Continue checkpoint rendering
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2c5162b635
commit
ac5bddd9f4
5 changed files with 33 additions and 33 deletions
2
TODO.txt
2
TODO.txt
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@ -35,7 +35,7 @@
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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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and then the geometry behind it isn't drawn <- PARTIALLY FIXED NOW
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=========== HANDLED ==============
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1
assets.h
1
assets.h
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@ -61,6 +61,7 @@ LCR_MAP_BLOCK(LCR_BLOCK_RAMP_CURVED_PLAT,4,5,6,LCR_BLOCK_MATERIAL_CONCRETE,LCR_B
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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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LCR_MAP_BLOCK(LCR_BLOCK_FINISH,3,2,2,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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9
map.h
9
map.h
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@ -516,20 +516,19 @@ 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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case LCR_BLOCK_FINISH:
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ADD(3,0,3) ADD(0,2,6) ADD(6,2,6)
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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(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(0,2,6) ADD(0,2,0)
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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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28
renderer.h
28
renderer.h
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@ -35,17 +35,10 @@
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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_CP0 0x0f ///< material for untaken checkpoint
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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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@ -170,16 +163,18 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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switch (mat)
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{
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#define CL (type ? 0x8210 : 0x0000)
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case LCR_RENDERER_MAT_CP0:
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LCR_renderer.flatAndTransparent = LCR_SETTING_CHECKPOINT0_COLOR;
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LCR_renderer.flatAndTransparent = LCR_SETTING_CHECKPOINT_0_COLOR | CL;
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break;
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case LCR_RENDERER_MAT_CP1:
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LCR_renderer.flatAndTransparent = LCR_SETTING_CHECKPOINT1_COLOR;
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LCR_renderer.flatAndTransparent = LCR_SETTING_CHECKPOINT_1_COLOR | CL;
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break;
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case LCR_RENDERER_MAT_FIN:
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LCR_renderer.flatAndTransparent = LCR_SETTING_FINISH_COLOR;
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LCR_renderer.flatAndTransparent = LCR_SETTING_FINISH_COLOR | CL;
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#undef CL
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break;
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default:
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@ -234,7 +229,6 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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}
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break;
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}
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}
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}
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@ -242,6 +236,12 @@ 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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else
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S3L_zBufferWrite(pixel->x,pixel->y,S3L_MAX_DEPTH);
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/* ^ Clear z-buffer if we don't draw the pixel. Without this further
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geometry drawn later on won't be seen through transparent objects which
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looks bad. With this "fix" glitches may still appear (wrong draw order)
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but it generally looks better this way. */
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return;
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}
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@ -712,9 +712,9 @@ uint8_t _LCR_buildMapModel(void)
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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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triData = LCR_RENDERER_MAT_CP0 | ((i % 2) << 4);
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else if (blockType == LCR_BLOCK_FINISH)
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triData = LCR_RENDERER_MAT_FIN;
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triData = LCR_RENDERER_MAT_FIN | ((i % 2) << 4);
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else
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{
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uint8_t blockMat = LCR_mapBlockGetMaterial(block);
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10
settings.h
10
settings.h
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@ -126,19 +126,19 @@
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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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#ifndef LCR_SETTING_CHECKPOINT_0_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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#define LCR_SETTING_CHECKPOINT_0_COLOR 0x37e0
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#endif
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#ifndef LCR_SETTING_CHECKPOINT1_COLOR
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#ifndef LCR_SETTING_CHECKPOINT_1_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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#define LCR_SETTING_CHECKPOINT_1_COLOR 0xdefb
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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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#define LCR_SETTING_FINISH_COLOR 0xf900
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#endif
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#ifndef LCR_SETTING_SMOOTH_ANIMATIONS
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