mirror of
https://github.com/OpenDriver2/REDRIVER2.git
synced 2024-11-23 02:42:38 +01:00
1037 lines
19 KiB
C
1037 lines
19 KiB
C
#include "driver2.h"
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#include "sky.h"
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#include "system.h"
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#include "mission.h"
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#include "models.h"
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#include "draw.h"
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#include "camera.h"
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#include "main.h"
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#include "debris.h"
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#include "players.h"
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#include "LIBGTE.H"
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#include "INLINE_C.H"
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struct RGB16
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{
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short r;
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short g;
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short b;
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short pad;
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};
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struct FLAREREC
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{
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RGB16 transparency;
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char size;
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short gapmod;
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};
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int sky_y_offset[4] = { 17, 17, 17, 17 };
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unsigned char HorizonLookup[4][4] = {
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{0, 0, 20, 20},
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{20, 20, 0, 0},
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{0, 0, 20, 20},
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{0, 0, 20, 20},
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};
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unsigned char HorizonTextures[40] = {
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
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0, 1, 2, 3, 4, 5, 6, 7,
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20, 21, 22, 23, 24, 25, 26, 27,
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16, 17, 18, 19
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};
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SVECTOR sun_position[4] = {
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{-32000,-11000,-5000},
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{-32000,-11000,-5000},
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{-32000,-11000,-5000},
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{-32000,-11000,-5000}
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};
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SVECTOR moon_position[4] = {
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{-32000,-11500,-18000},
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{-32000,-11500,-18000,},
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{-32000,-11500,-18000,},
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{-32000,-11500,-18000,}
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};
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SVECTOR moon_shadow_position[4] =
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{
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{ 33536, 54036, 47536, 0 },
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{ 33536, 54036, 47536, 0 },
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{ 33536, 54036, 47536, 0 },
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{ 33536, 10500, 47536, 0 }
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};
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FLAREREC flare_info[8] =
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{
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{
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{0,0,90},16, 48
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},
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{
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{80,40,4},48,72
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},
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{
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{90,0,0},48,96
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},
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{
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{0,90,0},16,144
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},
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{
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{0,0,90},64,160
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},
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{
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{90,90,0},32,184
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},
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{
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{90,0,0},32,208
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},
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{
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{0,0,90},48,15
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}
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};
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VECTOR tunnelPos[3][2] =
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{
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{
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{ -398650, 0, -161000, 0 },
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{ -340300, 2000, -103000, 0 }
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},
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{
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{ 272800, 0, 41200, 0 },
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{ 271963, 2000, 168187, 0 }
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},
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{
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{ -115100, 0, -193200, 0 },
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{ -113300, -400, -132501, 0 }
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}
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};
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UV skytexuv[28] = { 0 };
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short skyclut[28];
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short skytpage[28];
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// [D] [T]
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void LoadSky(void)
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{
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int skyNum;
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RECT16 rect;
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char name[16];
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int offset;
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int flipped;
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int single;
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int v;
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int u;
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int y;
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int x;
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int ry;
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int i;
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int tp_x;
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int clut_x;
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i = 0;
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y = 0;
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offset = 0;
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flipped = 1;
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do {
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if (flipped)
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{
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switch(y)
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{
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default:
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ry = 0;
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flipped = 0;
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single = 1;
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break;
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case 1:
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ry = 0;
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flipped = 0;
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single = 0;
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break;
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case 2:
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ry = 1;
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flipped = 0;
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single = 0;
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break;
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case 3:
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ry = 1;
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flipped = 1;
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single = 0;
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break;
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case 4:
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ry = 0;
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flipped = 1;
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single = 0;
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break;
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case 5:
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ry = 2;
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flipped = 0;
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single = 0;
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break;
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case 6:
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ry = 2;
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flipped = 1;
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single = 0;
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break;
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}
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}
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else
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{
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ry = 0;
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flipped = 0;
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single = 1;
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}
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x = 0;
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y++;
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clut_x = 320;
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tp_x = 320;
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v = ry * 84;
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do {
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u = x * 128;
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if (single)
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{
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skytexuv[i].u0 = u;
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skytexuv[i].v0 = v;
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skytexuv[i].u1 = u;
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skytexuv[i].v1 = v;
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skytexuv[i].u2 = u;
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skytexuv[i].v2 = v;
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skytexuv[i].u3 = u;
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skytexuv[i].v3 = v;
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}
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else if (flipped)
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{
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skytexuv[i].u0 = u;
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skytexuv[i].v0 = v + 83;
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skytexuv[i].u1 = u + 127;
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skytexuv[i].v1 = v + 83;
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skytexuv[i].u2 = u;
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skytexuv[i].v2 = v;
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skytexuv[i].u3 = u + 127;
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skytexuv[i].v3 = v;
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}
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else
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{
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skytexuv[i].u0 = u;
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skytexuv[i].v0 = v;
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skytexuv[i].u1 = u + 127;
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skytexuv[i].v1 = v;
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skytexuv[i].u2 = u;
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skytexuv[i].v2 = v + 83;
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skytexuv[i].u3 = u + 127;
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skytexuv[i].v3 = v + 83;
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}
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skytpage[i] = GetTPage(0,0,tp_x & 0xffffffc0,ry * 84 & 768);
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skyclut[i] = GetClut(clut_x,ry + 252);
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tp_x += 32;
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clut_x += 16;
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x++;
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i++;
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} while (x < 4);
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flipped = (y < 7);
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} while (y < 7);
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if (GameLevel == 1)
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skyNum = 1;
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else if (GameLevel == 2)
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skyNum = 2;
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else if (GameLevel == 3)
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skyNum = 3;
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else
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skyNum = 0;
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if (gWeather - 1U < 2)
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{
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if (gTimeOfDay == 3)
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offset = 0x10000;
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else
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offset = 0x20000;
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}
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else
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{
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if (gTimeOfDay == 0)
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offset = 0x30000;
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else if (gTimeOfDay == 1)
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offset = 0;
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else if (gTimeOfDay == 2)
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offset = 0x40000;
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else if (gTimeOfDay == 3)
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offset = 0x10000;
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}
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sprintf(name, "DATA\\SKY%d.RAW", skyNum);
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LoadfileSeg(name, _frontend_buffer, offset, 0x10000);
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rect.x = 320;
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rect.y = 0;
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rect.w = 128;
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rect.h = 256;
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LoadImage(&rect, (u_long*)_frontend_buffer);
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DrawSync(0);
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}
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// [D] [T]
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#ifdef USE_PGXP
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void DisplaySun(DVECTORF* pos, CVECTOR* col, int flare_col)
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#else
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void DisplaySun(DVECTOR* pos, CVECTOR* col, int flare_col)
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#endif
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{
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short cs;
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short sn;
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int sz;
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POLY_FT4* polys;
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POLY_FT3* null;
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int u1;
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int v2;
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int u0;
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int v0;
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short width;
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short height;
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u0 = sun_texture.coords.u0;
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u1 = sun_texture.coords.u1;
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v0 = sun_texture.coords.v0;
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v2 = sun_texture.coords.v2;
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null = (POLY_FT3*)current->primptr;
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setPolyFT3(null);
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null->x0 = -1;
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null->y0 = -1;
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null->x1 = -1;
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null->y1 = -1;
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null->x2 = -1;
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null->y2 = -1;
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null->tpage = 0;
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addPrim(current->ot + 0x1079, null);
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current->primptr += sizeof(POLY_FT3);
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polys = (POLY_FT4*)current->primptr;
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setPolyFT4(polys);
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setSemiTrans(polys, 1);
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polys->r0 = col->r;
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polys->g0 = col->g;
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polys->b0 = col->b;
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width = (((u1 - (u0 - 1)) / 2) * 3) / 4;
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height = (((v2 - (v0 - 1)) / 2) * 3) / 4;
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polys->x0 = pos->vx - width;
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polys->y0 = pos->vy - height;
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polys->x1 = pos->vx + width;
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polys->y1 = pos->vy - height;
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polys->x2 = pos->vx - width;
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polys->y2 = pos->vy + height;
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polys->x3 = pos->vx + width;
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polys->y3 = pos->vy + height;
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polys->u0 = sun_texture.coords.u0;
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polys->v0 = sun_texture.coords.v0;
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polys->u1 = sun_texture.coords.u1;
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polys->v1 = sun_texture.coords.v1;
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polys->u2 = sun_texture.coords.u2;
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polys->v2 = sun_texture.coords.v2;
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polys->u3 = sun_texture.coords.u3;
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polys->v3 = sun_texture.coords.v3;
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polys->clut = sun_texture.clutid;
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polys->tpage = sun_texture.tpageid | 0x20;
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addPrim(current->ot + 0x1079, polys);
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current->primptr += sizeof(POLY_FT4);
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cs = rcossin_tbl[(camera_angle.vy & 0x1ffe) + 1];
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sn = rcossin_tbl[camera_angle.vy & 0x1ffe];
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sz = -(((flare_texture.coords.u1 - (flare_texture.coords.u0 - 1)) / 2) * 3) / 4;
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polys = (POLY_FT4*)current->primptr;
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setPolyFT4(polys);
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setSemiTrans(polys, 1);
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polys->r0 = (flare_col / 2);
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polys->g0 = (flare_col / 2);
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polys->b0 = (flare_col / 2);
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width = (cs - sn) * sz >> 0xc;
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height = (sn + cs) * sz >> 0xc;
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polys->x0 = pos->vx + width;
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polys->y0 = pos->vy + height;
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polys->x1 = pos->vx - height;
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polys->y1 = pos->vy + width;
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polys->x2 = pos->vx + height;
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polys->y2 = pos->vy - width;
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polys->x3 = pos->vx - width;
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polys->y3 = pos->vy - height;
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polys->u0 = flare_texture.coords.u0;
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polys->v0 = flare_texture.coords.v0;
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polys->u1 = flare_texture.coords.u1;
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polys->v1 = flare_texture.coords.v1;
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polys->u2 = flare_texture.coords.u2;
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polys->v2 = flare_texture.coords.v2;
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polys->u3 = flare_texture.coords.u3;
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polys->v3 = flare_texture.coords.v3;
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polys->clut = flare_texture.clutid;
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polys->tpage = flare_texture.tpageid | 0x20;
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addPrim(current->ot + 0x1078, polys);
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current->primptr += sizeof(POLY_FT4);
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}
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// [D] [T]
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#ifdef USE_PGXP
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void DisplayMoon(DVECTORF* pos, CVECTOR* col, int flip)
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#else
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void DisplayMoon(DVECTOR* pos, CVECTOR* col, int flip)
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#endif
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{
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short width;
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short height;
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POLY_FT3* null;
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POLY_FT4* polys;
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null = (POLY_FT3*)current->primptr;
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setPolyFT3(null);
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null->x0 = -1;
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null->y0 = -1;
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null->x1 = -1;
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null->y1 = -1;
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null->x2 = -1;
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null->y2 = -1;
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null->tpage = 0;
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addPrim(current->ot + 0x1079, null);
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current->primptr += sizeof(POLY_FT3);
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polys = (POLY_FT4*)current->primptr;
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setPolyFT4(polys);
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setSemiTrans(polys, 1);
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polys->r0 = col->r;
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polys->g0 = col->g;
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polys->b0 = col->b;
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width = (moon_texture.coords.u1 - (moon_texture.coords.u0 - 1)) / 2;
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height = (moon_texture.coords.v2 - (moon_texture.coords.v0 - 1)) / 2;
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if (flip != 0)
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height = -height;
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polys->x0 = pos->vx - width;
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polys->y0 = pos->vy - height;
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polys->x1 = pos->vx + width;
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polys->y1 = pos->vy - height;
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polys->x2 = pos->vx - width;
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polys->y2 = pos->vy + height;
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polys->x3 = pos->vx + width;
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polys->y3 = pos->vy + height;
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polys->u0 = moon_texture.coords.u0;
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polys->v0 = moon_texture.coords.v0;
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polys->u1 = moon_texture.coords.u1;
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polys->v1 = moon_texture.coords.v1;
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polys->u2 = moon_texture.coords.u2;
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polys->v2 = moon_texture.coords.v2;
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polys->u3 = moon_texture.coords.u3;
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polys->v3 = moon_texture.coords.v3;
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polys->clut = moon_texture.clutid;
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polys->tpage = moon_texture.tpageid | 0x20;
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addPrim(current->ot + 0x1079, polys);
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current->primptr += sizeof(POLY_FT4);
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}
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extern VECTOR dummy;
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RECT16 sun_source = {
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1008,
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456,
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16,
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10
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};
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// [D] [T]
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void DrawLensFlare(void)
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{
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static char last_attempt_failed; // offset 0x0
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static ushort buffer[16*10];
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RECT16 viewp = { -1,-1,321,257 };
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int flarez;
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int distance_to_sun;
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int bufferY;
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int bufferX;
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POLY_FT4 *poly;
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FLAREREC *pFlareInfo;
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int shade;
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ushort *pwBuffer;
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DR_MOVE* sample_sun;
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int ygap;
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int xgap;
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int flare_col;
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int flaresize;
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int haze_col;
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#ifdef USE_PGXP
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DVECTORF sun_pers_conv_position;
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#else
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DVECTOR sun_pers_conv_position;
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#endif
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RECT16 source;
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CVECTOR col;
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source = sun_source;
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if (gWeather - 1U <= 1 || gTimeOfDay == 0 || gTimeOfDay == 2)
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return;
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if (gTimeOfDay == 3)
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col.r = 128;
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else
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col.r = 254;
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flare_col = 0;
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col.g = col.r;
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col.b = col.r;
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// get the sun brightness from framebuffer copy
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if (gTimeOfDay != 3 && last_attempt_failed == 0)
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{
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pwBuffer = buffer;
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StoreImage(&source, (u_long*)buffer);
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bufferY = 0;
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do
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{
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bufferY++;
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bufferX = 0;
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do
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{
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if (*pwBuffer == 0xFFFF || *pwBuffer == 0x7fff)
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flare_col++;
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bufferX++;
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pwBuffer++;
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}
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while (bufferX < 12);
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pwBuffer += 4;
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}
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while (bufferY < 10);
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}
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gte_SetRotMatrix(&inv_camera_matrix);
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gte_SetTransVector(&dummy);
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if (gTimeOfDay == 3)
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{
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gte_ldv0(&moon_position[GameLevel]);
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}
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else
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{
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gte_ldv0(&sun_position[GameLevel]);
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}
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gte_rtps();
|
|
|
|
gte_stsxy(&sun_pers_conv_position);
|
|
|
|
gte_stszotz(&flarez);
|
|
|
|
xgap = sun_pers_conv_position.vx - 160;
|
|
ygap = sun_pers_conv_position.vy - 128;
|
|
|
|
//sun_pers_conv_position.vy = (short)((uint)sun_pers_conv_position >> 0x10);
|
|
|
|
distance_to_sun = SquareRoot0(xgap * xgap + ygap * ygap);
|
|
|
|
if (gTimeOfDay == 3)
|
|
{
|
|
if (distance_to_sun < 500)
|
|
{
|
|
DisplayMoon(&sun_pers_conv_position, &col, 0);
|
|
col.r = 64;
|
|
col.b = 64;
|
|
col.g = 64;
|
|
|
|
gte_ldv0(&moon_shadow_position[GameLevel]);
|
|
gte_rtps();
|
|
gte_stsxy(&sun_pers_conv_position);
|
|
|
|
DisplayMoon(&sun_pers_conv_position, &col, 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (flarez > 0 && distance_to_sun < 500)
|
|
{
|
|
DisplaySun(&sun_pers_conv_position, &col, flare_col);
|
|
|
|
haze_col = (60 - (distance_to_sun / 2)) * flare_col;
|
|
|
|
add_haze((haze_col / 6 + (haze_col >> 0x1f) >> 3) - (haze_col >> 0x1f), haze_col >> 6, 7);
|
|
shade = flare_col / 3 - (distance_to_sun * 80) / 500;
|
|
|
|
if (shade > -1 && flare_col != 0)
|
|
{
|
|
pFlareInfo = flare_info;
|
|
|
|
do
|
|
{
|
|
int xpos, ypos, gapmod;
|
|
|
|
gapmod = (128 - pFlareInfo->gapmod) * 2;
|
|
flaresize = (pFlareInfo->size / 2);
|
|
|
|
xpos = (xgap * gapmod) / 256;
|
|
ypos = (ygap * gapmod) / 256;
|
|
|
|
poly = (POLY_FT4*)current->primptr;
|
|
setPolyFT4(poly);
|
|
setSemiTrans(poly, 1);
|
|
|
|
poly->x0 = poly->x2 = (xpos + 160) - flaresize;
|
|
poly->y0 = poly->y1 = (ypos + 128) - flaresize;
|
|
|
|
poly->x1 = poly->x3 = poly->x0 + pFlareInfo->size;
|
|
poly->y2 = poly->y3 = poly->y0 + pFlareInfo->size;
|
|
|
|
poly->r0 = (pFlareInfo->transparency.r * shade >> 6);
|
|
poly->g0 = (pFlareInfo->transparency.g * shade >> 6);
|
|
poly->b0 = (pFlareInfo->transparency.b * shade >> 6);
|
|
|
|
poly->u0 = lensflare_texture.coords.u0;
|
|
poly->v0 = lensflare_texture.coords.v0;
|
|
poly->u1 = lensflare_texture.coords.u1;
|
|
poly->v1 = lensflare_texture.coords.v1;
|
|
poly->u2 = lensflare_texture.coords.u2;
|
|
poly->v2 = lensflare_texture.coords.v2 - 4;
|
|
poly->u3 = lensflare_texture.coords.u3;
|
|
poly->v3 = lensflare_texture.coords.v3 - 4;
|
|
|
|
poly->clut = lensflare_texture.clutid;
|
|
poly->tpage = lensflare_texture.tpageid | 0x20;
|
|
|
|
addPrim(current->ot + 10, poly);
|
|
current->primptr += sizeof(POLY_FT4);
|
|
|
|
pFlareInfo++;
|
|
}
|
|
while (pFlareInfo < flare_info + 8);
|
|
}
|
|
}
|
|
|
|
#ifdef USE_PGXP
|
|
// remap
|
|
PsyX_GetPSXWidescreenMappedViewport(&viewp);
|
|
sun_pers_conv_position.vx = RemapVal(sun_pers_conv_position.vx, float(viewp.x), float(viewp.w), 0.0f, 320.0f);
|
|
#endif
|
|
|
|
sun_pers_conv_position.vx = sun_pers_conv_position.vx - 8;
|
|
sun_pers_conv_position.vy = sun_pers_conv_position.vy - 4;
|
|
|
|
// store framebuffer image of sun separately in VRAM
|
|
if (sun_pers_conv_position.vx > -1 &&
|
|
sun_pers_conv_position.vy > -1 &&
|
|
sun_pers_conv_position.vx + 16 < 321 &&
|
|
sun_pers_conv_position.vy + 10 < 257)
|
|
{
|
|
last_attempt_failed = 0;
|
|
|
|
source.x = sun_pers_conv_position.vx;
|
|
source.y = sun_pers_conv_position.vy + last->disp.disp.y;
|
|
|
|
#if 1//def PSX
|
|
sample_sun = (DR_MOVE*)current->primptr;
|
|
SetDrawMove(sample_sun, &source, 1008, 456);
|
|
|
|
addPrim(current->ot + 0x20, sample_sun);
|
|
current->primptr += sizeof(DR_MOVE);
|
|
#else
|
|
// to avoid delays and uploads to GPU we're simply going to directly request from screen VRAM area
|
|
sun_source = source;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
last_attempt_failed = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
int gTunnelNum = -1;
|
|
int skyFade;
|
|
|
|
RGB16 skycolor = { 128,128,128 };
|
|
|
|
int tunnelDir[3][2] =
|
|
{
|
|
{2000, 3064},
|
|
{2048, 0},
|
|
{2048, 4095}
|
|
};
|
|
|
|
// [D] [T]
|
|
void TunnelSkyFade(void)
|
|
{
|
|
int dZ;
|
|
int diffZ;
|
|
int dX;
|
|
int diffX;
|
|
int l2;
|
|
int len;
|
|
VECTOR* v2;
|
|
VECTOR* v1;
|
|
int tun;
|
|
|
|
if (GameLevel != 3)
|
|
tun = gTunnelNum;
|
|
else
|
|
tun = 2;
|
|
|
|
if (gTunnelNum == -1)
|
|
return;
|
|
|
|
v1 = NULL;
|
|
v2 = NULL;
|
|
|
|
if (((tunnelDir[tun][0] - camera_angle.vy) + 0x800U & 0xfff) - 801 < 2495)
|
|
v1 = &tunnelPos[tun][0];
|
|
|
|
if (((tunnelDir[tun][1] - camera_angle.vy) + 0x800U & 0xfff) - 801 < 2495)
|
|
v2 = &tunnelPos[tun][1];
|
|
|
|
if(v1 && v2)
|
|
{
|
|
dX = (v1->vx - player[0].pos[0]) >> 5; // [A] smooth sky fade
|
|
dZ = (v1->vz - player[0].pos[2]) >> 5;
|
|
|
|
diffX = (v2->vx - player[0].pos[0]) >> 5;
|
|
diffZ = (v2->vz - player[0].pos[2]) >> 5;
|
|
|
|
len = (dX * dX + dZ * dZ);
|
|
l2 = (diffX * diffX + diffZ * diffZ);
|
|
|
|
if (l2 <= len)
|
|
len = l2;
|
|
}
|
|
else if(v2)
|
|
{
|
|
diffX = (v2->vx - player[0].pos[0]) >> 5;
|
|
diffZ = (v2->vz - player[0].pos[2]) >> 5;
|
|
|
|
len = (diffX * diffX + diffZ * diffZ);
|
|
}
|
|
else if(v1)
|
|
{
|
|
diffX = (v1->vx - player[0].pos[0]) >> 5;
|
|
diffZ = (v1->vz - player[0].pos[2]) >> 5;
|
|
|
|
len = (diffX * diffX + diffZ * diffZ);
|
|
}
|
|
else
|
|
{
|
|
skyFade = 0;
|
|
return;
|
|
}
|
|
|
|
// [A] smooth sky fade
|
|
len >>= 12;
|
|
|
|
if (len <= 128)
|
|
skyFade = -len + 128;
|
|
else
|
|
skyFade = 0;
|
|
}
|
|
|
|
// [D] [T]
|
|
void calc_sky_brightness(void)
|
|
{
|
|
int dawn;
|
|
dawn = DawnCount >> 5;
|
|
|
|
if(gTimeOfDay == 0 || gTimeOfDay == 2)
|
|
{
|
|
if (gTimeOfDay == 0)
|
|
{
|
|
skycolor.r = dawn + 41;
|
|
skycolor.b = dawn + 28;
|
|
}
|
|
else if (gTimeOfDay == 2)
|
|
{
|
|
skycolor.r = 143 - dawn;
|
|
skycolor.b = 128 - dawn;
|
|
}
|
|
|
|
if (skycolor.r < 26)
|
|
skycolor.r = 26;
|
|
else if (skycolor.r > 128)
|
|
skycolor.r = 128;
|
|
|
|
if (skycolor.b < 26)
|
|
skycolor.b = 26;
|
|
else if (skycolor.b > 128)
|
|
skycolor.b = 128;
|
|
|
|
skycolor.g = skycolor.b;
|
|
}
|
|
else
|
|
{
|
|
skycolor.b = 128;
|
|
skycolor.g = 128;
|
|
skycolor.r = 128;
|
|
}
|
|
|
|
if (gTunnelNum == -1 ||
|
|
GameLevel == 0 ||
|
|
GameLevel == 1 && gTunnelNum == 2 ||
|
|
GameLevel == 2 ||
|
|
GameLevel == 3 && gTunnelNum != 1)
|
|
return;
|
|
|
|
TunnelSkyFade();
|
|
|
|
if (skycolor.r > skyFade)
|
|
skycolor.r = skyFade;
|
|
|
|
if (skycolor.g > skyFade)
|
|
skycolor.g = skyFade;
|
|
|
|
if (skycolor.b > skyFade)
|
|
skycolor.b = skyFade;
|
|
}
|
|
|
|
// offset: 0x1f800020
|
|
extern _pct plotContext;
|
|
|
|
#ifdef USE_PGXP
|
|
DVECTORF scratchPad_skyVertices[35]; // 1f800044
|
|
#else
|
|
DVECTOR scratchPad_skyVertices[35]; // 1f800044
|
|
#endif
|
|
|
|
short scratchPad_zbuff[256];
|
|
|
|
// [D] [T]
|
|
void PlotSkyPoly(POLYFT4* polys, int skytexnum, unsigned char r, unsigned char g, unsigned char b, int offset)
|
|
{
|
|
POLYFT4* src;
|
|
POLY_FT4* poly;
|
|
|
|
src = polys;
|
|
poly = (POLY_FT4*)current->primptr;
|
|
|
|
#ifdef USE_PGXP
|
|
DVECTORF* outpoints = scratchPad_skyVertices;
|
|
#else
|
|
DVECTOR* outpoints = scratchPad_skyVertices;
|
|
#endif
|
|
|
|
#ifdef PSX
|
|
if ((outpoints[src->v0].vy > -1 || outpoints[src->v1].vy > -1 || outpoints[src->v2].vy > -1 || outpoints[src->v3].vy > -1) &&
|
|
(outpoints[src->v0].vx > -1 || outpoints[src->v1].vx > -1 || outpoints[src->v2].vx > -1 || outpoints[src->v3].vx > -1) &&
|
|
(outpoints[src->v0].vx < 321 || outpoints[src->v1].vx < 321 || outpoints[src->v2].vx < 321 || outpoints[src->v3].vx < 321))
|
|
#endif
|
|
{
|
|
setPolyFT4(poly);
|
|
|
|
poly->r0 = r;
|
|
poly->g0 = g;
|
|
poly->b0 = b;
|
|
|
|
*(uint*)&poly->x0 = *(uint*)&outpoints[src->v0].vx;
|
|
*(uint*)&poly->x1 = *(uint*)&outpoints[src->v1].vx;
|
|
*(uint*)&poly->x2 = *(uint*)&outpoints[src->v3].vx;
|
|
*(uint*)&poly->x3 = *(uint*)&outpoints[src->v2].vx;
|
|
|
|
*(ushort*)&poly->u0 = *(ushort*)&skytexuv[skytexnum].u2;
|
|
*(ushort*)&poly->u1 = *(ushort*)&skytexuv[skytexnum].u3;
|
|
*(ushort*)&poly->u2 = *(ushort*)&skytexuv[skytexnum].u0;
|
|
*(ushort*)&poly->u3 = *(ushort*)&skytexuv[skytexnum].u1;
|
|
|
|
poly->clut = skyclut[skytexnum];
|
|
poly->tpage = skytpage[skytexnum];
|
|
|
|
addPrim(current->ot + 0x107f, poly);
|
|
|
|
#if defined(USE_PGXP) && defined(USE_EXTENDED_PRIM_POINTERS)
|
|
poly->pgxp_index = outpoints[src->v0].pgxp_index;
|
|
#endif
|
|
|
|
current->primptr += sizeof(POLY_FT4);
|
|
}
|
|
}
|
|
|
|
// [D] [T]
|
|
void PlotHorizonMDL(MODEL* model, int horizontaboffset)
|
|
{
|
|
SVECTOR* verts;
|
|
|
|
#ifdef USE_PGXP
|
|
DVECTORF* dv0;
|
|
DVECTORF* dv1;
|
|
DVECTORF* dv2;
|
|
#else
|
|
DVECTOR* dv0;
|
|
DVECTOR* dv1;
|
|
DVECTOR* dv2;
|
|
#endif
|
|
|
|
SVECTOR* v0;
|
|
SVECTOR* v1;
|
|
SVECTOR* v2;
|
|
|
|
int count;
|
|
|
|
unsigned char* polys;
|
|
|
|
int green;
|
|
int red;
|
|
int blue;
|
|
|
|
int z;
|
|
|
|
verts = (SVECTOR*)model->vertices;
|
|
count = 0;
|
|
|
|
dv0 = scratchPad_skyVertices;
|
|
dv1 = scratchPad_skyVertices + 1;
|
|
dv2 = scratchPad_skyVertices + 2;
|
|
|
|
v0 = verts;
|
|
v1 = verts + 1;
|
|
v2 = verts + 2;
|
|
|
|
#ifdef USE_PGXP
|
|
PGXP_SetZOffsetScale(0.0f, 256.0f);
|
|
#endif
|
|
|
|
while (count < model->num_vertices)
|
|
{
|
|
SVECTOR sv0 = *v0;
|
|
SVECTOR sv1 = *v1;
|
|
SVECTOR sv2 = *v2;
|
|
|
|
sv0.vy -= sky_y_offset[GameLevel];
|
|
sv1.vy -= sky_y_offset[GameLevel];
|
|
sv2.vy -= sky_y_offset[GameLevel];
|
|
|
|
gte_ldv3(&sv0, &sv1, &sv2);
|
|
gte_rtpt();
|
|
gte_stsxy3(dv0, dv1, dv2);
|
|
|
|
if(count == 15)
|
|
gte_stszotz(&z);
|
|
|
|
#ifdef USE_PGXP
|
|
// store PGXP index
|
|
// HACK: -1 is needed here for some reason
|
|
dv0->pgxp_index = dv1->pgxp_index = dv2->pgxp_index = PGXP_GetIndex() - 1;
|
|
#endif
|
|
|
|
dv2 += 3;
|
|
dv1 += 3;
|
|
dv0 += 3;
|
|
|
|
v2 += 3;
|
|
v1 += 3;
|
|
v0 += 3;
|
|
|
|
count += 3;
|
|
}
|
|
|
|
#ifdef USE_PGXP
|
|
PGXP_SetZOffsetScale(0.0f, 1.0f);
|
|
#endif
|
|
|
|
if (z > 0)
|
|
{
|
|
polys = (unsigned char*)model->poly_block;
|
|
|
|
red = skycolor.r;
|
|
green = skycolor.g;
|
|
blue = skycolor.b;
|
|
|
|
count = 0;
|
|
|
|
while (count < model->num_polys)
|
|
{
|
|
if (count == 12)
|
|
{
|
|
red /= 2;
|
|
green /= 2;
|
|
blue /= 2;
|
|
}
|
|
|
|
PlotSkyPoly((POLYFT4*)polys, HorizonTextures[horizontaboffset + count], red, green, blue, 0);
|
|
|
|
polys += PolySizes[*polys];
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// [D] [T]
|
|
void DrawSkyDome(void)
|
|
{
|
|
calc_sky_brightness();
|
|
|
|
#ifdef PSX
|
|
// FIXME: use frustrum angle instead?
|
|
if (((camera_angle.vy - 1450U) & 0xFFF) > 2250)
|
|
PlotHorizonMDL(modelpointers[0], HorizonLookup[GameLevel][0]);
|
|
|
|
if (((camera_angle.vy - 651U) & 0xFFF) < 1799)
|
|
PlotHorizonMDL(modelpointers[2], HorizonLookup[GameLevel][1]);
|
|
|
|
if (((camera_angle.vy - 1701U) & 0xFFF) < 1749)
|
|
PlotHorizonMDL(modelpointers[3], HorizonLookup[GameLevel][2]);
|
|
|
|
if (((camera_angle.vy - 400U) & 0xFFF) > 2300)
|
|
PlotHorizonMDL(modelpointers[1], HorizonLookup[GameLevel][3]);
|
|
#else
|
|
// draw full sky - no need in frustrum culling
|
|
PlotHorizonMDL(modelpointers[0], HorizonLookup[GameLevel][0]);
|
|
PlotHorizonMDL(modelpointers[2], HorizonLookup[GameLevel][1]);
|
|
PlotHorizonMDL(modelpointers[3], HorizonLookup[GameLevel][2]);
|
|
PlotHorizonMDL(modelpointers[1], HorizonLookup[GameLevel][3]);
|
|
#endif
|
|
|
|
}
|
|
|