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https://git.do.srb2.org/KartKrew/Kart-Public.git
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bd78c34b99
* Palette remaps. * Branding. TODO: * Doesn't work in GL. (Mostly.) I have SOME ideas on how to tackle this, but... * Transmaps are broken in Encore for some reason. * I tried to make in-level colormaps shimmy over, but it didn't quite work, so I commented it out and only semi-fixed it.
233 lines
7.7 KiB
C++
233 lines
7.7 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//-----------------------------------------------------------------------------
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/// \file
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/// \brief 3D hardware renderer definitions
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#ifndef _HWR_DEFS_
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#define _HWR_DEFS_
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#include "../doomtype.h"
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#define ZCLIP_PLANE 4.0f // Used for the actual game drawing
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#define NZCLIP_PLANE 0.9f // Seems to be only used for the HUD and screen textures
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// ==========================================================================
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// SIMPLE TYPES
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// ==========================================================================
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typedef long FINT;
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typedef unsigned long FUINT;
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typedef unsigned char FUBYTE;
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typedef unsigned long FBITFIELD;
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#ifndef __MINGW32__
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typedef float FLOAT;
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#endif
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typedef unsigned char FBOOLEAN;
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// ==========================================================================
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// COLORS
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// ==========================================================================
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// byte value for paletted graphics, which represent the transparent color
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#ifdef _NDS
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// NDS is hardwired to use zero as transparent color
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#define HWR_PATCHES_CHROMAKEY_COLORINDEX 0
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#define HWR_CHROMAKEY_EQUIVALENTCOLORINDEX 1
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#else
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#define HWR_PATCHES_CHROMAKEY_COLORINDEX 247
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#define HWR_CHROMAKEY_EQUIVALENTCOLORINDEX 220
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#endif
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// the chroma key color shows on border sprites, set it to black
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#define HWR_PATCHES_CHROMAKEY_COLORVALUE (0x00000000) //RGBA format as in grSstWinOpen()
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// RGBA Color components with float type ranging [ 0 ... 1 ]
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struct FRGBAFloat
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{
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FLOAT red;
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FLOAT green;
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FLOAT blue;
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FLOAT alpha;
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};
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typedef struct FRGBAFloat FRGBAFloat;
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struct FColorARGB
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{
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FUBYTE alpha;
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FUBYTE red;
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FUBYTE green;
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FUBYTE blue;
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};
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typedef struct FColorARGB ARGB_t;
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typedef struct FColorARGB FColorARGB;
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// ==========================================================================
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// VECTORS
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// ==========================================================================
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// Simple 2D coordinate
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typedef struct
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{
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FLOAT x,y;
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} F2DCoord, v2d_t;
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// Simple 3D vector
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typedef struct FVector
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{
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FLOAT x,y,z;
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} FVector;
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// 3D model vector (coords + texture coords)
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typedef struct
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{
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//FVector Point;
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FLOAT x,y,z;
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FLOAT s,t,w; // texture coordinates
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} v3d_t, wallVert3D;
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//Hurdler: Transform (coords + angles)
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//BP: transform order : scale(rotation_x(rotation_y(translation(v))))
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typedef struct
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{
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FLOAT x,y,z; // position
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FLOAT anglex,angley; // aimingangle / viewangle
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FLOAT scalex,scaley,scalez;
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FLOAT fovxangle, fovyangle;
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UINT8 splitscreen;
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boolean flip; // screenflip
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boolean mirror; // SRB2Kart: Encore Mode
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} FTransform;
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// Transformed vector, as passed to HWR API
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typedef struct
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{
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FLOAT x,y,z;
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FUINT argb; // flat-shaded color
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FLOAT sow; // s texture ordinate (s over w)
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FLOAT tow; // t texture ordinate (t over w)
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} FOutVector;
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// ==========================================================================
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// RENDER MODES
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// ==========================================================================
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// Flags describing how to render a polygon
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// You pass a combination of these flags to DrawPolygon()
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enum EPolyFlags
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{
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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)
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PF_Translucent = 0x00000002, // Poly is transparent, alpha = level of transparency
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PF_Additive = 0x00000004, // Poly is added to the frame buffer
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PF_Environment = 0x00000008, // Poly should be drawn environment mapped.
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// Hurdler: used for text drawing
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PF_Substractive = 0x00000010, // for splat
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PF_NoAlphaTest = 0x00000020, // hiden param
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PF_Fog = 0x00000040, // Fog blocks
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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
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PF_NoDepthTest = 0x00000200, // Disable the depth test mode
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PF_Invisible = 0x00000400, // Disable write to color buffer
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PF_Decal = 0x00000800, // Enable polygon offset
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PF_Modulated = 0x00001000, // Modulation (multiply output with constant ARGB)
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// When set, pass the color constant into the FSurfaceInfo -> FlatColor
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PF_NoTexture = 0x00002000, // Use the small white texture
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PF_Corona = 0x00004000, // Tell the rendrer we are drawing a corona
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PF_MD2 = 0x00008000, // Tell the rendrer we are drawing an MD2
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PF_RemoveYWrap = 0x00010000, // Force clamp texture on Y
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PF_ForceWrapX = 0x00020000, // Force repeat texture on X
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PF_ForceWrapY = 0x00040000, // Force repeat texture on Y
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PF_Clip = 0x40000000, // clip to frustum and nearz plane (glide only, automatic in opengl)
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PF_NoZClip = 0x20000000, // in conjonction with PF_Clip
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PF_Debug = 0x80000000 // print debug message in driver :)
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};
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enum ESurfFlags
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{
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SF_DYNLIGHT = 0x00000001,
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};
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enum ETextureFlags
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{
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TF_WRAPX = 0x00000001, // wrap around X
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TF_WRAPY = 0x00000002, // wrap around Y
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TF_WRAPXY = TF_WRAPY|TF_WRAPX, // very common so use alias is more easy
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TF_CHROMAKEYED = 0x00000010,
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TF_TRANSPARENT = 0x00000040, // texture with some alpha == 0
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};
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#ifdef TODO
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struct FTextureInfo
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{
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FUINT Width; // Pixels
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FUINT Height; // Pixels
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FUBYTE *TextureData; // Image data
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FUINT Format; // FORMAT_RGB, ALPHA ...
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FBITFIELD Flags; // Flags to tell driver about texture (see ETextureFlags)
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void DriverExtra; // (OpenGL texture object nr, ...)
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// chromakey enabled,...
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struct FTextureInfo *Next; // Manage list of downloaded textures.
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};
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#else
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typedef struct GLMipmap_s FTextureInfo;
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#endif
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// Description of a renderable surface
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struct FSurfaceInfo
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{
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FUINT PolyFlags; // Surface flags -- UNUSED YET --
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RGBA_t FlatColor; // Flat-shaded color used with PF_Modulated mode
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};
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typedef struct FSurfaceInfo FSurfaceInfo;
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//Hurdler: added for backward compatibility
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enum hwdsetspecialstate
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{
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HWD_SET_FOG_TABLE = 1,
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HWD_SET_FOG_MODE,
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HWD_SET_FOG_COLOR,
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HWD_SET_FOG_DENSITY,
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HWD_SET_FOV,
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HWD_SET_POLYGON_SMOOTH,
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HWD_SET_PALETTECOLOR,
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HWD_SET_TEXTUREFILTERMODE,
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HWD_SET_TEXTUREANISOTROPICMODE,
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HWD_NUMSTATE
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};
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typedef enum hwdsetspecialstate hwdspecialstate_t;
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enum hwdfiltermode
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{
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HWD_SET_TEXTUREFILTER_POINTSAMPLED,
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HWD_SET_TEXTUREFILTER_BILINEAR,
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HWD_SET_TEXTUREFILTER_TRILINEAR,
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HWD_SET_TEXTUREFILTER_MIXED1,
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HWD_SET_TEXTUREFILTER_MIXED2,
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HWD_SET_TEXTUREFILTER_MIXED3,
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};
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#endif //_HWR_DEFS_
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