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