Closes #4: Switch to GTE inline rendering functions
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@ -17,7 +17,7 @@ typedef struct{
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int pan, panv;
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int tilt, tiltv;
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int rol;
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VECTOR pos;
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SVECTOR pos;
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SVECTOR rot;
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SVECTOR dvs;
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MATRIX mat;
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@ -27,4 +27,4 @@ void getCameraXZ(int * x, int * z, int actorX, int actorZ, int angle, int distan
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void getCameraXZY(int * x, int * z, int * y, int actorX, int actorZ, int actorY, int angle, int angleX, int distance);
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void getCameraZY( int * z, int * y, int actorZ, int actorY, int angleX, int distance);
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void applyCamera(CAMERA * cam);
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void setCameraPos(CAMERA * camera, VECTOR pos, SVECTOR rot);
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void setCameraPos(CAMERA * camera, SVECTOR pos, SVECTOR rot);
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BIN
include/defines
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BIN
include/defines
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@ -22,8 +22,8 @@
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// Ordering table
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#define OT2LEN 8
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#define OTLEN 768
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#define PRIMBUFFLEN 4096 * sizeof(POLY_GT4) // Maximum number of POLY_GT3 primitives
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#define OTLEN 4096
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#define PRIMBUFFLEN 4096 * sizeof(POLY_GT4) // Maximum number of POLY_GT4 primitives
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// Fog
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#define FOG_NEAR 2300
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@ -18,6 +18,7 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
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void set4VertexLerPos(MESH * mesh, long t);
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void set4Prism(POLY_GT4 * poly4, MESH * mesh, DRAWENV * draw, char * db, int i);
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void set4Tex(POLY_GT4 * poly4, MESH * mesh, DRAWENV * draw, long t, int i);
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int set4Subdiv(MESH * mesh, POLY_GT4 * poly4, u_long * ot, long t, int i, char ** nextpri);
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long interpolateQuad(POLY_GT4 * poly4, MESH * mesh, long t, long * Flag);
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//2D drawing
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void drawBG(CAMANGLE * camPtr, char ** nextpri, u_long * otdisc, char * db);
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@ -30,3 +30,21 @@
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((v)->vx << 12) >> 8, \
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((v)->vy << 12) >> 8, \
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((v)->vz << 12) >> 8
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// GTE Macros
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#define gte_RotAverageNclip4(r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12) \
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{ gte_ldv3(r1,r2,r3); \
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gte_rtpt(); \
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gte_stflg(r11); \
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gte_nclip(); \
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gte_stopz(r12); \
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gte_stsxy3(r5,r6,r7); \
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\
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gte_ldv0(r4); \
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gte_rtps(); \
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gte_stsxy(r8); \
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\
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gte_stdp(r9); \
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gte_avsz4(); \
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gte_stotz(r10); }
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@ -6,6 +6,8 @@
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#include <libgpu.h>
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#include <libapi.h>
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#include <libcd.h>
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#include <inline_n.h>
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#include <gtemac.h>
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#include "../include/defines.h"
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#include "../custom_types.h"
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@ -1,8 +1,8 @@
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#include "level0.h"
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CVECTOR level0_BGc = { 92, 218, 216, 0 };
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CVECTOR level0_BGc = { 135, 232, 230, 0 };
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VECTOR level0_BKc = { 88, 4, 0, 0 };
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VECTOR level0_BKc = { 174, 174, 174, 0 };
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CAMPOS level0_camPos_Camera = {
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{ -770,459,623 },
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@ -1323,7 +1323,7 @@ VANIM level1_modelCylindre_anim = {
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0,
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0,
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1,
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1,
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0,
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{
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//Frame 0
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{ 3,35,47 },
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@ -1,3 +1,4 @@
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#include "../include/psx.h"
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#include "../include/camera.h"
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#include "../include/math.h"
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@ -22,12 +23,12 @@ void getCameraZY( int * z, int * y, int actorZ, int actorY, int angleX, int dist
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void applyCamera( CAMERA * cam ) {
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VECTOR vec; // Vector that holds the output values of the following instructions
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RotMatrix_gte(&cam->rot, &cam->mat); // Convert rotation angle in psx units (360° == 4096) to rotation matrix)
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ApplyMatrixLV(&cam->mat, &cam->pos, &vec); // Multiply matrix by vector pos and output to vec
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gte_ApplyMatrix(&cam->mat, &cam->pos, &vec); // Multiply matrix by vector pos and output to vec
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TransMatrix(&cam->mat, &vec); // Apply transform vector
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SetRotMatrix(&cam->mat); // Set Rotation matrix
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SetTransMatrix(&cam->mat); // Set Transform matrix
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gte_SetRotMatrix(&cam->mat); // Set Rotation matrix
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gte_SetTransMatrix(&cam->mat); // Set Transform matrix
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};
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void setCameraPos( CAMERA * camera, VECTOR pos, SVECTOR rot ) {
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void setCameraPos( CAMERA * camera, SVECTOR pos, SVECTOR rot ) {
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camera->pos = pos;
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camera->rot = rot;
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};
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135
src/graphics.c
135
src/graphics.c
@ -1,26 +1,28 @@
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#include "../include/psx.h"
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#include "../include/graphics.h"
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#include "../include/math.h"
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void enlightMesh(LEVEL * curLvl, MESH * mesh, SVECTOR * lgtang){
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// Update light rotation on actor
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MATRIX rotlgt, rotmesh, light;
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// Find rotmat from actor angle
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RotMatrix_gte(&mesh->rot, &rotmesh);
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RotMatrix_gte(lgtang, &rotlgt);
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MulMatrix0(&rotmesh, &rotlgt, &rotlgt);
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MulMatrix0(curLvl->lgtmat, &rotlgt, &light);
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SetLightMatrix(&light);
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gte_MulMatrix0(&rotmesh, &rotlgt, &rotlgt);
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gte_MulMatrix0(curLvl->lgtmat, &rotlgt, &light);
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gte_SetLightMatrix(&light);
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};
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void transformMesh(CAMERA * camera, MESH * mesh){
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MATRIX mat;
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// Apply rotation matrix
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// Find rotation matrix
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RotMatrix_gte(&mesh->rot, &mat);
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// Apply translation matrix
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// Find translation matrix
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TransMatrix(&mat, &mesh->pos);
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// Compose matrix with cam
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CompMatrix(&camera->mat, &mat, &mat);
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gte_CompMatrix(&camera->mat, &mat, &mat);
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// Set default rotation and translation matrices
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SetRotMatrix(&mat);
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SetTransMatrix(&mat);
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gte_SetRotMatrix(&mat);
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gte_SetTransMatrix(&mat);
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//~ }
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};
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void drawPoly(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw) {
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@ -41,6 +43,7 @@ void drawPoly(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
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void set3VertexLerPos(MESH * mesh, long t){
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// Find and set 3 interpolated vertex value
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// TODO : Fix artifacts at meshes seams.
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// TODO : Pre-calculate lerp positions at runtime (for i in nframes, do calc)
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// Fixed point math precision
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short precision = 12;
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// Vertex 1
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@ -100,14 +103,15 @@ long interpolateTri(POLY_GT3 * poly, MESH * mesh, long t, long * Flag){
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// Find and set interpolated vertex value
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set3VertexLerPos(mesh, t);
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// Coord transformation from world space to screen space
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nclip = RotAverageNclip3(
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gte_RotAverageNclip3(
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&mesh->tmesh->v[ mesh->index[t].order.vx ],
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&mesh->tmesh->v[ mesh->index[t].order.vz ],
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&mesh->tmesh->v[ mesh->index[t].order.vy ],
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( long* ) &poly->x0, ( long* ) &poly->x1, ( long* ) &poly->x2,
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&mesh->p,
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&mesh->OTz,
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Flag
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&Flag,
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&nclip
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);
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return nclip;
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};
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@ -131,7 +135,7 @@ long interpolateQuad(POLY_GT4 * poly4, MESH * mesh, long t, long * Flag){
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// Find and set interpolated vertex value
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set4VertexLerPos(mesh, t);
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// Coord transformations
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nclip = RotAverageNclip4(
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gte_RotAverageNclip4(
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&mesh->tmesh->v[ mesh->index[t].order.pad ],
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&mesh->tmesh->v[ mesh->index[t].order.vz],
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&mesh->tmesh->v[ mesh->index[t].order.vx ],
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@ -139,7 +143,8 @@ long interpolateQuad(POLY_GT4 * poly4, MESH * mesh, long t, long * Flag){
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( long* )&poly4->x0, ( long* )&poly4->x1, ( long* )&poly4->x2, ( long* )&poly4->x3,
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&mesh->p,
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&mesh->OTz,
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Flag
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&Flag,
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&nclip
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);
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return nclip;
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};
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@ -206,15 +211,13 @@ void set3Tex(POLY_GT3 * poly, MESH * mesh, DRAWENV * draw, long t, int i){
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setUV3(poly, mesh->tmesh->u[i].vx , mesh->tmesh->u[i].vy + mesh->tim->prect->y,
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mesh->tmesh->u[i+2].vx, mesh->tmesh->u[i+2].vy + mesh->tim->prect->y,
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mesh->tmesh->u[i+1].vx, mesh->tmesh->u[i+1].vy + mesh->tim->prect->y);
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} else {
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( (POLY_GT3 *) poly)->tpage = getTPage( 2,0,0,0 );
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setUV3(poly, 0,0,0,0,0,0);
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}
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NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vx ], &mesh->tmesh->c[ i+0 ], mesh->p, &outCol);
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NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vz ], &mesh->tmesh->c[ i+2 ], mesh->p, &outCol1);
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NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vy ], &mesh->tmesh->c[ i+1 ], mesh->p, &outCol2);
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gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vx ], &mesh->tmesh->c[ i+0 ], mesh->p, &outCol);
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gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vz ], &mesh->tmesh->c[ i+2 ], mesh->p, &outCol1);
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gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vy ], &mesh->tmesh->c[ i+1 ], mesh->p, &outCol2);
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setRGB0(poly, outCol.r, outCol.g , outCol.b);
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setRGB1(poly, outCol1.r, outCol1.g, outCol1.b);
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setRGB2(poly, outCol2.r, outCol2.g, outCol2.b);
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@ -244,63 +247,59 @@ void set4Tex(POLY_GT4 * poly4, MESH * mesh, DRAWENV * draw, long t, int i){
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( (POLY_GT4 *) poly4)->tpage = getTPage( 2,0,0,0 );
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setUV4(poly4, 0,0,0,0,0,0,0,0);
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}
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NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.pad ] , &mesh->tmesh->c[ i+3 ], mesh->p, &outCol);
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NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vz ] , &mesh->tmesh->c[ i+2 ], mesh->p, &outCol1);
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NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vx ] , &mesh->tmesh->c[ i+0 ], mesh->p, &outCol2);
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NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vy ] , &mesh->tmesh->c[ i+1 ], mesh->p, &outCol3);
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gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.pad ] , &mesh->tmesh->c[ i+3 ], mesh->p, &outCol);
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gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vz ] , &mesh->tmesh->c[ i+2 ], mesh->p, &outCol1);
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gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vx ] , &mesh->tmesh->c[ i+0 ], mesh->p, &outCol2);
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gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vy ] , &mesh->tmesh->c[ i+1 ], mesh->p, &outCol3);
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setRGB0(poly4, outCol.r, outCol.g , outCol.b);
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setRGB1(poly4, outCol1.r, outCol1.g, outCol1.b);
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setRGB2(poly4, outCol2.r, outCol2.g, outCol2.b);
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setRGB3(poly4, outCol3.r, outCol3.g, outCol3.b);
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};
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void set4Subdiv(void){
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//(MESH * mesh, char ** nextpri, u_long * ot, long t, int i)
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// FIXME : Polygon subdiv - is it working ?
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// In main.c, l.141
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int set4Subdiv(MESH * mesh, POLY_GT4 * poly4, u_long * ot, long t, int i, char ** nextpri){
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//~ // FIXME : 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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//~ div4.ndiv = 2;
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//~ long OTc = 0;
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//~ DIVPOLYGON3 div3 = { 0 };
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//~ div3.pih = SCREENXRES;
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//~ div3.piv = SCREENYRES;
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//~ div3.ndiv = 1;
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//
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//~ long OTc = *mesh->OTz >> 4;
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//~ div4.ndiv = 1;
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//~ long OTc = mesh->OTz >> 4;
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//~ FntPrint("OTC:%d", OTc);
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//~ if (OTc < 4) {
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//~ if (OTc > 1) div4.ndiv = 1; else div4.ndiv = 2;
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//~ // if (OTc > 1) div4.ndiv = 1; else div4.ndiv = 2;
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//~ DivideGT4(
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//~ // Vertex coord
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//~ &mesh->tmesh->v[ mesh->index[t].order.pad ],
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//~ &mesh->tmesh->v[ mesh->index[t].order.vz ],
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//~ &mesh->tmesh->v[ mesh->index[t].order.vx ],
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//~ &mesh->tmesh->v[ mesh->index[t].order.vy ],
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//~ mesh->tmesh->v[ mesh->index[t].order.pad ],
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//~ mesh->tmesh->v[ mesh->index[t].order.vz ],
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//~ mesh->tmesh->v[ mesh->index[t].order.vx ],
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//~ mesh->tmesh->v[ mesh->index[t].order.vy ],
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//~ // UV coord
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//~ mesh->tmesh->u[i+3],
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//~ mesh->tmesh->u[i+2],
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//~ mesh->tmesh->u[i+0],
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//~ mesh->tmesh->u[i+1],
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//~ // Color
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//~ mesh->tmesh->c[i],
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//~ mesh->tmesh->c[i+1],
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//~ mesh->tmesh->c[i+2],
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//~ mesh->tmesh->c[i+3],
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//~ mesh->tmesh->c[i+2],
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//~ mesh->tmesh->c[i+0],
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//~ mesh->tmesh->c[i+1],
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//~ // Gpu packet
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//~ poly4,
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//~ &ot[db][*mesh->OTz],
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//~ &ot[ mesh->OTz-4],
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//~ &div4);
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//~ // Increment primitive list pointer
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//~ *nextpri += ( (sizeof(POLY_GT4) + 3) / 4 ) * (( 1 << ( div4.ndiv )) << ( div4.ndiv ));
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//~ triCount = ((1<<(div4.ndiv))<<(div4.ndiv));
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//~ } else if (OTc < 48) {
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//~ return 0;
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//~ // *nextpri += ( (sizeof(POLY_GT4) + 3) / 4 ) * (( 1 << ( div4.ndiv )) << ( div4.ndiv ));
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//~ return ( (sizeof(POLY_GT4) * 4) );
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//~ // triCount = ((1<<(div4.ndiv))<<(div4.ndiv));
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//~ }
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//~ else if (OTc < 48) {
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//~ return (sizeof( POLY_GT4 ));
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//~ }
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return 0;
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};
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long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw, int t, int i) {
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long nclip = 0;
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int subSkip = 0;
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// If mesh is quad
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POLY_GT4 * poly4;
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//~ for (int i = 0; i < (mesh->tmesh->len * 4); i += 4) {
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@ -315,7 +314,7 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
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interpolateQuad(poly4, mesh, t, Flag);
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} else {
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// No interpolation, use all vertices coordinates in anim data
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nclip = RotAverageNclip4(
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gte_RotAverageNclip4(
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&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.pad ],
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&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vz ],
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&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vx ],
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@ -323,7 +322,8 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
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( long* )&poly4->x0, ( long* )&poly4->x1, ( long* )&poly4->x2, ( long* )&poly4->x3,
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&mesh->p,
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&mesh->OTz,
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Flag
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&Flag,
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&nclip
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);
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}
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} else {
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@ -331,12 +331,15 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
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if (mesh->isSprite){
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// Find inverse rotation matrix so that sprite always faces camera
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MATRIX rot, invRot;
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ReadRotMatrix(&rot);
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gte_ReadRotMatrix(&rot);
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TransposeMatrix(&rot, &invRot);
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SetMulRotMatrix(&invRot);
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//~ SetMulRotMatrix(&invRot);
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gte_MulMatrix0(&rot, &invRot, &invRot);
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gte_SetRotMatrix(&invRot);
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}
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// Use regular vertex coords
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nclip = RotAverageNclip4(
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gte_RotAverageNclip4(
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&mesh->tmesh->v[ mesh->index[t].order.pad ],
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&mesh->tmesh->v[ mesh->index[t].order.vz],
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&mesh->tmesh->v[ mesh->index[t].order.vx ],
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@ -344,7 +347,8 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
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(long*)&poly4->x0, (long*)&poly4->x1, (long*)&poly4->x2, (long*)&poly4->x3,
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&mesh->p,
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&mesh->OTz,
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Flag
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&Flag,
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&nclip
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);
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}
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if (nclip > 0 && mesh->OTz > 0 && (mesh->p < 4096)) {
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@ -395,24 +399,27 @@ long drawTri(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpri
|
||||
} else {
|
||||
// No interpolation
|
||||
// Use the pre-calculated vertices coordinates from the animation data
|
||||
nclip = RotAverageNclip3(
|
||||
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vx ],
|
||||
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vz ],
|
||||
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vy ],
|
||||
( long* ) &poly->x0, ( long* ) &poly->x1, ( long* ) &poly->x2,
|
||||
&mesh->p,
|
||||
&mesh->OTz,
|
||||
Flag
|
||||
);
|
||||
gte_RotAverageNclip3(
|
||||
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vx ],
|
||||
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vz ],
|
||||
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vy ],
|
||||
( long* ) &poly->x0, ( long* ) &poly->x1, ( long* ) &poly->x2,
|
||||
&mesh->p,
|
||||
&mesh->OTz,
|
||||
&Flag,
|
||||
&nclip
|
||||
);
|
||||
}
|
||||
} else {
|
||||
// No animation
|
||||
if (mesh->isSprite){
|
||||
// Find inverse rotation matrix so that sprite always faces camera
|
||||
MATRIX rot, invRot;
|
||||
ReadRotMatrix(&rot);
|
||||
gte_ReadRotMatrix(&rot);
|
||||
TransposeMatrix(&rot, &invRot);
|
||||
SetMulRotMatrix(&invRot);
|
||||
//~ SetMulRotMatrix(&invRot);
|
||||
gte_MulMatrix0(&rot, &invRot, &invRot);
|
||||
gte_SetRotMatrix(&invRot);
|
||||
}
|
||||
// Use model's regular vertex coordinates
|
||||
nclip = RotAverageNclip3(
|
||||
|
@ -37,7 +37,7 @@ u_long overlaySize = 0;
|
||||
#include "../levels/level1.h"
|
||||
|
||||
// Levels
|
||||
volatile u_char level = 0;
|
||||
volatile u_char level = 1;
|
||||
u_short levelWas = 0;
|
||||
u_short levelHasChanged = 0;
|
||||
// Overlay
|
||||
|
Loading…
Reference in New Issue
Block a user