forked from KolibriOS/kolibrios
abebbdd698
git-svn-id: svn://kolibrios.org@8557 a494cfbc-eb01-0410-851d-a64ba20cac60
230 lines
7.3 KiB
C++
Executable File
230 lines
7.3 KiB
C++
Executable File
#include "version.h"
|
|
|
|
#if defined(USE_STARSKY) || defined(USE_RAIN) || defined(USE_SNOW)
|
|
|
|
#include "wl_def.h"
|
|
|
|
#if defined(USE_RAIN) || defined(USE_SNOW)
|
|
uint32_t rainpos = 0;
|
|
#endif
|
|
|
|
typedef struct {
|
|
int32_t x, y, z;
|
|
} point3d_t;
|
|
|
|
#define MAXPOINTS 400
|
|
point3d_t points[MAXPOINTS];
|
|
|
|
byte moon[100]={
|
|
0, 0, 27, 18, 15, 16, 19, 29, 0, 0,
|
|
0, 22, 16, 15, 15, 16, 16, 18, 24, 0,
|
|
27, 17, 15, 17, 16, 16, 17, 17, 18, 29,
|
|
18, 15, 15, 15, 16, 16, 17, 17, 18, 20,
|
|
16, 15, 15, 16, 16, 17, 17, 18, 19, 21,
|
|
16, 15, 17, 20, 18, 17, 18, 18, 20, 22,
|
|
19, 16, 18, 19, 17, 17, 18, 19, 22, 24,
|
|
28, 19, 17, 17, 17, 18, 19, 21, 25, 31,
|
|
0, 23, 18, 19, 18, 20, 22, 24, 28, 0,
|
|
0, 0, 28, 21, 20, 22, 28, 30, 0, 0 };
|
|
|
|
void Init3DPoints()
|
|
{
|
|
int hvheight = viewheight >> 1;
|
|
for(int i = 0; i < MAXPOINTS; i++)
|
|
{
|
|
point3d_t *pt = &points[i];
|
|
pt->x = 16384 - (rand() & 32767);
|
|
pt->z = 16384 - (rand() & 32767);
|
|
float len = sqrt((float)pt->x * pt->x + (float)pt->z * pt->z);
|
|
int j=50;
|
|
do
|
|
{
|
|
pt->y = 1024 + (rand() & 8191);
|
|
j--;
|
|
}
|
|
while(j > 0 && (float)pt->y * 256.F / len >= hvheight);
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifdef USE_STARSKY
|
|
|
|
void DrawStarSky(byte *vbuf, uint32_t vbufPitch)
|
|
{
|
|
int hvheight = viewheight >> 1;
|
|
int hvwidth = viewwidth >> 1;
|
|
|
|
byte *ptr = vbuf;
|
|
int i;
|
|
for(i = 0; i < hvheight; i++, ptr += vbufPitch)
|
|
memset(ptr, 0, viewwidth);
|
|
|
|
for(i = 0; i < MAXPOINTS; i++)
|
|
{
|
|
point3d_t *pt = &points[i];
|
|
int32_t x = pt->x * viewcos + pt->z * viewsin;
|
|
int32_t y = pt->y << 16;
|
|
int32_t z = (pt->z * viewcos - pt->x * viewsin) >> 8;
|
|
if(z <= 0) continue;
|
|
int shade = z >> 18;
|
|
if(shade > 15) continue;
|
|
int32_t xx = x / z + hvwidth;
|
|
int32_t yy = hvheight - y / z;
|
|
if(xx >= 0 && xx < viewwidth && yy >= 0 && yy < hvheight)
|
|
vbuf[yy * vbufPitch + xx] = shade + 15;
|
|
}
|
|
|
|
int32_t x = 16384 * viewcos + 16384 * viewsin;
|
|
int32_t z = (16384 * viewcos - 16384 * viewsin) >> 8;
|
|
if(z <= 0) return;
|
|
int32_t xx = x / z + hvwidth;
|
|
int32_t yy = hvheight - ((hvheight - (hvheight >> 3)) << 22) / z;
|
|
if(xx > -10 && xx < viewwidth)
|
|
{
|
|
int stopx = 10, starty = 0, stopy = 10;
|
|
i = 0;
|
|
if(xx < 0) i = -xx;
|
|
if(xx > viewwidth - 11) stopx = viewwidth - xx;
|
|
if(yy < 0) startj = -yy;
|
|
if(yy > viewheight - 11) stopy = viewheight - yy;
|
|
for(; i < stopx; i++)
|
|
for(int j = starty; j < stopy; j++)
|
|
vbuf[(yy + j) * vbufPitch + xx + i] = moon[j * 10 + i];
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifdef USE_RAIN
|
|
|
|
void DrawRain(byte *vbuf, uint32_t vbufPitch)
|
|
{
|
|
#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
|
|
fixed dist; // distance to row projection
|
|
fixed tex_step; // global step per one screen pixel
|
|
fixed gu, gv, floorx, floory; // global texture coordinates
|
|
#endif
|
|
|
|
fixed px = (player->y + FixedMul(0x7900, viewsin)) >> 6;
|
|
fixed pz = (player->x - FixedMul(0x7900, viewcos)) >> 6;
|
|
int32_t ax, az, x, y, z, xx, yy, height, actheight;
|
|
int shade;
|
|
int hvheight = viewheight >> 1;
|
|
int hvwidth = viewwidth >> 1;
|
|
|
|
rainpos -= tics * 900;
|
|
for(int i = 0; i < MAXPOINTS; i++)
|
|
{
|
|
point3d_t *pt = &points[i];
|
|
ax = pt->x + px;
|
|
ax = 0x1fff - (ax & 0x3fff);
|
|
az = pt->z + pz;
|
|
az = 0x1fff - (az & 0x3fff);
|
|
x = ax * viewcos + az * viewsin;
|
|
y = -(heightnumerator << 7) + ((((pt->y << 6) + rainpos) & 0x0ffff) << 11);
|
|
z = (az * viewcos - ax * viewsin) >> 8;
|
|
if(z <= 0) continue;
|
|
shade = z >> 17;
|
|
if(shade > 13) continue;
|
|
xx = x / z + hvwidth;
|
|
if(xx < 0 || xx >= viewwidth) continue;
|
|
actheight = y / z;
|
|
yy = hvheight - actheight;
|
|
height = (heightnumerator << 10) / z;
|
|
if(actheight < 0) actheight = -actheight;
|
|
if(actheight < (wallheight[xx] >> 3) && height < wallheight[xx]) continue;
|
|
|
|
if(xx >= 0 && xx < viewwidth && yy > 0 && yy < viewheight)
|
|
{
|
|
#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
|
|
// Find the rain's tile coordinate
|
|
// NOTE: This sometimes goes over the map edges.
|
|
dist = ((heightnumerator / ((height >> 3) + 1)) << 5);
|
|
gu = viewx + FixedMul(dist, viewcos);
|
|
gv = -viewy + FixedMul(dist, viewsin);
|
|
floorx = ( gu >> TILESHIFT ) & 63;
|
|
floory = (-(gv >> TILESHIFT) - 1) & 63;
|
|
|
|
// Is there a ceiling tile?
|
|
if(MAPSPOT(floorx, floory, 2) >> 8) continue;
|
|
#endif
|
|
|
|
vbuf[yy * vbufPitch + xx] = shade+15;
|
|
vbuf[(yy - 1) * vbufPitch + xx] = shade+16;
|
|
if(yy > 2)
|
|
vbuf[(yy - 2) * vbufPitch + xx] = shade+17;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifdef USE_SNOW
|
|
|
|
void DrawSnow(byte *vbuf, uint32_t vbufPitch)
|
|
{
|
|
#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
|
|
fixed dist; // distance to row projection
|
|
fixed tex_step; // global step per one screen pixel
|
|
fixed gu, gv, floorx, floory; // global texture coordinates
|
|
#endif
|
|
|
|
fixed px = (player->y + FixedMul(0x7900, viewsin)) >> 6;
|
|
fixed pz = (player->x - FixedMul(0x7900, viewcos)) >> 6;
|
|
int32_t ax, az, x, y, z, xx, yy, height, actheight;
|
|
int shade;
|
|
int hvheight = viewheight >> 1;
|
|
int hvwidth = viewwidth >> 1;
|
|
|
|
rainpos -= tics * 256;
|
|
for(int i = 0; i < MAXPOINTS; i++)
|
|
{
|
|
point3d_t *pt = &points[i];
|
|
ax = pt->x + px;
|
|
ax = 0x1fff - (ax & 0x3fff);
|
|
az = pt->z + pz;
|
|
az = 0x1fff - (az & 0x3fff);
|
|
x = ax * viewcos + az * viewsin;
|
|
y = -(heightnumerator << 7) + ((((pt->y << 6) + rainpos) & 0x0ffff) << 11);
|
|
z = (az * viewcos - ax * viewsin) >> 8;
|
|
if(z <= 0) continue;
|
|
shade = z >> 17;
|
|
if(shade > 13) continue;
|
|
xx = x / z + hvwidth;
|
|
if(xx < 0 || xx >= viewwidth) continue;
|
|
actheight = y / z;
|
|
yy = hvheight - actheight;
|
|
height = (heightnumerator << 10) / z;
|
|
if(actheight < 0) actheight = -actheight;
|
|
if(actheight < (wallheight[xx] >> 3) && height < wallheight[xx]) continue;
|
|
if(xx > 0 && xx < viewwidth && yy > 0 && yy < viewheight)
|
|
{
|
|
#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
|
|
// Find the snow's tile coordinate
|
|
// NOTE: This sometimes goes over the map edges.
|
|
dist = ((heightnumerator / ((height >> 3) + 1)) << 5);
|
|
gu = viewx + FixedMul(dist, viewcos);
|
|
gv = -viewy + FixedMul(dist, viewsin);
|
|
floorx = ( gu >> TILESHIFT ) & 63;
|
|
floory = (-(gv >> TILESHIFT) - 1) & 63;
|
|
|
|
// Is there a ceiling tile?
|
|
if(MAPSPOT(floorx, floory, 2) >> 8) continue;
|
|
#endif
|
|
|
|
if(shade < 10)
|
|
{
|
|
vbuf[yy * vbufPitch + xx] = shade+17;
|
|
vbuf[yy * vbufPitch + xx - 1] = shade+16;
|
|
vbuf[(yy - 1) * vbufPitch + xx] = shade+16;
|
|
vbuf[(yy - 1) * vbufPitch + xx - 1] = shade+15;
|
|
}
|
|
else
|
|
vbuf[yy * vbufPitch + xx] = shade+15;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|