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#include "surf3d.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
grid3d *grid3d_new (int sizex, int defx, int sizez, int defz, v3d center) {
int x = defx;
int y = defz;
grid3d *g = malloc (sizeof(grid3d));
surf3d *s = &(g->surf);
s->nbvertex = x*y;
s->vertex = malloc (x*y*sizeof(v3d));
s->svertex = malloc (x*y*sizeof(v3d));
s->center = center;
g->defx=defx;
g->sizex=sizex;
g->defz=defz;
g->sizez=sizez;
g->mode=0;
while (y) {
--y;
x = defx;
while (x) {
--x;
s->vertex[x+defx*y].x = (float)(x-defx/2)*sizex/defx;
s->vertex[x+defx*y].y = 0;
s->vertex[x+defx*y].z = (float)(y-defz/2)*sizez/defz;
}
}
return g;
}
//#undef HAVE_MMX
#include "drawmethods.h"
void surf3d_draw (surf3d *s, int color, int dist, int *buf, int *back, int W,int H) {
int i;
int *p1;
int *p2;
v2d v2;
for (i=0;i<s->nbvertex;i++) {
V3D_TO_V2D(s->svertex[i],v2,W,H,dist);
p1 = buf + v2.x + (v2.y*W);
p2 = back + v2.x + (v2.y*W);
if ((v2.x>=0) && (v2.y>=0) && (v2.x<W) && (v2.y<H)) {
*p1 = color;
}
}
}
void grid3d_draw (grid3d *g, int color, int colorlow,
int dist, int *buf, int *back, int W,int H) {
int x;
// int *p1;
// int *p2;
v2d v2,v2x;
for (x=0;x<g->defx;x++) {
int z;
V3D_TO_V2D(g->surf.svertex[x],v2x,W,H,dist);
for (z=1;z<g->defz;z++) {
V3D_TO_V2D(g->surf.svertex[z*g->defx + x],v2,W,H,dist);
if (((v2.x != -666) || (v2.y!=-666))
&& ((v2x.x != -666) || (v2x.y!=-666))) {
draw_line(buf,v2x.x,v2x.y,v2.x,v2.y, colorlow, W, H);
draw_line(back,v2x.x,v2x.y,v2.x,v2.y, color, W, H);
DRAWMETHOD_DONE();
}
v2x = v2;
}
}
}
void surf3d_rotate (surf3d *s, float angle) {
int i;
float cosa;
float sina;
SINCOS(angle,sina,cosa);
for (i=0;i<s->nbvertex;i++) {
Y_ROTATE_V3D(s->vertex[i],s->svertex[i],cosa,sina);
}
}
void surf3d_translate (surf3d *s) {
int i;
for (i=0;i<s->nbvertex;i++) {
TRANSLATE_V3D(s->center,s->svertex[i]);
}
}
void grid3d_update (grid3d *g, float angle, float *vals, float dist) {
int i;
float cosa;
float sina;
surf3d *s = &(g->surf);
v3d cam = s->center;
cam.z += dist;
SINCOS((angle/4.3f),sina,cosa);
cam.y += sina*2.0f;
SINCOS(angle,sina,cosa);
if (g->mode==0) {
if (vals)
for (i=0;i<g->defx;i++)
s->vertex[i].y = s->vertex[i].y*0.2 + vals[i]*0.8;
for (i=g->defx;i<s->nbvertex;i++) {
s->vertex[i].y *= 0.255f;
s->vertex[i].y += (s->vertex[i-g->defx].y * 0.777f);
}
}
for (i=0;i<s->nbvertex;i++) {
Y_ROTATE_V3D(s->vertex[i],s->svertex[i],cosa,sina);
TRANSLATE_V3D(cam,s->svertex[i]);
}
}
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