Mercurial > mm7
diff Render.cpp @ 1642:8971dc85b8fb
More camera unifications.
author | Nomad |
---|---|
date | Tue, 17 Sep 2013 20:15:56 +0200 |
parents | 466c5e15f524 |
children | dbd6f940f26c |
line wrap: on
line diff
--- a/Render.cpp Tue Sep 17 18:39:32 2013 +0200 +++ b/Render.cpp Tue Sep 17 20:15:56 2013 +0200 @@ -546,36 +546,36 @@ if (pGame->pIndoorCameraD3D->sRotationX) { v13 = (y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16; - v30 = ((unsigned __int64)(v12 * (signed __int64)pODMRenderParams->camera_rotation_y_int_cosine) >> 16) - + ((unsigned __int64)(v13 * (signed __int64)pODMRenderParams->camera_rotation_y_int_sine) >> 16); - v37 = (unsigned __int64)(v12 * (signed __int64)pODMRenderParams->camera_rotation_y_int_sine) >> 16; - a6a = (unsigned __int64)(v13 * (signed __int64)pODMRenderParams->camera_rotation_y_int_cosine) >> 16; + v30 = ((unsigned __int64)(v12 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) + + ((unsigned __int64)(v13 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); + v37 = (unsigned __int64)(v12 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + a6a = (unsigned __int64)(v13 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; v33 = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; - v14 = (unsigned __int64)(v30 * (signed __int64)pODMRenderParams->camera_rotation_x_int_cosine) >> 16; - v15 = (unsigned __int64)(v33 * (signed __int64)pODMRenderParams->camera_rotation_x_int_sine) >> 16; + v14 = (unsigned __int64)(v30 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16; + v15 = (unsigned __int64)(v33 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; v16 = v15 + v14; v42 = v15 + v14; if ( v15 + v14 >= 262144 && v16 <= pODMRenderParams->shading_dist_mist << 16 ) { v17 = a6a - v37; v40 = a6a - v37; - v18 = ((unsigned __int64)(v33 * (signed __int64)pODMRenderParams->camera_rotation_x_int_cosine) >> 16) - - ((unsigned __int64)(v30 * (signed __int64)pODMRenderParams->camera_rotation_x_int_sine) >> 16); + v18 = ((unsigned __int64)(v33 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) + - ((unsigned __int64)(v30 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); goto LABEL_29; } } else { v34 = (y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16; - v19 = (unsigned __int64)(v12 * (signed __int64)pODMRenderParams->camera_rotation_y_int_cosine) >> 16; - v20 = (unsigned __int64)(v34 * (signed __int64)pODMRenderParams->camera_rotation_y_int_sine) >> 16; + v19 = (unsigned __int64)(v12 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; + v20 = (unsigned __int64)(v34 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; v16 = v20 + v19; v42 = v20 + v19; if ( v20 + v19 >= 262144 && v16 <= pODMRenderParams->shading_dist_mist << 16 ) { - v21 = (unsigned __int64)(((x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16) * (signed __int64)pODMRenderParams->camera_rotation_y_int_sine) >> 16; - v17 = ((unsigned __int64)(v34 * (signed __int64)pODMRenderParams->camera_rotation_y_int_cosine) >> 16) - v21; - v40 = ((unsigned __int64)(v34 * (signed __int64)pODMRenderParams->camera_rotation_y_int_cosine) >> 16) - v21; + v21 = (unsigned __int64)(((x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16) * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + v17 = ((unsigned __int64)(v34 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v21; + v40 = ((unsigned __int64)(v34 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v21; v18 = (z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; LABEL_29: v31 = v18; @@ -1044,23 +1044,23 @@ if (pGame->pIndoorCameraD3D->sRotationX) { v40 = (decor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16; - v18 = ((unsigned __int64)(v17 * (signed __int64)pODMRenderParams->camera_rotation_y_int_cosine) >> 16) - + ((unsigned __int64)(v40 * (signed __int64)pODMRenderParams->camera_rotation_y_int_sine) >> 16); + v18 = ((unsigned __int64)(v17 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) + + ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); v42 = v18; - b = (unsigned __int64)(v17 * (signed __int64)pODMRenderParams->camera_rotation_y_int_sine) >> 16; - a5 = (unsigned __int64)(v40 * (signed __int64)pODMRenderParams->camera_rotation_y_int_cosine) >> 16; + b = (unsigned __int64)(v17 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + a5 = (unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; v40 = (decor->vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; - v41 = (unsigned __int64)(v40 * (signed __int64)pODMRenderParams->camera_rotation_x_int_sine) >> 16; - v19 = (unsigned __int64)(v18 * (signed __int64)pODMRenderParams->camera_rotation_x_int_cosine) >> 16; - v20 = v19 + ((unsigned __int64)(v40 * (signed __int64)pODMRenderParams->camera_rotation_x_int_sine) >> 16); - v39 = v19 + ((unsigned __int64)(v40 * (signed __int64)pODMRenderParams->camera_rotation_x_int_sine) >> 16); + v41 = (unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; + v19 = (unsigned __int64)(v18 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16; + v20 = v19 + ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); + v39 = v19 + ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); if ( v20 >= 262144 && v20 <= pODMRenderParams->shading_dist_mist << 16 ) { v21 = a5 - b; v41 = a5 - b; - a5 = (unsigned __int64)(v42 * (signed __int64)pODMRenderParams->camera_rotation_x_int_sine) >> 16; - b = (unsigned __int64)(v40 * (signed __int64)pODMRenderParams->camera_rotation_x_int_cosine) >> 16; - v22 = ((unsigned __int64)(v40 * (signed __int64)pODMRenderParams->camera_rotation_x_int_cosine) >> 16) - a5; + a5 = (unsigned __int64)(v42 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; + b = (unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16; + v22 = ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - a5; LABEL_30: v42 = v22; v40 = 2 * abs(v20); @@ -1127,16 +1127,16 @@ { v42 = (decor->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x) << 16; v40 = (decor->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y) << 16; - b = (unsigned __int64)(v17 * (signed __int64)pODMRenderParams->camera_rotation_y_int_cosine) >> 16; - a5 = (unsigned __int64)(v40 * (signed __int64)pODMRenderParams->camera_rotation_y_int_sine) >> 16; - v20 = b + ((unsigned __int64)(v40 * (signed __int64)pODMRenderParams->camera_rotation_y_int_sine) >> 16); - v39 = b + ((unsigned __int64)(v40 * (signed __int64)pODMRenderParams->camera_rotation_y_int_sine) >> 16); + b = (unsigned __int64)(v17 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; + a5 = (unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + v20 = b + ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); + v39 = b + ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); if ( v20 >= 262144 && v20 <= pODMRenderParams->shading_dist_mist << 16 ) { - a5 = (unsigned __int64)(v42 * (signed __int64)pODMRenderParams->camera_rotation_y_int_sine) >> 16; - b = (unsigned __int64)(v40 * (signed __int64)pODMRenderParams->camera_rotation_y_int_cosine) >> 16; - v21 = ((unsigned __int64)(v40 * (signed __int64)pODMRenderParams->camera_rotation_y_int_cosine) >> 16) - a5; - v41 = ((unsigned __int64)(v40 * (signed __int64)pODMRenderParams->camera_rotation_y_int_cosine) >> 16) - a5; + a5 = (unsigned __int64)(v42 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; + b = (unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; + v21 = ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - a5; + v41 = ((unsigned __int64)(v40 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - a5; v22 = (decor->vPosition.z - pGame->pIndoorCameraD3D->vPartyPos.z) << 16; goto LABEL_30; } @@ -4916,7 +4916,7 @@ } //if (pIndoorCamera->flags & INDOOR_CAMERA_DRAW_TERRAIN_OUTLINES || pBLVRenderParams->uFlags & INDOOR_CAMERA_DRAW_TERRAIN_OUTLINES) - if (pODMRenderParams->flags & ODM_RENDER_DRAW_TERRAIN_OUTLINES) + if (pGame->pIndoorCameraD3D->debug_flags & ODM_RENDER_DRAW_TERRAIN_OUTLINES) pGame->pIndoorCameraD3D->debug_outline_d3d(d3d_vertex_buffer, uNumVertices, 0x00FFFFFF, 0.0); } // 4A26BC: could not find valid save-restore pair for esi