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-rw-r--r--src/render/Lines.cpp74
1 files changed, 74 insertions, 0 deletions
diff --git a/src/render/Lines.cpp b/src/render/Lines.cpp
new file mode 100644
index 00000000..ea433048
--- /dev/null
+++ b/src/render/Lines.cpp
@@ -0,0 +1,74 @@
+#include "common.h"
+#include "patcher.h"
+#include "main.h"
+#include "Lines.h"
+
+// This is super inefficient, why split the line into segments at all?
+void
+CLines::RenderLineWithClipping(float x1, float y1, float z1, float x2, float y2, float z2, uint32 c1, uint32 c2)
+{
+ static RwIm3DVertex v[2];
+#ifdef THIS_IS_STUPID
+ int i;
+ float f1, f2;
+ float len = sqrt(sq(x1-x2) + sq(y1-y2) + sq(z1-z2));
+ int numsegs = len/1.5f + 1.0f;
+
+ RwRGBA col1;
+ col1.red = c1>>24;
+ col1.green = c1>>16;
+ col1.blue = c1>>8;
+ col1.alpha = c1;
+ RwRGBA col2;
+ col2.red = c2>>24;
+ col2.green = c2>>16;
+ col2.blue = c2>>8;
+ col2.alpha = c2;
+
+ float dx = x2 - x1;
+ float dy = y2 - y1;
+ float dz = z2 - z1;
+ for(i = 0; i < numsegs; i++){
+ f1 = (float)i/numsegs;
+ f2 = (float)(i+1)/numsegs;
+
+ RwIm3DVertexSetRGBA(&v[0], (int)(col1.red + (col2.red-col1.red)*f1),
+ (int)(col1.green + (col2.green-col1.green)*f1),
+ (int)(col1.blue + (col2.blue-col1.blue)*f1),
+ (int)(col1.alpha + (col2.alpha-col1.alpha)*f1));
+ RwIm3DVertexSetRGBA(&v[1], (int)(col1.red + (col2.red-col1.red)*f2),
+ (int)(col1.green + (col2.green-col1.green)*f2),
+ (int)(col1.blue + (col2.blue-col1.blue)*f2),
+ (int)(col1.alpha + (col2.alpha-col1.alpha)*f2));
+ RwIm3DVertexSetPos(&v[0], x1 + dx*f1, y1 + dy*f1, z1 + dz*f1);
+ RwIm3DVertexSetPos(&v[1], x1 + dx*f2, y1 + dy*f2, z1 + dz*f2);
+
+ LittleTest();
+ if(RwIm3DTransform(v, 2, nil, 0)){
+ RwIm3DRenderLine(0, 1);
+ RwIm3DEnd();
+ }
+ }
+#else
+ RwRGBA col1;
+ col1.red = c1>>24;
+ col1.green = c1>>16;
+ col1.blue = c1>>8;
+ col1.alpha = c1;
+ RwRGBA col2;
+ col2.red = c2>>24;
+ col2.green = c2>>16;
+ col2.blue = c2>>8;
+ col2.alpha = c2;
+
+ RwIm3DVertexSetRGBA(&v[0], col1.red, col1.green, col1.blue, col1.alpha);
+ RwIm3DVertexSetRGBA(&v[1], col2.red, col2.green, col2.blue, col2.alpha);
+ RwIm3DVertexSetPos(&v[0], x1, y1, z1);
+ RwIm3DVertexSetPos(&v[1], x2, y2, z2);
+ LittleTest();
+ if(RwIm3DTransform(v, 2, nil, 0)){
+ RwIm3DRenderLine(0, 1);
+ RwIm3DEnd();
+ }
+#endif
+}