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87 lines
2.5 KiB
C
87 lines
2.5 KiB
C
/*
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* Sega Model 3 Emulator
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* Copyright (C) 2003 Bart Trzynadlowski, Ville Linde, Stefano Teso
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License Version 2 as published
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* by the Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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* for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program (license.txt); if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/*
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* render.h
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*
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* Rendering engine header. OSD renderers will want to include this because
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* some important data structures are defined here.
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*/
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#ifndef INCLUDED_RENDER_H
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#define INCLUDED_RENDER_H
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/******************************************************************/
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/* Data Structures */
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/******************************************************************/
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/*
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* MATRIX
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*
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* A 4x4 matrix stored in column-major (OpenGL) format.
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*/
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typedef float MATRIX [4*4];
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/*
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* VIEWPORT
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*
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* Viewport and projection data. The field-of-view angles are in degrees. The
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* coordinates and size of the viewport are truncated from Model 3's fixed-
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* point formats to integers.
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*
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* The viewport coordinate system maps directly to the Model 3's physical
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* resolution and its origin is at the bottom-left corner of the screen.
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*/
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typedef struct
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{
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UINT x, y, width, height; // viewport position and size.
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double up, down, left, right; // FOV angles from center
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} VIEWPORT;
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/*
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* LIGHT
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*/
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enum {
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LIGHT_PARALLEL,
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LIGHT_POSITIONAL,
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LIGHT_SPOT
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};
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typedef struct
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{
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UINT type;
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float u,v,w; // Direction vector
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float x,y,z; // Position for point light
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float diffuse_intensity;
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float ambient_intensity;
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UINT32 color;
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} LIGHT;
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/******************************************************************/
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/* Functions */
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/******************************************************************/
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extern void render_frame(void);
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extern void render_init(UINT8 *, UINT8 *, UINT8 *, UINT8 *, UINT8 *);
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extern void render_shutdown(void);
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#endif // INCLUDED_RENDER_H
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