//////////////////////////////////////////////////////////////////////////////// // // Copyright 2016 RWS Inc, All Rights Reserved // // This program is free software; you can redistribute it and/or modify // it under the terms of version 2 of the GNU General Public License as published by // the Free Software Foundation // // 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. // // You should have received a copy of the GNU General Public License along // with this program; if not, write to the Free Software Foundation, Inc., // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // // This is the actual 3d engine. It is resposible for triangle rendering with effects. // It understands NOTHING of higher level structures -> that is controlled in // pipeline.h, which brings all the low level containers together into a // low level engine // #ifndef RENDER_H #define RENDER_H //================================================== #include "Blue.h" #ifdef PATHS_IN_INCLUDES #include "GREEN/BLiT/BLIT.H" // for rspLine #include "GREEN/3D/zbuffer.h" // for rspLine #include "ORANGE/color/colormatch.h" #include "ORANGE/QuickMath/VectorMath.h" #include "ORANGE/QuickMath/FixedPoint.h" #else #include "BLIT.H" // for rspLine #include "zbuffer.h" // for rspLine #include "colormatch.h" #include "vectormath.h" #include "fixedpoint.h" #endif //================================================== // all render effects on! // Offset pFog to line up with the location of the object. // Note that a unique fog table is needed for each // triangle color! // extern void DrawTri_ZColorFog(UCHAR* pDst,long lDstP, RP3d* p1,RP3d* p2,RP3d* p3, RZBuffer* pZB,UCHAR* pFog, short sOffsetX = 0, // In: 2D offset for pZB. short sOffsetY = 0); // In: 2D offset for pZB. //================================================== // For debugging: extern void DrawTri_wire(RImage* pimDst,short sX,short sY, RP3d* p1,RP3d* p2,RP3d* p3,UCHAR ucColor); extern void DrawTri_ZColor(UCHAR* pDst,long lDstP, RP3d* p1,RP3d* p2,RP3d* p3, RZBuffer* pZB,UCHAR pFlatColor, short sOffsetX = 0, // In: 2D offset for pZB. short sOffsetY = 0); // In: 2D offset for pZB. //================================================== //================================================== // FLAT SHADED! // sX and sY are additional offsets into pimDst // There is NO Z_BUFFER here! It is JUST a polygon drawer // extern void DrawTri(UCHAR* pDstOffset,long lDstP, RP3d* p1,RP3d* p2,RP3d* p3, UCHAR ucFlatColor); //================================================== #endif