2025-02-17 23:17:30 -06:00

680 lines
24 KiB
C++
Executable File

/**********************************************************************
*<
FILE: gfx.h
DESCRIPTION: main graphics system include file.
CREATED BY: Don Brittain
HISTORY:
*> Copyright (c) 1994, All Rights Reserved.
**********************************************************************/
#if !defined(_GFX_H_)
#define _GFX_H_
#include "geomlib.h"
#include "export.h"
#include "tab.h"
#include "mtl.h"
#include "BaseInterface.h"
typedef Tab<DWORD> DWTab;
typedef unsigned short MtlID;
// strip-related stuff
class Strip {
public:
MtlID mID;
DWORD smGrp;
DWTab v;
DWTab n;
DWTab tv;
void AddVert(DWORD vtx) { v.Append(1, &vtx); }
void AddVert(DWORD vtx, DWORD tvtx) { v.Append(1, &vtx); tv.Append(1, &tvtx); }
void AddVertN(DWORD vtx, DWORD nor) { v.Append(1, &vtx); n.Append(1, &nor); }
void AddVertN(DWORD vtx, DWORD tvtx, DWORD nor) { v.Append(1, &vtx); tv.Append(1, &tvtx); n.Append(1, &nor); }
};
typedef Strip *StripPtr;
typedef Tab<StripPtr> StripTab;
// Face Flags: (moved from mesh.h)
// 3 LSBs hold the edge visibility flags
// Bit 3 indicates the presence of texture verticies
// if bit is 1, edge is visible
#define EDGE_VIS 1
#define EDGE_INVIS 0
// first edge-visibility bit field
#define VIS_BIT 0x0001
#define VIS_MASK 0x0007
#define EDGE_A (1<<0)
#define EDGE_B (1<<1)
#define EDGE_C (1<<2)
#define EDGE_ALL (EDGE_A|EDGE_B|EDGE_C)
#define FACE_HIDDEN (1<<3)
#define HAS_TVERTS (1<<4)
#define FACE_WORK (1<<5) // used in various algorithms
#define FACE_STRIP (1<<6)
// flags to indicate that face normal is used because no smoothing group
// normal is found
#define FACE_NORM_A (1<<8)
#define FACE_NORM_B (1<<9)
#define FACE_NORM_C (1<<10)
#define FACE_NORM_MASK 0x0700
// The mat ID is stored in the HIWORD of the face flags
#define FACE_MATID_SHIFT 16
#define FACE_MATID_MASK 0xFFFF
class GWFace {
public:
DWORD v[3]; // indexed references to the vertex array
DWORD flags; // see face flags description above
};
// Display flags -- for processWireFaces (and general mesh class use: moved from mesh.h)
#define DISP_VERTTICKS (1<<0)
#define DISP_SELVERTS (1<<10)
#define DISP_SELFACES (1<<11)
#define DISP_SELEDGES (1<<12)
#define DISP_SELPOLYS (1<<13)
#define DISP_OBJSELECTED (1<<8) // mimics COMP_OBJSELECTED in mesh.h
// General definitions
#define WM_SHUTDOWN (WM_USER+2001)
#define WM_INIT_COMPLETE (WM_USER+2002)
#define GW_MAX_FILE_LEN 128
#define GW_MAX_CAPTION_LEN 128
#define GW_MAX_VERTS 32
#define GFX_MAX_STRIP 100
#define GFX_MAX_TEXTURES 8
typedef BOOL (*HitFunc)(int, int, void *);
// Rendering modes
#define GW_NO_ATTS 0x000000
#define GW_WIREFRAME 0x000001
#define GW_ILLUM 0x000002
#define GW_FLAT 0x000004
#define GW_SPECULAR 0x000008
#define GW_TEXTURE 0x000010
#define GW_Z_BUFFER 0x000020
#define GW_PERSP_CORRECT 0x000040
#define GW_POLY_EDGES 0x000080
#define GW_BACKCULL 0x000100
#define GW_TWO_SIDED 0x000200
#define GW_COLOR_VERTS 0x000400
#define GW_SHADE_CVERTS 0x000800
#define GW_PICK 0x001000
#define GW_BOX_MODE 0x002000
#define GW_ALL_EDGES 0x004000
#define GW_VERT_TICKS 0x008000
#define GW_SHADE_SEL_FACES 0x010000
#define GW_TRANSPARENCY 0x020000
#define GW_TRANSPARENT_PASS 0x040000
#define GW_EMISSIVE_VERTS 0x080000
#define GW_ALL_OPAQUE 0x100000
#define GW_LIGHTING (GW_ILLUM | GW_SPECULAR)
// spotlight shapes
#define GW_SHAPE_RECT 0
#define GW_SHAPE_CIRCULAR 1
// texture tiling
#define GW_TEX_NO_TILING 0
#define GW_TEX_REPEAT 1
#define GW_TEX_MIRROR 2
// texture operations
#define GW_TEX_LEAVE 0 // Use the source pixel value
#define GW_TEX_REPLACE 1 // Use the texture pixel value
#define GW_TEX_MODULATE 2 // Multiply the source with the texture
#define GW_TEX_ADD 3 // Add the source and texture
#define GW_TEX_ADD_SIGNED 4 // Add the source and texture with an 0.5 subtraction
#define GW_TEX_SUBTRACT 5 // Subtract the source from the texture
#define GW_TEX_ADD_SMOOTH 6 // Add the source and the texture then subtract their product
#define GW_TEX_ALPHA_BLEND 7 // Alpha blend the texture with the source
#define GW_TEX_PREMULT_ALPHA_BLEND 8 // Alpha blend the the source with a premultiplied alpha texture
// texture scale factors
#define GW_TEX_SCALE_1X 0 // Multiply the tex op result by 1
#define GW_TEX_SCALE_2X 1 // Multiply the tex op result by 2
#define GW_TEX_SCALE_4X 2 // Multiply the tex op result by 4
// texture alpha sources
#define GW_TEX_ZERO 0 // Use no alpha value
#define GW_TEX_SOURCE 1 // Use the source alpha
#define GW_TEX_TEXTURE 2 // Use the texture alpha
#define GW_TEX_CONSTANT 3 // Use a constant BGRA color as an alpha
#define GW_TEX_PREVIOUS 4 // Use the previous texture stage alpha
// View volume clip flags
#define GW_LEFT_PLANE 0x0100
#define GW_RIGHT_PLANE 0x0200
#define GW_BOTTOM_PLANE 0x0400
#define GW_TOP_PLANE 0x0800
#define GW_FRONT_PLANE 0x1000
#define GW_BACK_PLANE 0x2000
#define GW_PLANE_MASK 0x3f00
// edge styles
#define GW_EDGE_SKIP 0
#define GW_EDGE_VIS 1
#define GW_EDGE_INVIS 2
// buffer types (for dual-plane stuff)
#define BUF_F_BUFFER 0
#define BUF_Z_BUFFER 1
// support method return values
#define GW_DOES_SUPPORT TRUE
#define GW_DOES_NOT_SUPPORT FALSE
// support queries
#define GW_SPT_TXT_CORRECT 0 // allow persp correction to be toggled?
#define GW_SPT_GEOM_ACCEL 1 // do 3D xforms, clipping, lighting thru driver?
#define GW_SPT_TRI_STRIPS 2 // send down strips instead of individual triangles?
#define GW_SPT_DUAL_PLANES 3 // allow dual planes to be used?
#define GW_SPT_SWAP_MODEL 4 // update viewports with complete redraw on WM_PAINT?
#define GW_SPT_INCR_UPDATE 5 // redraw only damaged areas on object move?
#define GW_SPT_1_PASS_DECAL 6 // do decaling with only one pass?
#define GW_SPT_DRIVER_CONFIG 7 // allow driver config dialog box?
#define GW_SPT_TEXTURED_BKG 8 // is viewport background a texture?
#define GW_SPT_VIRTUAL_VPTS 9 // are viewports bigger than the window allowed?
#define GW_SPT_PAINT_DOES_BLIT 10 // does WM_PAINT cause a backbuffer blit?
#define GW_SPT_WIREFRAME_STRIPS 11 // if true, wireframe objects are sent as tristrips
#define GW_SPT_ORG_UPPER_LEFT 12 // true if device origin is at upper left, false o/w
#define GW_SPT_ARRAY_PROCESSING 13 // true if the driver can handle vertex array data
#define GW_SPT_NUM_LIGHTS 14 // number of lights supported
#define GW_SPT_NUM_TEXTURES 15 // number of multitexture stages supported
#define GW_SPT_WIRE_FACES 16 // support for wireframe faces with visibility flags
#define GW_SPT_TOTAL 17 // always the max number of spt queries
// display state of the graphics window
#define GW_DISPLAY_MAXIMIZED 1
#define GW_DISPLAY_WINDOWED 2
#define GW_DISPLAY_INVISIBLE 3
// multi-pass rendering
#define GW_PASS_ONE 0
#define GW_PASS_TWO 1
// light types
enum LightType { OMNI_LGT, SPOT_LGT, DIRECT_LGT, AMBIENT_LGT };
// Light attenuation types -- not fully implemented
#define GW_ATTEN_NONE 0x0000
#define GW_ATTEN_START 0x0001
#define GW_ATTEN_END 0x0002
#define GW_ATTEN_LINEAR 0x0010
#define GW_ATTEN_QUAD 0x0020
// General 3D light structure
class Light : public BaseInterfaceServer {
public:
DllExport Light();
LightType type;
Point3 color;
int attenType;
float attenStart;
float attenEnd;
float intensity;
float hotSpotAngle;
float fallOffAngle;
int shape;
float aspect;
int overshoot;
BOOL affectDiffuse;
BOOL affectSpecular;
};
enum CameraType { PERSP_CAM, ORTHO_CAM };
// General camera structure
class Camera : public BaseInterfaceServer {
public:
DllExport Camera();
void setPersp(float f, float asp)
{ type = PERSP_CAM; persp.fov = f;
persp.aspect = asp; makeMatrix(); }
void setOrtho(float l, float t, float r, float b)
{ type = ORTHO_CAM; ortho.left = l; ortho.top = t;
ortho.right = r; ortho.bottom = b; makeMatrix(); }
void setClip(float h, float y)
{ hither = h; yon = y; makeMatrix(); }
CameraType getType(void) { return type; }
float getHither(void) { return hither; }
float getYon(void) { return yon; }
DllExport void reset();
void getProj(float mat[4][4])
{ memcpy(mat, proj, 16 * sizeof(float)); }
private:
DllExport void makeMatrix();
float proj[4][4];
CameraType type;
union {
struct {
float fov;
float aspect;
} persp;
struct {
float left;
float right;
float bottom;
float top;
} ortho;
};
float hither;
float yon;
};
const double pi = 3.141592653589793;
const double piOver180 = 3.141592653589793 / 180.0;
// Color types (used by setColor)
enum ColorType { LINE_COLOR, FILL_COLOR, TEXT_COLOR, CLEAR_COLOR };
// Marker types
enum MarkerType { POINT_MRKR, HOLLOW_BOX_MRKR, PLUS_SIGN_MRKR,
ASTERISK_MRKR, X_MRKR, BIG_BOX_MRKR,
CIRCLE_MRKR, TRIANGLE_MRKR, DIAMOND_MRKR,
SM_HOLLOW_BOX_MRKR, SM_CIRCLE_MRKR,
SM_TRIANGLE_MRKR, SM_DIAMOND_MRKR,
DOT_MRKR, SM_DOT_MRKR
};
#define AC_DIR_RL_CROSS 0 // right->left => crossing (AutoCAD compatible)
#define AC_DIR_LR_CROSS 1 // left->right => crossing (ACAD incompatible)
DllExport void setAutoCross(int onOff);
DllExport int getAutoCross();
DllExport void setAutoCrossDir(int dir);
DllExport int getAutoCrossDir();
// Region types (for built-in hit-testing)
#define POINT_RGN 0x0001
#define RECT_RGN 0x0002
#define CIRCLE_RGN 0x0004
#define FENCE_RGN 0x0008
// region directions (left or right)
#define RGN_DIR_UNDEF -1
#define RGN_DIR_RIGHT 0
#define RGN_DIR_LEFT 1
typedef struct tagCIRCLE
{
LONG x;
LONG y;
LONG r;
} CIRCLE;
class HitRegion {
DWORD size;
public:
int type;
int dir; // region direction
int crossing; // not used for point
int epsilon; // not used for rect or circle
union {
POINT pt;
RECT rect;
CIRCLE circle;
POINT * pts;
};
HitRegion() { dir = RGN_DIR_UNDEF; size = sizeof(HitRegion);}
};
inline int ABS(const int x) { return (x > 0) ? x : -x; }
typedef void (*GFX_ESCAPE_FN)(void *);
// driver types for getDriver() method
#define GW_DRV_RENDERER 0
#define GW_DRV_DEVICE 1
// for possible future implementation
#define GW_HEIDI 0
#define GW_OPENGL 1
#define GW_DIRECT3D 2
#define GW_HEIDI3D 3
#define GW_NULL 4
#define GW_CUSTOM 5
// graphics window setup structure
class GWinSetup {
public:
DllExport GWinSetup();
TCHAR caption[GW_MAX_CAPTION_LEN];
TCHAR renderer[GW_MAX_FILE_LEN];
TCHAR device[GW_MAX_FILE_LEN];
DWORD winStyle;
POINT size;
POINT place;
INT_PTR id;
// WIN64 Cleanup: Shuler
int type;
};
// abstract graphics window class
class GraphicsWindow : public InterfaceServer {
public:
virtual ~GraphicsWindow() {}
virtual void postCreate(int ct, GraphicsWindow **gw) = 0;
virtual void shutdown() = 0;
virtual int getVersion() = 0;
virtual TCHAR * getDriverString(void) = 0;
virtual void config(HWND hWnd) = 0;
virtual int querySupport(int what) = 0;
virtual HWND getHWnd(void) = 0;
virtual void setPos(int x, int y, int w, int h) = 0;
virtual void setDisplayState(int s) = 0;
virtual int getDisplayState() = 0;
virtual int getWinSizeX() = 0;
virtual int getWinSizeY() = 0;
virtual DWORD getWinDepth(void) = 0;
virtual DWORD getHitherCoord(void) = 0;
virtual DWORD getYonCoord(void) = 0;
virtual void getTextExtents(TCHAR *text, SIZE *sp) = 0;
virtual int getMaxStripLength() { return GFX_MAX_STRIP; }
virtual void setFlags(DWORD f) = 0;
virtual DWORD getFlags() = 0;
virtual void resetUpdateRect() = 0;
virtual void enlargeUpdateRect(RECT *rp) = 0;
virtual int getUpdateRect(RECT *rp) = 0;
virtual void updateScreen() = 0;
virtual BOOL setBufAccess(int which, int b) = 0;
virtual BOOL getBufAccess(int which) = 0;
virtual BOOL getBufSize(int which, int *size) = 0;
virtual BOOL getBuf(int which, int size, void *buf) = 0;
virtual BOOL setBuf(int which, int size, void *buf, RECT *rp) = 0;
virtual BOOL getDIB(BITMAPINFO *bmi, int *size) = 0;
virtual BOOL setBackgroundDIB(int width, int height, BITMAPINFO *bmi) = 0;
virtual void setBackgroundOffset(int x, int y) = 0;
virtual int useClosestTextureSize(int bkg=FALSE) = 0;
virtual int getTextureSize(int bkg=FALSE) = 0;
virtual DWORD_PTR getTextureHandle(BITMAPINFO *bmi) = 0;
// WIN64 Cleanup: Shuler
virtual void freeTextureHandle(DWORD_PTR handle) = 0;
// WIN64 Cleanup: Shuler
virtual BOOL setTextureByHandle(DWORD_PTR handle, int texStage=0) = 0;
// WIN64 Cleanup: Shuler
virtual void setTextureColorOp(int texStage=0, int texOp=GW_TEX_MODULATE, int texAlphaSource=GW_TEX_TEXTURE, int texScale=GW_TEX_SCALE_1X) = 0;
virtual void setTextureAlphaOp(int texStage=0, int texOp=GW_TEX_MODULATE, int texAlphaSource=GW_TEX_TEXTURE, int texScale=GW_TEX_SCALE_1X) = 0;
virtual BOOL setTextureTiling(int u, int v, int w=GW_TEX_NO_TILING, int texStage=0) = 0;
virtual int getTextureTiling(int which, int texStage=0) = 0;
virtual void beginFrame() = 0;
virtual void endFrame() = 0;
virtual void setViewport(int x, int y, int w, int h) = 0;
virtual void setVirtualViewportParams(float zoom, float xOffset, float yOffset) = 0;
virtual void setUseVirtualViewport(int onOff) = 0;
virtual void clearScreen(RECT *rp, int useBkg = FALSE) = 0;
virtual void setTransform(const Matrix3 &m) = 0;
virtual Matrix3 getTransform(void) = 0;
virtual void multiplePass(int pass, BOOL onOff, float scaleFact = 1.005f) = 0;
virtual void setTransparency(DWORD settings) = 0;
virtual void setTexTransform(const Matrix3 &m, int texStage=0) = 0;
virtual BOOL getFlipped(void)=0;
virtual void setSkipCount(int c) = 0;
virtual int getSkipCount(void) = 0;
virtual void setViewportLimits(DWORD l) = 0;
virtual DWORD getViewportLimits(void) = 0;
virtual void setRndLimits(DWORD l) = 0;
virtual DWORD getRndLimits(void) = 0;
virtual DWORD getRndMode(void) = 0;
virtual int getMaxLights(void) = 0;
virtual void setLight(int num, const Light *l) = 0;
virtual void setLightExclusion(DWORD exclVec) = 0;
virtual void setCamera(const Camera &c) = 0;
virtual void setCameraMatrix(float mat[4][4], Matrix3 *invTM, int persp, float hither, float yon) = 0;
virtual void getCameraMatrix(float mat[4][4], Matrix3 *invTM, int *persp, float *hither, float *yon) = 0;
virtual void setColor(ColorType t, float r, float g, float b) = 0;
void setColor(ColorType t, Point3 clr) { setColor(t,clr.x,clr.y,clr.z); }
virtual void setMaterial(const Material &m, int index=0) = 0;
virtual Material *getMaterial(void) = 0;
virtual int getMaxTextures(void) = 0;
virtual DWORD hTransPoint(const Point3 *in, IPoint3 *out) = 0;
virtual DWORD wTransPoint(const Point3 *in, IPoint3 *out) = 0;
virtual DWORD transPoint(const Point3 *in, Point3 *out) = 0;
virtual void lightVertex(const Point3 &pos, const Point3 &nor, Point3 &rgb) = 0;
virtual void hText(IPoint3 *xyz, TCHAR *s) = 0;
virtual void hMarker(IPoint3 *xyz, MarkerType type) = 0;
virtual void hPolyline(int ct, IPoint3 *xyz, Point3 *rgb, int closed, int *es) = 0;
void hPolyline(int ct, IPoint3 *xyz, Point3 *rgb, Point3 *uvw, int closed, int *es)
{ hPolyline(ct, xyz, rgb, closed, es); }
virtual void hPolygon(int ct, IPoint3 *xyz, Point3 *rgb, Point3 *uvw, int texNum=1) = 0;
virtual void hTriStrip(int ct, IPoint3 *xyz, Point3 *rgb, Point3 *uvw, int texNum=1) = 0;
virtual void wText(IPoint3 *xyz, TCHAR *s) = 0;
virtual void wMarker(IPoint3 *xyz, MarkerType type) = 0;
virtual void wPolyline(int ct, IPoint3 *xyz, Point3 *rgb, int closed, int *es) = 0;
void wPolyline(int ct, IPoint3 *xyz, Point3 *rgb, Point3 *uvw, int closed, int *es)
{ wPolyline(ct, xyz, rgb, closed, es); }
virtual void wPolygon(int ct, IPoint3 *xyz, Point3 *rgb, Point3 *uvw, int texNum=1) = 0;
virtual void wTriStrip(int ct, IPoint3 *xyz, Point3 *rgb, Point3 *uvw, int texNum=1) = 0;
virtual void text(Point3 *xyz, TCHAR *s) = 0;
virtual void startMarkers() = 0;
virtual void marker(Point3 *xyz, MarkerType type) = 0;
virtual void endMarkers() = 0;
virtual void polyline(int ct, Point3 *xyz, Point3 *rgb, int closed, int *es) = 0;
void polyline(int ct, Point3 *xyz, Point3 *rgb, Point3 *uvw, int closed, int *es)
{ polyline(ct, xyz, rgb, closed, es); }
virtual void polylineN(int ct, Point3 *xyz, Point3 *nor, int closed, int *es) = 0;
virtual void startSegments() = 0;
virtual void segment(Point3 *xyz, int vis) = 0;
virtual void endSegments() = 0;
virtual void polygon(int ct, Point3 *xyz, Point3 *rgb, Point3 *uvw, int texNum=1) = 0;
virtual void polygonN(int ct, Point3 *xyz, Point3 *nor, Point3 *uvw, int texNum=1) = 0;
virtual void triStrip(int ct, Point3 *xyz, Point3 *rgb, Point3 *uvw, int texNum=1) = 0;
virtual void triStripN(int ct, Point3 *xyz, Point3 *nor, Point3 *uvw, int texNum=1) = 0;
virtual void startTriangles() = 0;
virtual void triangle(Point3 *xyz, Point3 *rgb) = 0;
virtual void triangleN(Point3 *xyz, Point3 *nor, Point3 *uvw, int texNum=1) = 0;
virtual void triangleNC(Point3 *xyz, Point3 *nor, Point3 *rgb) = 0;
virtual void triangleNCT(Point3 *xyz, Point3 *nor, Point3 *rgb, Point3 *uvw, int texNum=1) = 0;
virtual void triangleW(Point3 *xyz, int *es) = 0;
virtual void triangleNW(Point3 *xyz, Point3 *nor, int *es) = 0;
virtual void endTriangles() = 0;
virtual void loadMeshData(DWORD_PTR id, int xyzCt, Point3 *xyz, int norCt, Point3 *nor, int texNum, int uvwCt, Point3 *uvw, int mtlCt, Material *mtl) = 0;
virtual void processStrips(DWORD_PTR id, int stripCt, StripTab *s, GFX_ESCAPE_FN fn) = 0;
virtual void processWireFaces(int xyzCt, Point3 *xyz, int faceCt, GWFace *face, int dispFlags, BitArray *faceSel, BitArray *edgeSel, int mtlCt, Material *mtl, GFX_ESCAPE_FN fn) = 0;
virtual void setHitRegion(HitRegion *rgn) = 0;
virtual void clearHitCode(void) = 0;
virtual BOOL checkHitCode(void) = 0;
virtual void setHitCode(BOOL h) = 0;
virtual DWORD getHitDistance(void) = 0;
virtual void setHitDistance(DWORD d) = 0;
virtual int isPerspectiveView(void) = 0;
virtual float interpWorld(Point3 *world1, Point3 *world2, float sParam, Point3 *interpPt) = 0;
virtual void escape(GFX_ESCAPE_FN fn, void *data) = 0;
};
// for Windows int coords with origin at upper-left
inline int wIsFacingBack(const IPoint3 &v0, const IPoint3 &v1, const IPoint3 &v2, int flip=0 )
{
int s = ( (v0[0]-v1[0])*(v2[1]-v1[1]) - (v2[0]-v1[0])*(v0[1]-v1[1]) ) < 0;
return flip ? !s : s;
}
// for HEIDI int coords with origin at lower-left
inline int hIsFacingBack(const IPoint3 &v0, const IPoint3 &v1, const IPoint3 &v2, int flip=0 )
{
int s = ( (v0[0]-v1[0])*(v2[1]-v1[1]) - (v2[0]-v1[0])*(v0[1]-v1[1]) );
return flip ? s < 0 : s > 0;
}
DllExport HINSTANCE GetGraphicsLibHandle(TCHAR *driverLibName);
DllExport BOOL GraphicsSystemIsAvailable(HINSTANCE drv);
DllExport BOOL GraphicsSystemCanConfigure(HINSTANCE drv);
DllExport BOOL GraphicsSystemConfigure(HWND hWnd, HINSTANCE drv);
DllExport void FreeGraphicsLibHandle(HINSTANCE drv);
DllExport GraphicsWindow *createGW(HWND hWnd, GWinSetup &gws);
DllExport void getRegionRect(HitRegion *hr, RECT *rect);
DllExport BOOL pointInRegion(int x, int y, HitRegion *hr);
DllExport int distToLine(int x, int y, int *p1, int *p2);
DllExport int lineCrossesRect(RECT *rc, int *p1, int *p2);
DllExport int segCrossesRect(RECT *rc, int *p1, int *p2);
DllExport int segCrossesCircle(int cx, int cy, int r, int *p1, int *p2);
DllExport BOOL insideTriangle(IPoint3 &p0, IPoint3 &p1, IPoint3 &p2, IPoint3 &q);
DllExport int getZfromTriangle(IPoint3 &p0, IPoint3 &p1, IPoint3 &p2, IPoint3 &q);
DllExport int getClosestPowerOf2(int num);
// colors for drawing in viewports
#define COLOR_SELECTION 0
#define COLOR_SUBSELECTION 1
#define COLOR_FREEZE 2
#define COLOR_GRID 3
#define COLOR_GRID_INTENS 4
#define COLOR_SF_LIVE 5
#define COLOR_SF_ACTION 6
#define COLOR_SF_TITLE 7
#define COLOR_VP_LABELS 8
#define COLOR_VP_INACTIVE 9
#define COLOR_ARCBALL 10
#define COLOR_ARCBALL_HILITE 11
#define COLOR_ANIM_BUTTON 12
#define COLOR_SEL_BOXES 13
#define COLOR_LINK_LINES 14
#define COLOR_TRAJECTORY 15
#define COLOR_ACTIVE_AXIS 16
#define COLOR_INACTIVE_AXIS 17
#define COLOR_SPACE_WARPS 18
#define COLOR_DUMMY_OBJ 19
#define COLOR_POINT_OBJ 20
#define COLOR_POINT_AXES 21
#define COLOR_TAPE_OBJ 22
#define COLOR_BONES 23
#define COLOR_GIZMOS 24
#define COLOR_SEL_GIZMOS 25
#define COLOR_SPLINE_VECS 26
#define COLOR_SPLINE_HANDLES 27
#define COLOR_PATCH_LATTICE 28 // No longer used -- TH 2/20/99
#define COLOR_PARTICLE_EM 29
#define COLOR_CAMERA_OBJ 30
#define COLOR_CAMERA_CONE 31
#define COLOR_CAMERA_HORIZ 32
#define COLOR_NEAR_RANGE 33
#define COLOR_FAR_RANGE 34
#define COLOR_LIGHT_OBJ 35
#define COLOR_TARGET_LINE 36
#define COLOR_HOTSPOT 37
#define COLOR_FALLOFF 38
#define COLOR_START_RANGE 39
#define COLOR_END_RANGE 40
#define COLOR_VIEWPORT_BKG 41
#define COLOR_TRAJ_TICS_1 42
#define COLOR_TRAJ_TICS_2 43
#define COLOR_TRAJ_TICS_3 44
#define COLOR_GHOST_BEFORE 45
#define COLOR_GHOST_AFTER 46
#define COLOR_12FIELD_GRID 47
#define COLOR_START_RANGE1 48
#define COLOR_END_RANGE1 49
#define COLOR_CAMERA_CLIP 50
#define COLOR_NURBS_CV 51
#define COLOR_NURBS_LATTICE 52
#define COLOR_NURBS_CP 53
#define COLOR_NURBS_FP 54
#define COLOR_NURBS_DEP 55
#define COLOR_NURBS_ERROR 56
#define COLOR_NURBS_HILITE 57
#define COLOR_NURBS_FUSE 58
#define COLOR_END_EFFECTOR 59
#define COLOR_END_EFFECTOR_STRING 60
#define COLOR_JOINT_LIMIT_SEL 61
#define COLOR_JOINT_LIMIT_UNSEL 62
#define COLOR_IK_TERMINATOR 63
#define COLOR_SF_USER 64
#define COLOR_VERT_TICKS 65
#define COLOR_XRAY 66
#define COLOR_GROUP_OBJ 67
#define COLOR_MANIPULATOR_X 68
#define COLOR_MANIPULATOR_Y 69
#define COLOR_MANIPULATOR_Z 70
#define COLOR_MANIPULATOR_ACTIVE 71
#define COLOR_VPT_CLIPPING 72
#define COLOR_DECAY_RADIUS 73
#define COLOR_VERT_NUMBERS 74
#define COLOR_CROSSHAIR_CURSOR 75
#define COLOR_SV_WINBK 76 // SV Window Background
#define COLOR_SV_NODEBK 77 // SV Default Node Background
#define COLOR_SV_SELNODEBK 78 // SV Selected Node Background
#define COLOR_SV_NODE_HIGHLIGHT 79 // SV Viewport Selected Node Highlight
#define COLOR_SV_MATERIAL_HIGHLIGHT 80 // SV MEDIT Selected Node Highlight
#define COLOR_SV_MODIFIER_HIGHLIGHT 81 // SV Selected Modifier Highlight
#define COLOR_SV_PLUGIN_HIGHLIGHT 82 // SV Plug-in Highlight
#define COLOR_SV_SUBANIM_LINE 83 // SV Subanim line color
#define COLOR_SV_CHILD_LINE 84 // SV Child node line color
#define COLOR_SV_FRAME 85 // SV Frame color
#define COLOR_SV_SELTEXT 86 // SV Selected Label Color
#define COLOR_SV_TEXT 87 // SV Label Color
#define COLOR_UNSEL_TAB 88
#define COLOR_ATMOS_APPARATUS 89 // mjm - 1.21.99
#define COLOR_SUBSELECTION_HARD 90 //2-3-99 watje
#define COLOR_SUBSELECTION_MEDIUM 91 //2-3-99 watje
#define COLOR_SUBSELECTION_SOFT 92 //2-3-99 watje
#define COLOR_SV_UNFOLD_BUTTON 93 // SV Unfold Button
#define COLOR_SV_GEOMOBJECT_BK 94 // Geometry Object Node Background
#define COLOR_SV_LIGHT_BK 95 // Light Node Background
#define COLOR_SV_CAMERA_BK 96 // Camera Node Background
#define COLOR_SV_SHAPE_BK 97 // Shape Node Background
#define COLOR_SV_HELPER_BK 98 // Helper Node Background
#define COLOR_SV_SYSTEM_BK 99 // System Node Background
#define COLOR_SV_CONTROLLER_BK 100 // Controller Node Background
#define COLOR_SV_MODIFIER_BK 101 // Modifier Node Background
#define COLOR_SV_MATERIAL_BK 102 // Material Node Background
#define COLOR_SV_MAP_BK 103 // Map Node Background
#define COLOR_TOTAL 104 // always the max number of colors
// Returns/sets color values for drawing in the viewport (selection, subsel, etc)
DllExport Point3 GetUIColor(int which);
DllExport void SetUIColor(int which, Point3 *clr);
DllExport Point3 GetDefaultUIColor(int which);
#define GetSelColor() GetUIColor(COLOR_SELECTION)
#define GetSubSelColor() GetUIColor(COLOR_SUBSELECTION)
#define GetFreezeColor() GetUIColor(COLOR_FREEZE)
#endif // _GFX_H_