X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=dosdemo;a=blobdiff_plain;f=src%2F3dgfx.h;h=363a1b2577e41b184bc16a4e234b6a72c7a4411d;hp=4a3cde58d3a8a980dac16af36c7adff247785941;hb=091586fb9501d613f621fceb70fa21ff97c4898e;hpb=0945eeeef21fe85f9a592bfc2e41069a7894b08b diff --git a/src/3dgfx.h b/src/3dgfx.h index 4a3cde5..363a1b2 100644 --- a/src/3dgfx.h +++ b/src/3dgfx.h @@ -7,7 +7,7 @@ struct g3d_vertex { float x, y, z, w; float nx, ny, nz; float u, v; - unsigned char r, g, b; + unsigned char r, g, b, a; }; enum { @@ -19,10 +19,23 @@ enum { /* g3d_enable/g3d_disable bits */ enum { - G3D_CULL_FACE = 1, - G3D_DEPTH_TEST = 2, /* XXX not implemented */ - G3D_LIGHTING = 4, - G3D_TEXTURE = 8, + G3D_CULL_FACE = 0x000001, + G3D_DEPTH_TEST = 0x000002, /* XXX not implemented */ + G3D_LIGHTING = 0x000004, + G3D_LIGHT0 = 0x000008, + G3D_LIGHT1 = 0x000010, + G3D_LIGHT2 = 0x000020, + G3D_LIGHT3 = 0x000040, + G3D_TEXTURE_2D = 0x000080, /* XXX doesn't affect anything, use g3d_polygon_mode */ + G3D_BLEND = 0x000100, + G3D_TEXTURE_GEN = 0x000200, + G3D_CLIP_FRUSTUM = 0x000800,/* when disabled, don't clip against the frustum */ + G3D_CLIP_PLANE0 = 0x001000, /* user-defined 3D clipping planes XXX not impl. */ + G3D_CLIP_PLANE1 = 0x002000, + G3D_CLIP_PLANE2 = 0x004000, + G3D_CLIP_PLANE3 = 0x008000, + + G3D_TEXTURE_MAT = 0x010000, G3D_ALL = 0x7fffffff }; @@ -33,13 +46,17 @@ enum { G3D_CCW, G3D_CW }; /* arg to g3d_polygon_mode */ enum { G3D_WIRE, - G3D_FLAT + G3D_FLAT, + G3D_GOURAUD, + G3D_TEX, + G3D_TEX_GOURAUD }; /* matrix stacks */ enum { G3D_MODELVIEW, G3D_PROJECTION, + G3D_TEXTURE, G3D_NUM_MATRICES }; @@ -48,6 +65,8 @@ int g3d_init(void); void g3d_destroy(void); void g3d_framebuffer(int width, int height, void *pixels); +void g3d_framebuffer_addr(void *pixels); +void g3d_viewport(int x, int y, int w, int h); void g3d_enable(unsigned int opt); void g3d_disable(unsigned int opt); @@ -72,10 +91,33 @@ void g3d_ortho(float left, float right, float bottom, float top, float znear, fl void g3d_frustum(float left, float right, float bottom, float top, float znear, float zfar); void g3d_perspective(float vfov, float aspect, float znear, float zfar); +/* returns pointer to the *internal* matrix, and if argument m is not null, + * also copies the internal matrix there. */ const float *g3d_get_matrix(int which, float *m); +void g3d_light_pos(int idx, float x, float y, float z); +void g3d_light_color(int idx, float r, float g, float b); + +void g3d_light_ambient(float r, float g, float b); + +void g3d_mtl_diffuse(float r, float g, float b); +void g3d_mtl_specular(float r, float g, float b); +void g3d_mtl_shininess(float shin); + +void g3d_set_texture(int xsz, int ysz, void *pixels); + void g3d_draw(int prim, const struct g3d_vertex *varr, int varr_size); void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size, - const int16_t *iarr, int iarr_size); + const uint16_t *iarr, int iarr_size); + +void g3d_begin(int prim); +void g3d_end(void); +void g3d_vertex(float x, float y, float z); +void g3d_normal(float x, float y, float z); +void g3d_color3b(unsigned char r, unsigned char g, unsigned char b); +void g3d_color4b(unsigned char r, unsigned char g, unsigned char b, unsigned char a); +void g3d_color3f(float r, float g, float b); +void g3d_color4f(float r, float g, float b, float a); +void g3d_texcoord(float u, float v); #endif /* THREEDGFX_H_ */