Add animation quality
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920ddc4981
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3 changed files with 21 additions and 8 deletions
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@ -21,6 +21,8 @@
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#define LCR_MAP_SIZE_BLOCKS 64
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#define LCR_MAP_SIZE_BLOCKS 64
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#define LCR_ANIMATE_CAR (LCR_SETTING_CAR_ANIMATION_SUBDIVIDE != 0)
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/** Maximum number of triangles of a block shape. */
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/** Maximum number of triangles of a block shape. */
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#define LCR_MAP_BLOCK_SHAPE_MAX_BYTES 80
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#define LCR_MAP_BLOCK_SHAPE_MAX_BYTES 80
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17
renderer.h
17
renderer.h
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@ -71,7 +71,7 @@ struct
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int triUVs[6];
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int triUVs[6];
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uint8_t texSubsampleCount;
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uint8_t texSubsampleCount;
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#if LCR_SETTING_ANIMATE_CAR
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#if LCR_ANIMATE_CAR
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S3L_Unit wheelRotation;
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S3L_Unit wheelRotation;
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S3L_Unit wheelTurn;
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S3L_Unit wheelTurn;
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S3L_Unit wheelRotationCenters[4];
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S3L_Unit wheelRotationCenters[4];
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@ -735,7 +735,7 @@ uint8_t LCR_rendererInit(void)
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LCR_renderer.carModel = LCR_renderer.models + 8;
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LCR_renderer.carModel = LCR_renderer.models + 8;
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S3L_model3DInit(
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S3L_model3DInit(
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#if LCR_SETTING_ANIMATE_CAR
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#if LCR_ANIMATE_CAR
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LCR_renderer.animatedCarVerts
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LCR_renderer.animatedCarVerts
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#else
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#else
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LCR_carVertices
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LCR_carVertices
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@ -744,7 +744,7 @@ uint8_t LCR_rendererInit(void)
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LCR_carTriangles,LCR_CAR_TRIANGLE_COUNT,
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LCR_carTriangles,LCR_CAR_TRIANGLE_COUNT,
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LCR_renderer.carModel);
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LCR_renderer.carModel);
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#if LCR_SETTING_ANIMATE_CAR
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#if LCR_ANIMATE_CAR
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for (int i = 0; i < LCR_CAR_VERTEX_COUNT * 3; ++i)
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for (int i = 0; i < LCR_CAR_VERTEX_COUNT * 3; ++i)
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LCR_renderer.animatedCarVerts[i] = LCR_carVertices[i];
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LCR_renderer.animatedCarVerts[i] = LCR_carVertices[i];
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@ -1209,9 +1209,12 @@ void LCR_drawLevelFloor(void)
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#endif
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#endif
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}
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}
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#if LCR_ANIMATE_CAR
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void _LCR_rendererAnimateCar(void)
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void _LCR_rendererAnimateCar(void)
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{
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{
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for (int i = 0; i < LCR_CAR_VERTEX_COUNT; ++i)
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for (int i = LCR_renderer.frame % LCR_SETTING_CAR_ANIMATION_SUBDIVIDE;
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i < LCR_CAR_VERTEX_COUNT; i += LCR_SETTING_CAR_ANIMATION_SUBDIVIDE)
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{
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if (LCR_carVertexTypes[i] > 0)
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if (LCR_carVertexTypes[i] > 0)
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{
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{
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S3L_Unit s = S3L_sin(-1 * LCR_renderer.wheelRotation),
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S3L_Unit s = S3L_sin(-1 * LCR_renderer.wheelRotation),
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@ -1253,6 +1256,8 @@ void _LCR_rendererAnimateCar(void)
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}
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}
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}
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}
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}
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}
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}
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#endif
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void LCR_rendererDraw(void)
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void LCR_rendererDraw(void)
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{
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{
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@ -1261,14 +1266,16 @@ void LCR_rendererDraw(void)
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_LCR_rendererLoadMapChunks(); // TODO: call only once in a while?
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_LCR_rendererLoadMapChunks(); // TODO: call only once in a while?
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LCR_rendererDrawSky(2,
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LCR_rendererDrawSky(1,
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LCR_renderer.scene.camera.transform.rotation.y,
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LCR_renderer.scene.camera.transform.rotation.y,
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-4 * LCR_renderer.scene.camera.transform.rotation.x);
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-4 * LCR_renderer.scene.camera.transform.rotation.x);
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#if LCR_ANIMATE_CAR
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LCR_renderer.wheelRotation += 5;
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LCR_renderer.wheelRotation += 5;
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LCR_renderer.wheelTurn = S3L_sin(LCR_renderer.frame * 4);
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LCR_renderer.wheelTurn = S3L_sin(LCR_renderer.frame * 4);
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_LCR_rendererAnimateCar();
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_LCR_rendererAnimateCar();
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#endif
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LCR_drawLevelFloor();
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LCR_drawLevelFloor();
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LCR_rendererDrawLOD();
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LCR_rendererDrawLOD();
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@ -92,8 +92,12 @@
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#define LCR_SETTING_FLOOR_PARTICLE_SIZE 32
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#define LCR_SETTING_FLOOR_PARTICLE_SIZE 32
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#endif
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#endif
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#ifndef LCR_SETTING_ANIMATE_CAR
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#ifndef LCR_SETTING_CAR_ANIMATION_SUBDIVIDE
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#define LCR_SETTING_ANIMATE_CAR 1
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/** How many frames will be used to complete whole animation of the car model.
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0 turns off car animation completely (may be faster and smaller), 1 turns
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on highest quality animation, higher values lower animation quality and
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may increase performance. */
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#define LCR_SETTING_CAR_ANIMATION_SUBDIVIDE 4
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#endif
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#endif
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#endif // guard
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#endif // guard
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