408 lines
9.5 KiB
C
408 lines
9.5 KiB
C
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#include <math.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include "engine3d.h"
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#include "generate3d.h"
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#include "render3d.h"
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#include "ZeDemo.h"
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point3d fpts[MAXDATA];
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point3d norms[MAXDATA];
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point3d pt_norms[MAXDATA];
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point2d spts[MAXDATA];
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point3d spls[MAXDATA];
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unsigned int btime = 0, dtime = 0, dtime2 = 0;
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unsigned short swp[MAXDATA];
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const float proj = 256;
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extern unsigned int RenderMode;
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extern object3d object[16];
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extern int prticks;
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extern int maxobj;
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int objshow_num = 0, objshow_rmode = GOURAUD, objshow_shade = 1;
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int render_shit = 1;
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int lightcalc = LIGHTVIEW;
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#define fp_mul 256
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#define fp_shr 8
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#define proj_shr 8
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int iii = 0;
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void Init3d()
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{
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int i;
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for (i=0; i<maxobj; i++)
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{
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printf("DEBUG: Init3d i=%d ", i);
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InitTestObject(&object[i],i);
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printf("DEBUG: InitTestObject Done\n", i);
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}
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}
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vector3d CrossProduct(vector3d v1, vector3d v2)
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{
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vector3d v;
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v.x=v1.y*v2.z-v1.z*v2.y;
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v.y=v1.z*v2.x-v1.x*v2.z;
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v.z=v1.x*v2.y-v1.y*v2.x;
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return v;
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}
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int DotProduct(vector3d v1, vector3d v2)
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{
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return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
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}
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vector3d Normalize(vector3d v)
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{
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int d=sqrt(v.x*v.x+v.y*v.y+v.z*v.z);
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if (d!=0)
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{
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v.x=(v.x<<fp_shr)/d;
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v.y=(v.y<<fp_shr)/d;
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v.z=(v.z<<fp_shr)/d;
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}
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else
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{
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v.x = 0;
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v.y = 0;
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v.z = 0;
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}
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return v;
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}
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vector3d NegVec(vector3d v)
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{
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v.x=-v.x;
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v.y=-v.y;
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v.z=-v.z;
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return v;
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}
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void translate3d (object3d *obj)
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{
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int i;
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int objposx = obj->pos.x * fp_mul;
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int objposy = obj->pos.y * fp_mul;
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int objposz = obj->pos.z * fp_mul;
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for (i=0; i<obj->npts; i++)
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{
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fpts[i].x += objposx;
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fpts[i].y += objposy;
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fpts[i].z += objposz;
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}
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}
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void rotate3d (object3d *obj)
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{
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float cosxr = cos(obj->rot.x); float cosyr = cos(obj->rot.y); float coszr = cos(obj->rot.z);
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float sinxr = sin(obj->rot.x); float sinyr = sin(obj->rot.y); float sinzr = sin(obj->rot.z);
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int xvx = (cosyr * coszr) * fp_mul; int xvy = (sinxr * sinyr * coszr - cosxr * sinzr) * fp_mul; int xvz = (cosxr * sinyr * coszr + sinxr * sinzr) * fp_mul;
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int yvx = (cosyr * sinzr) * fp_mul; int yvy = (cosxr * coszr + sinxr * sinyr * sinzr) * fp_mul; int yvz = (-sinxr * coszr + cosxr * sinyr * sinzr) * fp_mul;
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int zvx = (-sinyr) * fp_mul; int zvy = (sinxr * cosyr) * fp_mul; int zvz = (cosxr * cosyr) * fp_mul;
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int x, y, z;
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int i;
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for (i=0; i<obj->npts; i++)
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{
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x = obj->point[i].x;
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y = obj->point[i].y;
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z = obj->point[i].z;
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fpts[i].x = x * xvx + y * xvy + z * xvz;
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fpts[i].y = x * yvx + y * yvy + z * yvz;
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fpts[i].z = x * zvx + y * zvy + z * zvz;
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}
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}
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void rotate3d_normals (object3d *obj)
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{
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float cosxr = cos(obj->rot.x); float cosyr = cos(obj->rot.y); float coszr = cos(obj->rot.z);
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float sinxr = sin(obj->rot.x); float sinyr = sin(obj->rot.y); float sinzr = sin(obj->rot.z);
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int xvx = (cosyr * coszr) * fp_mul; int xvy = (sinxr * sinyr * coszr - cosxr * sinzr) * fp_mul; int xvz = (cosxr * sinyr * coszr + sinxr * sinzr) * fp_mul;
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int yvx = (cosyr * sinzr) * fp_mul; int yvy = (cosxr * coszr + sinxr * sinyr * sinzr) * fp_mul; int yvz = (-sinxr * coszr + cosxr * sinyr * sinzr) * fp_mul;
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int zvx = (-sinyr) * fp_mul; int zvy = (sinxr * cosyr) * fp_mul; int zvz = (cosxr * cosyr) * fp_mul;
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int x, y, z;
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int i;
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for (i=0; i<obj->npls; i++)
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{
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x = obj->normal[i].x;
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y = obj->normal[i].y;
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z = obj->normal[i].z;
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norms[i].x = x * xvx + y * xvy + z * xvz;
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norms[i].y = x * yvx + y * yvy + z * yvz;
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norms[i].z = x * zvx + y * zvy + z * zvz;
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}
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}
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void rotate3d_pt_normals (object3d *obj)
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{
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float cosxr = cos(obj->rot.x); float cosyr = cos(obj->rot.y); float coszr = cos(obj->rot.z);
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float sinxr = sin(obj->rot.x); float sinyr = sin(obj->rot.y); float sinzr = sin(obj->rot.z);
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int xvx = (cosyr * coszr) * fp_mul; int xvy = (sinxr * sinyr * coszr - cosxr * sinzr) * fp_mul; int xvz = (cosxr * sinyr * coszr + sinxr * sinzr) * fp_mul;
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int yvx = (cosyr * sinzr) * fp_mul; int yvy = (cosxr * coszr + sinxr * sinyr * sinzr) * fp_mul; int yvz = (-sinxr * coszr + cosxr * sinyr * sinzr) * fp_mul;
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int zvx = (-sinyr) * fp_mul; int zvy = (sinxr * cosyr) * fp_mul; int zvz = (cosxr * cosyr) * fp_mul;
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int x, y, z;
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int i;
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for (i=0; i<obj->npts; i++)
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{
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x = obj->pt_normal[i].x;
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y = obj->pt_normal[i].y;
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z = obj->pt_normal[i].z;
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pt_norms[i].x = x * xvx + y * xvy + z * xvz;
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pt_norms[i].y = x * yvx + y * yvy + z * yvz;
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pt_norms[i].z = x * zvx + y * zvy + z * zvz;
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}
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}
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void project3d (object3d *obj)
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{
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int i;
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int smul = 1;
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for (i=0; i<obj->npts; i++)
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if (fpts[i].z > 0)
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{
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spts[i].x = ((fpts[i].x << proj_shr) / (fpts[i].z/smul)) + (WIDTH>>1);
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spts[i].y = ((fpts[i].y << proj_shr) / (fpts[i].z/smul)) + (HEIGHT>>1);
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}
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}
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void CalcPolyColorStatic(object3d *obj)
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{
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int i, c;
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for (i=0; i<obj->npls; i++)
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{
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c = norms[i].z>>8;
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if (c<0) c=0;
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if (c>255) c=255;
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spls[i].c = c;
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}
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}
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void CalcPointColorStatic(object3d *obj)
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{
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int i, c;
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for (i=0; i<obj->npts; i++)
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{
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c = pt_norms[i].z>>8;
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if (c<0) c=0;
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if (c>255) c=255;
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spts[i].c = c;
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}
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}
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void CalcPolyColorDynamic(object3d *obj)
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{
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vector3d light, v;
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light.x = 0;
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light.y = 0;
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light.z = 256;
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float c;
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int i;
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for (i=0; i<obj->npls; i++)
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{
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v.x = norms[i].x;
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v.y = norms[i].y;
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v.z = norms[i].z;
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c = DotProduct(v,light);
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spls[i].c = c;
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if (c<0) spls[i].c = 0;
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if (spls[i].c>255) spls[i].c = 255;
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}
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}
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void CalcPointColorDynamic(object3d *obj)
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{
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vector3d light, v;
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light.x = 0;
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light.y = 0;
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light.z = 256;
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float c;
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int i;
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for (i=0; i<obj->npts; i++)
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{
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v.x = pt_norms[i].x;
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v.y = pt_norms[i].y;
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v.z = pt_norms[i].z;
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c = DotProduct(v,light);
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if (c<0) c = 0;
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if (c>255) c = 255;
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spts[i].c = c;
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}
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}
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void CalcPointColor(object3d *obj)
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{
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if (lightcalc==LIGHTVIEW) CalcPointColorStatic(obj);
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if (lightcalc==LIGHTMOVE) CalcPointColorDynamic(obj);
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}
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void CalcPolyColor(object3d *obj)
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{
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if (lightcalc==LIGHTVIEW) CalcPolyColorStatic(obj);
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if (lightcalc==LIGHTMOVE) CalcPolyColorDynamic(obj);
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}
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void Calc3d(object3d *obj)
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{
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rotate3d(obj);
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translate3d(obj);
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project3d(obj);
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}
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void quicksort (int lo, int hi, int data[])
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{
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int m1 = lo;
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int m2 = hi;
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int temp0;
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unsigned short temp1;
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int mp = data[(lo + hi)>>1];
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while (m1<=m2)
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{
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while (data[m1] < mp) m1++;
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while (mp < data[m2]) m2--;
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if (m1<=m2)
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{
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temp0 = data[m1]; data[m1] = data[m2]; data[m2] = temp0;
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temp1 = swp[m1]; swp[m1] = swp[m2]; swp[m2] = temp1;
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m1++;
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m2--;
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}
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}
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if (m2>lo) quicksort(lo, m2, data);
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if (m1<hi) quicksort(m1, hi, data);
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}
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void BlurGrid(object3d *obj)
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{
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if (prticks - dtime >= 1024)
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{
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dtime = prticks;
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int x, y;
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int c = 255;
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int xp = (rand()%14) - 7;
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int yp = (rand()%14) - 7;
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for (y=-1; y<2; y++)
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for (x=-1; x<2; x++)
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obj->point[((33>>1)+x + xp) + ((33>>1)+y + yp)*33].z = c;
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}
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if (prticks - dtime2 >= 512)
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{
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dtime2 = prticks;
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int x, y;
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int c = 63;
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int xp = (rand()%14) - 7;
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int yp = (rand()%14) - 7;
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for (y=-1; y<2; y++)
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for (x=-1; x<2; x++)
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obj->point[((33>>1)+x + xp) + ((33>>1)+y + yp)*33].z = c;
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}
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if (prticks - btime >= 32)
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{
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btime = prticks;
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int x, y, i;
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for (i=0; i<1; i++)
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for (y=1; y<32; y++)
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for (x=1; x<32; x++)
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obj->point[x+y*33].z = (obj->point[x-1+y*33].z + obj->point[x+1+y*33].z + obj->point[x+(y+1)*33].z + obj->point[x+(y-1)*33].z)>>2;
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}
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}
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void RunObjectShow(unsigned short *vram)
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{
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int objn = objshow_num;
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if (objn==6)
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object[objn].rot.y = -((prticks/3.0) / D2R);
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if (objn==0)
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{
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object[objn].pos.y = 64;
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object[objn].rot.x = -PI/2;
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object[objn].rot.y = -prticks/2048.0;
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}
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if (objn==1)
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{
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object[objn].pos.y = 0;
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object[objn].pos.z = 384;
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object[objn].rot.x = -PI/4;
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object[objn].rot.y = -prticks/2048.0;
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}
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if (objn==2)
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{
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object[objn].pos.y = 1024;
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object[objn].rot.x = PI;
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object[objn].rot.y = -prticks/2048.0;
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}
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if (objn==3)
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{
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object[objn].pos.y = 96 + sin(prticks/512.0)*24;
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object[objn].rot.x = +PI/2;
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object[objn].rot.y = -prticks/2048.0;
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BlurGrid(&object[objn]);
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}
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Calc3d(&object[objn]);
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if (render_shit==1)
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Render(&object[objn], vram);
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else
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{
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RenderMode = objshow_rmode;
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RenderOld(&object[objn], objshow_shade, vram);
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}
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}
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void RunScene3d(unsigned short *vram, int sn)
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{
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int objn;
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switch(sn)
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{
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case 0:
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RunObjectShow(vram);
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break;
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case 1:
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Wave(&object[1]);
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RunObjectShow(vram);
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break;
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default:
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break;
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}
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}
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