mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-05 09:15:54 +00:00
75 lines
1.9 KiB
C++
75 lines
1.9 KiB
C++
#include "common.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
|
|
}
|