Rotating 3D planet facelift: actually looks like a sphere now (scaled dx); nicer looking slave shield; random code cleanups
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2067 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
+267
-203
@@ -60,6 +60,9 @@ void arith_frame_blit (FRAME srcFrame, RECT *rsrc, FRAME dstFrame, RECT *rdst, i
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void getpixelarray(DWORD *array, FRAME FramePtr, int width, int height);
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#define SHIELD_GLOW_COMP 120
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#define SHIELD_REFLECT_COMP 100
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#define NUM_BATCH_POINTS 64
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#define USE_3D_PLANET 1
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#define RADIUS 37
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@@ -67,16 +70,13 @@ void getpixelarray(DWORD *array, FRAME FramePtr, int width, int height);
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#define TWORADIUS (RADIUS << 1)
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//RADIUS^2
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#define RADIUS_2 (RADIUS * RADIUS)
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// distance beyond which all pixels are transparent (for aa)
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#define RADIUS_THRES ((RADIUS + 1) * (RADIUS + 1))
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#define DIAMETER (TWORADIUS + 1)
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#define DIFFUSE_BITS 24
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#if 0
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#define GET_LIGHT(val, dif, sp) \
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( (UBYTE)min ((sp) + \
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( ( ( (DWORD)(val) << DIFFUSE_BITS ) - (DWORD)(val) * (dif) ) >> DIFFUSE_BITS ) \
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, 255) )
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#endif
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UBYTE GET_LIGHT (UBYTE val, DWORD dif, UBYTE sp)
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static inline UBYTE
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GET_LIGHT (UBYTE val, DWORD dif, UBYTE sp)
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{
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DWORD i = (DWORD)val << DIFFUSE_BITS;
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i -= val * dif;
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@@ -99,14 +99,17 @@ UBYTE GET_LIGHT (UBYTE val, DWORD dif, UBYTE sp)
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DWORD light_diff[DIAMETER][DIAMETER];
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UBYTE light_spec[DIAMETER][DIAMETER];
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typedef struct
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{
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POINT p[4];
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DWORD m[4];
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} MAP3D_POINT;
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MAP3D_POINT map_rotate[DIAMETER][DIAMETER];
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//POINT map_rotate[DIAMETER][DIAMETER];
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typedef struct {
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typedef struct
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{
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double x, y, z;
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} POINT3;
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@@ -263,13 +266,13 @@ RenderPhongMask (POINT loc)
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POINT pt;
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POINT3 light, view;
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double lrad;
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DWORD step;
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const DWORD step = 1 << DIFFUSE_BITS;
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int y, x;
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#define LIGHT_INTENS 0.4
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#define AMBIENT_LIGHT 0.1
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#define MSHI 2
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#define LIGHT_Z 1.2
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#define LIGHT_INTENS 0.3
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#define AMBIENT_LIGHT 0.2
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#define MSHI 2
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#define LIGHT_Z 1.2
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// lrad is the distance from the sun to the planet
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lrad = sqrt (loc.x * loc.x + loc.y * loc.y);
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// light is the sun's position. the z-coordinate is whatever
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@@ -285,36 +288,37 @@ RenderPhongMask (POINT loc)
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view.x = 0;
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view.y = 0;
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view.z = 1.0;
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step = 1 << DIFFUSE_BITS;
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for (pt.y = 0, y = -RADIUS; pt.y <= TWORADIUS; ++pt.y, y++)
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{
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DWORD y_2;
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y_2 = y * y;
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DWORD y_2 = y * y;
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for (pt.x = 0, x = -RADIUS; pt.x <= TWORADIUS; ++pt.x, x++)
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{
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DWORD x_2, rad_2, stepint;
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DWORD x_2 = x * x;
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DWORD rad_2 = x_2 + y_2;
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DWORD diff_int;
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POINT3 norm, rvec;
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double diff, spec = 0.0, fb;
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x_2 = x * x;
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rad_2 = x_2 + y_2;
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if (rad_2 <= RADIUS_2)
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if (rad_2 < RADIUS_THRES)
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{
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// norm is the sphere's surface normal.
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norm.x = (double)x;
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norm.y = (double)y;
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norm.z = (sqrt (RADIUS_2 - x_2) * sqrt (RADIUS_2 - y_2)) /
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RADIUS;
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P3norm(&norm,&norm);
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P3norm (&norm, &norm);
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// diffuse component is norm dot light
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diff =P3dot (&norm, &light);
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diff = P3dot (&norm, &light);
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// negative diffuse is bad
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if(diff < 0)
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if (diff < 0)
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diff = 0.0;
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// specular highlight is the phong equation:
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// (rvec dot view)^MSHI
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// where rvec = (2*diff)*norm - light (reflection of light
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// around norm)
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P3mult (&rvec,&norm,2 * diff);
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P3mult (&rvec, &norm, 2 * diff);
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P3sub (&rvec, &rvec, &light);
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fb = P3dot (&rvec, &view);
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if (fb > 0.0)
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@@ -324,24 +328,27 @@ RenderPhongMask (POINT loc)
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// adjust for the ambient light
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if (diff < AMBIENT_LIGHT)
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diff = AMBIENT_LIGHT;
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// stepint allows us multiply by a ratio without using
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// Now we antialias the edge of the spere to look nice
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if (rad_2 > RADIUS_2)
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{
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diff *= 1 - (sqrt(rad_2) - RADIUS);
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if (diff < 0)
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diff = 0;
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}
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// diff_int allows us multiply by a ratio without using
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// floating-point.
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// instead of color*diff, we use ((color << 24) -
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// stepint*color) >> 24
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stepint = step - (DWORD)(diff * step + 0.5);
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// Now we antialias the edge of the spere to look nice
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if(rad_2 > (RADIUS - 1) * (RADIUS - 1))
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{
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DWORD r;
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r = rad_2 - (RADIUS - 1) * (RADIUS - 1);
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stepint += (step >> 7) * (r + 1);
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if (stepint > step)
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stepint = step;
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}
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} else
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stepint = 1 << 31;
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light_diff[pt.y][pt.x] = (DWORD)stepint;
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light_spec[pt.y][pt.x] = (UBYTE)(spec*255);
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diff_int = step - (DWORD)(diff * step + 0.5);
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}
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else
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{ // outside sphere bounds
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diff_int = 1 << 31;
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}
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light_diff[pt.y][pt.x] = diff_int;
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light_spec[pt.y][pt.x] = (UBYTE)(spec * 255);
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}
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}
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}
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@@ -349,74 +356,82 @@ RenderPhongMask (POINT loc)
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//create_aa_points creates weighted averages for
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// 4 points around the 'ideal' point at x,y
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// the concept is to compute the weight based on the
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// distance from the integer location poinnts to the ideal point
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// distance from the integer location points to the ideal point
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static void
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create_aa_points (MAP3D_POINT *ppt, double x, double y)
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{
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double deltax = 0, deltay = 0, inv_deltax, inv_deltay;
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double deltax, deltay, inv_deltax, inv_deltay;
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COORD nextx, nexty;
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COUNT i;
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double d1, d2, d3, d4, m[4];
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if (x < 0)
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x = 0;
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else if (x >= MAP_HEIGHT)
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x = MAP_HEIGHT - 1;
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if (y < 0)
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y = 0;
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else if (y >= MAP_HEIGHT)
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y = MAP_HEIGHT - 1;
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// get the integer value of this point
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ppt->p[0].x = (COORD)(0.5 + x);
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ppt->p[0].y = (COORD)(0.5 + y);
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if (ppt->p[0].x >= TWORADIUS)
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ppt->p[0].x = TWORADIUS;
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else if (ppt->p[0].x != 0)
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deltax = x - ppt->p[0].x;
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if (ppt->p[0].y >= TWORADIUS)
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ppt->p[0].y = TWORADIUS;
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else if (ppt->p[0].y != 0)
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deltay = y - ppt->p[0].y;
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//if this point doesn't need modificaton, set m[0]=0
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ppt->p[0].x = (COORD)x;
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ppt->p[0].y = (COORD)y;
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deltax = x - ppt->p[0].x;
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deltay = y - ppt->p[0].y;
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// if this point doesn't need modificaton, set m[0]=0
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if (deltax == 0 && deltay == 0)
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ppt->m[0] = 0;
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else
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{
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//get the neighbboring points surrounding the 'ideal' poinnt
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if (deltax != 0)
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nextx = ppt->p[0].x + ((deltax > 0) ? 1 : -1);
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else
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nextx = ppt->p[0].x;
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if (deltay != 0)
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nexty = ppt->p[0].y + ((deltay > 0) ? 1 : -1);
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else
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nexty = ppt->p[0].y;
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//(x1,y)
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ppt->p[1].x = nextx;
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ppt->p[1].y = ppt->p[0].y;
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//(x,y1)
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ppt->p[2].x = ppt->p[0].x;
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ppt->p[2].y = nexty;
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//(x1y1)
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ppt->p[3].x = nextx;
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ppt->p[3].y = nexty;
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//the square 1x1, so opposite poinnts are at 1-delta
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inv_deltax = 1.0 - fabs (deltax);
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inv_deltax *= inv_deltax;
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inv_deltay = 1.0 - fabs (deltay);
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inv_deltay *= inv_deltay;
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deltax *= deltax;
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deltay *= deltay;
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//d1-d4 contain the distances from the poinnts to the ideal point
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d1 = sqrt (deltax + deltay);
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d2 = sqrt (inv_deltax + deltay);
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d3 = sqrt (deltax + inv_deltay);
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d4 = sqrt (inv_deltax + inv_deltay);
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//compute the weights. the sum(ppt->m[])=65536
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m[0] = 1 / (1 + d1 * (1 / d2 + 1 / d3 + 1 / d4));
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m[1] = m[0] * d1 / d2;
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m[2] = m[0] * d1 / d3;
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m[3] = m[0] * d1 / d4;
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for (i=0; i<4; i++)
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ppt->m[i] = (DWORD)((1 << 16) * m[i] + 0.5);
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ppt->m[0] = 0;
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return;
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}
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// get the neighboring points surrounding the 'ideal' point
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if (deltax != 0)
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nextx = ppt->p[0].x + 1;
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else
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nextx = ppt->p[0].x;
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if (deltay != 0)
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nexty = ppt->p[0].y + 1;
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else
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nexty = ppt->p[0].y;
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//(x1,y)
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ppt->p[1].x = nextx;
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ppt->p[1].y = ppt->p[0].y;
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//(x,y1)
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ppt->p[2].x = ppt->p[0].x;
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ppt->p[2].y = nexty;
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//(x1y1)
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ppt->p[3].x = nextx;
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ppt->p[3].y = nexty;
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//the square 1x1, so opposite poinnts are at 1-delta
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inv_deltax = 1.0 - fabs (deltax);
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inv_deltax *= inv_deltax;
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inv_deltay = 1.0 - fabs (deltay);
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inv_deltay *= inv_deltay;
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deltax *= deltax;
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deltay *= deltay;
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//d1-d4 contain the distances from the poinnts to the ideal point
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d1 = sqrt (deltax + deltay);
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d2 = sqrt (inv_deltax + deltay);
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d3 = sqrt (deltax + inv_deltay);
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d4 = sqrt (inv_deltax + inv_deltay);
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//compute the weights. the sum(ppt->m[])=65536
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m[0] = 1 / (1 + d1 * (1 / d2 + 1 / d3 + 1 / d4));
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m[1] = m[0] * d1 / d2;
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m[2] = m[0] * d1 / d3;
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m[3] = m[0] * d1 / d4;
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for (i = 0; i < 4; i++)
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ppt->m[i] = (DWORD)((1 << 16) * m[i] + 0.5);
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}
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//get_avg_rgb creates either a red, green, or blue value by
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//computing the weightd averages of the 4 points in p1
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static UBYTE
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get_avg_rgb (DWORD p1[4], DWORD mult[4], COUNT offset) {
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get_avg_rgb (DWORD p1[4], DWORD mult[4], COUNT offset)
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{
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COUNT i, j;
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UBYTE c;
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DWORD ci = 0;
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@@ -431,8 +446,9 @@ get_avg_rgb (DWORD p1[4], DWORD mult[4], COUNT offset) {
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}
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ci >>= 16;
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//check for overflow
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if ( ci > 255)
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if (ci > 255)
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ci = 255;
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return ((UBYTE)ci);
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}
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@@ -441,45 +457,63 @@ get_avg_rgb (DWORD p1[4], DWORD mult[4], COUNT offset) {
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void
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SetPlanetTilt (int angle)
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{
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int x, y, y_2;
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double multx = (MAP_HEIGHT / M_PI) / RADIUS;
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double multy = (MAP_HEIGHT / M_PI) / RADIUS;
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int x, y;
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const double multx = (MAP_HEIGHT / M_PI);
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const double multy = (MAP_HEIGHT / M_PI);
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const double xadj = ((double)MAP_HEIGHT / 2.0);
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for (y = -RADIUS; y <= RADIUS; y++)
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{
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y_2 = y * y;
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int y_2 = y * y;
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for (x = -RADIUS; x <= RADIUS; x++)
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{
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double dx, dy, newx, newy;
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double da, rad, rad2;
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double da, rad, rad_2;
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double xa, ya;
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MAP3D_POINT *ppt = &map_rotate[y + RADIUS][x + RADIUS];
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rad2 = x * x + y_2;
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if (rad2 <= RADIUS_2) {
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rad = sqrt (rad2);
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da = atan2 ((double)y, (double)x);
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// compute the planet-tilt
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if (angle != 0) {
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dx = rad * cos (da + M_DEG2RAD * angle);
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dy = rad * sin (da + M_DEG2RAD * angle);
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} else {
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dx = x;
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dy = y;
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}
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//Map the sphere onto a plane
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newx = RADIUS * (multx * acos (-dx / RADIUS));
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newy = RADIUS * (multy * acos (-dy / RADIUS));
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create_aa_points (ppt, newx, newy);
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} else {
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rad_2 = x * x + y_2;
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if (rad_2 >= RADIUS_THRES)
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{ // pixel won't be present
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ppt->p[0].x = x + RADIUS;
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ppt->p[0].y = y + RADIUS;
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ppt->m[0] = 0;
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continue;
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}
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rad = sqrt (rad_2);
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// antialiasing goes beyond the actual radius
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if (rad >= RADIUS)
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rad = (double)RADIUS - 0.1;
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da = atan2 ((double)y, (double)x);
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// compute the planet-tilt
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da += M_DEG2RAD * angle;
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dx = rad * cos (da);
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dy = rad * sin (da);
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// Map the sphere onto a plane
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xa = acos (-dx / RADIUS);
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ya = acos (-dy / RADIUS);
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newx = multx * xa;
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newy = multy * ya;
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// Adjust for vertical curvature
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if (ya <= 0.05 || ya >= 3.1 /* almost PI */)
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newx = xadj; // exact centerline
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else
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newx = xadj + ((newx - xadj) / sin (ya));
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create_aa_points (ppt, newx, newy);
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}
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}
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}
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//init_zoom_array
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// evaluate the function 5/6*(1-e^(-x/14)) to get a decelerating zoom
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// on entering planet orbit. This gives is nearly equivalent to what
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// on entering planet orbit. This gives us nearly equivalent to what
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// the 3DO does.
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#define ZOOM_TIME (1.13)
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#define ZOOM_FACT1 (6.0 / 5)
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@@ -499,83 +533,93 @@ init_zoom_array (COUNT *zoom_arr)
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(1 - exp (-(i + 1) / (ZOOM_FACT2 * num_frames))));
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}
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zoom_arr[i] = base;
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return i;
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}
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//CreateShieldMask
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// The shield is created in two parts. This routine creates the Halo.
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// The red tint of the planet is currently applied in RenderLevelMasks
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// This was done because the shield lows, and needs to modfy how the planet
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// gets lit. urrently, the planet area is transparent in the mask made by
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// This was done because the shield glows and needs to modify how the planet
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// gets lit. Currently, the planet area is transparent in the mask made by
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// this routine, but a filter can be applied if desired too.
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//Outer diameter of HALO
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#define SHIELD_RADIUS (RADIUS + 6)
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#define SHIELD_DIAM ((SHIELD_RADIUS << 1) + 1)
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#define SHIELD_RADIUS_2 (SHIELD_RADIUS * SHIELD_RADIUS)
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static void CreateShieldMask (void)
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{
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// HALO rim size
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#define SHIELD_HALO 7
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#define SHIELD_RADIUS (RADIUS + SHIELD_HALO)
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#define SHIELD_DIAM ((SHIELD_RADIUS << 1) + 1)
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#define SHIELD_RADIUS_2 (SHIELD_RADIUS * SHIELD_RADIUS)
|
||||
#define SHIELD_RADIUS_THRES ((SHIELD_RADIUS + 1) * (SHIELD_RADIUS + 1))
|
||||
#define SHIELD_HALO_GLOW (SHIELD_GLOW_COMP + SHIELD_REFLECT_COMP)
|
||||
#define SHIELD_HALO_GLOW_MIN (SHIELD_HALO_GLOW >> 2)
|
||||
|
||||
DWORD rad2, clear, *rgba, *p_rgba, p;
|
||||
UBYTE red_nt;
|
||||
static void
|
||||
CreateShieldMask (void)
|
||||
{
|
||||
DWORD clear, *rgba, *p_rgba;
|
||||
int x, y;
|
||||
FRAME ShieldFrame;
|
||||
DWORD aa_delta, aa_delta2;
|
||||
|
||||
ShieldFrame = pSolarSysState->Orbit.ShieldFrame;
|
||||
rgba = pSolarSysState->Orbit.ScratchArray;
|
||||
p_rgba = rgba;
|
||||
// This is a non-transparent red for the halo
|
||||
red_nt = 222;
|
||||
// This is 100% transparent.
|
||||
clear = frame_mapRGBA (ShieldFrame, 0, 0, 0, 0);
|
||||
aa_delta = SHIELD_RADIUS_2 - (SHIELD_RADIUS - 1) * (SHIELD_RADIUS - 1);
|
||||
aa_delta2 = (RADIUS + 1) * (RADIUS + 1) - RADIUS_2;
|
||||
|
||||
for (y = -SHIELD_RADIUS; y <= SHIELD_RADIUS; y++)
|
||||
{
|
||||
for (x = -SHIELD_RADIUS; x <= SHIELD_RADIUS; x++)
|
||||
for (x = -SHIELD_RADIUS; x <= SHIELD_RADIUS; x++, p_rgba++)
|
||||
{
|
||||
rad2 = x * x + y * y;
|
||||
if (rad2 <= SHIELD_RADIUS_2)
|
||||
{
|
||||
//Inside the halo
|
||||
if (rad2 <= RADIUS_2)
|
||||
// The mask for the planet
|
||||
p=clear;
|
||||
else
|
||||
{
|
||||
// The halo itself
|
||||
UBYTE red = red_nt;
|
||||
if (rad2 < (RADIUS + 1) * (RADIUS + 1))
|
||||
{
|
||||
DWORD r;
|
||||
r = rad2 - RADIUS_2;
|
||||
red = (UBYTE)(red_nt * r / aa_delta2);
|
||||
}
|
||||
else if (rad2 > (RADIUS + 2) * (RADIUS + 2))
|
||||
{
|
||||
DWORD r;
|
||||
r = rad2 - ((RADIUS + 1) * (RADIUS + 1));
|
||||
red = (UBYTE)red - (red * r / (SHIELD_RADIUS_2 -
|
||||
RADIUS_2 + 1));
|
||||
}
|
||||
p = frame_mapRGBA (ShieldFrame, red, 0, 0, 255);
|
||||
}
|
||||
int rad_2 = x * x + y * y;
|
||||
// This is a non-transparent red for the halo
|
||||
int red = SHIELD_HALO_GLOW;
|
||||
int alpha = 255;
|
||||
double rad;
|
||||
|
||||
if (rad_2 >= SHIELD_RADIUS_THRES)
|
||||
{ // outside all bounds
|
||||
*p_rgba = clear;
|
||||
continue;
|
||||
}
|
||||
// Inside the halo
|
||||
if (rad_2 <= RADIUS_2)
|
||||
{ // planet's pixels, ours transparent
|
||||
*p_rgba = clear;
|
||||
continue;
|
||||
}
|
||||
|
||||
// The halo itself
|
||||
rad = sqrt (rad_2);
|
||||
|
||||
if (rad <= RADIUS + 0.8)
|
||||
{ // pixels common between the shield and planet
|
||||
// do antialiasing using alpha
|
||||
alpha = (int) (red * (rad - RADIUS));
|
||||
red = 255;
|
||||
}
|
||||
else
|
||||
p = clear;
|
||||
{ // shield pixels
|
||||
red -= (int) ((red - SHIELD_HALO_GLOW_MIN) * (rad - RADIUS)
|
||||
/ SHIELD_HALO);
|
||||
if (red < 0)
|
||||
red = 0;
|
||||
}
|
||||
|
||||
*p_rgba++ = p;
|
||||
*p_rgba = frame_mapRGBA (ShieldFrame, red, 0, 0, alpha);
|
||||
}
|
||||
}
|
||||
|
||||
process_rgb_bmp (ShieldFrame, rgba, SHIELD_DIAM, SHIELD_DIAM);
|
||||
SetFrameHot (ShieldFrame, MAKE_HOT_SPOT (SHIELD_RADIUS + 1,
|
||||
SHIELD_RADIUS + 1));
|
||||
|
||||
{
|
||||
// Applythe shield to the topo data
|
||||
// Apply the shield to the topo data
|
||||
UBYTE a;
|
||||
int blit_type;
|
||||
FRAME tintFrame = pSolarSysState->Orbit.TintFrame;
|
||||
DWORD p;
|
||||
|
||||
#ifdef USE_ALPHA_SHIELD
|
||||
a = 200;
|
||||
blit_type = 0;
|
||||
@@ -601,6 +645,7 @@ RenderLevelMasks (int offset)
|
||||
{
|
||||
POINT pt;
|
||||
DWORD *rgba, *p_rgba;
|
||||
DWORD clear;
|
||||
int x, y;
|
||||
DWORD p, *pixels;
|
||||
FRAME MaskFrame;
|
||||
@@ -611,66 +656,85 @@ RenderLevelMasks (int offset)
|
||||
clock_t t1;
|
||||
t1 = clock ();
|
||||
#endif
|
||||
|
||||
rgba = pSolarSysState->Orbit.ScratchArray;
|
||||
p_rgba = rgba;
|
||||
// Choose the correct Frame to write to
|
||||
MaskFrame = SetAbsFrameIndex (pSolarSysState->Orbit.PlanetFrameArray,
|
||||
(COUNT)(offset + 1));
|
||||
clear = frame_mapRGBA (MaskFrame, 0, 0, 0, 0);
|
||||
pixels = pSolarSysState->Orbit.lpTopoMap;
|
||||
|
||||
for (pt.y = 0, y = -RADIUS; pt.y <= TWORADIUS; ++pt.y, ++y)
|
||||
{
|
||||
for (pt.x = 0, x = -RADIUS; pt.x <= TWORADIUS; ++pt.x, ++x)
|
||||
for (pt.x = 0, x = -RADIUS; pt.x <= TWORADIUS; ++pt.x, ++x, ++p_rgba)
|
||||
{
|
||||
UBYTE c[3];
|
||||
DWORD diffus;
|
||||
UBYTE spec;
|
||||
COUNT i;
|
||||
DWORD diffus = light_diff[pt.y][pt.x];
|
||||
UBYTE spec = light_spec[pt.y][pt.x];
|
||||
int i;
|
||||
DWORD p1[4];
|
||||
MAP3D_POINT *ppt = &map_rotate[pt.y][pt.x];
|
||||
diffus = light_diff[pt.y][pt.x];
|
||||
spec = light_spec[pt.y][pt.x];
|
||||
if (diffus < 1 << DIFFUSE_BITS)
|
||||
|
||||
if (diffus >= (1 << DIFFUSE_BITS))
|
||||
{ // full diffusion
|
||||
*p_rgba = clear;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (ppt->m[0] == 0)
|
||||
{
|
||||
if (ppt->m[0] == 0)
|
||||
{
|
||||
p = pixels[PT_TO_ADDR (ppt->p[0].y, ppt->p[0].x) +
|
||||
offset];
|
||||
c[0] = (UBYTE)(p >> 8);
|
||||
c[1] = (UBYTE)(p >> 16);
|
||||
c[2] = (UBYTE)(p >> 24);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (i = 0; i < 4; i++)
|
||||
p1[i] = pixels[PT_TO_ADDR (ppt->p[i].y, ppt->p[i].x)
|
||||
+ offset];
|
||||
for (i = 1; i < 4; i++)
|
||||
c[i-1] = get_avg_rgb (p1, ppt->m, i);
|
||||
}
|
||||
// Apply the lighting model. This also bounds the sphere
|
||||
// to make it circular.
|
||||
if (pSolarSysState->pOrbitalDesc->data_index & PLANET_SHIELDED)
|
||||
{
|
||||
c[2] = GET_LIGHT (255, diffus, spec);
|
||||
c[1] = GET_LIGHT ((UBYTE)(c[1] >> 1), diffus, spec);
|
||||
c[0] = GET_LIGHT ((UBYTE)(c[0] >> 1), diffus, spec);
|
||||
}
|
||||
else
|
||||
{
|
||||
c[2] = GET_LIGHT (c[2], diffus, spec);
|
||||
c[1] = GET_LIGHT (c[1], diffus, spec);
|
||||
c[0] = GET_LIGHT (c[0], diffus, spec);
|
||||
}
|
||||
*p_rgba++ = frame_mapRGBA (
|
||||
MaskFrame, c[2], c[1], c[0], (UBYTE)255);
|
||||
p = pixels[PT_TO_ADDR (ppt->p[0].y, ppt->p[0].x) +
|
||||
offset];
|
||||
c[0] = (UBYTE)(p >> 8);
|
||||
c[1] = (UBYTE)(p >> 16);
|
||||
c[2] = (UBYTE)(p >> 24);
|
||||
}
|
||||
else
|
||||
*p_rgba++ = frame_mapRGBA (MaskFrame, 0, 0, 0, 0);
|
||||
{
|
||||
for (i = 0; i < 4; i++)
|
||||
p1[i] = pixels[PT_TO_ADDR (ppt->p[i].y, ppt->p[i].x)
|
||||
+ offset];
|
||||
for (i = 1; i < 4; i++)
|
||||
c[i - 1] = get_avg_rgb (p1, ppt->m, i);
|
||||
}
|
||||
|
||||
// Apply the lighting model. This also bounds the sphere
|
||||
// to make it circular.
|
||||
if (pSolarSysState->pOrbitalDesc->data_index & PLANET_SHIELDED)
|
||||
{
|
||||
int r;
|
||||
|
||||
// add lite red filter (3/4) component
|
||||
c[1] = (c[1] >> 1) + (c[1] >> 2);
|
||||
c[0] = (c[0] >> 1) + (c[0] >> 2);
|
||||
|
||||
c[2] = GET_LIGHT (c[2], diffus, spec);
|
||||
c[1] = GET_LIGHT (c[1], diffus, spec);
|
||||
c[0] = GET_LIGHT (c[0], diffus, spec);
|
||||
|
||||
// The shield is glow + reflect (+ filter for others)
|
||||
r = GET_LIGHT (SHIELD_REFLECT_COMP, diffus, spec);
|
||||
r = r + SHIELD_GLOW_COMP + c[2];
|
||||
if (r > 255)
|
||||
r = 255;
|
||||
c[2] = r;
|
||||
}
|
||||
else
|
||||
{
|
||||
c[2] = GET_LIGHT (c[2], diffus, spec);
|
||||
c[1] = GET_LIGHT (c[1], diffus, spec);
|
||||
c[0] = GET_LIGHT (c[0], diffus, spec);
|
||||
}
|
||||
|
||||
*p_rgba = frame_mapRGBA (MaskFrame, c[2], c[1], c[0], 255);
|
||||
}
|
||||
}
|
||||
|
||||
// Map the rgb bitmap onto the SDL_Surface
|
||||
process_rgb_bmp (MaskFrame, rgba, DIAMETER, DIAMETER);
|
||||
SetFrameHot (MaskFrame, MAKE_HOT_SPOT (RADIUS + 1, RADIUS + 1));
|
||||
|
||||
#if PROFILE
|
||||
t += clock() - t1;
|
||||
if (frames_done == MAP_WIDTH)
|
||||
@@ -1608,7 +1672,7 @@ GeneratePlanetMask (PPLANET_DESC pPlanetDesc, BOOLEAN IsEarth)
|
||||
RenderPhongMask (loc);
|
||||
|
||||
if (pPlanetDesc->data_index & PLANET_SHIELDED)
|
||||
CreateShieldMask();
|
||||
CreateShieldMask ();
|
||||
|
||||
SetContext (OldContext);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user