Port r3921 till r3924:
- Move VISIBLE_XTILES from src/ to lib/ivis_common/, so we don't have to hardcore mapview sizes in piedraw.c... - Make INTERFACE_DEPTH/MAX_Z int, since that's what they are used as. - Remove unused defines - Less fog and more shadows git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3926 4a71c877-e1ca-e34f-864e-861f7616d084master
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@ -52,13 +52,17 @@
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#define FP12_MULTIPLIER (1 << FP12_SHIFT)
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#define STRETCHED_Z_SHIFT 10 // stretchs z range for (1000 to 4000) to (8000 to 32000)
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#define MAX_Z (32000.0f) // raised to 32000 from 6000 when stretched
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#define MAX_Z (32000) // raised to 32000 from 6000 when stretched
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#define MIN_STRETCHED_Z 256
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#define LONG_WAY (1<<15)
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#define LONG_TEST (1<<14)
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#define INTERFACE_DEPTH (MAX_Z - 1.0f)
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#define INTERFACE_DEPTH (MAX_Z - 1)
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#define BUTTON_DEPTH 2000 // will be stretched to 16000
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// Amount of visible terrain tiles in x/y direction
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#define VISIBLE_XTILES 64
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#define VISIBLE_YTILES 64
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#define OLD_TEXTURE_SIZE_FIX 256.0f
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//Render style flags for all pie draw functions
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@ -36,11 +36,14 @@
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#include "lib/ivis_common/pieclip.h"
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#include "piematrix.h"
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#define SHADOW_END_DISTANCE (8000*8000) // Keep in sync with lighting.c:FOG_END
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#define VERTICES_PER_TRIANGLE 3
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#define COLOUR_COMPONENTS 4
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#define TEXCOORD_COMPONENTS 2
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#define VERTEX_COMPONENTS 3
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#define MAP_TRIANGLES (64 * 64 * 2) // two triangles per tile
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#define MAP_TRIANGLES (VISIBLE_YTILES * VISIBLE_XTILES * 2) // two triangles per tile
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#define MAP_VERTICES (VERTICES_PER_TRIANGLE * MAP_TRIANGLES)
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static GLubyte aColour[COLOUR_COMPONENTS * MAP_VERTICES];
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@ -59,7 +62,7 @@ BOOL check_extension(const char *extName)
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char *end;
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size_t extNameLen= strlen(extName);
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end = p + strlen(p);
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end = p + strlen(p);
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while (p < end)
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{
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int n = strcspn(p, " ");
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@ -734,7 +737,7 @@ void pie_Draw3DShape(iIMDShape *shape, int frame, int team, PIELIGHT colour, PIE
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distance += scshapes[nb_scshapes].matrix[14] * scshapes[nb_scshapes].matrix[14];
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// if object is too far in the fog don't generate a shadow.
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if (distance < 6000*6000)
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if (distance < SHADOW_END_DISTANCE)
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{
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float invmat[9], pos_light0[4];
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@ -50,7 +50,7 @@ void pie_DrawViewingWindow(Vector3i *v, UDWORD x1, UDWORD y1, UDWORD x2, UDWORD
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pieVrts[0].pos.x = v[1].x;
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pieVrts[0].pos.y = v[1].y;
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//cull triangles with off screen points
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pieVrts[0].pos.z = (int)INTERFACE_DEPTH;
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pieVrts[0].pos.z = INTERFACE_DEPTH;
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pieVrts[0].u = 0;
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pieVrts[0].v = 0;
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@ -31,8 +31,4 @@
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#define RADBRX (RADTLX + RADWIDTH) -1
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#define RADBRY (RADTLY + RADHEIGHT) -1
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//assigned to variable visibleXtiles, visibleYTiles 25/02/98 AB
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#define VISIBLE_XTILES 64
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#define VISIBLE_YTILES 64
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#endif
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@ -41,8 +41,8 @@
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// These values determine the fog when fully zoomed in
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// Determine these when fully zoomed in
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#define FOG_END 3500
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#define FOG_DEPTH 800
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#define FOG_DEPTH 1000
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#define FOG_END 6500
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// These values are multiplied by the camera distance
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// to obtain the optimal settings when fully zoomed out
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@ -506,18 +506,10 @@ static void colourTile(SDWORD xIndex, SDWORD yIndex, LIGHT_COLOUR colouridx, UBY
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/// "popping" tiles
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void UpdateFogDistance(float distance)
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{
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pie_UpdateFogDistance(FOG_END-FOG_DEPTH+distance*FOG_BEGIN_SCALE, FOG_END+distance*FOG_END_SCALE);
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pie_UpdateFogDistance(FOG_END-FOG_DEPTH + distance*FOG_BEGIN_SCALE, FOG_END + distance*FOG_END_SCALE);
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}
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//three fog modes, background fog, distance fog, ground mist
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#define UMBRA_RADIUS 384
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#define FOG_RADIUS 384 //256 too abrupt at edges
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#define FOG_START 512
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#define FOG_RATE 10
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#define MIN_DROID_LIGHT_LEVEL 96
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#define DROID_SEEK_LIGHT_SPEED 2
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