Start checkpoint rendering
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5 changed files with 157 additions and 84 deletions
3
TODO.txt
3
TODO.txt
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@ -34,6 +34,9 @@
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=========== BUGS =================
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- drawing dithered transparent objects fills z-buffer in the transparent parts
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and then the geometry behind it isn't drawn
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=========== HANDLED ==============
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- EFFICINT MAP DRAWING:
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4
assets.h
4
assets.h
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@ -60,6 +60,9 @@ LCR_MAP_BLOCK(LCR_BLOCK_RAMP_STEEP,4,4,6,LCR_BLOCK_MATERIAL_CONCRETE,LCR_BLOCK_T
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP_CURVED_PLAT,4,5,6,LCR_BLOCK_MATERIAL_CONCRETE,LCR_BLOCK_TRANSFORM_FLIP_V | LCR_BLOCK_TRANSFORM_ROT_180),
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LCR_MAP_BLOCK(LCR_BLOCK_RAMP_CURVED_PLAT,3,5,6,LCR_BLOCK_MATERIAL_CONCRETE,LCR_BLOCK_TRANSFORM_FLIP_V | LCR_BLOCK_TRANSFORM_ROT_180),
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LCR_MAP_BLOCK(LCR_BLOCK_CHECKPOINT_0,3,2,4,LCR_BLOCK_MATERIAL_CONCRETE,0),
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/*
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,2,1,9,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_CUBOID_FILL,2,5,1,0,0),
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@ -74,7 +77,6 @@ LCR_MAP_BLOCK(LCR_BLOCK_CORNER,1,1,4,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,15,0,0,LCR_BLOCK_MATERIAL_CONCRETE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_CUBOID_FILL,10,1,15,0,0),
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/*
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LCR_MAP_BLOCK(LCR_BLOCK_FULL,25,0,0,LCR_BLOCK_MATERIAL_ICE,0),
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LCR_MAP_BLOCK(LCR_BLOCK_CUBOID_FILL,10,1,15,0,0),
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14
map.h
14
map.h
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@ -516,6 +516,20 @@ void LCR_mapGetBlockShape(uint8_t blockType, uint8_t transform,
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switch (blockType)
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{
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case LCR_BLOCK_CHECKPOINT_0:
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case LCR_BLOCK_CHECKPOINT_1:
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ADD(3,0,3) ADD(6,2,0) ADD(0,2,0)
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ADD(3,0,3) ADD(6,2,6) ADD(6,2,0)
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ADD(3,0,3) ADD(0,2,0) ADD(0,2,6)
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ADD(3,0,3) ADD(0,2,6) ADD(6,2,6)
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ADD(3,4,3) ADD(0,2,0) ADD(6,2,0)
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ADD(3,4,3) ADD(6,2,0) ADD(6,2,6)
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ADD(3,4,3) ADD(0,2,6) ADD(0,2,0)
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ADD(3,4,3) ADD(6,2,6) ADD(0,2,6)
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break;
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case LCR_BLOCK_FULL:
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case LCR_BLOCK_BOTTOM:
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case LCR_BLOCK_LEFT:
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205
renderer.h
205
renderer.h
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@ -35,6 +35,17 @@
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kinda hotfixes it -- later try to discover source of this bug. TODO */
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#define _LCR_MAP_MODEL_SCALE 1034
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#define LCR_RENDERER_MAT_CP0 0x0f
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#define LCR_RENDERER_MAT_CP1 0x0e
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#define LCR_RENDERER_MAT_FIN 0x0d
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struct
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{
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S3L_Scene scene;
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@ -128,7 +139,6 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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else if (pixel->modelIndex == 8)
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{
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// car model
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LCR_loadImage(LCR_IMAGE_CAR);
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for (int i = 0; i < 6; ++i)
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@ -156,56 +166,75 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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pixel->modelIndex]];
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uint8_t type = triData[pixel->triangleIndex] >> 4;
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uint8_t mat = triData[pixel->triangleIndex] & 0x0f;
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LCR_loadImage(triData[pixel->triangleIndex] & 0x0f);
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if (type == 0) // floor?
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switch (mat)
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{
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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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case LCR_RENDERER_MAT_CP0:
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LCR_renderer.flatAndTransparent = LCR_SETTING_CHECKPOINT0_COLOR;
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break;
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for (int i = 0; i < 6; ++i)
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LCR_renderer.triUVs[i] = ((
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(v[i / 2][(i % 2) * 2]) *
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LCR_IMAGE_SIZE) / LCR_RENDERER_UNIT);
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}
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else
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{
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if (type == 1)
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LCR_imageChangeBrightness(0);
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case LCR_RENDERER_MAT_CP1:
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LCR_renderer.flatAndTransparent = LCR_SETTING_CHECKPOINT1_COLOR;
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break;
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for (int i = 0; i < 6; ++i)
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{
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LCR_renderer.triUVs[i] = ((
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(v[i / 2][i % 2 ? 1 : (type == 1 ? 2 : 0)]) *
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LCR_IMAGE_SIZE) / LCR_RENDERER_UNIT);
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case LCR_RENDERER_MAT_FIN:
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LCR_renderer.flatAndTransparent = LCR_SETTING_FINISH_COLOR;
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break;
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if (i % 2)
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LCR_renderer.triUVs[i] = LCR_IMAGE_SIZE -
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LCR_renderer.triUVs[i];
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}
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default:
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LCR_loadImage(mat);
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if (type == 0) // floor?
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{
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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.triUVs[i] = ((
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(v[i / 2][(i % 2) * 2]) *
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LCR_IMAGE_SIZE) / LCR_RENDERER_UNIT);
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}
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else
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{
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if (type == 1)
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LCR_imageChangeBrightness(0);
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for (int i = 0; i < 6; ++i)
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{
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LCR_renderer.triUVs[i] = ((
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(v[i / 2][i % 2 ? 1 : (type == 1 ? 2 : 0)]) *
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LCR_IMAGE_SIZE) / LCR_RENDERER_UNIT);
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if (i % 2)
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LCR_renderer.triUVs[i] = LCR_IMAGE_SIZE -
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LCR_renderer.triUVs[i];
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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.triUVs[i] <
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LCR_renderer.triUVs[2 + i] ? (0 + i) : (2 + i);
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if (LCR_renderer.triUVs[4 + i] < LCR_renderer.triUVs[minCoord])
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minCoord = 4 + i;
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S3L_Unit shiftBy = LCR_renderer.triUVs[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.triUVs[minCoord];
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LCR_renderer.triUVs[i] += shiftBy;
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LCR_renderer.triUVs[2 + i] += shiftBy;
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LCR_renderer.triUVs[4 + i] += shiftBy;
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}
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break;
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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.triUVs[i] <
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LCR_renderer.triUVs[2 + i] ? (0 + i) : (2 + i);
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if (LCR_renderer.triUVs[4 + i] < LCR_renderer.triUVs[minCoord])
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minCoord = 4 + i;
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S3L_Unit shiftBy = LCR_renderer.triUVs[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.triUVs[minCoord];
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LCR_renderer.triUVs[i] += shiftBy;
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LCR_renderer.triUVs[2 + i] += shiftBy;
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LCR_renderer.triUVs[4 + i] += shiftBy;
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}
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}
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}
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@ -213,7 +242,7 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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{
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if (pixel->x % 2 == pixel->y % 2)
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LCR_drawPixelXYUnsafe(pixel->x,pixel->y,LCR_renderer.flatAndTransparent);
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return;
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}
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@ -680,52 +709,62 @@ uint8_t _LCR_buildMapModel(void)
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// don't add triangles completely at the floor or ceiling of the map
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if (!edgeBits)
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{
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uint8_t triData;
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if (blockType == LCR_BLOCK_CHECKPOINT_0)
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triData = LCR_RENDERER_MAT_CP0;
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else if (blockType == LCR_BLOCK_FINISH)
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triData = LCR_RENDERER_MAT_FIN;
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else
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{
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uint8_t blockMat = LCR_mapBlockGetMaterial(block);
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#define VERT(n,c) LCR_renderer.mapVerts[3 * n + c]
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uint8_t blockMat = LCR_mapBlockGetMaterial(block);
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uint8_t triData =
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(((VERT(triIndices[0],0) == VERT(triIndices[1],0)) &&
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(VERT(triIndices[1],0) == VERT(triIndices[2],0))) << 4) |
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(((VERT(triIndices[0],2) == VERT(triIndices[1],2)) &&
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(VERT(triIndices[1],2) == VERT(triIndices[2],2))) << 5);
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triData =
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(((VERT(triIndices[0],0) == VERT(triIndices[1],0)) &&
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(VERT(triIndices[1],0) == VERT(triIndices[2],0))) << 4) |
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(((VERT(triIndices[0],2) == VERT(triIndices[1],2)) &&
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(VERT(triIndices[1],2) == VERT(triIndices[2],2))) << 5);
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#undef VERT
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if (triData & 0xf0) // wall?
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{
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triData |=
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((blockMat == LCR_BLOCK_MATERIAL_CONCRETE) ||
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(blockMat == LCR_BLOCK_MATERIAL_ICE) ||
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(blockType == LCR_BLOCK_FULL_ACCEL) ||
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(blockType == LCR_BLOCK_FULL_FAN)) ?
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LCR_IMAGE_WALL_CONCRETE : LCR_IMAGE_WALL_WOOD;
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}
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else
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{ // TODO: tidy this mess?
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if (blockType == LCR_BLOCK_FULL_ACCEL)
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triData |= LCR_IMAGE_GROUND_ACCEL;
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else if (blockType == LCR_BLOCK_FULL_FAN)
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triData |= LCR_IMAGE_GROUND_FAN;
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if (triData & 0xf0) // wall?
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{
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triData |=
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((blockMat == LCR_BLOCK_MATERIAL_CONCRETE) ||
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(blockMat == LCR_BLOCK_MATERIAL_ICE) ||
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(blockType == LCR_BLOCK_FULL_ACCEL) ||
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(blockType == LCR_BLOCK_FULL_FAN)) ?
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LCR_IMAGE_WALL_CONCRETE : LCR_IMAGE_WALL_WOOD;
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}
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else
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switch (blockMat)
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{
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case LCR_BLOCK_MATERIAL_CONCRETE:
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triData |= LCR_IMAGE_GROUND_CONCRETE;
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break;
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{ // TODO: tidy this mess?
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if (blockType == LCR_BLOCK_FULL_ACCEL)
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triData |= LCR_IMAGE_GROUND_ACCEL;
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else if (blockType == LCR_BLOCK_FULL_FAN)
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triData |= LCR_IMAGE_GROUND_FAN;
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else
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switch (blockMat)
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{
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case LCR_BLOCK_MATERIAL_CONCRETE:
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triData |= LCR_IMAGE_GROUND_CONCRETE;
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break;
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case LCR_BLOCK_MATERIAL_GRASS:
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triData |= LCR_IMAGE_GROUND_GRASS;
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break;
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case LCR_BLOCK_MATERIAL_GRASS:
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triData |= LCR_IMAGE_GROUND_GRASS;
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break;
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case LCR_BLOCK_MATERIAL_DIRT:
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triData |= LCR_IMAGE_GROUND_DIRT;
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break;
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case LCR_BLOCK_MATERIAL_DIRT:
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triData |= LCR_IMAGE_GROUND_DIRT;
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break;
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case LCR_BLOCK_MATERIAL_ICE:
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triData |= LCR_IMAGE_GROUND_ICE;
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break;
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case LCR_BLOCK_MATERIAL_ICE:
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triData |= LCR_IMAGE_GROUND_ICE;
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break;
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default:
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break;
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}
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default:
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break;
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}
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}
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}
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_LCR_rendererAddMapTri(triIndices[0],triIndices[1],triIndices[2],
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15
settings.h
15
settings.h
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@ -126,6 +126,21 @@
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#define LCR_SETTING_GHOST_COLOR 0xff00
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#endif
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#ifndef LCR_SETTING_CHECKPOINT0_COLOR
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/** Color of untaken checkpoint (in RGB565). */
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#define LCR_SETTING_CHECKPOINT0_COLOR 0x0f00
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#endif
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#ifndef LCR_SETTING_CHECKPOINT1_COLOR
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/** Color of taken checkpoint (in RGB565). */
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#define LCR_SETTING_CHECKPOINT1_COLOR 0xf000
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#endif
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#ifndef LCR_SETTING_FINISH_COLOR
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/** Color of finish block (in RGB565). */
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#define LCR_SETTING_FINISH_COLOR 0x00f0
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#endif
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#ifndef LCR_SETTING_SMOOTH_ANIMATIONS
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/** Whether to smooth out animations (car physics, camera movement etc.). */
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#define LCR_SETTING_SMOOTH_ANIMATIONS 1
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