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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: hw_defs.h,v 1.17 2001/12/26 15:56:12 hurdler Exp $
//
// Copyright (C) 1998-2000 by DooM Legacy Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
//
// $Log: hw_defs.h,v $
// Revision 1.17 2001/12/26 15:56:12 hurdler
// Manage transparent wall a little better
//
// Revision 1.16 2001/12/15 18:41:36 hurdler
// small commit, mainly splitscreen fix
//
// Revision 1.15 2001/08/26 15:27:29 bpereira
// added fov for glide and fixed newcoronas code
//
// Revision 1.14 2001/08/19 15:40:07 bpereira
// added Treansform (and lighting) to glide
//
// Revision 1.13 2001/08/09 21:35:23 hurdler
// Add translucent 3D water in hw mode
//
// Revision 1.12 2001/08/07 00:44:05 hurdler
// MD2 implementation is getting better but still need lots of work
//
// Revision 1.11 2001/02/28 17:50:56 bpereira
// no message
//
// Revision 1.10 2001/02/10 12:27:14 bpereira
// no message
//
// Revision 1.9 2001/01/25 18:56:27 bpereira
// no message
//
// Revision 1.8 2000/11/02 19:49:39 bpereira
// no message
//
// Revision 1.7 2000/08/31 14:30:57 bpereira
// no message
//
// Revision 1.6 2000/07/01 09:23:50 bpereira
// no message
//
// Revision 1.5 2000/05/05 18:00:05 bpereira
// no message
//
// Revision 1.4 2000/04/18 16:07:16 hurdler
// better support of decals
//
// Revision 1.3 2000/04/11 01:00:59 hurdler
// Better coronas support
//
// Revision 1.2 2000/02/27 00:42:11 hurdler
// fix CR+LF problem
//
// Revision 1.1.1.1 2000/02/22 20:32:33 hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION:
// 3D hardware renderer API definitions
//
//-----------------------------------------------------------------------------
#ifndef _HWR_DEFS_
#define _HWR_DEFS_
#include "../doomtype.h"
// ==========================================================================
// SIMPLE TYPES
// ==========================================================================
typedef long FINT;
typedef unsigned long FUINT;
typedef unsigned char FUBYTE;
typedef unsigned long FBITFIELD;
typedef float FLOAT;
typedef unsigned char FBOOLEAN;
// ==========================================================================
// MATHS
// ==========================================================================
// Constants
#undef PI
#define PI (3.1415926535897932)
#define DEGREE (.01745328f) // 2*PI/360
// ==========================================================================
// COLORS
// ==========================================================================
// byte value for paletted graphics, which represent the transparent color
#define HWR_PATCHES_CHROMAKEY_COLORINDEX 247
#define HWR_CHROMAKEY_EQUIVALENTCOLORINDEX 0
// the chroma key color shows on border sprites, set it to black
#define HWR_PATCHES_CHROMAKEY_COLORVALUE (0x00000000) //RGBA format as in grSstWinOpen()
// RGBA Color components with float type ranging [ 0 ... 1 ]
struct FRGBAFloat
{
FLOAT red;
FLOAT green;
FLOAT blue;
FLOAT alpha;
};
typedef struct FRGBAFloat FRGBAFloat;
struct FColorARGB
{
FUBYTE alpha;
FUBYTE red;
FUBYTE green;
FUBYTE blue;
};
typedef struct FColorARGB ARGB_t;
typedef struct FColorARGB FColorARGB;
// ==========================================================================
// VECTORS
// ==========================================================================
// Simple 2D coordinate
typedef struct
{
FLOAT x,y;
} F2DCoord, v2d_t;
// Simple 3D vector
typedef struct FVector
{
FLOAT x,y,z;
} FVector;
// 3D model vector (coords + texture coords)
typedef struct
{
//FVector Point;
FLOAT x,y,z;
FLOAT s,t,w; // texture coordinates
} v3d_t, wallVert3D;
//Hurdler: Transform (coords + angles)
//BP: transform order : scale(rotation_x(rotation_y(translation(v))))
typedef struct
{
FLOAT x,y,z; // position
FLOAT anglex,angley; // aimingangle / viewangle
FLOAT scalex,scaley,scalez;
FLOAT fovxangle, fovyangle;
int splitscreen;
} FTransform;
// Transformed vector, as passed to HWR API
typedef struct
{
FLOAT x,y,z;
FUINT argb; // flat-shaded color
FLOAT sow; // s texture ordinate (s over w)
FLOAT tow; // t texture ordinate (t over w)
} FOutVector;
// ==========================================================================
// RENDER MODES
// ==========================================================================
// Flags describing how to render a polygon
// You pass a combination of these flags to DrawPolygon()
enum EPolyFlags
{
// the first 5 are mutually exclusive
PF_Masked = 0x00000001, // Poly is alpha scaled and 0 alpha pels are discarded (holes in texture)
PF_Translucent = 0x00000002, // Poly is transparent, alpha = level of transparency
PF_Additive = 0x00000024, // Poly is added to the frame buffer
PF_Environment = 0x00000008, // Poly should be drawn environment mapped.
// Hurdler: used for text drawing
PF_Substractive = 0x00000010, // for splat
PF_NoAlphaTest = 0x00000020, // hiden param
PF_Blending = (PF_Environment|PF_Additive|PF_Translucent|PF_Masked|PF_Substractive)&~PF_NoAlphaTest,
// other flag bits
PF_Occlude = 0x00000100, // Update the depth buffer
PF_NoDepthTest = 0x00000200, // Disable the depth test mode
PF_Invisible = 0x00000400, // Disable write to color buffer
PF_Decal = 0x00000800, // Enable polygon offset
PF_Modulated = 0x00001000, // Modulation ( multiply output with constant ARGB )
// When set, pass the color constant into the FSurfaceInfo -> FlatColor
PF_NoTexture = 0x00002000, // Use the small white texture
PF_Corona = 0x00004000, // Tell the rendrer we are drawing a corona
PF_MD2 = 0x00008000, // Tell the rendrer we are drawing an MD2
PF_Clip = 0x40000000, // clip to frustum and nearz plane (glide only, automatic in opengl)
PF_NoZClip = 0x20000000, // in conjonction with PF_Clip
PF_Debug = 0x80000000 // print debug message in driver :)
};
enum ESurfFlags
{
SF_DYNLIGHT = 0x00000001,
};
enum ETextureFlags
{
TF_WRAPX = 0x00000001, // wrap around X
TF_WRAPY = 0x00000002, // wrap around Y
TF_WRAPXY = TF_WRAPY | TF_WRAPX, // very common so use alias is more easy
TF_CHROMAKEYED = 0x00000010,
TF_RAWASPIC = 0x00000020, // the lump is a raw heretic pic
TF_TRANSPARENT = 0x00000040, // texture with some alpha=0
};
#ifdef TODO
struct FTextureInfo
{
FUINT Width; // Pixels
FUINT Height; // Pixels
FUBYTE *TextureData; // Image data
FUINT Format; // FORMAT_RGB, ALPHA ...
FBITFIELD Flags; // Flags to tell driver about texture (see ETextureFlags)
void DriverExtra; // (OpenGL texture object nr, ... )
// chromakey enabled,...
struct FTextureInfo *Next; // Manage list of downloaded textures.
};
#else
typedef struct GlideMipmap_s FTextureInfo;
#endif
// Description of a renderable surface
struct FSurfaceInfo
{
FUINT PolyFlags; // Surface flags -- UNUSED YET --
RGBA_t FlatColor; // Flat-shaded color used with PF_Modulated mode
};
typedef struct FSurfaceInfo FSurfaceInfo;
//Hurdler: added for backward compatibility
enum hwdsetspecialstate {
HWD_SET_FOG_TABLE = 1,
HWD_SET_FOG_MODE,
HWD_SET_FOG_COLOR,
HWD_SET_FOG_DENSITY,
HWD_SET_FOV,
HWD_SET_POLYGON_SMOOTH,
HWD_SET_PALETTECOLOR,
HWD_SET_TEXTUREFILTERMODE,
HWD_NUMSTATE
};
typedef enum hwdsetspecialstate hwdspecialstate_t;
enum hwdfiltermode {
HWD_SET_TEXTUREFILTER_POINTSAMPLED,
HWD_SET_TEXTUREFILTER_BILINEAR,
HWD_SET_TEXTUREFILTER_TRILINEAR,
HWD_SET_TEXTUREFILTER_MIXED1,
HWD_SET_TEXTUREFILTER_MIXED2,
};
#endif //_HWR_DEFS_
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