf_line)(x1, y1, x2, y2, resize);
|
|
}
|
|
|
|
#define gr_aaline GR_CALL(gr_screen.gf_aaline)
|
|
|
|
//#define gr_pixel GR_CALL(gr_screen.gf_pixel)
|
|
__inline void gr_pixel(int x, int y, bool resize = true)
|
|
{
|
|
(*gr_screen.gf_pixel)(x, y, resize);
|
|
}
|
|
#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_tmapper_batch_3d_unlit GR_CALL(gr_screen.gf_tmapper_batch_3d_unlit)
|
|
|
|
//#define gr_gradient GR_CALL(gr_screen.gf_gradient)
|
|
__inline void gr_gradient(int x1, int y1, int x2, int y2, bool resize = true)
|
|
{
|
|
(*gr_screen.gf_gradient)(x1, y1, x2, y2, resize);
|
|
}
|
|
|
|
|
|
#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_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)
|
|
|
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#define gr_save_screen GR_CALL(gr_screen.gf_save_screen)
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#define gr_restore_screen GR_CALL(gr_screen.gf_restore_screen)
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#define gr_free_screen GR_CALL(gr_screen.gf_free_screen)
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#define gr_dump_frame_start GR_CALL(gr_screen.gf_dump_frame_start)
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#define gr_dump_frame_stop GR_CALL(gr_screen.gf_dump_frame_stop)
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#define gr_dump_frame GR_CALL(gr_screen.gf_dump_frame)
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#define gr_set_gamma GR_CALL(gr_screen.gf_set_gamma)
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#define gr_lock GR_CALL(gr_screen.gf_lock)
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#define gr_unlock GR_CALL(gr_screen.gf_unlock)
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#define gr_get_region GR_CALL(gr_screen.gf_get_region)
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//#define gr_fog_set GR_CALL(gr_screen.gf_fog_set)
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__inline void gr_fog_set(int fog_mode, int r, int g, int b, float fog_near = -1.0f, float fog_far = -1.0f)
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{
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(*gr_screen.gf_fog_set)(fog_mode, r, g, b, fog_near, fog_far);
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}
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#define gr_set_cull GR_CALL(gr_screen.gf_set_cull)
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#define gr_cross_fade GR_CALL(gr_screen.gf_cross_fade)
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#define gr_filter_set GR_CALL(gr_screen.gf_filter_set)
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//#define gr_tcache_set GR_CALL(gr_screen.gf_tcache_set)
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__inline int gr_tcache_set(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int fail_on_full = 0, int sx = -1, int sy = -1, int force = 0, int stage = 0)
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{
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return (*gr_screen.gf_tcache_set)(bitmap_id, bitmap_type, u_scale, v_scale, fail_on_full, sx, sy, force, stage);
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}
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#define gr_preload GR_CALL(gr_screen.gf_preload)
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#define gr_set_clear_color GR_CALL(gr_screen.gf_set_clear_color)
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#define gr_translate_texture_matrix GR_CALL(gr_screen.gf_translate_texture_matrix)
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#define gr_push_texture_matrix GR_CALL(gr_screen.gf_push_texture_matrix)
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#define gr_pop_texture_matrix GR_CALL(gr_screen.gf_pop_texture_matrix)
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// Here be the bitmap functions
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#define gr_bm_free_data GR_CALL(*gr_screen.gf_bm_free_data)
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#define gr_bm_create GR_CALL(*gr_screen.gf_bm_create)
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#define gr_bm_init GR_CALL(*gr_screen.gf_bm_init)
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__inline int gr_bm_load(ubyte type, int n, char *filename, CFILE *img_cfp = NULL, int *w = 0, int *h = 0, int *bpp = 0, ubyte *c_type = 0, int *mm_lvl = 0, int *size = 0)
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{
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return (*gr_screen.gf_bm_load)(type, n, filename, img_cfp, w, h, bpp, c_type, mm_lvl, size);
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}
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#define gr_bm_page_in_start GR_CALL(*gr_screen.gf_bm_page_in_start)
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#define gr_bm_lock GR_CALL(*gr_screen.gf_bm_lock)
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#define gr_bm_make_render_target GR_CALL(*gr_screen.gf_bm_make_render_target)
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//#define gr_bm_set_render_target GR_CALL(*gr_screen.gf_bm_set_render_target)
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__inline bool gr_bm_set_render_target(int n, int face = -1)
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{
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return (*gr_screen.gf_bm_set_render_target)(n, face);
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}
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#define gr_set_texture_addressing GR_CALL(*gr_screen.gf_set_texture_addressing)
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#define gr_make_buffer GR_CALL(*gr_screen.gf_make_buffer)
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#define gr_destroy_buffer GR_CALL(*gr_screen.gf_destroy_buffer)
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#define gr_render_buffer GR_CALL(*gr_screen.gf_render_buffer)
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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_set_lighting GR_CALL (*gr_screen.gf_lighting)
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#define gr_center_alpha GR_CALL (*gr_screen.gf_center_alpha)
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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_CALL (*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_set_environment_mapping GR_CALL (*gr_screen.gf_set_environment_mapping)
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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_draw_htl_line GR_CALL(*gr_screen.gf_draw_htl_line)
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#define gr_draw_htl_sphere GR_CALL(*gr_screen.gf_draw_htl_sphere)
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/*
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#define gr_begin_sprites GR_CALL (*gr_screen.gf_begin_sprites)
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#define gr_draw_sprites GR_CALL (*gr_screen.gf_draw_sprites)
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#define gr_end sprites GR_CALL (*gr_screen.gf_end_sprites)
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#define gr_display_sprites GR_CALL (*gr_screen.gf_display_sprites)
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*/
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// new bitmap functions
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void gr_bitmap(int x, int y, bool resize = true);
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void gr_bitmap_list(bitmap_2d_list* list, int n_bm, bool allow_scaling);
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void gr_bitmap_list(bitmap_rect_list* list, int n_bm, bool allow_scaling);
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// special function for drawing polylines. this function is specifically intended for
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// polylines where each section is no more than 90 degrees away from a previous section.
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// Moreover, it is _really_ intended for use with 45 degree angles.
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void gr_pline_special(vec3d **pts, int num_pts, int thickness,bool resize=true);
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#define VERTEX_FLAG_POSITION (1<<0)
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#define VERTEX_FLAG_RHW (1<<1) //incompatable with the next normal
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#define VERTEX_FLAG_NORMAL (1<<2)
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#define VERTEX_FLAG_DIFUSE (1<<3)
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#define VERTEX_FLAG_SPECULAR (1<<4)
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#define VERTEX_FLAG_UV1 (1<<5) //how many UV coords, only use one of these
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#define VERTEX_FLAG_UV2 (1<<6)
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#define VERTEX_FLAG_UV3 (1<<7)
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#define VERTEX_FLAG_UV4 (1<<8)
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#endif
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