Un-ignored: the dev drive is the ground truth the restoration and emulator work constantly reference (DPL3/LIBDPL + VRENDER i860 renderer source, BT/RP live+dev game trees, VGL_LABS pod boot, scene/audio content). Kept in-repo for the pod-owner community. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
97 lines
2.6 KiB
C++
97 lines
2.6 KiB
C++
#ifndef dpl_host_h
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#define dpl_host_h
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#include "dpltypes.h"
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/* **************************************************
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Copyright DIVISION Limited (c) 1994
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All rights reserved
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File : dpl_host.h
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Project : dpl interface
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host / dependent section
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Author : PJA
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Date : 22/06/94
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Function: Introduces the host-specific functions
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this is in effect the definition of the
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porting layer for DPL
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History : Rev 1.0, 23 / 06 / 1994
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The renderer must supply entrypoints to manipulate
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dpl-style lists and trees, and support must be provided
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for the hide, unhide and flush methods of the dpl classes.
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**************************** */
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extern int32 dpl_WarningLevel;
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extern char *__lastop;
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extern void
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ghost_dpl_init( char *dpl_arg );
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extern void
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ghost_dpl_bind_functions ( dpl_node * );
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extern void
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ghost_dpl_add_list_item ( dpl_superlist *head, dpl_node *node );
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extern void
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ghost_dpl_remove_list_item ( dpl_superlist *head, dpl_node *node );
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extern void
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ghost_dpl_nest_dcs ( dpl_DCS *parent, dpl_DCS *node );
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extern void
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ghost_dpl_prune_dcs ( dpl_DCS *parent, dpl_DCS *child );
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extern void
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ghost_dpl_link_dcs ( dpl_DCS *bro, dpl_DCS *sis );
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void
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ghost_dpl_morph_object ( dpl_OBJECT *morphed,
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dpl_OBJECT *a,
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dpl_OBJECT *b,
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float32 alpha );
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extern void
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ghost_dpl_draw_scene ( int32 dubblebuffrd );
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extern int32
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ghost_dpl_draw_scene_complete ( void );
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extern void
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ghost_dpl_wait_draw_scene_complete ( void );
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extern void
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ghost_dpl_version ( dpl_VERSION *v );
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extern void
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ghost_dpl_statistics ( dpl_STATISTICS *s );
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extern int32
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ghost_dpl_set_texmap_texels ( dpl_TEXMAP *tm,
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int32 *texels,
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int32 u_size,
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int32 v_size,
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int32 mode );
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extern int32
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ghost_dpl_set_geometry_vertices ( dpl_GEOMETRY *gg,
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dpl_VERTEX_LIST *vl,
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dpl_CONNECTION_LIST *cl,
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int32 vertices,
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int32 connections );
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extern void
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ghost_dpl_readpixels ( int32 *pixels, int32 x, int32 y, int32 n_pixels );
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extern dpl_INSTANCE *
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ghost_dpl_sectvector ( dpl_POINT sect,
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float32 x0, float32 y0, float32 z0,
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float32 x1, float32 y1, float32 z1 );
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extern dpl_INSTANCE *
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ghost_dpl_sectpixel ( dpl_POINT sect, float32 x, float32 y );
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#endif
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