#include "version.h" #ifdef USE_DIR3DSPR #include "wl_def.h" #include "wl_shade.h" // Define directional 3d sprites in wl_act1.cpp (there are two examples) // Make sure you have according entries in ScanInfoPlane in wl_game.cpp. void Scale3DShaper(int x1, int x2, int shapenum, uint32_t flags, fixed ny1, fixed ny2, fixed nx1, fixed nx2, byte *vbuf, unsigned vbufPitch) { t_compshape *shape; unsigned scale1,starty,endy; word *cmdptr; byte *line; byte *vmem; int dx,len,i,newstart,ycnt,pixheight,screndy,upperedge,scrstarty; unsigned j; fixed height,dheight,height1,height2; int xpos[TEXTURESIZE+1]; int slinex; fixed dxx=(ny2-ny1)<<8,dzz=(nx2-nx1)<<8; fixed dxa=0,dza=0; byte col; shape = (t_compshape *) PM_GetSprite(shapenum); len=shape->rightpix-shape->leftpix+1; if(!len) return; ny1+=dxx>>9; nx1+=dzz>>9; dxa=-(dxx>>1),dza=-(dzz>>1); dxx>>=TEXTURESHIFT,dzz>>=TEXTURESHIFT; dxa+=shape->leftpix*dxx,dza+=shape->leftpix*dzz; xpos[0]=(int)((ny1+(dxa>>8))*scale/(nx1+(dza>>8))+centerx); height1 = heightnumerator/((nx1+(dza>>8))>>8); height=(((fixed)height1)<<12)+2048; for(i=1;i<=len;i++) { dxa+=dxx,dza+=dzz; xpos[i]=(int)((ny1+(dxa>>8))*scale/(nx1+(dza>>8))+centerx); if(xpos[i-1]>viewwidth) break; } len=i-1; dx = xpos[len] - xpos[0]; if(!dx) return; height2 = heightnumerator/((nx1+(dza>>8))>>8); dheight=(((fixed)height2-(fixed)height1)<<12)/(fixed)dx; cmdptr = (word *) shape->dataofs; i=0; if(x2>viewwidth) x2=viewwidth; for(i=0;i>15); if(wallheight[slinex]<(height>>12) && scale1 /*&& scale1<=maxscale*/) { #ifdef USE_SHADING byte *curshades; if(flags & FL_FULLBRIGHT) curshades = shadetable[0]; else curshades = shadetable[GetShade(scale1<<3)]; #endif pixheight=scale1*SPRITESCALEFACTOR; upperedge=viewheight/2-scale1; line=(byte *)shape + cmdptr[i]; while((endy = READWORD(line)) != 0) { endy >>= 1; newstart = READWORD(line); starty = READWORD(line) >> 1; j=starty; ycnt=j*pixheight; screndy=(ycnt>>6)+upperedge; if(screndy<0) vmem=vbuf+slinex; else vmem=vbuf+screndy*vbufPitch+slinex; for(;j>6)+upperedge; if(scrstarty!=screndy && screndy>0) { #ifdef USE_SHADING col=curshades[((byte *)shape)[newstart+j]]; #else col=((byte *)shape)[newstart+j]; #endif if(scrstarty<0) scrstarty=0; if(screndy>viewheight) screndy=viewheight,j=endy; while(scrstartyflags & FL_DIR_POS_MASK) { case FL_DIR_POS_FW: diradd=0x7ff0+0x8000; break; case FL_DIR_POS_BW: diradd=-0x7ff0+0x8000; break; case FL_DIR_POS_MID: diradd=0x8000; break; default: Quit("Unknown directional 3d sprite position (shapenum = %i)", ob->shapenum); } if(ob->flags & FL_DIR_VERT_FLAG) // vertical dir 3d sprite { fixed gy1,gy2,gx,gyt1,gyt2,gxt; // // translate point to view centered coordinates // gy1 = (((long)ob->tiley) << TILESHIFT)+0x8000-playy-0x8000L-SIZEADD; gy2 = gy1+0x10000L+2*SIZEADD; gx = (((long)ob->tilex) << TILESHIFT)+diradd-playx; // // calculate newx // gxt = FixedMul(gx,viewcos); gyt1 = FixedMul(gy1,viewsin); gyt2 = FixedMul(gy2,viewsin); nx1 = gxt-gyt1; nx2 = gxt-gyt2; // // calculate newy // gxt = FixedMul(gx,viewsin); gyt1 = FixedMul(gy1,viewcos); gyt2 = FixedMul(gy2,viewcos); ny1 = gyt1+gxt; ny2 = gyt2+gxt; } else // horizontal dir 3d sprite { fixed gx1,gx2,gy,gxt1,gxt2,gyt; // // translate point to view centered coordinates // gx1 = (((long)ob->tilex) << TILESHIFT)+0x8000-playx-0x8000L-SIZEADD; gx2 = gx1+0x10000L+2*SIZEADD; gy = (((long)ob->tiley) << TILESHIFT)+diradd-playy; // // calculate newx // gxt1 = FixedMul(gx1,viewcos); gxt2 = FixedMul(gx2,viewcos); gyt = FixedMul(gy,viewsin); nx1 = gxt1-gyt; nx2 = gxt2-gyt; // // calculate newy // gxt1 = FixedMul(gx1,viewsin); gxt2 = FixedMul(gx2,viewsin); gyt = FixedMul(gy,viewcos); ny1 = gyt+gxt1; ny2 = gyt+gxt2; } if(nx1 < 0 || nx2 < 0) return; // TODO: Clip on viewplane // // calculate perspective ratio // if(nx1>=0 && nx1<=1792) nx1=1792; if(nx1<0 && nx1>=-1792) nx1=-1792; if(nx2>=0 && nx2<=1792) nx2=1792; if(nx2<0 && nx2>=-1792) nx2=-1792; viewx1=(int)(centerx+ny1*scale/nx1); viewx2=(int)(centerx+ny2*scale/nx2); if(viewx2 < viewx1) { Scale3DShaper(viewx2,viewx1,ob->shapenum,ob->flags,ny2,ny1,nx2,nx1,vbuf,vbufPitch); } else { Scale3DShaper(viewx1,viewx2,ob->shapenum,ob->flags,ny1,ny2,nx1,nx2,vbuf,vbufPitch); } } #endif