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https://github.com/game-stop/veejay.git
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108 lines
2.3 KiB
C
108 lines
2.3 KiB
C
#include "surf3d.h"
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#include "goom_plugin_info.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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grid3d *grid3d_new (int sizex, int defx, int sizez, int defz, v3d center) {
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int x = defx;
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int y = defz;
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grid3d *g = malloc (sizeof(grid3d));
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surf3d *s = &(g->surf);
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s->nbvertex = x*y;
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s->vertex = malloc (x*y*sizeof(v3d));
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s->svertex = malloc (x*y*sizeof(v3d));
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s->center = center;
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g->defx=defx;
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g->sizex=sizex;
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g->defz=defz;
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g->sizez=sizez;
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g->mode=0;
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while (y) {
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--y;
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x = defx;
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while (x) {
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--x;
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s->vertex[x+defx*y].x = (float)(x-defx/2)*sizex/defx;
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s->vertex[x+defx*y].y = 0;
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s->vertex[x+defx*y].z = (float)(y-defz/2)*sizez/defz;
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}
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}
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return g;
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}
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void grid3d_draw (PluginInfo *plug, grid3d *g, int color, int colorlow,
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int dist, Pixel *buf, Pixel *back, int W,int H) {
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int x;
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v2d v2,v2x;
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v2d *v2_array = malloc(g->surf.nbvertex * sizeof(v2d));
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v3d_to_v2d(g->surf.svertex, g->surf.nbvertex, W, H, dist, v2_array);
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for (x=0;x<g->defx;x++) {
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int z;
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v2x = v2_array[x];
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for (z=1;z<g->defz;z++) {
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v2 = v2_array[z*g->defx + x];
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if (((v2.x != -666) || (v2.y!=-666))
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&& ((v2x.x != -666) || (v2x.y!=-666))) {
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plug->methods.draw_line (buf,v2x.x,v2x.y,v2.x,v2.y, colorlow, W, H);
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plug->methods.draw_line (back,v2x.x,v2x.y,v2.x,v2.y, color, W, H);
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}
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v2x = v2;
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}
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}
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free(v2_array);
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}
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void surf3d_rotate (surf3d *s, float angle) {
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int i;
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float cosa;
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float sina;
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SINCOS(angle,sina,cosa);
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for (i=0;i<s->nbvertex;i++) {
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Y_ROTATE_V3D(s->vertex[i],s->svertex[i],cosa,sina);
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}
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}
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void surf3d_translate (surf3d *s) {
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int i;
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for (i=0;i<s->nbvertex;i++) {
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TRANSLATE_V3D(s->center,s->svertex[i]);
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}
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}
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void grid3d_update (grid3d *g, float angle, float *vals, float dist) {
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int i;
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float cosa;
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float sina;
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surf3d *s = &(g->surf);
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v3d cam = s->center;
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cam.z += dist;
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SINCOS((angle/4.3f),sina,cosa);
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cam.y += sina*2.0f;
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SINCOS(angle,sina,cosa);
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if (g->mode==0) {
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if (vals)
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for (i=0;i<g->defx;i++)
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s->vertex[i].y = s->vertex[i].y*0.2 + vals[i]*0.8;
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for (i=g->defx;i<s->nbvertex;i++) {
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s->vertex[i].y *= 0.255f;
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s->vertex[i].y += (s->vertex[i-g->defx].y * 0.777f);
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}
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}
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for (i=0;i<s->nbvertex;i++) {
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Y_ROTATE_V3D(s->vertex[i],s->svertex[i],cosa,sina);
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TRANSLATE_V3D(cam,s->svertex[i]);
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}
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}
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