Remove some unused legacy code from the old terrain renderer and TERRAIN_VERTEX.
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d2499aa9cc
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53242e1571
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@ -47,15 +47,6 @@ typedef struct { UBYTE r, g, b, a; } PIELIGHTBYTES;
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/** Our basic colour type. Use whenever you want to define a colour.
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* Set bytes separetely, and do not assume a byte order between the components. */
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typedef union { PIELIGHTBYTES byte; UDWORD rgba; UBYTE vector[4]; } PIELIGHT;
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typedef struct
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{
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Vector3i pos;
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float u, v;
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PIELIGHT light;
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Vector3i screen; //! Screenspace tile coordinates
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} TERRAIN_VERTEX;
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typedef struct {SWORD x, y, w, h;} PIERECT; /**< Screen rectangle. */
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typedef struct {SDWORD texPage; SWORD tu, tv, tw, th;} PIEIMAGE; /**< An area of texture. */
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@ -161,7 +161,7 @@ static Vector3i imdRot,imdRot2;
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UDWORD distance;
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/// Stores the screen coordinates of the transformed terrain tiles
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static TERRAIN_VERTEX tileScreenInfo[VISIBLE_YTILES+1][VISIBLE_XTILES+1];
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static Vector3i tileScreenInfo[VISIBLE_YTILES+1][VISIBLE_XTILES+1];
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/// Records the present X and Y values for the current mouse tile (in tiles)
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SDWORD mouseTileX, mouseTileY;
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@ -934,39 +934,29 @@ static void drawTiles(iView *player)
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theSun = getTheSun();
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pie_BeginLighting(&theSun, getDrawShadows());
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// update the fog of war
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// update the fog of war... FIXME: Remove this
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for (i = 0; i < visibleTiles.y+1; i++)
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{
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/* Go through the x's */
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for (j = 0; j < visibleTiles.x+1; j++)
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{
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Vector2i screen;
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PIELIGHT TileIllum = WZCOL_BLACK;
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Vector2i screen(0, 0);
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Position pos;
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tileScreenInfo[i][j].pos.x = world_coord(j - terrainMidX);
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tileScreenInfo[i][j].pos.z = world_coord(terrainMidY - i);
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tileScreenInfo[i][j].pos.y = 0;
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pos.x = world_coord(j - terrainMidX);
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pos.z = world_coord(terrainMidY - i);
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pos.y = 0;
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if (!tileOnMap(playerXTile + j, playerZTile + i))
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{
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// Special past-edge-of-map tiles
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tileScreenInfo[i][j].u = 0;
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tileScreenInfo[i][j].v = 0;
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}
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else
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if (tileOnMap(playerXTile + j, playerZTile + i))
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{
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MAPTILE *psTile = mapTile(playerXTile + j, playerZTile + i);
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tileScreenInfo[i][j].pos.y = map_TileHeight(playerXTile + j, playerZTile + i);
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TileIllum = pal_SetBrightness(psTile->level);
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setTileColour(playerXTile + j, playerZTile + i, TileIllum);
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pos.y = map_TileHeight(playerXTile + j, playerZTile + i);
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setTileColour(playerXTile + j, playerZTile + i, pal_SetBrightness(psTile->level));
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}
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// hack since tileScreenInfo[i][j].screen is Vector3i and pie_RotateProject takes Vector2i as 2nd param
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screen.x = tileScreenInfo[i][j].screen.x;
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screen.y = tileScreenInfo[i][j].screen.y;
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tileScreenInfo[i][j].screen.z = pie_RotateProject(&tileScreenInfo[i][j].pos, &screen);
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tileScreenInfo[i][j].screen.x = screen.x;
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tileScreenInfo[i][j].screen.y = screen.y;
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tileScreenInfo[i][j].z = pie_RotateProject(&pos, &screen);
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tileScreenInfo[i][j].x = screen.x;
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tileScreenInfo[i][j].y = screen.y;
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}
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}
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@ -3599,23 +3589,23 @@ static void locateMouse(void)
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unsigned int j;
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for(j = 0; j < visibleTiles.y; ++j)
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{
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int tileZ = tileScreenInfo[i][j].screen.z;
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int tileZ = tileScreenInfo[i][j].z;
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if(tileZ <= nearestZ)
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{
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QUAD quad;
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quad.coords[0].x = tileScreenInfo[i+0][j+0].screen.x;
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quad.coords[0].y = tileScreenInfo[i+0][j+0].screen.y;
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quad.coords[0].x = tileScreenInfo[i+0][j+0].x;
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quad.coords[0].y = tileScreenInfo[i+0][j+0].y;
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quad.coords[1].x = tileScreenInfo[i+0][j+1].screen.x;
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quad.coords[1].y = tileScreenInfo[i+0][j+1].screen.y;
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quad.coords[1].x = tileScreenInfo[i+0][j+1].x;
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quad.coords[1].y = tileScreenInfo[i+0][j+1].y;
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quad.coords[2].x = tileScreenInfo[i+1][j+1].screen.x;
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quad.coords[2].y = tileScreenInfo[i+1][j+1].screen.y;
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quad.coords[2].x = tileScreenInfo[i+1][j+1].x;
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quad.coords[2].y = tileScreenInfo[i+1][j+1].y;
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quad.coords[3].x = tileScreenInfo[i+1][j+0].screen.x;
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quad.coords[3].y = tileScreenInfo[i+1][j+0].screen.y;
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quad.coords[3].x = tileScreenInfo[i+1][j+0].x;
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quad.coords[3].y = tileScreenInfo[i+1][j+0].y;
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/* We've got a match for our mouse coords */
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if (inQuad(&pt, &quad))
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