Start texturing
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67567e210a
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d02b8b4ec3
5 changed files with 752 additions and 728 deletions
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@ -144,7 +144,7 @@ int main(void)
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for (int i = 0; i < 8; ++i)
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{
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unsigned int color = palette[j * 32 + i];
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unsigned int color = palette[j * 8 + i];
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printf("0x%02x,0x%02x,",color & 0xff,color >> 8);
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}
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@ -1,79 +0,0 @@
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import sys
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from PIL import Image
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def rgbTo565(rgb):
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return ((rgb[0] >> 3) << 11) | ((rgb[1] >> 2) << 5) | ((rgb[2] >> 3))
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def colorDist(c1,c2):
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return abs((c1 & 0x1f) - (c2 & 0x1f)) + abs(((c1 >> 5) & 0x3f) - ((c2 >> 5) & 0x3f)) + abs((c1 >> 11) - (c2 >> 11))
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FILENAME = sys.argv[1]
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image = Image.open(FILENAME).convert("RGB")
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IMG_SIZE = image.size[0]
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pixels = image.load()
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outArray = []
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if IMG_SIZE == 64: # normal texture
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for y in range(IMG_SIZE):
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for x in range(IMG_SIZE):
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outArray.append(rgbTo565(pixels[(x,y)]))
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else: # sky texture
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hist = [0 for i in range(65536)]
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for y in range(IMG_SIZE):
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for x in range(IMG_SIZE):
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hist[rgbTo565(pixels[(x,y)])] += 1
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for i in range(256): # make the palette from 256 most common colors
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histMaxIndex = 0
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for j in range(65536):
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if hist[j] > hist[histMaxIndex]:
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histMaxIndex = j
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outArray.append(histMaxIndex)
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hist[histMaxIndex] = -1
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odd = True
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for y in range(IMG_SIZE):
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for x in range(IMG_SIZE):
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pixel = rgbTo565(pixels[(x,y)])
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closestIndex = 0
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closestDist = 1000
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for i in range(256):
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dist = colorDist(pixel,outArray[i])
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if dist < closestDist:
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closestDist = dist
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closestIndex = i
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if closestDist == 0:
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break
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if odd:
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outArray.append(closestIndex)
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odd = False
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else:
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outArray[-1] = outArray[-1] | (closestIndex << 8)
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odd = True
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outStr = ""
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for i in range(len(outArray)):
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if i % 16 == 0:
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outStr += "\n "
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outStr += "{0:#0{1}x}".format(outArray[i],6)
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if i != len(outArray) - 1:
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outStr += ","
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print(outStr)
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15
game.h
15
game.h
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@ -112,6 +112,9 @@ void LCR_gameInit(void)
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LCR_mapLoad(map1);
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LCR_rendererInit();
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LCR_loadImage(0);
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}
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void LCR_gameEnd(void)
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@ -127,18 +130,8 @@ uint8_t LCR_gameStep(uint32_t time)
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if (time >= LCR_nextRenderFrameTime)
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{
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int skyOffsetV = LCR_EFFECTIVE_RESOLUTION_Y / 2 +
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((LCR_EFFECTIVE_RESOLUTION_Y / 2) *
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LCR_rendererGetCameraPitch()) /
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(LCR_SQUARE_SIDE_LEN / LCR_SETTING_SKY_ROLL_MULTIPLIER_V);
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int skyOffsetH = LCR_SKY_IMAGE_SIZE - 1 -
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(LCR_rendererGetCameraYaw() * LCR_SKY_IMAGE_SIZE) /
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(LCR_SQUARE_SIDE_LEN / LCR_SETTING_SKY_ROLL_MULTIPLIER_H);
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LCR_drawBackground(skyOffsetV);
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LCR_drawBackground(0);
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LCR_rendererDraw();
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LCR_drawSkyStrip(skyOffsetV,skyOffsetH);
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LCR_nextRenderFrameTime += 1000 / LCR_SETTING_FPS;
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219
renderer.h
219
renderer.h
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@ -9,6 +9,9 @@
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#define S3L_RESOLUTION_Y LCR_SETTING_RESOLUTION_Y
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#define S3L_PIXEL_FUNCTION LCR_pixelFunc3D
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#define S3L_PERSPECTIVE_CORRECTION 2
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#define S3L_NEAR_CROSS_STRATEGY 0
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#define S3L_Z_BUFFER 2
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#include "small3dlib.h"
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@ -28,9 +31,78 @@ S3L_Model3D *LCR_mapModel;
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S3L_Unit LCR_mapVertices[LCR_SETTING_MAX_MAP_VERTICES * 3];
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S3L_Index LCR_mapTriangles[LCR_SETTING_MAX_MAP_TRIANGLES * 3];
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int _LCR_rendererPreviousTriangleID;
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int _LCR_rendererTriangleUVs[6];
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uint16_t _LCR_triangleShadingMask;
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void LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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{
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LCR_drawPixelXYSafe(pixel->x,pixel->y,0xff00 + (pixel->triangleID % 16) * 16 );
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// once we get a new triangle, we precompute things for it:
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if (pixel->triangleIndex != _LCR_rendererPreviousTriangleID)
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{
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S3L_Index *t = LCR_mapTriangles + 3 * pixel->triangleIndex;
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S3L_Unit *v[3];
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v[0] = LCR_mapVertices + 3 * t[0];
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v[1] = LCR_mapVertices + 3 * t[1];
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v[2] = LCR_mapVertices + 3 * t[2];
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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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if (type == 0)
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{
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LCR_loadImage(1);
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_LCR_triangleShadingMask = 0xffff;
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for (int i = 0; i < 6; ++i)
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_LCR_rendererTriangleUVs[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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LCR_loadImage(0);
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for (int i = 0; i < 6; ++i)
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{
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_LCR_rendererTriangleUVs[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_rendererTriangleUVs[i] = LCR_IMAGE_SIZE -
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_LCR_rendererTriangleUVs[i];
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}
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_LCR_triangleShadingMask = type == 1 ? 0xf7de : 0xe79c;
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}
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_LCR_rendererPreviousTriangleID = pixel->triangleIndex;
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}
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int barycentric[3];
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barycentric[0] = pixel->barycentric[0] / 8;
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barycentric[1] = pixel->barycentric[1] / 8;
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barycentric[2] = pixel->barycentric[2] / 8;
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uint16_t color = LCR_sampleImage(
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(barycentric[0] * _LCR_rendererTriangleUVs[0] +
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barycentric[1] * _LCR_rendererTriangleUVs[2] +
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barycentric[2] * _LCR_rendererTriangleUVs[4])
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/ (S3L_FRACTIONS_PER_UNIT / 8),
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(barycentric[0] * _LCR_rendererTriangleUVs[1] +
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barycentric[1] * _LCR_rendererTriangleUVs[3] +
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barycentric[2] * _LCR_rendererTriangleUVs[5])
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/ (S3L_FRACTIONS_PER_UNIT / 8)
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) & _LCR_triangleShadingMask;
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LCR_drawPixelXYUnsafe(pixel->x,pixel->y,color);
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}
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S3L_Index _LCR_addMapVertex(S3L_Unit x, S3L_Unit y, S3L_Unit z)
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@ -91,6 +163,45 @@ void _LCR_rendererSwapTriangles(S3L_Index *t1, S3L_Index *t2)
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}
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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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{
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for (int i = 0; i < 3; ++i) // for each triangle point
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{
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int covered = 0;
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for (int j = 0; j < 3; ++j) // for each quad subtriangle
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{
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uint8_t winds = 0;
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for (int k = 0; k < 3; ++k) // for each subtriangle side
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{
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S3L_Unit w = // triangle winding
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(quad[(2 * (j + ((k + 1) % 3))) % 8 + 1] -
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quad[(2 * (j + k)) % 8 + 1]) *
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(tri[2 * i] - quad[(2 * (j + (k + 1) % 3)) % 8]) -
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(quad[(2 * (j + ((k + 1) % 3))) % 8] - quad[(2 * (j + k)) % 8])
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* (tri[2 * i + 1] - quad[(2 * (j + (k + 1) % 3)) % 8 + 1]);
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if (w > 0)
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winds |= 1;
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else if (w < 0)
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winds |= 2;
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}
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if (winds != 3) // no opposite winds?
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{
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covered = 1;
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break;
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}
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}
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if (!covered)
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return 0;
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}
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return 1;
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}
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/**
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Checks whether two triangles (and potenrially their neighbors) cover each
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other, in return values lowest bit means whether t1 is covered and the second
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return result;
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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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{
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for (int i = 0; i < 3; ++i) // for each triangle point
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{
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int covered = 0;
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for (int j = 0; j < 3; ++j) // for each quad subtriangle
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{
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uint8_t winds = 0;
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for (int k = 0; k < 3; ++k) // for each subtriangle side
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{
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S3L_Unit w = // triangle winding
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(quad[(2 * (j + ((k + 1) % 3))) % 8 + 1] -
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quad[(2 * (j + k)) % 8 + 1]) *
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(tri[2 * i] - quad[(2 * (j + (k + 1) % 3)) % 8]) -
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(quad[(2 * (j + ((k + 1) % 3))) % 8] - quad[(2 * (j + k)) % 8])
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* (tri[2 * i + 1] - quad[(2 * (j + (k + 1) % 3)) % 8 + 1]);
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if (w > 0)
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winds |= 1;
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else if (w < 0)
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winds |= 2;
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}
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if (winds != 3) // no opposite winds?
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{
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covered = 1;
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break;
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}
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}
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if (!covered)
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return 0;
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}
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return 1;
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}
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/**
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Removes map triangles that are covered by other triangles (and also vertices
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that by this become unused). This makes the map model smaller, faster and
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@ -344,7 +416,6 @@ uint8_t _LCR_rendererBuildMapModel(void)
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blockShapeBytes,&blockShapeByteCount);
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uint8_t vx, vy, vz, vi = 0;
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uint8_t *bytes = blockShapeBytes;
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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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@ -421,6 +492,7 @@ void LCR_rendererMoveCamera(LCR_SpaceUnit forwRightUpOffset[3],
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void LCR_rendererDraw(void)
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{
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_LCR_rendererPreviousTriangleID = -1;
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S3L_newFrame();
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S3L_drawScene(LCR_scene3D);
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}
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@ -428,81 +500,16 @@ void LCR_rendererDraw(void)
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void LCR_drawBackground(int verticalOffset)
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{
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// TODO
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for (int y = 0; y < LCR_EFFECTIVE_RESOLUTION_Y; ++y)
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for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
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LCR_drawPixelXYUnsafe(x,y,0xffff);
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/*
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uint16_t color = LCR_skyImages[LCR_skyImages[256] & 0x00ff] ; // TODO
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int limit = verticalOffset - LCR_SETTING_SKY_SIZE * LCR_SKY_IMAGE_SIZE / 2;
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if (limit >= LCR_EFFECTIVE_RESOLUTION_Y)
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limit = LCR_EFFECTIVE_RESOLUTION_Y - 1;
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for (int y = 0; y <= limit; ++y)
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for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
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LCR_drawPixelUnsafe(x,y,color);
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color = LCR_skyImages[LCR_skyImages[255 + (128 * 128) / 2] >> 8]; // TODO
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limit = verticalOffset + LCR_SETTING_SKY_SIZE * LCR_SKY_IMAGE_SIZE / 2 -
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LCR_SETTING_SKY_SIZE;
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if (limit < 0)
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limit = 0;
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for (int y = LCR_EFFECTIVE_RESOLUTION_Y - 1; y >= limit; --y)
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for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
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LCR_drawPixelUnsafe(x,y,color);
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*/
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}
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void LCR_drawSkyStrip(int verticalOffset, uint8_t horizontalOffset)
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{
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#if LCR_SETTING_SKY_SIZE != 0
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/*
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verticalOffset -= (LCR_SETTING_SKY_SIZE * LCR_SKY_IMAGE_SIZE) / 2;
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int finalY = verticalOffset + LCR_SETTING_SKY_SIZE * LCR_SKY_IMAGE_SIZE;
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finalY = (finalY / LCR_SETTING_SKY_SIZE) * LCR_SETTING_SKY_SIZE;
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if (finalY >= LCR_EFFECTIVE_RESOLUTION_Y)
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finalY = LCR_EFFECTIVE_RESOLUTION_Y - 1;
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const uint16_t *skyLine = LCR_skyImages + 256;
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if (verticalOffset < 0)
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{
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skyLine += (-1 * verticalOffset / LCR_SETTING_SKY_SIZE) * (LCR_SKY_IMAGE_SIZE / 2);
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verticalOffset = 0;
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}
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while (verticalOffset < finalY)
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{
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for (int i = 0; i < LCR_EFFECTIVE_RESOLUTION_X; ++i)
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{
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// only diraw background on empty pixels
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if (S3L_zBufferRead(i,verticalOffset) == S3L_MAX_DEPTH)
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{
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int offsetX = (i / LCR_SETTING_SKY_SIZE + horizontalOffset)
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% LCR_SKY_IMAGE_SIZE;
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uint16_t pixel = *(skyLine + offsetX / 2);
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pixel = offsetX % 2 ? (pixel >> 8) : (pixel & 0x00ff);
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LCR_drawPixelUnsafe(i,verticalOffset,LCR_skyImages[pixel]);
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}
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}
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verticalOffset++;
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if (verticalOffset % LCR_SETTING_SKY_SIZE == 0)
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skyLine += LCR_SKY_IMAGE_SIZE / 2;
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}
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*/
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#endif
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}
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