Files
scummvm-cursorfix/engines/icb/drawpoly_pc.h
2026-02-02 04:50:13 +01:00

99 lines
3.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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