1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
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
}
|