1 /* ResidualVM - A 3D game interpreter 2 * 3 * ResidualVM is the legal property of its developers, whose names 4 * are too numerous to list here. Please refer to the AUTHORS 5 * file distributed with this source distribution. 6 * 7 * Additional copyright for this file: 8 * Copyright (C) 1999-2000 Revolution Software Ltd. 9 * This code is based on source code created by Revolution Software, 10 * used with permission. 11 * 12 * This program is free software; you can redistribute it and/or 13 * modify it under the terms of the GNU General Public License 14 * as published by the Free Software Foundation; either version 2 15 * of the License, or (at your option) any later version. 16 * 17 * This program is distributed in the hope that it will be useful, 18 * but WITHOUT ANY WARRANTY; without even the implied warranty of 19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 20 * GNU General Public License for more details. 21 * 22 * You should have received a copy of the GNU General Public License 23 * along with this program; if not, write to the Free Software 24 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 25 * 26 */ 27 28 #ifndef ICB_GRAPIC_PRIMS 29 #define ICB_GRAPIC_PRIMS 30 31 #include "engines/icb/common/px_bitmap.h" 32 #include "engines/icb/common/px_types.h" 33 #include "engines/icb/p4_generic.h" 34 35 namespace ICB { 36 37 typedef float PXreal; 38 typedef float PXfloat; 39 typedef double PXdouble; 40 41 typedef struct { 42 uint32 x1; 43 uint32 z1; 44 uint32 x2; 45 uint32 z2; 46 } _line; 47 48 typedef struct { 49 PXreal x; 50 PXreal z; 51 } _point; 52 53 // used in extrapolate line 54 typedef struct { 55 PXdouble x; 56 PXdouble z; 57 } _fpoint; 58 59 typedef struct { 60 PXdouble x; 61 PXdouble z; 62 } _float_point; 63 64 // Might seem silly to create yet another rectangle structure, but this one is needed to help the PSX and the PC 65 // share some of the Remora and inventory code. 66 typedef struct { 67 int32 nX, nY; 68 uint32 nWidth, nHeight; 69 } _PxBitmapRect; 70 71 typedef LRECT DXrect; 72 73 int32 twabs(int32 val); 74 75 void Draw_horizontal_line(int32 xx, int32 yy, uint32 len, _rgb *pen, uint8 *ad, uint32 pitch); 76 void Draw_vertical_line(int32 xx, int32 yy, uint32 len, _rgb *pen, uint8 *ad, uint32 pitch); 77 void Fill_rect(int32 x, int32 y, int32 x2, int32 y2, uint32 pen, int32 z = 0); 78 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, 79 int32 surface_height = SCREEN_DEPTH); 80 81 void General_poly_draw_24_32(_point *pVerts, int32 nNumVerts, _rgb sColour, bool8 bFill, uint8 *pSurface, int32 nPitch, int32 nSurfaceWidth, int32 nSurfaceHeight); 82 83 // This draws a sprite to a surface, using the x, y found in the sprite itself. 84 void SpriteFrameDraw(uint8 *pSurfaceBitmap, uint32 nPitch, uint32 nSurfaceWidth, uint32 nSurfaceHeight, _pxBitmap *pBitmap, uint32 nFrameNumber, uint32 *nTransparencyRef, 85 uint8 nOpacity); 86 87 // This draws a sprite to a surface, using a supplied x, y, so the sprite can be moved on the surface. 88 void SpriteXYFrameDraw(uint8 *pSurfaceBitmap, uint32 nPitch, uint32 nSurfaceWidth, uint32 nSurfaceHeight, _pxBitmap *pBitmap, int32 nX, int32 nY, uint32 nFrameNumber, 89 bool8 bCentre, uint32 *nTransparencyRef, uint8 nOpacity); 90 91 // These all make LRECTs (needed by Direct-X) from various sources. 92 LRECT ConvertPxBitmapRectToRECT(const _PxBitmapRect &sBitmapRect); 93 94 // Additive gouraud line .... what else ? 95 void AdditiveGouraudLine(int16 x0, int16 y0, _rgb c0, int16 x1, int16 y1, _rgb c1, uint32 surface_id); 96 void BlendedLine(int32 x0, int32 y0, int32 x1, int32 y1, _rgb c, uint32 surface_id); 97 void BlendedLine(int32 x0, int32 y0, int32 x1, int32 y1, _rgb c, int32 surface_width, int32 surface_height, uint32 pitch, uint8 *surface); 98 99 DXrect MakeRECTFromSpriteSizes(int32 nX, int32 nY, uint32 nWidth, uint32 nHeight); 100 101 } // End of namespace ICB 102 103 #endif // #ifndef _GRAPIC_PRIMS 104