forked from KolibriOS/kolibrios
abebbdd698
git-svn-id: svn://kolibrios.org@8557 a494cfbc-eb01-0410-851d-a64ba20cac60
231 lines
6.5 KiB
C++
Executable File
231 lines
6.5 KiB
C++
Executable File
#include "version.h"
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#ifdef USE_DIR3DSPR
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#include "wl_def.h"
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#include "wl_shade.h"
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// Define directional 3d sprites in wl_act1.cpp (there are two examples)
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// Make sure you have according entries in ScanInfoPlane in wl_game.cpp.
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void Scale3DShaper(int x1, int x2, int shapenum, uint32_t flags, fixed ny1, fixed ny2,
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fixed nx1, fixed nx2, byte *vbuf, unsigned vbufPitch)
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{
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t_compshape *shape;
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unsigned scale1,starty,endy;
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word *cmdptr;
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byte *line;
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byte *vmem;
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int dx,len,i,newstart,ycnt,pixheight,screndy,upperedge,scrstarty;
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unsigned j;
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fixed height,dheight,height1,height2;
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int xpos[TEXTURESIZE+1];
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int slinex;
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fixed dxx=(ny2-ny1)<<8,dzz=(nx2-nx1)<<8;
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fixed dxa=0,dza=0;
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byte col;
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shape = (t_compshape *) PM_GetSprite(shapenum);
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len=shape->rightpix-shape->leftpix+1;
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if(!len) return;
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ny1+=dxx>>9;
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nx1+=dzz>>9;
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dxa=-(dxx>>1),dza=-(dzz>>1);
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dxx>>=TEXTURESHIFT,dzz>>=TEXTURESHIFT;
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dxa+=shape->leftpix*dxx,dza+=shape->leftpix*dzz;
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xpos[0]=(int)((ny1+(dxa>>8))*scale/(nx1+(dza>>8))+centerx);
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height1 = heightnumerator/((nx1+(dza>>8))>>8);
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height=(((fixed)height1)<<12)+2048;
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for(i=1;i<=len;i++)
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{
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dxa+=dxx,dza+=dzz;
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xpos[i]=(int)((ny1+(dxa>>8))*scale/(nx1+(dza>>8))+centerx);
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if(xpos[i-1]>viewwidth) break;
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}
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len=i-1;
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dx = xpos[len] - xpos[0];
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if(!dx) return;
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height2 = heightnumerator/((nx1+(dza>>8))>>8);
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dheight=(((fixed)height2-(fixed)height1)<<12)/(fixed)dx;
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cmdptr = (word *) shape->dataofs;
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i=0;
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if(x2>viewwidth) x2=viewwidth;
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for(i=0;i<len;i++)
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{
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for(slinex=xpos[i];slinex<xpos[i+1] && slinex<x2;slinex++)
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{
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height+=dheight;
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if(slinex<0) continue;
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scale1=(unsigned)(height>>15);
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if(wallheight[slinex]<(height>>12) && scale1 /*&& scale1<=maxscale*/)
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{
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#ifdef USE_SHADING
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byte *curshades;
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if(flags & FL_FULLBRIGHT)
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curshades = shadetable[0];
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else
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curshades = shadetable[GetShade(scale1<<3)];
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#endif
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pixheight=scale1*SPRITESCALEFACTOR;
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upperedge=viewheight/2-scale1;
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line=(byte *)shape + cmdptr[i];
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while((endy = READWORD(line)) != 0)
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{
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endy >>= 1;
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newstart = READWORD(line);
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starty = READWORD(line) >> 1;
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j=starty;
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ycnt=j*pixheight;
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screndy=(ycnt>>6)+upperedge;
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if(screndy<0) vmem=vbuf+slinex;
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else vmem=vbuf+screndy*vbufPitch+slinex;
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for(;j<endy;j++)
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{
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scrstarty=screndy;
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ycnt+=pixheight;
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screndy=(ycnt>>6)+upperedge;
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if(scrstarty!=screndy && screndy>0)
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{
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#ifdef USE_SHADING
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col=curshades[((byte *)shape)[newstart+j]];
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#else
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col=((byte *)shape)[newstart+j];
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#endif
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if(scrstarty<0) scrstarty=0;
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if(screndy>viewheight) screndy=viewheight,j=endy;
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while(scrstarty<screndy)
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{
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*vmem=col;
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vmem+=vbufPitch;
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scrstarty++;
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}
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}
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}
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}
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}
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}
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}
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}
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void Scale3DShape(byte *vbuf, unsigned vbufPitch, statobj_t *ob)
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{
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fixed nx1,nx2,ny1,ny2;
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int viewx1,viewx2;
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fixed diradd;
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fixed playx = viewx;
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fixed playy = viewy;
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//
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// the following values for "diradd" aren't optimized yet
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// if you have problems with sprites being visible through wall edges
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// where they shouldn't, you can try to adjust these values and SIZEADD
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//
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#define SIZEADD 1024
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switch(ob->flags & FL_DIR_POS_MASK)
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{
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case FL_DIR_POS_FW: diradd=0x7ff0+0x8000; break;
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case FL_DIR_POS_BW: diradd=-0x7ff0+0x8000; break;
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case FL_DIR_POS_MID: diradd=0x8000; break;
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default:
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Quit("Unknown directional 3d sprite position (shapenum = %i)", ob->shapenum);
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}
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if(ob->flags & FL_DIR_VERT_FLAG) // vertical dir 3d sprite
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{
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fixed gy1,gy2,gx,gyt1,gyt2,gxt;
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//
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// translate point to view centered coordinates
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//
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gy1 = (((long)ob->tiley) << TILESHIFT)+0x8000-playy-0x8000L-SIZEADD;
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gy2 = gy1+0x10000L+2*SIZEADD;
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gx = (((long)ob->tilex) << TILESHIFT)+diradd-playx;
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//
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// calculate newx
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//
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gxt = FixedMul(gx,viewcos);
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gyt1 = FixedMul(gy1,viewsin);
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gyt2 = FixedMul(gy2,viewsin);
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nx1 = gxt-gyt1;
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nx2 = gxt-gyt2;
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//
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// calculate newy
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//
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gxt = FixedMul(gx,viewsin);
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gyt1 = FixedMul(gy1,viewcos);
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gyt2 = FixedMul(gy2,viewcos);
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ny1 = gyt1+gxt;
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ny2 = gyt2+gxt;
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}
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else // horizontal dir 3d sprite
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{
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fixed gx1,gx2,gy,gxt1,gxt2,gyt;
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//
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// translate point to view centered coordinates
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//
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gx1 = (((long)ob->tilex) << TILESHIFT)+0x8000-playx-0x8000L-SIZEADD;
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gx2 = gx1+0x10000L+2*SIZEADD;
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gy = (((long)ob->tiley) << TILESHIFT)+diradd-playy;
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//
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// calculate newx
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//
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gxt1 = FixedMul(gx1,viewcos);
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gxt2 = FixedMul(gx2,viewcos);
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gyt = FixedMul(gy,viewsin);
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nx1 = gxt1-gyt;
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nx2 = gxt2-gyt;
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//
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// calculate newy
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//
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gxt1 = FixedMul(gx1,viewsin);
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gxt2 = FixedMul(gx2,viewsin);
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gyt = FixedMul(gy,viewcos);
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ny1 = gyt+gxt1;
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ny2 = gyt+gxt2;
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}
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if(nx1 < 0 || nx2 < 0) return; // TODO: Clip on viewplane
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//
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// calculate perspective ratio
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//
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if(nx1>=0 && nx1<=1792) nx1=1792;
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if(nx1<0 && nx1>=-1792) nx1=-1792;
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if(nx2>=0 && nx2<=1792) nx2=1792;
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if(nx2<0 && nx2>=-1792) nx2=-1792;
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viewx1=(int)(centerx+ny1*scale/nx1);
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viewx2=(int)(centerx+ny2*scale/nx2);
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if(viewx2 < viewx1)
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{
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Scale3DShaper(viewx2,viewx1,ob->shapenum,ob->flags,ny2,ny1,nx2,nx1,vbuf,vbufPitch);
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}
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else
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{
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Scale3DShaper(viewx1,viewx2,ob->shapenum,ob->flags,ny1,ny2,nx1,nx2,vbuf,vbufPitch);
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}
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}
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#endif
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