#pragma once #include #include #include // Drawing void updateLight(void); void transformMesh(CAMERA * camera, MESH * meshes); void enlightMesh(LEVEL * curLvl, MESH * actorPtr, SVECTOR * lgtang); void drawPoly(MESH * mesh, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw); // Tri drawing long drawTri(MESH * mesh, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw, int t, int i); void set3VertexPos(MESH * mesh, long t, int atime); void set3VertexLerPos(MESH * mesh, long t); void set3Prism(POLY_GT3 * poly, MESH * mesh, DRAWENV * draw, char * db, int i, int t); void set3Tex(POLY_GT3 * poly, MESH * mesh, DRAWENV * draw, long t, int i); void interpolateTri(POLY_GT3 * poly, MESH * mesh, long t); //Quad drawing long drawQuad(MESH * mesh, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw, int t, int i); void set4VertexPos(MESH * mesh, long t, int atime); void set4VertexLerPos(MESH * mesh, long t); void set4Prism(POLY_GT4 * poly4, MESH * mesh, DRAWENV * draw, char * db, int i, int t); void set4Tex(POLY_GT4 * poly4, MESH * mesh, DRAWENV * draw, long t, int i); int set4Subdiv(MESH * mesh, POLY_GT4 * poly4, u_long * ot, long t, int i, char ** nextpri); void interpolateQuad(POLY_GT4 * poly4, MESH * mesh, long t); //2D drawing void drawBG(CAMANGLE * camPtr, char ** nextpri, u_long * otdisc, char * db); // Rendering void renderScene(LEVEL * curLvl, CAMERA * camera, int * camMode, char ** nextpri, u_long * ot, u_long * otdisc, char * db, DRAWENV * draw, short curCamAngle, int atime); // Animation void playAnim(MESH * mesh, VANIM * anim, int loop);