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https://github.com/kevinbentley/Descent3.git
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95 lines
2.7 KiB
C
95 lines
2.7 KiB
C
/*
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* $Logfile: /DescentIII/Main/editor/HTexture.h $
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* $Revision: 1.1.1.1 $
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* $Date: 2003-08-26 03:57:38 $
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* $Author: kevinb $
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*
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* HTexture handler for texture functions
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*
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* $Log: not supported by cvs2svn $
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*
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* 12 8/30/99 12:55p Gwar
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* added a parameter to HTexturePropagateToFace to not change the texture
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* of the target face
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*
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* 11 5/19/99 12:21a Gwar
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*
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* 10 4/27/99 3:30p Gwar
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* added a NEWEDITOR #define
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*
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* 9 8/15/98 5:04p Matt
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* Added code to copy a texture & UVs from one face to another
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*
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* 8 4/16/98 10:42a Matt
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* Made texture propagation work across rooms.
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*
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* 7 9/17/97 11:57a Matt
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* Ripped out segment code
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*
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* 6 9/17/97 11:17a Samir
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* BIG SEGMENT RIPOUT
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*
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* 5 8/13/97 9:52a Matt
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* Combined slide left/right/up/down into one function, and the same with
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* rotate left/right
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*
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* 4 8/01/97 4:53p Jason
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* made a more general PropagateTextureToFace function call
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*
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* 4 4/17/97 4:03p Samir
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* Apply Tmap 1 and Tmap2 implemented, but no Tmap2 rendering is occurring
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* yet.
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*
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* 3 3/31/97 3:50p Samir
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* Set default texture uvs should work for side not whole segment.
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*
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* 2 2/26/97 3:59p Samir
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* Most scaling, rotating, sliding and flipping work.
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*
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* 1 2/20/97 11:52a Samir
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*
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* $NoKeywords: $
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*/
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#ifndef HTEXTURE_H
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#define HTEXTURE_H
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#include "pstypes.h"
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#ifndef NEWEDITOR
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#include "d3edit.h"
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#else
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#include "../neweditor/stdafx.h"
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#include "../neweditor/neweditor.h"
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#include "../neweditor/globals.h"
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#endif
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struct room;
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// function to apply a texture to a segment side.
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void HTextureStretchLess(room *rp, int face, int edge);
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void HTextureStretchMore(room *rp, int face, int edge);
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void HTextureSetDefault(room *rp, int face=Curface);
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void HTextureFlipX();
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void HTextureFlipY();
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void HTextureSlide(room *rp, int facenum, float right, float up);
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void HTextureRotate(room *rp, int facenum, angle ang);
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void HTextureNextEdge();
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//Apply the specified texture to the specified room:face
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void HTextureApplyToRoomFace(room *rp,int facenum,int tnum);
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//Copy texture from current face to adjacent face, tiling the UV coordinates
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//Parameters: destrp,destface - room:face that the propagate is based on
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// srcrp,srcface - room:face that is changed
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//Return: 1 if success, 0 if faces not adjacent
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int HTexturePropagateToFace(room *destrp,int destface,room *srcrp,int srcface,bool tex=true);
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//Copy texture UVs from one face to another
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//Parameters: destrp,destface - room:face that is changed
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// srcrp,srcface - room:face to copy from
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// offset - vert 0 on source is assigned to vert offset on dest
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//Return: 1 if success, 0 if faces don't have the same number of verts
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int HTextureCopyUVsToFace(room *destrp,int destface,room *srcrp,int srcface,int offset);
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#endif |