add drawBG()
This commit is contained in:
parent
bc98a88238
commit
3a854d8ccd
@ -291,7 +291,9 @@ int alignAxisToVect(VECTOR target, short axis, int factor);
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void transformMesh(MESH * meshes);
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void drawPoly(MESH * meshes, long t, long * Flag, int atime);
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void drawBG(void);
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void drawPoly(MESH * meshes, long * Flag, int atime);
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// Camera
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@ -319,10 +321,8 @@ void callback();
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int main() {
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SPRT * sprt;
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DR_TPAGE * tpage;
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// FIXME : Poly subdiv
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// Poly subdiv
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//~ DIVPOLYGON4 div4 = { 0 };
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//~ div4.pih = SCREENXRES;
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//~ div4.piv = SCREENYRES;
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@ -334,8 +334,6 @@ int main() {
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//~ div3.piv = SCREENYRES;
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//~ div3.ndiv = 1;
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//~ MATRIX Cmatrix = { 0 };
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init();
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generateTable();
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@ -348,7 +346,7 @@ int main() {
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SetBackColor(BKc.vx,BKc.vy,BKc.vz);
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//~ SetFarColor(BGc.r, BGc.g, BGc.b);
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SetFarColor(BGc.r, BGc.g, BGc.b);
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SetFogNearFar(1200, 1600, SCREENXRES);
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@ -398,14 +396,15 @@ int main() {
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}
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// Pre-calc bg test
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// Set camera starting pos
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setCameraPos(camPtr->campos->pos, camPtr->campos->rot);
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// Main loop
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while (1) {
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//~ while (1) {
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while ( VSync(1) ) {
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// Clear the main OT
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@ -430,29 +429,59 @@ int main() {
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}
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// Angle between camera and actor
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// using atantable (faster)
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camAngleToAct.vy = (patan(-posToActor.vx, -posToActor.vz) / 16) - 3076 ;
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camAngleToAct.vx = patan(dist, posToActor.vy) >> 4;
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// Sprite system WIP
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//~ posToCam = getVectorTo(*meshPlan.pos, camera.pos);
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//~ posToCam = getVectorTo(camera.pos, *meshPlan.pos);
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//~ objAngleToCam.vy = ( (patan(meshPlan.pos->vx, meshPlan.pos->vz) - patan(camera.pos.vx > 0 ? camera.pos.vx : camera.pos.vx, camera.pos.vz) ) >> 4) - 1024;
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//~ objAngleToCam.vy = ( (patan(meshPlan.pos->vx > 0 ? meshPlan.pos->vx : 4096 + meshPlan.pos->vx, meshPlan.pos->vz) - patan(camera.pos.vx > 0 ? camera.pos.vx : 4096 + camera.pos.vx, camera.pos.vz) ) >> 4) - 1024;
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//~ objAngleToCam.vy = (
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//~ (
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//~ patan( meshPlan.pos->vx, meshPlan.pos->vz ) -
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//~ meshPlan.rot->vy -
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//~ - patan( camera.pos.vx, camera.pos.vz)
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//~ ) >> 4 );
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//~ FntPrint("%d %d", objAngleToCam.vy, meshPlan.rot->vy);
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//~ objAngleToCam.vy = (
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//~ (
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//~ patan( meshPlan.pos->vx > 0 ? meshPlan.pos->vx : 4096 + meshPlan.pos->vx, meshPlan.pos->vz ) -
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//~ patan( camera.pos.vx > 0 ? camera.pos.vx : 4096 + camera.pos.vx, camera.pos.vz)
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//~ ) >> 4 ) - 1024;
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//~ objAngleToCam.vx = ratan2(posToCam.pad, posToCam.vy);
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//~ meshPlan.rot->vy = objAngleToCam.vy;
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//~ meshPlan.rot->vx = objAngleToCam.vy;
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//~ meshPlan.rot->vx = objAngleToCam.vx;
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// Actor Forward vector
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fVecActor = *actorPtr->pos;
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fVecActor.vx = actorPtr->pos->vx + (nsin(actorPtr->rot->vy/2));
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fVecActor.vz = actorPtr->pos->vz - (ncos(actorPtr->rot->vy/2));
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if(camMode != 2){
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// Camera modes
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if(camMode != 2) {
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camera.rot.vy = camAngleToAct.vy;
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@ -464,14 +493,14 @@ int main() {
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}
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if(camMode < 4 ){
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if(camMode < 4 ) {
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lerping = 0;
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}
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// Camera follows actor with lerp for rotations
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if(camMode == 0){
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if(camMode == 0) {
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dist = 150;
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@ -500,7 +529,7 @@ int main() {
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}
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// Camera rotates continuously around actor
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if (camMode == 1){
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if (camMode == 1) {
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dist = 150;
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@ -522,7 +551,7 @@ int main() {
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}
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// Fixed Camera with actor tracking
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if (camMode == 3){
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if (camMode == 3) {
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// Using precalc sqrt
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@ -536,61 +565,12 @@ int main() {
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}
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// Fixed Camera angle
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if (camMode == 2){
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// Load BG image in two SPRT since max width == 256
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if (camMode == 2) {
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if (camPtr->tim_data){
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// left part
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sprt = (SPRT *) nextpri;
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drawBG();
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setSprt(sprt);
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setRGB0(sprt, 128,128,128);
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setXY0(sprt, 0, 0);
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setWH(sprt, 256, 240);
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setUV0(sprt, 0, 0);
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setClut(sprt, camPtr->BGtim->crect->x, camPtr->BGtim->crect->y);
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addPrim(&otdisc[db][OT2LEN-1], sprt);
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nextpri += sizeof(SPRT);
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tpage = (DR_TPAGE *) nextpri;
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setDrawTPage(tpage, 0, 1,
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getTPage(camPtr->BGtim->mode & 0x3, 0,
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camPtr->BGtim->prect->x, camPtr->BGtim->prect->y));
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addPrim(&otdisc[db][OT2LEN-1], tpage);
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nextpri += sizeof(DR_TPAGE);
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// right part
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sprt = (SPRT *) nextpri;
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setSprt(sprt);
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setRGB0(sprt, 128,128,128);
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setXY0(sprt, 320-(320-256), 0);
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setWH(sprt, 320-256, 240);
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setUV0(sprt, 0, 0);
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setClut(sprt, camPtr->BGtim->crect->x, camPtr->BGtim->crect->y);
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addPrim(&otdisc[db][OT2LEN-1], sprt);
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nextpri += sizeof(SPRT);
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tpage = (DR_TPAGE *) nextpri;
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setDrawTPage(tpage, 0, 1,
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getTPage(camPtr->BGtim->mode & 0x3, 0,
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camPtr->BGtim->prect->x + 128, camPtr->BGtim->prect->y));
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addPrim(&otdisc[db][OT2LEN-1], tpage);
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nextpri += sizeof(DR_TPAGE);
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}
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setCameraPos(camPtr->campos->pos, camPtr->campos->rot);
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@ -598,7 +578,8 @@ int main() {
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}
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// Flyby mode with LERP from camStart to camEnd
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if (camMode == 4){
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if (camMode == 4) {
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// If key pos exist for camera
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@ -671,6 +652,7 @@ int main() {
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}
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// Camera "on a rail" - cam is tracking actor, and moving with constraints on all axis
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if (camMode == 5) {
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// track actor. If theta (actor/cam rotation angle) is above or below an arbitrary angle,
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@ -691,17 +673,21 @@ int main() {
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camera.pos.vz = camPath.points[camPath.cursor].vz;
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// Lerping sequence is starting
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lerping = 1;
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// Set cam pos index to 0
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camPath.pos = 0;
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}
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// Pre calculated sqrt ( see psqrt() )
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dist = psqrt( (posToActor.vx * posToActor.vx ) + (posToActor.vz * posToActor.vz));
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// Fixed point precision 2^12 == 4096
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short precision = 12;
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camera.pos.vx = lerpD(camPath.points[camPath.cursor].vx << precision, camPath.points[camPath.cursor + 1].vx << precision, camPath.pos << precision) >> precision;
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@ -727,6 +713,7 @@ int main() {
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}
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// If camera has reached next key pos, reset pos index, move cursor to next key pos
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if (camPath.pos > (1 << precision) ){
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camPath.pos = 0;
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@ -741,10 +728,12 @@ int main() {
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camPath.pos = 1 << precision;
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camPath.cursor --;
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//~ camPath.dir *= -1;
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}
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// Last key pos is reached, reset cursor to first key pos, lerping sequence is over
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if ( camPath.cursor == camPath.len - 1 || camPath.cursor < 0 ){
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lerping = 0;
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@ -765,16 +754,27 @@ int main() {
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// Spatial partitioning
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for (int msh = 0; msh < curNode->siblings->index; msh ++){
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for ( int msh = 0; msh < curNode->siblings->index; msh ++ ) {
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// Actor
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if ( !getIntCollision( *actorPtr->body , *curNode->siblings->list[msh]->plane->body).vx &&
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!getIntCollision( *actorPtr->body , *curNode->siblings->list[msh]->plane->body).vz )
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{
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// FntPrint("%d", msh );
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//~ curNode = curNode->siblings->list[msh];
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// curNode = &nodegnd;
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levelPtr = curNode->siblings->list[msh]->plane;
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curNode = curNode->siblings->list[msh];
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levelPtr = curNode->plane;
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}
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// Moveable prop
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if ( !getIntCollision( *propPtr->body , *curNode->siblings->list[msh]->plane->body).vx &&
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!getIntCollision( *propPtr->body , *curNode->siblings->list[msh]->plane->body).vz )
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{
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propPtr->node = curNode->siblings->list[ msh ];
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}
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@ -802,9 +802,15 @@ int main() {
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//~ col_lvl = getIntCollision( *actorPtr->body , *curNode->plane->body );
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//~ col_sphere = getIntCollision( *propPtr->body, *propPtr->body->curNode->plane->body );
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//~ for (int plane = 0; plane < curNode->siblings->index; plane++) {
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col_sphere = getIntCollision( *propPtr->body, *levelPtr->body );
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//~ col_sphere = getIntCollision( *propPtr->body, *curNode->siblings->list[ plane ]->plane->body);
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//~ }
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col_sphere = getIntCollision( *propPtr->body, *propPtr->node->plane->body );
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//~ col_sphere = getIntCollision( *propPtr->body, *levelPtr->body );
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col_sphere_act = getExtCollision( *actorPtr->body, *propPtr->body );
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@ -819,29 +825,31 @@ int main() {
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//~ // If no col with ground, fall off
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if ( col_lvl.vy ) {
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if (!col_lvl.vx && !col_lvl.vz){actorPtr->body->position.vy = actorPtr->body->min.vy;}
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}
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if (col_sphere.vy){
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if (!col_sphere.vx && !col_sphere.vz){propPtr->body->position.vy = propPtr->body->min.vy; }
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}
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//~ if (col_sphere_act.vx && col_sphere_act.vz ){
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if (col_sphere_act.vx && col_sphere_act.vz ){
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//~ propPtr->body->velocity.vx += actorPtr->body->velocity.vx;// * ONE / propPtr->body->restitution ;
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//~ propPtr->body->velocity.vz += actorPtr->body->velocity.vz;// * ONE / propPtr->body->restitution ;
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propPtr->body->velocity.vx += actorPtr->body->velocity.vx;// * ONE / propPtr->body->restitution ;
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propPtr->body->velocity.vz += actorPtr->body->velocity.vz;// * ONE / propPtr->body->restitution ;
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//~ if (propPtr->body->velocity.vx){
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if (propPtr->body->velocity.vx){
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//~ VECTOR L = angularMom(*propPtr->body);
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//~ propPtr->rot->vz -= L.vx;
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//~ }
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VECTOR L = angularMom(*propPtr->body);
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propPtr->rot->vz -= L.vx;
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}
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//~ if (propPtr->body->velocity.vz){
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if (propPtr->body->velocity.vz){
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//~ VECTOR L = angularMom(*propPtr->body);
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//~ propPtr->rot->vx -= L.vz;
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//~ }
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//~ }
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VECTOR L = angularMom(*propPtr->body);
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propPtr->rot->vx -= L.vz;
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}
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}
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//~ if (!col_sphere_act.vx){
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//~ propPtr->body->velocity.vx = 0;
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@ -885,14 +893,54 @@ int main() {
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static long Flag;
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for (int k = 0; k < sizeof(meshes)/sizeof(meshes[0]); k++){
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//~ long t = 0;
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// Draw current node's plane
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drawPoly( curNode->plane, &Flag, atime);
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// Draw surrounding planes
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for ( int sibling = 0; sibling < curNode->siblings->index; sibling++ ) {
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drawPoly( curNode->siblings->list[ sibling ]->plane, &Flag, atime);
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}
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// Draw adjacent planes's children
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for ( int sibling = 0; sibling < curNode->siblings->index; sibling++ ) {
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for ( int object = 0; object < curNode->siblings->list[ sibling ]->objects->index; object++ ) {
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// loop on each mesh
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long t = 0;
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transformMesh(meshes[k]);
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transformMesh(curNode->siblings->list[ sibling ]->objects->list[ object ]);
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drawPoly( meshes[k], t, &Flag, atime);
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drawPoly( curNode->siblings->list[ sibling ]->objects->list[ object ], &Flag, atime);
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}
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}
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// Draw current plane children
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for ( int object = 0; object < curNode->objects->index; object++ ) {
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transformMesh(curNode->objects->list[ object ]);
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drawPoly( curNode->objects->list[ object ], &Flag, atime);
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}
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// Draw rigidbodies
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for ( int object = 0; object < curNode->rigidbodies->index; object++ ) {
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transformMesh(curNode->rigidbodies->list[ object ]);
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drawPoly( curNode->rigidbodies->list[ object ], &Flag, atime);
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}
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// Find and apply light rotation matrix
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@ -902,34 +950,17 @@ int main() {
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SetLightMatrix(&light);
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// Set camera
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applyCamera(&camera);
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}
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// Add secondary OT to main OT
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AddPrims(otdisc[db], ot[db] + OTLEN - 1, ot[db]);
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FntPrint("CurNode : %x\nIndex: %d", curNode, curNode->siblings->index);
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//~ FntPrint("CurNode : %x\nIndex: %d", curNode, curNode->siblings->index);
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//~ FntPrint("Time : %d %d dt :%d\n",time, atime, dt);
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//~ FntPrint("CamMode: %d Slowmo : %d\nTricount: %d OTz: %d\nOTc: %d, p: %d\n", camMode, actorPtr->anim->interpolate, triCount, *meshes[9]->OTz, OTc, *meshes[9]->p);
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//~ FntPrint("Fy: %d Vy:%d\n", actorPtr->body->gForce.vy, actorPtr->body->velocity.vy );
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//~ FntPrint("Vy: %4d\n", actorPtr->body->gForce.vy );
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//~ FntPrint("%d %d %d", meshes[0]->tim->mode & 0x3, meshes[0]->tim->crect->x, meshes[0]->tim->crect->y);
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//~ FntPrint("%d %d %d %d\n", getVectorTo(InvCamPos, *actorPtr->pos));
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//~ FntPrint("Tst : %d %d %d %d\n", getVectorTo(fVecActor, *actorPtr->pos));
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//~ FntPrint("Cc %d Sc %d\n", ncos(camera.rot.vy), nsin(camera.rot.vy));
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//~ FntPrint("CRot: %d\n", camera.rot.vy );
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//~ FntPrint("AcRot: %d %d\n", actorPtr->rot->vy, angle);
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//~ FntPrint("Cam pos: %d %d\n", -camera.pos.vx, -camera.pos.vz );
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//~ FntPrint("Ac pos: %d %d\n", actorPtr->pos->vx, actorPtr->pos->vz );
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//~ FntPrint("fVec pos: %d %d\n", fVecActor.vx, fVecActor.vz);
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//~ FntPrint("pos2cam: %d %d \n", posToCam.vx, posToCam.vz );
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//~ FntPrint("ang2cam: %d %d", objAngleToCam.vy, objAngleToCam.vx);
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FntPrint("Time : %d dt :%d\n", VSync(-1) / 60, dt);
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FntFlush(-1);
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@ -943,12 +974,14 @@ int main() {
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void init() {
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ResetCallback();
|
||||
|
||||
// Reset the GPU before doing anything and the controller
|
||||
|
||||
PadInit(0);
|
||||
|
||||
ResetGraph(0);
|
||||
|
||||
PadInit(0);
|
||||
|
||||
// Initialize and setup the GTE
|
||||
|
||||
InitGeom();
|
||||
@ -1008,8 +1041,12 @@ void init() {
|
||||
|
||||
void display(void){
|
||||
|
||||
DrawSync(0);
|
||||
vs = VSync(0);
|
||||
//~ DrawSync(0);
|
||||
|
||||
vs = VSync(2); // Using VSync 2 insures constant framerate. 0 makes the fr polycount dependant.
|
||||
|
||||
ResetGraph(1);
|
||||
|
||||
|
||||
PutDispEnv(&disp[db]);
|
||||
PutDrawEnv(&draw[db]);
|
||||
@ -1045,7 +1082,7 @@ void LoadTexture(u_long * tim, TIM_IMAGE * tparam){ // This part is from Lam
|
||||
|
||||
void transformMesh(MESH * mesh){
|
||||
|
||||
if (*mesh->isRigidBody | *mesh->isStaticBody){
|
||||
//~ if (*mesh->isRigidBody || *mesh->isStaticBody){
|
||||
|
||||
// Apply rotation matrix
|
||||
|
||||
@ -1065,12 +1102,14 @@ void transformMesh(MESH * mesh){
|
||||
|
||||
SetTransMatrix(mesh->mat);
|
||||
|
||||
}
|
||||
//~ }
|
||||
};
|
||||
|
||||
void drawPoly(MESH * mesh, long t, long * Flag, int atime){
|
||||
// Drawing
|
||||
|
||||
long nclip;
|
||||
void drawPoly(MESH * mesh, long * Flag, int atime){
|
||||
|
||||
long nclip, t = 0;
|
||||
|
||||
// mesh is POLY_GT3 ( triangle )
|
||||
|
||||
@ -1304,9 +1343,11 @@ void drawPoly(MESH * mesh, long t, long * Flag, int atime){
|
||||
|
||||
// Defaults depth color to neutral grey
|
||||
|
||||
CVECTOR outCol ={128,128,128,0};
|
||||
CVECTOR outCol1 ={128,128,128,0};
|
||||
CVECTOR outCol2 ={128,128,128,0};
|
||||
CVECTOR outCol = { 128,128,128,0 };
|
||||
|
||||
CVECTOR outCol1 = { 128,128,128,0 };
|
||||
|
||||
CVECTOR outCol2 = { 128,128,128,0 };
|
||||
|
||||
NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vx ], &mesh->tmesh->c[ mesh->index[t].order.vx ], *mesh->p, &outCol);
|
||||
|
||||
@ -1669,6 +1710,117 @@ void drawPoly(MESH * mesh, long t, long * Flag, int atime){
|
||||
|
||||
};
|
||||
|
||||
void drawBG(void){
|
||||
|
||||
// Draw BG image in two SPRT since max width == 256 px
|
||||
|
||||
SPRT * sprt;
|
||||
|
||||
DR_TPAGE * tpage;
|
||||
|
||||
// Left part
|
||||
|
||||
sprt = ( SPRT * ) nextpri;
|
||||
|
||||
setSprt( sprt );
|
||||
|
||||
setRGB0( sprt, 128, 128, 128 );
|
||||
|
||||
setXY0( sprt, 0, 0 );
|
||||
|
||||
setWH( sprt, 256, SCREENYRES );
|
||||
|
||||
setUV0( sprt, 0, 0 );
|
||||
|
||||
setClut( sprt,
|
||||
|
||||
camPtr->BGtim->crect->x,
|
||||
|
||||
camPtr->BGtim->crect->y
|
||||
|
||||
);
|
||||
|
||||
addPrim( &otdisc[ db ][ OT2LEN-1 ], sprt );
|
||||
|
||||
nextpri += sizeof( SPRT );
|
||||
|
||||
|
||||
// Change TPAGE
|
||||
|
||||
tpage = (DR_TPAGE *) nextpri;
|
||||
|
||||
setDrawTPage(
|
||||
|
||||
tpage, 0, 1,
|
||||
|
||||
getTPage(
|
||||
|
||||
camPtr->BGtim->mode & 0x3, 0,
|
||||
|
||||
camPtr->BGtim->prect->x,
|
||||
|
||||
camPtr->BGtim->prect->y
|
||||
|
||||
)
|
||||
|
||||
);
|
||||
|
||||
addPrim(&otdisc[db][OT2LEN-1], tpage);
|
||||
|
||||
nextpri += sizeof(DR_TPAGE);
|
||||
|
||||
|
||||
// Right part
|
||||
|
||||
sprt = ( SPRT * ) nextpri;
|
||||
|
||||
setSprt( sprt );
|
||||
|
||||
setRGB0( sprt, 128, 128, 128 );
|
||||
|
||||
setXY0( sprt, SCREENXRES - ( SCREENXRES - 256 ), 0 );
|
||||
|
||||
setWH( sprt, SCREENXRES - 256, SCREENYRES );
|
||||
|
||||
setUV0( sprt, 0, 0 );
|
||||
|
||||
setClut( sprt,
|
||||
|
||||
camPtr->BGtim->crect->x,
|
||||
|
||||
camPtr->BGtim->crect->y
|
||||
);
|
||||
|
||||
addPrim( &otdisc[ db ][ OT2LEN-1 ], sprt );
|
||||
|
||||
nextpri += sizeof( SPRT );
|
||||
|
||||
tpage = ( DR_TPAGE * ) nextpri;
|
||||
|
||||
// Change TPAGE
|
||||
|
||||
setDrawTPage(
|
||||
|
||||
tpage, 0, 1,
|
||||
|
||||
getTPage(
|
||||
|
||||
camPtr->BGtim->mode & 0x3, 0,
|
||||
|
||||
camPtr->BGtim->prect->x + 128,
|
||||
|
||||
camPtr->BGtim->prect->y
|
||||
|
||||
)
|
||||
|
||||
);
|
||||
|
||||
addPrim( &otdisc[ db ][ OT2LEN-1 ], tpage );
|
||||
|
||||
nextpri += sizeof( DR_TPAGE );
|
||||
|
||||
};
|
||||
|
||||
// Maths
|
||||
|
||||
void getCameraXZ(int * x, int * z, int actorX, int actorZ, int angle, int distance) {
|
||||
@ -2215,7 +2367,7 @@ void callback() {
|
||||
|
||||
curCamAngle++;
|
||||
|
||||
camPtr = camAngles[curCamAngle];
|
||||
camPtr = camAngles[ curCamAngle ];
|
||||
|
||||
LoadTexture(camPtr->tim_data, camPtr->BGtim);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user