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engines/icb/drawpoly_pc.h
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98
engines/icb/drawpoly_pc.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ICB_DRAWPOLY_PC_H
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#define ICB_DRAWPOLY_PC_H
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#include "engines/icb/gfx/psx_tman.h"
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namespace ICB {
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extern uint32 selFace;
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extern CVECTOR unlitPoly;
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extern uint32 _drawBface;
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extern uint32 deadObject;
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// Draw a cuboid
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void drawSolidBboxPC(SVECTOR *scrn, CVECTOR *rgbIn);
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// Debug : Flat, Un-Textured, Self-Luminous, triangles
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void drawFUS3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex);
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// Debug : Gouraud, Un-Textured, Self-Luminous, triangles
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void drawGUS3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex);
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// Debug : Flat, Textured, Self-Luminous Triangles
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void drawFTS3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex);
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// Debug : Gouraud, Textured, Self-Luminous Triangles
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void drawGTS3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex);
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// Debug : Flat, Un-Textured, Lit, triangles
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void drawFUL3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Debug : Gouraud, Un-Textured, Lit, triangles
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void drawGUL3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Debug : Flat, Textured, Lit Triangles
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void drawFTL3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Debug : Gouraud, Textured, Lit Triangles
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void drawGTL3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Debug : Simple Flat, Un-Textured triangles with no colour in them
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void drawTRI3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex);
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// Optimised : Flat, Un-Textured, Self-Luminous, triangles
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void fastDrawFUS3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex);
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// Optimised : Gouraud, Un-Textured, Self-Luminous, triangles
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void fastDrawGUS3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex);
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// Optimised : Flat, Textured, Self-Luminous Triangles
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void fastDrawFTS3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex);
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// Optimised : Gouraud, Textured, Self-Luminous Triangles
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void fastDrawGTS3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex);
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// Optimised : Flat, Un-Textured, Lit, triangles
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void fastDrawFUL3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Optimised : Gouraud, Un-Textured, Lit, triangles
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void fastDrawGUL3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Optimised : Flat, Textured, Lit Triangles
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void fastDrawFTL3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Optimised : Gouraud, Textured, Lit Triangles
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void fastDrawGTL3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex, SVECTOR *pNormal);
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// Optimised : Simple Flat, Un-Textured triangles with no colour in them
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void fastDrawTRI3PC(uint32 *polyStart, const uint32 n, SVECTORPC *pVertex);
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} // End of namespace ICB
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#endif // #ifndef DRAWPOLY_PC_H
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