Kart-Public/src/hardware/hw_defs.h

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// 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.
//-----------------------------------------------------------------------------
/// \file
/// \brief 3D hardware renderer definitions
#ifndef _HWR_DEFS_
#define _HWR_DEFS_
#include "../doomtype.h"
#define ZCLIP_PLANE 4.0f // Used for the actual game drawing
#define NZCLIP_PLANE 0.9f // Seems to be only used for the HUD and screen textures
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// ==========================================================================
// SIMPLE TYPES
// ==========================================================================
typedef long FINT;
typedef unsigned long FUINT;
typedef unsigned char FUBYTE;
typedef unsigned long FBITFIELD;
#ifndef __MINGW32__
typedef float FLOAT;
#endif
typedef unsigned char FBOOLEAN;
// ==========================================================================
// COLORS
// ==========================================================================
// byte value for paletted graphics, which represent the transparent color
#define HWR_PATCHES_CHROMAKEY_COLORINDEX 247
#define HWR_CHROMAKEY_EQUIVALENTCOLORINDEX 220
// 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
{
FLOAT x,y,z;
FLOAT s,t,w; // texture coordinates
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} wallVert3D;
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//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;
INT32 splitscreen;
boolean flip; // screenflip
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} FTransform;
// Transformed vector, as passed to HWR API
typedef struct
{
FLOAT x,y,z;
FLOAT sow; // s texture ordinate (s over w)
FLOAT tow; // t texture ordinate (t over w)
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FUINT argb; // flat-shaded color
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} FOutVector;
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// jimita
typedef struct
{
float vx, vy, vz;
float nx, ny, nz;
float s, t;
} FOutVectorMD2;
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// ==========================================================================
// RENDER MODES
// ==========================================================================
// Flags describing how to render a polygon
// You pass a combination of these flags to DrawPolygon()
enum EPolyFlags
{
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// the first 5 are mutually exclusive
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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 = 0x00000004, // Poly is added to the frame buffer
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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_Fog = 0x00000040, // Fog blocks
PF_Blending = (PF_Environment|PF_Additive|PF_Translucent|PF_Masked|PF_Substractive|PF_Fog)&~PF_NoAlphaTest,
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// other flag bits
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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
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PF_Ripple = 0x00004000, // jimita: water shader effect
// 0x00008000
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PF_RemoveYWrap = 0x00010000, // Force clamp texture on Y
PF_ForceWrapX = 0x00020000, // Force repeat texture on X
PF_ForceWrapY = 0x00040000, // Force repeat texture on Y
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// 0x20000000
// 0x40000000
// 0x80000000
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};
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_TRANSPARENT = 0x00000040, // texture with some alpha == 0
};
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typedef struct GLMipmap_s FTextureInfo;
// jimita 14032019
struct FLightInfo
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{
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FUINT light_level;
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};
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typedef struct FLightInfo FLightInfo;
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// Description of a renderable surface
struct FSurfaceInfo
{
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FUINT PolyFlags;
RGBA_t PolyColor;
RGBA_t FadeColor;
FLightInfo LightInfo; // jimita 14032019
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};
typedef struct FSurfaceInfo FSurfaceInfo;
enum hwdsetspecialstate
{
HWD_SET_FOG_MODE,
HWD_SET_FOG_DENSITY,
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HWD_SET_TEXTUREFILTERMODE,
HWD_SET_TEXTUREANISOTROPICMODE,
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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,
HWD_SET_TEXTUREFILTER_MIXED3,
};
#endif //_HWR_DEFS_