Improve renderer, handle textures
This commit is contained in:
parent
2b4516f408
commit
2241b4d635
5 changed files with 191 additions and 59 deletions
1
TODO.txt
1
TODO.txt
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@ -1,3 +1,4 @@
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- maybe change sticker to fan? could me more fun: TEST and see
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- based viewing distance idea: limit number of rendered map triangles to N, keep
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sorting the triangle array by distance continually! e.g. in each frame handle
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one of the N visible triangles like this -- in the non-visible triangles
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33
assets.h
33
assets.h
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@ -25,14 +25,24 @@ static const uint8_t map1[] =
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10,
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10,
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0,
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,32,0,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,33,63,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP_CURVED_WALL,34,32,32,LCR_BLOCK_MATERIAL_CONCRETE,/*LCR_BLOCK_TRANSFORM_ROT_90*/0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL_ACCEL,32,32,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL_ACCEL,33,32,32,LCR_BLOCK_MATERIAL_GRASS,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL_ACCEL,34,32,32,LCR_BLOCK_MATERIAL_GRASS,LCR_BLOCK_TRANSFORM_ROT_90),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL_ACCEL,35,32,32,LCR_BLOCK_MATERIAL_CONCRETE,LCR_BLOCK_TRANSFORM_ROT_90),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL_ACCEL,36,32,32,LCR_BLOCK_MATERIAL_ICE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL_ACCEL,37,32,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL_ACCEL,38,32,32,LCR_BLOCK_MATERIAL_ICE,0),
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/*
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,32,32,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,33,32,32,LCR_BLOCK_MATERIAL_GRASS,0),
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP_CURVED_WALL,34,32,32,LCR_BLOCK_MATERIAL_GRASS,LCR_BLOCK_TRANSFORM_ROT_90),
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP_CURVED_WALL,35,32,32,LCR_BLOCK_MATERIAL_CONCRETE,LCR_BLOCK_TRANSFORM_ROT_90),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,38,35,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,39,35,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,40,35,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,63,35,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,0,35,32,LCR_BLOCK_MATERIAL_ICE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,40,35,32,LCR_BLOCK_MATERIAL_DIRT,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,41,35,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,42,35,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,43,35,32,LCR_BLOCK_MATERIAL_CONCRETE,0),
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@ -46,6 +56,8 @@ static const uint8_t map1[] =
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,33,33,33,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,32,32,33,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,33,32,33,LCR_BLOCK_MATERIAL_CONCRETE,0),
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*/
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LCR_MAP_TERMINATOR
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};
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@ -57,6 +69,15 @@ uint16_t _LCR_currentImagePalette[256];
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const uint8_t *_LCR_currentImagePixel;
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const uint8_t *_LCR_currentImage;
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#define LCR_IMAGE_WALL_CONCRETE 0
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#define LCR_IMAGE_WALL_WOOD 1
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#define LCR_IMAGE_GROUND_CONCRETE 2
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#define LCR_IMAGE_GROUND_GRASS 3
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#define LCR_IMAGE_GROUND_DIRT 4
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#define LCR_IMAGE_GROUND_ICE 5
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#define LCR_IMAGE_GROUND_ACCEL 6
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#define LCR_IMAGE_GROUND_STICKER 7
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static const uint8_t LCR_images[] =
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{
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// 0: wall concrete
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3
game.h
3
game.h
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@ -113,8 +113,7 @@ void LCR_gameInit(void)
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LCR_rendererInit();
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LCR_loadImage(0);
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LCR_loadImage(0); // ???
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}
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void LCR_gameEnd(void)
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22
map.h
22
map.h
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@ -64,7 +64,9 @@
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#define LCR_BLOCK_SIZE 4 ///< size of map block, in bytes
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#define LCR_BLOCK_MATERIAL_CONCRETE 0x00
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#define LCR_BLOCK_MATERIAL_DIRT 0x01
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#define LCR_BLOCK_MATERIAL_GRASS 0x01
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#define LCR_BLOCK_MATERIAL_DIRT 0x02
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#define LCR_BLOCK_MATERIAL_ICE 0x03
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#define LCR_MAP_COUNT 1
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@ -80,9 +82,12 @@
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#define LCR_BLOCK_RAMP_CURVED_SHORT 0x08
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#define LCR_BLOCK_RAMP_CURVED_WALL 0x09
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#define LCR_BLOCK_CHECKPOINT_0 0x10 ///< checkpoint, not taken
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#define LCR_BLOCK_CHECKPOINT_1 0x11 ///< checkpoint, taken
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#define LCR_BLOCK_FINISH 0x12 ///< finish
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#define LCR_BLOCK_FULL_ACCEL 0x40
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#define LCR_BLOCK_FULL_STICKER 0x60
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#define LCR_BLOCK_CHECKPOINT_0 0x10 ///< checkpoint, not taken
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#define LCR_BLOCK_CHECKPOINT_1 0x11 ///< checkpoint, taken
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#define LCR_BLOCK_FINISH 0x12 ///< finish
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// special blocks:
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#define LCR_BLOCK_NONE 0x80 /**< no block, can be used e.g to make
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@ -138,6 +143,11 @@ uint8_t LCR_mapBlockGetTransform(const uint8_t block[LCR_BLOCK_SIZE])
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return block[3] & 0xf0;
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}
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uint8_t LCR_mapBlockGetMaterial(const uint8_t block[LCR_BLOCK_SIZE])
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{
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return (block[3] >> 2) & 0x03;
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}
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uint32_t LCR_mapBlockGetCoordNumber(const uint8_t block[LCR_BLOCK_SIZE])
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{
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return block[1] | (((uint32_t) block[2]) << 8) |
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@ -301,6 +311,8 @@ void _LCR_decodeMapBlockCoords(uint8_t byte, uint8_t *x, uint8_t *y, uint8_t *z)
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*z = (byte / 35);
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}
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#define LCR_BLOCK_SHAPE_COORD_MAX 12
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/**
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Decodes XYZ coordinates encoded in a byte returned by LCR_mapGetBlockShape.
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Each coordinate will be in range 0 to 12 (including both). This unusual range
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@ -357,6 +369,8 @@ void LCR_mapGetBlockShape(uint8_t blockType, uint8_t transform,
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case LCR_BLOCK_LEFT:
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case LCR_BLOCK_BOTTOM_LEFT:
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case LCR_BLOCK_BOTTOM_LEFT_FRONT:
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case LCR_BLOCK_FULL_ACCEL:
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case LCR_BLOCK_FULL_STICKER:
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{
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uint8_t xRight = 6, yTop = 4,
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zBack = 6 >> (blockType == LCR_BLOCK_BOTTOM_LEFT_FRONT);
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191
renderer.h
191
renderer.h
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@ -28,6 +28,13 @@ struct
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S3L_Unit mapVertices[LCR_SETTING_MAX_MAP_VERTICES * 3];
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S3L_Index mapTriangles[LCR_SETTING_MAX_MAP_TRIANGLES * 3];
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/**
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Additional data for triangles. 4 higher bits hold direction (for lighting):
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0 is floor, 1 is wall, 2 is wall (90 degrees). 4 lower bits hold the
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texture index.
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*/
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uint8_t mapTriangleData[LCR_SETTING_MAX_MAP_TRIANGLES];
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// pixel function precomputed values:
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int previousTriangleID;
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int triangleUVs[6];
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@ -45,16 +52,15 @@ void LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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for (int i = 0; i < 3; ++i)
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v[i] = LCR_renderer.mapVertices + 3 * t[i];
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uint8_t type = // 0: floor, 1: wall, 2: wall 90 degrees
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(v[0][0] == v[1][0] && v[1][0] == v[2][0]) +
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2 * (v[0][2] == v[1][2] && v[1][2] == v[2][2]);
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uint8_t type = LCR_renderer.mapTriangleData[pixel->triangleID] >> 4;
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if (type == 0)
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LCR_loadImage(LCR_renderer.mapTriangleData[pixel->triangleID] & 0x0f);
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if (type == 0) // floor?
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{
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LCR_loadImage(3);
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if (v[0][1] != v[1][1] || v[1][1] != v[2][1])
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if (v[0][1] != v[1][1] || v[1][1] != v[2][1]) // angled floor?
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LCR_imageChangeBrightness(1);
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for (int i = 0; i < 6; ++i)
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LCR_renderer.triangleUVs[i] = ((
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(v[i / 2][(i % 2) * 2]) *
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@ -62,8 +68,6 @@ void LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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}
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else
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{
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LCR_loadImage(1);
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if (type == 1)
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LCR_imageChangeBrightness(0);
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@ -79,6 +83,27 @@ void LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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}
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}
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// shift the UVs to the origin (prevent high values of UV coords)
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for (int i = 0; i < 2; ++i)
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{
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uint8_t minCoord = LCR_renderer.triangleUVs[i] <
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LCR_renderer.triangleUVs[2 + i] ? (0 + i) : (2 + i);
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if (LCR_renderer.triangleUVs[4 + i] < LCR_renderer.triangleUVs[minCoord])
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minCoord = 4 + i;
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S3L_Unit shiftBy = LCR_renderer.triangleUVs[minCoord] % LCR_IMAGE_SIZE;
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if (shiftBy < 0)
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shiftBy += LCR_IMAGE_SIZE;
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shiftBy -= LCR_renderer.triangleUVs[minCoord];
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LCR_renderer.triangleUVs[i] += shiftBy;
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LCR_renderer.triangleUVs[2 + i] += shiftBy;
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LCR_renderer.triangleUVs[4 + i] += shiftBy;
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}
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LCR_renderer.previousTriangleID = pixel->triangleIndex;
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}
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@ -119,10 +144,8 @@ S3L_Index _LCR_addMapVertex(S3L_Unit x, S3L_Unit y, S3L_Unit z)
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// if it doesn't exist, add it
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if (LCR_renderer.mapModel->vertexCount < LCR_SETTING_MAX_MAP_VERTICES)
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{
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*vertices = x;
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vertices++;
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*vertices = y;
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vertices++;
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*vertices = x; vertices++;
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*vertices = y; vertices++;
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*vertices = z;
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LCR_renderer.mapModel->vertexCount++;
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return LCR_renderer.mapModel->vertexCount - 1;
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@ -132,30 +155,42 @@ S3L_Index _LCR_addMapVertex(S3L_Unit x, S3L_Unit y, S3L_Unit z)
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return 0;
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}
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void _LCR_addMapTriangle(S3L_Index a, S3L_Index b, S3L_Index c)
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void _LCR_addMapTriangle(S3L_Index a, S3L_Index b, S3L_Index c, uint8_t mat)
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{
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if (LCR_renderer.mapModel->triangleCount < LCR_SETTING_MAX_MAP_TRIANGLES)
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{
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S3L_Index *t = &(LCR_renderer.mapTriangles[LCR_renderer.mapModel->triangleCount * 3]);
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S3L_Index *t =
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&(LCR_renderer.mapTriangles[LCR_renderer.mapModel->triangleCount * 3]);
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*t = a; t++;
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*t = b; t++;
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*t = c;
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LCR_renderer.mapTriangleData[LCR_renderer.mapModel->triangleCount] =
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mat;
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LCR_renderer.mapModel->triangleCount++;
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}
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}
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void _LCR_rendererSwapTriangles(S3L_Index *t1, S3L_Index *t2)
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void _LCR_rendererSwapMapTriangles(unsigned int index1, unsigned int index2)
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{
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S3L_Index tmp;
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uint8_t tmpMat;
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S3L_Index tmpIndex,
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*t1 = LCR_renderer.mapTriangles + index1 * 3,
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*t2 = LCR_renderer.mapTriangles + index2 * 3;
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for (int i = 0; i < 3; ++i)
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{
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tmp = t1[i];
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tmpIndex = t1[i];
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t1[i] = t2[i];
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t2[i] = tmp;
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t2[i] = tmpIndex;
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}
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tmpMat = LCR_renderer.mapTriangleData[index1];
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LCR_renderer.mapTriangleData[index1] =
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LCR_renderer.mapTriangleData[index2];
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LCR_renderer.mapTriangleData[index2] = tmpMat;
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}
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int _LCR_quadCoversTriangle(const S3L_Unit quad[8], const S3L_Unit tri[6])
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@ -288,7 +323,6 @@ uint8_t _LCR_rendererCheckMapTriangleCover(const S3L_Index *t1,
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t3 += 3;
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}
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}
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const S3L_Index *tmp = t1;
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@ -332,8 +366,9 @@ void _LCR_rendererCullHiddenMapTriangles(void)
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{
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if (j < LCR_renderer.mapModel->triangleCount - n)
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{
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_LCR_rendererSwapTriangles(t2,LCR_renderer.mapTriangles +
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(LCR_renderer.mapModel->triangleCount - 1 - n) * 3);
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_LCR_rendererSwapMapTriangles(j,
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LCR_renderer.mapModel->triangleCount - 1 - n);
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n++;
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}
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@ -344,8 +379,9 @@ void _LCR_rendererCullHiddenMapTriangles(void)
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if (t1Covered)
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{
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_LCR_rendererSwapTriangles(t1,LCR_renderer.mapTriangles +
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(LCR_renderer.mapModel->triangleCount - 1 - n) * 3);
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_LCR_rendererSwapMapTriangles(i,
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LCR_renderer.mapModel->triangleCount - 1 - n);
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n++;
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// we stay at this position because we've swapped the triangle here
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}
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@ -403,45 +439,106 @@ uint8_t _LCR_rendererBuildMapModel(void)
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for (int j = 0; j < LCR_currentMap.blockCount; ++j)
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{
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uint8_t bx, by, bz;
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LCR_mapBlockGetCoords(LCR_currentMap.blocks + j * LCR_BLOCK_SIZE,
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&bx,&by,&bz);
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LCR_mapGetBlockShape(LCR_currentMap.blocks[j * LCR_BLOCK_SIZE],
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LCR_mapBlockGetTransform(LCR_currentMap.blocks + j * LCR_BLOCK_SIZE),
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blockShapeBytes,&blockShapeByteCount);
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uint8_t vx, vy, vz, vi = 0,
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isAtFloor = by == 0,
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isAtCeiling = by == LCR_MAP_SIZE_BLOCKS - 1;
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S3L_Index triangleIndices[3];
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S3L_Unit originOffset = -1 * LCR_MAP_SIZE_BLOCKS / 2 * LCR_RENDERER_UNIT;
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S3L_Index triangleIndices[3];
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const uint8_t *block = LCR_currentMap.blocks + j * LCR_BLOCK_SIZE;
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uint8_t
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blockType = block[0],
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edgeBits, // bottom, top, left, right, front, bottom
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bx, by, bz, // block coords
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vx, vy, vz, // vertex coords
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vi = 0; // vertex index (0, 1 or 2)
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LCR_mapBlockGetCoords(block,&bx,&by,&bz);
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LCR_mapGetBlockShape(blockType,LCR_mapBlockGetTransform(block),
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blockShapeBytes,&blockShapeByteCount);
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for (int i = 0; i < blockShapeByteCount; ++i)
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{
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if (vi == 0)
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edgeBits = (by == 0) |
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((by == LCR_MAP_SIZE_BLOCKS - 1) << 1) |
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((bx == 0) << 2) |
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((bx == LCR_MAP_SIZE_BLOCKS - 1) << 3) |
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((bz == 0) << 4) |
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((bz == LCR_MAP_SIZE_BLOCKS - 1) << 5);
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LCR_decodeMapBlockCoords(blockShapeBytes[i],&vx,&vy,&vz);
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isAtFloor &= vy == 0;
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isAtCeiling &= vy == 12;
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edgeBits &= (vy == 0) | ((vy == LCR_BLOCK_SHAPE_COORD_MAX) << 1) |
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((vx == 0) << 2) | ((vx == LCR_BLOCK_SHAPE_COORD_MAX) << 3) |
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((vz == 0) << 4) | ((vz == LCR_BLOCK_SHAPE_COORD_MAX) << 5);
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triangleIndices[vi] = _LCR_addMapVertex(
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originOffset + (((S3L_Unit) bx) * LCR_RENDERER_UNIT) + (LCR_RENDERER_UNIT * ((S3L_Unit) vx)) / 12,
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(originOffset + (((S3L_Unit) by) * LCR_RENDERER_UNIT)) / 2 + (LCR_RENDERER_UNIT / 2 * ((S3L_Unit) vy)) / 12,
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originOffset + (((S3L_Unit) bz) * LCR_RENDERER_UNIT) + (LCR_RENDERER_UNIT * ((S3L_Unit) vz)) / 12);
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originOffset + (((S3L_Unit) bx) * LCR_RENDERER_UNIT) +
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(LCR_RENDERER_UNIT * ((S3L_Unit) vx)) / LCR_BLOCK_SHAPE_COORD_MAX,
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(originOffset + (((S3L_Unit) by) * LCR_RENDERER_UNIT)) / 2 +
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(LCR_RENDERER_UNIT / 2 * ((S3L_Unit) vy)) / LCR_BLOCK_SHAPE_COORD_MAX,
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originOffset + (((S3L_Unit) bz) * LCR_RENDERER_UNIT) +
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(LCR_RENDERER_UNIT * ((S3L_Unit) vz)) / LCR_BLOCK_SHAPE_COORD_MAX);
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if (vi < 2)
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vi++;
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else
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{
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||||
// don't add triangles completely at the floor or ceiling of the map
|
||||
if (!isAtFloor && !isAtCeiling)
|
||||
_LCR_addMapTriangle(
|
||||
triangleIndices[0],triangleIndices[1],triangleIndices[2]);
|
||||
if (!edgeBits)
|
||||
{
|
||||
#define VERT(n,c) LCR_renderer.mapVertices[3 * n + c]
|
||||
uint8_t blockMat = LCR_mapBlockGetMaterial(block);
|
||||
uint8_t triangleData =
|
||||
(((VERT(triangleIndices[0],0) == VERT(triangleIndices[1],0)) &&
|
||||
(VERT(triangleIndices[1],0) == VERT(triangleIndices[2],0))) << 4) |
|
||||
(((VERT(triangleIndices[0],2) == VERT(triangleIndices[1],2)) &&
|
||||
(VERT(triangleIndices[1],2) == VERT(triangleIndices[2],2))) << 5);
|
||||
#undef VERT
|
||||
|
||||
if (triangleData & 0xf0) // wall?
|
||||
{
|
||||
triangleData |=
|
||||
((blockMat == LCR_BLOCK_MATERIAL_CONCRETE) ||
|
||||
(blockMat == LCR_BLOCK_MATERIAL_ICE) ||
|
||||
(blockType == LCR_BLOCK_FULL_ACCEL) ||
|
||||
(blockType == LCR_BLOCK_FULL_STICKER)) ?
|
||||
LCR_IMAGE_WALL_CONCRETE : LCR_IMAGE_WALL_WOOD;
|
||||
}
|
||||
else
|
||||
{ // TODO: tidy this mess?
|
||||
if (blockType == LCR_BLOCK_FULL_ACCEL)
|
||||
triangleData |= LCR_IMAGE_GROUND_ACCEL;
|
||||
else if (blockType == LCR_BLOCK_FULL_STICKER)
|
||||
triangleData |= LCR_IMAGE_GROUND_STICKER;
|
||||
else
|
||||
switch (blockMat)
|
||||
{
|
||||
case LCR_BLOCK_MATERIAL_CONCRETE:
|
||||
triangleData |= LCR_IMAGE_GROUND_CONCRETE;
|
||||
break;
|
||||
|
||||
case LCR_BLOCK_MATERIAL_GRASS:
|
||||
triangleData |= LCR_IMAGE_GROUND_GRASS;
|
||||
break;
|
||||
|
||||
case LCR_BLOCK_MATERIAL_DIRT:
|
||||
triangleData |= LCR_IMAGE_GROUND_DIRT;
|
||||
break;
|
||||
|
||||
case LCR_BLOCK_MATERIAL_ICE:
|
||||
triangleData |= LCR_IMAGE_GROUND_ICE;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
_LCR_addMapTriangle(
|
||||
triangleIndices[0],triangleIndices[1],triangleIndices[2],
|
||||
triangleData);
|
||||
}
|
||||
|
||||
vi = 0;
|
||||
isAtFloor = by == 0;
|
||||
isAtCeiling = by == LCR_MAP_SIZE_BLOCKS - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue