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engines/icb/graphic_prims.h
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102
engines/icb/graphic_prims.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_GRAPIC_PRIMS
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#define ICB_GRAPIC_PRIMS
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#include "engines/icb/common/px_bitmap.h"
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#include "engines/icb/common/px_types.h"
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#include "engines/icb/p4_generic.h"
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namespace ICB {
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typedef float PXreal;
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typedef float PXfloat;
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typedef double PXdouble;
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typedef struct {
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uint32 x1;
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uint32 z1;
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uint32 x2;
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uint32 z2;
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} _line;
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typedef struct {
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PXreal x;
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PXreal z;
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} _point;
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// used in extrapolate line
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typedef struct {
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PXdouble x;
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PXdouble z;
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} _fpoint;
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typedef struct {
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PXdouble x;
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PXdouble z;
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} _float_point;
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// Might seem silly to create yet another rectangle structure, but this one is needed to help the PSX and the PC
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// share some of the Remora and inventory code.
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typedef struct {
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int32 nX, nY;
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uint32 nWidth, nHeight;
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} _PxBitmapRect;
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typedef LRECT DXrect;
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int32 twabs(int32 val);
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void Draw_horizontal_line(int32 xx, int32 yy, uint32 len, _rgb *pen, uint8 *ad, uint32 pitch);
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void Draw_vertical_line(int32 xx, int32 yy, uint32 len, _rgb *pen, uint8 *ad, uint32 pitch);
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void Fill_rect(int32 x, int32 y, int32 x2, int32 y2, uint32 pen, int32 z = 0);
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void General_draw_line_24_32(int16 x0, int16 y0, int16 x1, int16 y1, _rgb *colour, uint8 *myScreenBuffer, uint32 pitch, int32 surface_width = SCREEN_WIDTH,
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int32 surface_height = SCREEN_DEPTH);
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void General_poly_draw_24_32(_point *pVerts, int32 nNumVerts, _rgb sColour, bool8 bFill, uint8 *pSurface, int32 nPitch, int32 nSurfaceWidth, int32 nSurfaceHeight);
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// This draws a sprite to a surface, using the x, y found in the sprite itself.
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void SpriteFrameDraw(uint8 *pSurfaceBitmap, uint32 nPitch, uint32 nSurfaceWidth, uint32 nSurfaceHeight, _pxBitmap *pBitmap, uint32 nFrameNumber, uint32 *nTransparencyRef,
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uint8 nOpacity);
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// This draws a sprite to a surface, using a supplied x, y, so the sprite can be moved on the surface.
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void SpriteXYFrameDraw(uint8 *pSurfaceBitmap, uint32 nPitch, uint32 nSurfaceWidth, uint32 nSurfaceHeight, _pxBitmap *pBitmap, int32 nX, int32 nY, uint32 nFrameNumber,
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bool8 bCentre, uint32 *nTransparencyRef, uint8 nOpacity);
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// These all make LRECTs (needed by Direct-X) from various sources.
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LRECT ConvertPxBitmapRectToRECT(const _PxBitmapRect &sBitmapRect);
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// Additive gouraud line .... what else ?
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void AdditiveGouraudLine(int16 x0, int16 y0, _rgb c0, int16 x1, int16 y1, _rgb c1, uint32 surface_id);
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void BlendedLine(int32 x0, int32 y0, int32 x1, int32 y1, _rgb c, uint32 surface_id);
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void BlendedLine(int32 x0, int32 y0, int32 x1, int32 y1, _rgb c, int32 surface_width, int32 surface_height, uint32 pitch, uint8 *surface);
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DXrect MakeRECTFromSpriteSizes(int32 nX, int32 nY, uint32 nWidth, uint32 nHeight);
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} // End of namespace ICB
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#endif // #ifndef _GRAPIC_PRIMS
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