Fixes #7; Move sprite/billboard system to graphics.c

This commit is contained in:
ABelliqueux 2021-07-01 11:01:39 +02:00
parent dd4290fe4e
commit 8469e7aeb0
6 changed files with 1024 additions and 1165 deletions

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@ -130,5 +130,4 @@ typedef struct LEVEL {
CAMPATH * camPath; CAMPATH * camPath;
CAMANGLE ** camAngles; CAMANGLE ** camAngles;
NODE * curNode; NODE * curNode;
MESH * meshPlan; // This one is temporary
} LEVEL; } LEVEL;

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@ -128,7 +128,7 @@ MESH level0_meshCube = {
&level0_modelCube_body, &level0_modelCube_body,
0, 0,
0, 0,
0 0,
}; };
SVECTOR level0_modelPlane_mesh[] = { SVECTOR level0_modelPlane_mesh[] = {
@ -904,86 +904,6 @@ TMESH level0_modelPlane = {
100 100
}; };
SVECTOR level0_modelPlan_mesh[] = {
{ -45,36,-3 },
{ 48,36,-3 },
{ -45,2,2 },
{ 48,2,2 }
};
SVECTOR level0_modelPlan_normal[] = {
0,638,4046, 0,
0,638,4046, 0,
0,638,4046, 0,
0,638,4046, 0
};
SVECTOR level0_modelPlan_uv[] = {
64,155, 0, 0,
129,155, 0, 0,
129,130, 0, 0,
64,130, 0, 0
};
CVECTOR level0_modelPlan_color[] = {
80, 80, 80, 0,
128, 128, 128, 0,
128, 128, 128, 0
};
PRIM level0_modelPlan_index[] = {
0,1,3,2,8
};
BODY level0_modelPlan_body = {
{0, 0, 0, 0},
-40,-40,194, 0,
0,0,0, 0,
1,
ONE/1,
-45,2,-3, 0,
48,36,2, 0,
0,
};
TMESH level0_modelPlan = {
level0_modelPlan_mesh,
level0_modelPlan_normal,
level0_modelPlan_uv,
level0_modelPlan_color,
1
};
extern unsigned long _binary_TIM_home_tim_start[];
TIM_IMAGE level0_tim_home;
MESH level0_meshPlan = {
4,
&level0_modelPlan,
level0_modelPlan_index,
&level0_tim_home,
_binary_TIM_home_tim_start,
{0},
{-40,-40,194, 0},
{0,0,0},
0,
1,
0,
0,
0,
0,
0,
0,
1,
0,
0,
&level0_modelPlan_body,
0,
0,
0
};
MESH level0_meshPlane = { MESH level0_meshPlane = {
400, 400,
&level0_modelPlane, &level0_modelPlane,
@ -1007,7 +927,7 @@ MESH level0_meshPlane = {
&level0_modelPlane_body, &level0_modelPlane_body,
0, 0,
0, 0,
0 0,
}; };
MESH * level0_meshes[2] = { MESH * level0_meshes[2] = {
@ -1080,5 +1000,5 @@ LEVEL level0 = {
&level0_camPath, &level0_camPath,
(CAMANGLE **)&level0_camAngles, (CAMANGLE **)&level0_camAngles,
&level0_nodePlane, &level0_nodePlane,
&level0_meshPlan
}; };

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@ -72,16 +72,3 @@ extern NODE * level0_curNode;
extern NODE level0_nodePlane; extern NODE level0_nodePlane;
extern SVECTOR level0_modelPlan_normal[];
extern SVECTOR level0_modelPlan_uv[];
extern CVECTOR level0_modelPlan_color[];
extern PRIM level0_modelPlan_index[];
extern BODY level0_modelPlan_body;
extern TMESH level0_modelPlan;
extern MESH level0_meshPlan;

View File

@ -11022,6 +11022,5 @@ LEVEL level1 = {
&level1_camAngle_camPath_001, &level1_camAngle_camPath_001,
&level1_camPath, &level1_camPath,
(CAMANGLE **)&level1_camAngles, (CAMANGLE **)&level1_camAngles,
&level1_nodegnd_002, &level1_nodegnd_002
&level1_meshPlan
}; };

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@ -311,7 +311,14 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
); );
} }
} else { } else {
// No animation // Mesh is sprite
if (mesh->isSprite){
// Find inverse rotation matrix so that sprite always faces camera
MATRIX rot, invRot;
ReadRotMatrix(&rot);
TransposeMatrix(&rot, &invRot);
SetMulRotMatrix(&invRot);
}
// Use regular vertex coords // Use regular vertex coords
nclip = RotAverageNclip4( nclip = RotAverageNclip4(
&mesh->tmesh->v[ mesh->index[t].order.pad ], &mesh->tmesh->v[ mesh->index[t].order.pad ],
@ -334,6 +341,7 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
); );
} }
if (mesh->isSprite){ if (mesh->isSprite){
// Turn off shading on sprite
SetShadeTex( poly4, 1 ); SetShadeTex( poly4, 1 );
} }
// Transparency effect // Transparency effect
@ -381,6 +389,13 @@ long drawTri(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpri
} }
} else { } else {
// No animation // No animation
if (mesh->isSprite){
// Find inverse rotation matrix so that sprite always faces camera
MATRIX rot, invRot;
ReadRotMatrix(&rot);
TransposeMatrix(&rot, &invRot);
SetMulRotMatrix(&invRot);
}
// Use model's regular vertex coordinates // Use model's regular vertex coordinates
nclip = RotAverageNclip3( nclip = RotAverageNclip3(
&mesh->tmesh->v[ mesh->index[t].order.vx ], &mesh->tmesh->v[ mesh->index[t].order.vx ],

View File

@ -87,8 +87,6 @@ int meshes_length = 0;
NODE curNode = {0}; NODE curNode = {0};
CAMPATH camPath = {0}; CAMPATH camPath = {0};
CAMANGLE camPtr = {0}, camAngles[] = {0}; CAMANGLE camPtr = {0}, camAngles[] = {0};
MESH meshPlan = {0};
VECTOR modelPlan_pos = {0};
LEVEL curLvl = { LEVEL curLvl = {
&BGc, &BGc,
&BKc, &BKc,
@ -102,8 +100,7 @@ LEVEL curLvl = {
&camPtr, &camPtr,
&camPath, &camPath,
(CAMANGLE **)&camAngles, (CAMANGLE **)&camAngles,
&curNode, &curNode
&meshPlan
}; };
LEVEL * loadLvl; LEVEL * loadLvl;
// Pad // Pad
@ -229,22 +226,7 @@ int main() {
// using atantable (faster) // using atantable (faster)
camAngleToAct.vy = (patan(-posToActor.vx, -posToActor.vz) / 16) - 3076 ; camAngleToAct.vy = (patan(-posToActor.vx, -posToActor.vz) / 16) - 3076 ;
camAngleToAct.vx = patan(dist, posToActor.vy) >> 4; camAngleToAct.vx = patan(dist, posToActor.vy) >> 4;
// Sprite system WIP // Find Actor's forward vector
objAngleToCam.vy = patan( posToCam.vx,posToCam.vz );
objAngleToCam.vx = patan( posToCam.vx,posToCam.vy );
//~ objAngleToCam.vz = patan( posToCam.vz,posToCam.vy );
//~ objAngleToCam.vx = patan( psqrt(posToCam.vx * posToCam.vx + posToCam.vy * posToCam.vy), posToCam.vy );
//~ curLvl.meshPlan.rot->vx = -( (objAngleToCam.vx >> 4) - 3076 ) ;
//~ curLvl.meshPlan.rot->vx = (( (objAngleToCam.vx >> 4) - 3076 ) * ( (objAngleToCam.vz >> 4) - 3076 ) >> 12) * (nsin(posToCam.vz) >> 10 < 0 ? -1 : 1);
//~ curLvl.meshPlan.rot->vx = ( (objAngleToCam.vx >> 4) - 3076 ) * ( (objAngleToCam.vz >> 4) - 3076 ) >> 12 ;
curLvl.meshPlan->rot.vy = -( (objAngleToCam.vy >> 4) + 1024 ) ;
//~ posToCam = getVectorTo(*curLvl.meshPlan.pos, camera.pos);
//~ posToCam = getVectorTo(camera.pos, *curLvl.meshPlan.pos);
posToCam.vx = -camera.pos.vx - curLvl.meshPlan->pos.vx ;
posToCam.vz = -camera.pos.vz - curLvl.meshPlan->pos.vz ;
posToCam.vy = -camera.pos.vy - curLvl.meshPlan->pos.vy ;
//~ psqrt(posToCam.vx * posToCam.vx + posToCam.vy * posToCam.vy);
// Actor Forward vector for 3d relative orientation
fVecActor = curLvl.actorPtr->pos; fVecActor = curLvl.actorPtr->pos;
fVecActor.vx = curLvl.actorPtr->pos.vx + (nsin(curLvl.actorPtr->rot.vy/2)); fVecActor.vx = curLvl.actorPtr->pos.vx + (nsin(curLvl.actorPtr->rot.vy/2));
fVecActor.vz = curLvl.actorPtr->pos.vz - (ncos(curLvl.actorPtr->rot.vy/2)); fVecActor.vz = curLvl.actorPtr->pos.vz - (ncos(curLvl.actorPtr->rot.vy/2));
@ -264,20 +246,10 @@ int main() {
camera.pos.vx = -(camera.x/ONE); camera.pos.vx = -(camera.x/ONE);
camera.pos.vy = -(camera.y/ONE); camera.pos.vy = -(camera.y/ONE);
camera.pos.vz = -(camera.z/ONE); camera.pos.vz = -(camera.z/ONE);
//~ InvCamPos.vx = camera.x/ONE;
//~ InvCamPos.vz = camera.z/ONE;
//~ applyVector(&InvCamPos, -1,-1,-1, *=);
angle.vy = -(curLvl.actorPtr->rot.vy / 2) + angleCam.vy; angle.vy = -(curLvl.actorPtr->rot.vy / 2) + angleCam.vy;
//~ angle.vx += 10;
//~ FntPrint("cos %d", (ncos(angle.vy) * ncos(angle.vx)) >> 12);
//~ angle = curLvl.actorPtr->rot->vy;
// Camera horizontal position // Camera horizontal position
getCameraZY(&camera.z, &camera.y, curLvl.actorPtr->pos.vz, curLvl.actorPtr->pos.vy, angle.vx, dist); getCameraZY(&camera.z, &camera.y, curLvl.actorPtr->pos.vz, curLvl.actorPtr->pos.vy, angle.vx, dist);
getCameraXZ(&camera.x, &camera.z, curLvl.actorPtr->pos.vx, curLvl.actorPtr->pos.vz, angle.vy, dist); getCameraXZ(&camera.x, &camera.z, curLvl.actorPtr->pos.vx, curLvl.actorPtr->pos.vz, angle.vy, dist);
//~ getCameraXZY(&camera.x, &camera.z, &camera.y, curLvl.actorPtr->pos.vx, curLvl.actorPtr->pos.vz, curLvl.actorPtr->pos.vy, angle.vy, angle.vx, dist);
//~ void getCameraXZY(int * x, int * z, int * y, int actorX, int actorZ, int actorY, int angle, int angleX, int distance) {
// Camera vertical position
//~ getCameraXZ(&camera.x, &camera.y, curLvl.actorPtr->pos.vx, curLvl.actorPtr->pos.vy, angle, dist);
// FIXME! camera lerping to pos // FIXME! camera lerping to pos
//~ angle += lerp(camera.rot.vy, -curLvl.actorPtr->rot->vy, 128); //~ angle += lerp(camera.rot.vy, -curLvl.actorPtr->rot->vy, 128);
//~ angle = lerpD(camera.rot.vy << 12, curLvl.actorPtr->rot->vy << 12, 1024 << 12) >> 12; //~ angle = lerpD(camera.rot.vy << 12, curLvl.actorPtr->rot->vy << 12, 1024 << 12) >> 12;
@ -289,9 +261,7 @@ int main() {
//~ camera.pos.vy = -(camera.y/ONE); //~ camera.pos.vy = -(camera.y/ONE);
camera.pos.vy = 100; camera.pos.vy = 100;
camera.pos.vz = -(camera.z/ONE); camera.pos.vz = -(camera.z/ONE);
//~ fVecActor = *curLvl.actorPtr->pos;
//~ fVecActor.vx = curLvl.actorPtr->pos->vx + (nsin(curLvl.actorPtr->rot->vy));
//~ fVecActor.vz = curLvl.actorPtr->pos->vz - (ncos(curLvl.actorPtr->rot->vy));
getCameraXZ(&camera.x, &camera.z, curLvl.actorPtr->pos.vx, curLvl.actorPtr->pos.vz, angle.vy, dist); getCameraXZ(&camera.x, &camera.z, curLvl.actorPtr->pos.vx, curLvl.actorPtr->pos.vz, angle.vy, dist);
angle.vy += 10; angle.vy += 10;
} }
@ -309,10 +279,6 @@ int main() {
if (curLvl.camPtr->tim_data){ if (curLvl.camPtr->tim_data){
checkLineW( &curLvl.camAngles[ curCamAngle ]->fw.v3, &curLvl.camAngles[ curCamAngle ]->fw.v2, curLvl.actorPtr); checkLineW( &curLvl.camAngles[ curCamAngle ]->fw.v3, &curLvl.camAngles[ curCamAngle ]->fw.v2, curLvl.actorPtr);
if ( curLvl.camAngles[ curCamAngle ]->fw.v0.vx ) { if ( curLvl.camAngles[ curCamAngle ]->fw.v0.vx ) {
//~ FntPrint("BL x : %d, y : %d\n", camAngles[ curCamAngle ]->fw.v3.vx, camAngles[ curCamAngle ]->fw.v3.vy);
//~ FntPrint("BR x : %d, y : %d\n", camAngles[ curCamAngle ]->fw.v2.vx, camAngles[ curCamAngle ]->fw.v2.vy);
//~ FntPrint("Pos : %d\n", checkLineW( &camAngles[ curCamAngle ]->fw.v3, &camAngles[ curCamAngle ]->fw.v2, curLvl.actorPtr) );
//~ FntPrint("Pos : %d\n", checkLineW( &camAngles[ curCamAngle ]->bw.v2, &camAngles[ curCamAngle ]->bw.v3, curLvl.actorPtr) );
// If actor in camAngle->fw area of screen // If actor in camAngle->fw area of screen
if ( checkLineW( &curLvl.camAngles[ curCamAngle ]->fw.v3, &curLvl.camAngles[ curCamAngle ]->fw.v2, curLvl.actorPtr) == -1 && if ( checkLineW( &curLvl.camAngles[ curCamAngle ]->fw.v3, &curLvl.camAngles[ curCamAngle ]->fw.v2, curLvl.actorPtr) == -1 &&
( checkLineW( &curLvl.camAngles[ curCamAngle ]->bw.v2, &curLvl.camAngles[ curCamAngle ]->bw.v3, curLvl.actorPtr) >= 0 ( checkLineW( &curLvl.camAngles[ curCamAngle ]->bw.v2, &curLvl.camAngles[ curCamAngle ]->bw.v3, curLvl.actorPtr) >= 0
@ -326,9 +292,6 @@ int main() {
} }
} }
if ( curLvl.camAngles[ curCamAngle ]->bw.v0.vx ) { if ( curLvl.camAngles[ curCamAngle ]->bw.v0.vx ) {
//~ FntPrint("BL x : %d, y : %d\n", camAngles[ curCamAngle ]->bw.v3.vx, camAngles[ curCamAngle ]->bw.v3.vy);
//~ FntPrint("BR x : %d, y : %d\n", camAngles[ curCamAngle ]->bw.v2.vx, camAngles[ curCamAngle ]->bw.v2.vy);
//~ // FntPrint("Pos : %d\n", checkLineW( &camAngles[ curCamAngle ]->bw.v2, &camAngles[ curCamAngle ]->bw.v3, curLvl.actorPtr) );
// If actor in camAngle->bw area of screen // If actor in camAngle->bw area of screen
if ( checkLineW( &curLvl.camAngles[ curCamAngle ]->fw.v3, &curLvl.camAngles[ curCamAngle ]->fw.v2, curLvl.actorPtr) >= 0 && if ( checkLineW( &curLvl.camAngles[ curCamAngle ]->fw.v3, &curLvl.camAngles[ curCamAngle ]->fw.v2, curLvl.actorPtr) >= 0 &&
checkLineW( &curLvl.camAngles[ curCamAngle ]->bw.v2, &curLvl.camAngles[ curCamAngle ]->bw.v3, curLvl.actorPtr) == -1 checkLineW( &curLvl.camAngles[ curCamAngle ]->bw.v2, &curLvl.camAngles[ curCamAngle ]->bw.v3, curLvl.actorPtr) == -1
@ -365,10 +328,6 @@ int main() {
camera.pos.vx = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vx << precision, curLvl.camPath->points[curLvl.camPath->cursor+1].vx << precision, curLvl.camPath->pos << precision) >> precision; camera.pos.vx = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vx << precision, curLvl.camPath->points[curLvl.camPath->cursor+1].vx << precision, curLvl.camPath->pos << precision) >> precision;
camera.pos.vy = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vy << precision, curLvl.camPath->points[curLvl.camPath->cursor+1].vy << precision, curLvl.camPath->pos << precision) >> precision; camera.pos.vy = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vy << precision, curLvl.camPath->points[curLvl.camPath->cursor+1].vy << precision, curLvl.camPath->pos << precision) >> precision;
camera.pos.vz = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vz << precision, curLvl.camPath->points[curLvl.camPath->cursor+1].vz << precision, curLvl.camPath->pos << precision) >> precision; camera.pos.vz = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vz << precision, curLvl.camPath->points[curLvl.camPath->cursor+1].vz << precision, curLvl.camPath->pos << precision) >> precision;
//~ FntPrint("Cam %d, %d\n", (int32_t)curLvl.camPath->points[curLvl.camPath->cursor].vx, curLvl.camPath->points[curLvl.camPath->cursor+1].vx);
//~ FntPrint("Cam %d, %d, %d\n", camera.pos.vx, camera.pos.vy, camera.pos.vz);
//~ FntPrint("Theta y: %d x: %d\n", theta.vy, theta.vx);
//~ FntPrint("Pos: %d Cur: %d\nTheta y: %d x: %d\n", curLvl.camPath->pos, curLvl.camPath->cursor, theta.vy, theta.vx);
// Linearly increment the lerp factor // Linearly increment the lerp factor
curLvl.camPath->pos += 20; curLvl.camPath->pos += 20;
// If camera has reached next key pos, reset pos index, move cursor to next key pos // If camera has reached next key pos, reset pos index, move cursor to next key pos
@ -409,7 +368,6 @@ int main() {
camera.pos.vx = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vx << precision, curLvl.camPath->points[curLvl.camPath->cursor + 1].vx << precision, curLvl.camPath->pos << precision) >> precision; camera.pos.vx = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vx << precision, curLvl.camPath->points[curLvl.camPath->cursor + 1].vx << precision, curLvl.camPath->pos << precision) >> precision;
camera.pos.vy = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vy << precision, curLvl.camPath->points[curLvl.camPath->cursor + 1].vy << precision, curLvl.camPath->pos << precision) >> precision; camera.pos.vy = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vy << precision, curLvl.camPath->points[curLvl.camPath->cursor + 1].vy << precision, curLvl.camPath->pos << precision) >> precision;
camera.pos.vz = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vz << precision, curLvl.camPath->points[curLvl.camPath->cursor + 1].vz << precision, curLvl.camPath->pos << precision) >> precision; camera.pos.vz = lerpD(curLvl.camPath->points[curLvl.camPath->cursor].vz << precision, curLvl.camPath->points[curLvl.camPath->cursor + 1].vz << precision, curLvl.camPath->pos << precision) >> precision;
//~ FntPrint("%d %d %d %d\n", camAngleToAct.vy, camera.pos.vx, camera.rot.vy, dist);
// Ony move cam if position is between first curLvl.camPath->vx and last curLvl.camPath->vx // Ony move cam if position is between first curLvl.camPath->vx and last curLvl.camPath->vx
if ( camAngleToAct.vy < -50 && camera.pos.vx > curLvl.camPath->points[curLvl.camPath->len - 1].vx ) { if ( camAngleToAct.vy < -50 && camera.pos.vx > curLvl.camPath->points[curLvl.camPath->len - 1].vx ) {
// Clamp curLvl.camPath position to cameraSpeed // Clamp curLvl.camPath position to cameraSpeed
@ -449,14 +407,6 @@ int main() {
curLvl.levelPtr = curLvl.curNode->plane; curLvl.levelPtr = curLvl.curNode->plane;
} }
} }
// DONTNEED ?
// Moveable prop
//~ if ( !getIntCollision( *propPtr->body , *curLvl.curNode->siblings->list[msh]->plane->body).vx &&
//~ !getIntCollision( *propPtr->body , *curLvl.curNode->siblings->list[msh]->plane->body).vz ) {
//~ if ( propPtr->node != curLvl.curNode->siblings->list[ msh ]){
//~ propPtr->node = curLvl.curNode->siblings->list[ msh ];
//~ }
//~ }
if ( !getIntCollision( *curLvl.propPtr->body , *curLvl.curNode->plane->body).vx && if ( !getIntCollision( *curLvl.propPtr->body , *curLvl.curNode->plane->body).vx &&
!getIntCollision( *curLvl.propPtr->body , *curLvl.curNode->plane->body).vz ) { !getIntCollision( *curLvl.propPtr->body , *curLvl.curNode->plane->body).vz ) {
curLvl.propPtr->node = curLvl.curNode; curLvl.propPtr->node = curLvl.curNode;
@ -528,7 +478,6 @@ int main() {
enlightMesh(&curLvl, curLvl.camAngles[curCamAngle]->objects[mesh], &lgtang); enlightMesh(&curLvl, curLvl.camAngles[curCamAngle]->objects[mesh], &lgtang);
transformMesh(&camera, curLvl.camAngles[curCamAngle]->objects[mesh]); transformMesh(&camera, curLvl.camAngles[curCamAngle]->objects[mesh]);
drawPoly(curLvl.camAngles[curCamAngle]->objects[mesh], &Flag, atime, &camMode, &nextpri, ot[db], &db, &draw[db]); drawPoly(curLvl.camAngles[curCamAngle]->objects[mesh], &Flag, atime, &camMode, &nextpri, ot[db], &db, &draw[db]);
// int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw)
} }
} }
else { else {
@ -578,14 +527,8 @@ int main() {
FntPrint("Time : %d dt :%d", timeS, dt); FntPrint("Time : %d dt :%d", timeS, dt);
//~ FntPrint("%d\n", curCamAngle ); //~ FntPrint("%d\n", curCamAngle );
//~ FntPrint("%x\n", primbuff[db]); //~ FntPrint("%x\n", primbuff[db]);
//~ FntPrint("Actor : %d %d\n", curLvl.actorPtr->pos->vx, curLvl.actorPtr->pos->vy);
//~ FntPrint("%d %d\n", curLvl.actorPtr->pos->vx, curLvl.actorPtr->pos->vz);
//~ FntPrint("%d %d\n", curLvl.actorPtr->pos2D.vx + CENTERX, curLvl.actorPtr->pos2D.vy + CENTERY);
//~ FntPrint(" %d %d %d\n", wp.vx, wp.vy, wp.vz);
FntFlush(-1); FntFlush(-1);
display( &disp[db], &draw[db], otdisc[db], primbuff[db], &nextpri, &db); display( &disp[db], &draw[db], otdisc[db], primbuff[db], &nextpri, &db);
//~ display(disp, draw, otdisc[db], primbuff[db], nextpri, db);
//~ frame = VSync(-1);
} }
return 0; return 0;
} }
@ -594,8 +537,6 @@ void callback() {
read_controller( &theControllers[0], &controllers[0].pad[0], 0 ); // Read controllers read_controller( &theControllers[0], &controllers[0].pad[0], 0 ); // Read controllers
// Pad 2 // Pad 2
read_controller( &theControllers[1], &controllers[1].pad[0], 1 ); read_controller( &theControllers[1], &controllers[1].pad[0], 1 );
//~ u_short pad = PadRead(0);
//~ u_short pad = 0;
u_char PADL = ~theControllers[0].button1; u_char PADL = ~theControllers[0].button1;
u_char PADR = ~theControllers[0].button2; u_char PADR = ~theControllers[0].button2;
static u_short lastPad; static u_short lastPad;
@ -604,7 +545,6 @@ void callback() {
static int lerpValues[4096 >> 7]; static int lerpValues[4096 >> 7];
static short cursor = 0; static short cursor = 0;
static short angleCamTimer = 0; static short angleCamTimer = 0;
//~ static short curCamAngle = 0;
if( !lerpValues[0] ) { if( !lerpValues[0] ) {
for ( long long i = 0; i < div ; i++ ){ for ( long long i = 0; i < div ; i++ ){
lerpValues[(div-1)-i] = lerp(-24, -264, easeIn(i)); lerpValues[(div-1)-i] = lerp(-24, -264, easeIn(i));
@ -738,10 +678,10 @@ void callback() {
} }
if ( PADL & PadSelect && !timer ) { if ( PADL & PadSelect && !timer ) {
//~ if (!levelHasChanged){ //~ if (!levelHasChanged){
//~ #ifndef USECD #ifndef USECD
printf("load:%p:%08x:%s", &load_all_overlays_here, &level, overlayFile); printf("load:%p:%08x:%s", &load_all_overlays_here, &level, overlayFile);
//~ PCload( &load_all_overlays_here, &levelHasChanged, overlayFile ); //~ PCload( &load_all_overlays_here, &levelHasChanged, overlayFile );
//~ #endif #endif
#ifdef USECD #ifdef USECD
level = !level; level = !level;
//~ levelHasChanged = 1; //~ levelHasChanged = 1;
@ -776,8 +716,7 @@ void callback() {
angleCam.vy += lerp( angleCam.vy, 0, 64 ) == 0 ? 1 : lerp( angleCam.vy, 0, 64 ); angleCam.vy += lerp( angleCam.vy, 0, 64 ) == 0 ? 1 : lerp( angleCam.vy, 0, 64 );
} }
} }
//~ FntPrint("level :%d", level); // Print controller infos
//~ FntPrint("angleCam :%d %d\n", angleCam.vy, lerp( angleCam.vy, 0, 64) );
//~ FntPrint( "Pad 1 : %02x\nButtons:%02x %02x, Stick:%02d %02d %02d %02d\n", //~ FntPrint( "Pad 1 : %02x\nButtons:%02x %02x, Stick:%02d %02d %02d %02d\n",
//~ theControllers[0].type, // Controller type : 0x00 == none, 0x41 == standard, 0x73 == analog/dualshock, 0x12 == mouse, 0x23 == steering wheel, 0x63 == gun, 0x53 == analog joystick //~ theControllers[0].type, // Controller type : 0x00 == none, 0x41 == standard, 0x73 == analog/dualshock, 0x12 == mouse, 0x23 == steering wheel, 0x63 == gun, 0x53 == analog joystick
//~ theControllers[0].button1, // //~ theControllers[0].button1, //