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720 lines
21 KiB
C
720 lines
21 KiB
C
/******************************************************************************
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plush.h
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PLUSH 3D VERSION 1.2 MAIN HEADER
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Copyright (c) 1996-2000 Justin Frankel
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Copyright (c) 1998-2000 Nullsoft, Inc.
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For more information on Plush and the latest updates, please visit
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http://www.nullsoft.com
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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Justin Frankel
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justin@nullsoft.com
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******************************************************************************/
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#ifndef _PLUSH_H_
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#define _PLUSH_H_
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include "pl_conf.h"
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#include "pl_defs.h"
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#include "pl_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern pl_uChar plText_DefaultFont[256*16]; /* Default 8x16 font for plText* */
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extern pl_uInt32 plRender_TriStats[4]; /* Three different triangle counts from
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the last plRender() block:
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0: initial tris
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1: tris after culling
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2: final polys after real clipping
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3: final tris after tesselation
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*/
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/******************************************************************************
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** Material Functions (mat.c)
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******************************************************************************/
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/*
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plMatCreate() creates a material.
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Parameters:
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none
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Returns:
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a pointer to the material on success, 0 on failure
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*/
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pl_Mat *plMatCreate();
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/*
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plMatDelete() deletes a material that was created with plMatCreate().
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Parameters:
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m: a pointer to the material to be deleted
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Returns:
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nothing
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*/
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void plMatDelete(pl_Mat *m);
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/*
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plMatInit() initializes a material that was created with plMatCreate().
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Parameters:
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m: a pointer to the material to be intialized
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Returns:
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nothing
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Notes:
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you *must* do this before calling plMatMapToPal() or plMatMakeOptPal().
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*/
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void plMatInit(pl_Mat *m);
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/*
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plMatMapToPal() maps a material that was created with plMatCreate() and
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initialized with plMatInit() to a palette.
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Parameters:
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mat: material to map
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pal: a 768 byte array of unsigned chars, each 3 being a rgb triplet
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(0-255, *not* the cheesy vga 0-63)
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pstart: starting offset to use colors of, usually 0
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pend: ending offset to use colors of, usually 255
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Returns:
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nothing
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Notes:
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Mapping a material with > 2000 colors can take up to a second or two.
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Be careful, and go easy on plMat.NumGradients ;)
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*/
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void plMatMapToPal(pl_Mat *m, pl_uChar *pal, pl_sInt pstart, pl_sInt pend);
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/*
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plMatMakeOptPal() makes an almost optimal palette from materials
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created with plMatCreate() and initialized with plMatInit().
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Paramters:
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p: palette to create
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pstart: first color entry to use
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pend: last color entry to use
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materials: an array of pointers to materials to generate the palette from
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nmats: number of materials
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Returns:
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nothing
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*/
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void plMatMakeOptPal(pl_uChar *p, pl_sInt pstart,
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pl_sInt pend, pl_Mat **materials, pl_sInt nmats);
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/******************************************************************************
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** Object Functions (obj.c)
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******************************************************************************/
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/*
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plObjCreate() allocates an object
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Paramters:
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np: Number of vertices in object
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nf: Number of faces in object
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Returns:
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a pointer to the object on success, 0 on failure
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*/
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pl_Obj *plObjCreate(pl_uInt32 np, pl_uInt32 nf);
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/*
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plObjDelete() frees an object and all of it's subobjects
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that was allocated with plObjCreate();
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Paramters:
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o: object to delete
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Returns:
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nothing
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*/
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void plObjDelete(pl_Obj *o);
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/*
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plObjClone() creates an exact but independent duplicate of an object and
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all of it's subobjects
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Paramters:
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o: the object to clone
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Returns:
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a pointer to the new object on success, 0 on failure
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*/
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pl_Obj *plObjClone(pl_Obj *o);
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/*
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plObjScale() scales an object, and all of it's subobjects.
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Paramters:
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o: a pointer to the object to scale
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s: the scaling factor
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Returns:
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a pointer to o.
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Notes: This scales it slowly, by going through each vertex and scaling it's
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position. Avoid doing this in realtime.
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*/
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pl_Obj *plObjScale(pl_Obj *o, pl_Float s);
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/*
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plObjStretch() stretches an object, and all of it's subobjects
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Parameters:
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o: a pointer to the object to stretch
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x,y,z: the x y and z stretch factors
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Returns:
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a pointer to o.
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Notes: same as plObjScale(). Note that the normals are preserved.
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*/
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pl_Obj *plObjStretch(pl_Obj *o, pl_Float x, pl_Float y, pl_Float z);
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/*
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plObjTranslate() translates an object
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Parameters:
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o: a pointer to the object to translate
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x,y,z: translation in object space
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Returns:
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a pointer to o
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Notes: same has plObjScale().
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*/
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pl_Obj *plObjTranslate(pl_Obj *o, pl_Float x, pl_Float y, pl_Float z);
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/*
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plObjFlipNormals() flips all vertex and face normals of and object
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and allo of it's subobjects.
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Parameters:
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o: a pointer to the object to flip normals of
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Returns:
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a pointer to o
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Notes:
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Not especially fast.
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A call to plObjFlipNormals() or plObjCalcNormals() will restore the normals
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*/
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pl_Obj *plObjFlipNormals(pl_Obj *o);
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/*
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plObjSetMat() sets the material of all faces in an object.
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Paramters:
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o: the object to set the material of
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m: the material to set it to
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th: "transcend hierarchy". If set, it will set the
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material of all subobjects too.
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Returns:
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nothing
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*/
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void plObjSetMat(pl_Obj *o, pl_Mat *m, pl_Bool th);
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/*
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plObjCalcNormals() calculates all face and vertex normals for an object
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and all subobjects.
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Paramters:
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obj: the object
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Returns:
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nothing
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*/
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void plObjCalcNormals(pl_Obj *obj);
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/******************************************************************************
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** Frustum Clipping Functions (clip.c)
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******************************************************************************/
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/*
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plClipSetFrustum() sets up the clipping frustum.
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Parameters:
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cam: a camera allocated with plCamCreate().
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Returns:
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nothing
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Notes:
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Sets up the internal structures.
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DO NOT CALL THIS ROUTINE FROM WITHIN A plRender*() block.
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*/
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void plClipSetFrustum(pl_Cam *cam);
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/*
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plClipRenderFace() renders a face and clips it to the frustum initialized
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with plClipSetFrustum().
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Parameters:
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face: the face to render
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Returns:
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nothing
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Notes: this is used internally by plRender*(), so be careful. Kinda slow too.
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*/
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void plClipRenderFace(pl_Face *face);
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/*
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plClipNeeded() decides whether the face is in the frustum, intersecting
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the frustum, or completely out of the frustum craeted with
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plClipSetFrustum().
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Parameters:
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face: the face to check
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Returns:
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0: the face is out of the frustum, no drawing necessary
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1: the face is intersecting the frustum, splitting and drawing necessary
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Notes: this is used internally by plRender*(), so be careful. Kinda slow too.
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*/
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pl_sInt plClipNeeded(pl_Face *face);
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/******************************************************************************
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** Light Handling Routines (light.c)
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******************************************************************************/
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/*
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plLightCreate() creates a new light
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Parameters:
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none
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Returns:
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a pointer to the light
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*/
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pl_Light *plLightCreate();
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/*
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plLightSet() sets up a light allocated with plLightCreate()
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Parameters:
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light: the light to set up
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mode: the mode of the light (PL_LIGHT_*)
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x,y,z: either the position of the light (PL_LIGHT_POINT*) or the angle
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in degrees of the light (PL_LIGHT_VECTOR)
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intensity: the intensity of the light (0.0-1.0)
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halfDist: the distance at which PL_LIGHT_POINT_DISTANCE is 1/2 intensity
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Returns:
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a pointer to light.
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*/
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pl_Light *plLightSet(pl_Light *light, pl_uChar mode, pl_Float x, pl_Float y,
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pl_Float z, pl_Float intensity, pl_Float halfDist);
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/*
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plLightDelete() frees a light allocated with plLightCreate().
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Paramters:
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l: light to delete
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Returns:
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nothing
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*/
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void plLightDelete(pl_Light *l);
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/* PUT ME SOMEWHERE */
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/*
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** plTexDelete() frees all memory associated with "t"
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*/
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void plTexDelete(pl_Texture *t);
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/******************************************************************************
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** Camera Handling Routines (cam.c)
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******************************************************************************/
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/*
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plCamCreate() allocates a new camera
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Parameters:
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sw: screen width
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sh: screen height
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ar: aspect ratio (usually 1.0)
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fov: field of view (usually 45-120)
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fb: pointer to framebuffer
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zb: pointer to Z buffer (or NULL)
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Returns:
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a pointer to the newly allocated camera
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*/
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pl_Cam *plCamCreate(pl_uInt sw, pl_uInt sh, pl_Float ar, pl_Float fov,
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pl_uChar *fb, pl_ZBuffer *zb);
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/*
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plCamSetTarget() sets the target of a camera allocated with plCamCreate().
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Parameters:
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c: the camera to set the target of
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x,y,z: the worldspace coordinate of the target
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Returns:
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nothing
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Notes:
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Sets the pitch and pan of the camera. Does not touch the roll.
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*/
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void plCamSetTarget(pl_Cam *c, pl_Float x, pl_Float y, pl_Float z);
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/*
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plCamDelete() frees all memory associated with a camera excluding
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framebuffers and Z buffers
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Paramters:
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c: camera to free
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Returns:
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nothing
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*/
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void plCamDelete(pl_Cam *c);
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/******************************************************************************
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** Easy Rendering Interface (render.c)
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******************************************************************************/
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/*
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plRenderBegin() begins the rendering process.
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Parameters:
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Camera: camera to use for rendering
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Returns:
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nothing
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Notes:
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Only one rendering process can occur at a time.
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Uses plClip*(), so don't use them within or around a plRender() block.
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*/
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void plRenderBegin(pl_Cam *Camera);
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/*
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plRenderLight() adds a light to the scene.
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Parameters:
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light: light to add to scene
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Returns:
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nothing
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Notes: Any objects rendered before will be unaffected by this.
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*/
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void plRenderLight(pl_Light *light);
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/*
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plRenderObj() adds an object and all of it's subobjects to the scene.
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Parameters:
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obj: object to render
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Returns:
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nothing
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Notes: if Camera->Sort is zero, objects are rendered in the order that
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they are added to the scene.
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*/
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void plRenderObj(pl_Obj *obj);
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/*
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plRenderEnd() actually does the rendering, and closes the rendering process
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Paramters:
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none
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Returns:
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nothing
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*/
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void plRenderEnd();
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/******************************************************************************
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** Object Primitives Code (make.c)
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******************************************************************************/
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/*
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plMakePlane() makes a plane centered at the origin facing up the y axis.
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Parameters:
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w: width of the plane (along the x axis)
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d: depth of the plane (along the z axis)
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res: resolution of plane, i.e. subdivisions
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m: material to use
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Returns:
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pointer to object created.
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*/
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pl_Obj *plMakePlane(pl_Float w, pl_Float d, pl_uInt res, pl_Mat *m);
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/*
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plMakeBox() makes a box centered at the origin
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Parameters:
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w: width of the box (x axis)
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d: depth of the box (z axis)
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h: height of the box (y axis)
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Returns:
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pointer to object created.
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*/
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pl_Obj *plMakeBox(pl_Float w, pl_Float d, pl_Float h, pl_Mat *m);
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/*
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plMakeCone() makes a cone centered at the origin
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Parameters:
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r: radius of the cone (x-z axis)
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h: height of the cone (y axis)
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div: division of cone (>=3)
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cap: close the big end?
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m: material to use
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Returns:
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pointer to object created.
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*/
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pl_Obj *plMakeCone(pl_Float r, pl_Float h, pl_uInt div, pl_Bool cap, pl_Mat *m);
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/*
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plMakeCylinder() makes a cylinder centered at the origin
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Parameters:
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r: radius of the cylinder (x-z axis)
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h: height of the cylinder (y axis)
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divr: division of of cylinder (around the circle) (>=3)
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captop: close the top
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capbottom: close the bottom
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m: material to use
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Returns:
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pointer to object created.
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*/
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pl_Obj *plMakeCylinder(pl_Float r, pl_Float h, pl_uInt divr, pl_Bool captop,
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pl_Bool capbottom, pl_Mat *m);
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/*
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plMakeSphere() makes a sphere centered at the origin.
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Parameters:
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r: radius of the sphere
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divr: division of the sphere (around the y axis) (>=3)
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divh: division of the sphere (around the x,z axis) (>=3)
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m: material to use
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Returns:
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pointer to object created.
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*/
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pl_Obj *plMakeSphere(pl_Float r, pl_uInt divr, pl_uInt divh, pl_Mat *m);
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/*
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plMakeTorus() makes a torus centered at the origin
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Parameters:
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r1: inner radius of the torus
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r2: outer radius of the torus
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divrot: division of the torus (around the y axis) (>=3)
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divrad: division of the radius of the torus (x>=3)
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m: material to use
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Returns:
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pointer to object created.
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*/
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pl_Obj *plMakeTorus(pl_Float r1, pl_Float r2, pl_uInt divrot,
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pl_uInt divrad, pl_Mat *m);
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/******************************************************************************
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** File Readers (read_*.c)
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******************************************************************************/
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/*
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plRead3DSObj() reads a 3DS object
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Parameters:
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fn: filename of object to read
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m: material to assign it
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Returns:
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pointer to object
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Notes:
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This reader organizes multiple objects like so:
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1) the first object is returned
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2) the second object is the first's first child
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3) the third object is the second's first child
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4) etc
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*/
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pl_Obj *plRead3DSObj(char *fn, pl_Mat *m);
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/*
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plReadCOBObj() reads an ascii .COB object
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Parameters:
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fn: filename of object to read
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mat: material to assign it
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Returns:
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pointer to object
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Notes:
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This is Caligari's ASCII object format.
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This reader doesn't handle multiple objects. It just reads the first one.
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Polygons with lots of sides are not always tesselated correctly. Just
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use the "Tesselate" button from within truespace to improve the results.
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*/
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pl_Obj *plReadCOBObj(char *fn, pl_Mat *mat);
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/*
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plReadJAWObj() reads a .JAW object.
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Parameters:
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fn: filename of object to read
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m: material to assign it
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Returns:
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pointer to object
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Notes:
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For information on the .JAW format, please see the jaw3D homepage,
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http://www.tc.umn.edu/nlhome/g346/kari0022/jaw3d/
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*/
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pl_Obj *plReadJAWObj(char *fn, pl_Mat *m);
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/*
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plReadPCXTex() reads a 8bpp PCX texture
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Parameters:
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fn: filename of texture to read
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rescale: will rescale image if not whole log2 dimensions (USE THIS)
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optimize: will optimize colors (USE THIS TOO)
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Returns:
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pointer to texture
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Notes:
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The PCX must be a 8bpp zSoft version 5 PCX. The texture's palette will
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be optimized, and the texture might be scaled up so that it's dimensions
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will be a nice power of two.
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*/
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pl_Texture *plReadPCXTex(char *fn, pl_Bool rescale, pl_Bool optimize);
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/******************************************************************************
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** Math Code (math.c)
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******************************************************************************/
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/*
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plMatrixRotate() generates a rotation matrix
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Parameters:
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matrix: an array of 16 pl_Floats that is a 4x4 matrix
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m: the axis to rotate around, 1=X, 2=Y, 3=Z.
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Deg: the angle in degrees to rotate
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Returns:
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nothing
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*/
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void plMatrixRotate(pl_Float matrix[], pl_uChar m, pl_Float Deg);
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/*
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plMatrixTranslate() generates a translation matrix
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Parameters:
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|
m: the matrix (see plMatrixRotate for more info)
|
|
x,y,z: the translation coordinates
|
|
Returns:
|
|
nothing
|
|
*/
|
|
void plMatrixTranslate(pl_Float m[], pl_Float x, pl_Float y, pl_Float z);
|
|
|
|
/*
|
|
plMatrixMultiply() multiplies two matrices
|
|
Parameters:
|
|
dest: destination matrix will be multipled by src
|
|
src: source matrix
|
|
Returns:
|
|
nothing
|
|
Notes:
|
|
this is the same as dest = dest*src (since the order *does* matter);
|
|
*/
|
|
void plMatrixMultiply(pl_Float *dest, pl_Float src[]);
|
|
|
|
/*
|
|
plMatrixApply() applies a matrix.
|
|
Parameters:
|
|
m: matrix to apply
|
|
x,y,z: input coordinate
|
|
outx,outy,outz: pointers to output coords.
|
|
Returns:
|
|
nothing
|
|
Notes:
|
|
applies the matrix to the 3d point to produce the transformed 3d point
|
|
*/
|
|
void plMatrixApply(pl_Float *m, pl_Float x, pl_Float y, pl_Float z,
|
|
pl_Float *outx, pl_Float *outy, pl_Float *outz);
|
|
|
|
/*
|
|
plNormalizeVector() makes a vector a unit vector
|
|
Parameters:
|
|
x,y,z: pointers to the vector
|
|
Returns:
|
|
nothing
|
|
*/
|
|
void plNormalizeVector(pl_Float *x, pl_Float *y, pl_Float *z);
|
|
|
|
/*
|
|
plDotProduct() returns the dot product of two vectors
|
|
Parameters:
|
|
x1,y1,z1: the first vector
|
|
x2,y2,z2: the second vector
|
|
Returns:
|
|
the dot product of the two vectors
|
|
*/
|
|
pl_Float plDotProduct(pl_Float x1, pl_Float y1, pl_Float z1,
|
|
pl_Float x2, pl_Float y2, pl_Float z2);
|
|
|
|
/******************************************************************************
|
|
** Spline Interpolation (spline.c)
|
|
******************************************************************************/
|
|
|
|
/*
|
|
plSplineInit() initializes a spline
|
|
Parameters:
|
|
s: the spline
|
|
Returns:
|
|
nothing
|
|
Notes:
|
|
Intializes the spline. Do this once, or when you change any of the settings
|
|
*/
|
|
void plSplineInit(pl_Spline *s);
|
|
|
|
/*
|
|
plSplineGetPoint() gets a point on the spline
|
|
Parameters:
|
|
s: spline
|
|
frame: time into spline. 0.0 is start, 1.0 is second key point, etc.
|
|
out: a pointer to an array of s->keyWidth floats that will be filled in.
|
|
Returns:
|
|
nothing
|
|
*/
|
|
void plSplineGetPoint(pl_Spline *s, pl_Float frame, pl_Float *out);
|
|
|
|
/******************************************************************************
|
|
** 8xX Bitmapped Text
|
|
******************************************************************************/
|
|
/*
|
|
plTextSetFont() sets the font to be used by the plText*() functions.
|
|
Parameters:
|
|
font: a pointer to a 8xX bitmapped font
|
|
height: the height of the font (X)
|
|
Returns:
|
|
nothing
|
|
*/
|
|
|
|
void plTextSetFont(pl_uChar *font, pl_uChar height);
|
|
|
|
/*
|
|
plTextPutChar() puts a character to a camera
|
|
Parameters:
|
|
cam: The camera. If the camera has a zBuffer, it will be used.
|
|
x: the x screen position of the left of the text
|
|
y: the y screen position of the top of the text
|
|
z: the depth of the text (used when cam->zBuffer is set)
|
|
color: the color to make the text
|
|
c: the character to put. Special characters such as '\n' aren't handled.
|
|
Returns:
|
|
nothing
|
|
*/
|
|
|
|
void plTextPutChar(pl_Cam *cam, pl_sInt x, pl_sInt y, pl_Float z,
|
|
pl_uChar color, pl_uChar c);
|
|
|
|
/*
|
|
plTextPutString() puts an array of characters to a camera
|
|
Parameters:
|
|
cam: The camera. If the camera has a zBuffer, it will be used.
|
|
x: the x screen position of the left of the text
|
|
y: the y screen position of the top of the text
|
|
z: the depth of the text (used when cam->zBuffer is set)
|
|
color: the color to make the text
|
|
string:
|
|
the characters to put. '\n' and '\t' are handled as one would expect
|
|
Returns:
|
|
nothing
|
|
*/
|
|
void plTextPutStr(pl_Cam *cam, pl_sInt x, pl_sInt y, pl_Float z,
|
|
pl_uChar color, pl_sChar *string);
|
|
|
|
/*
|
|
plTextPrintf() is printf() for graphics
|
|
Parameters:
|
|
cam: The camera. If the camera has a zBuffer, it will be used.
|
|
x: the x screen position of the left of the text
|
|
y: the y screen position of the top of the text
|
|
z: the depth of the text (used when cam->zBuffer is set)
|
|
color: the color to make the text
|
|
format:
|
|
the characters to put, with printf() formatting codes.
|
|
'\n' and '\t' are handled as one would expect
|
|
...: any additional parameters specified by format
|
|
Returns:
|
|
nothing
|
|
*/
|
|
void plTextPrintf(pl_Cam *cam, pl_sInt x, pl_sInt y, pl_Float z,
|
|
pl_uChar color, pl_sChar *format, ...);
|
|
|
|
/******************************************************************************
|
|
** Built-in Rasterizers
|
|
******************************************************************************/
|
|
|
|
void plPF_SolidF(pl_Cam *, pl_Face *);
|
|
void plPF_SolidG(pl_Cam *, pl_Face *);
|
|
void plPF_TexF(pl_Cam *, pl_Face *);
|
|
void plPF_TexG(pl_Cam *, pl_Face *);
|
|
void plPF_TexEnv(pl_Cam *, pl_Face *);
|
|
void plPF_PTexF(pl_Cam *, pl_Face *);
|
|
void plPF_PTexG(pl_Cam *, pl_Face *);
|
|
void plPF_TransF(pl_Cam *, pl_Face *);
|
|
void plPF_TransG(pl_Cam *, pl_Face *);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif /* !_PLUSH_H_ */
|