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TWINE: renamed stuff to match original source
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aaa7645a52
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@ -293,7 +293,7 @@ void Holomap::drawHoloObj(const IVec3 &angle, int32 x, int32 y) {
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const IVec3 &destPos = _engine->_renderer->longWorldRot(0, 0, 1000);
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_engine->_renderer->setPosCamera(0, 0, 0);
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_engine->_renderer->setBaseRotation(angle);
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_engine->_renderer->setBaseRotationPos(0, 0, distance(zDistanceTrajectory));
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_engine->_renderer->setCameraRotation(0, 0, distance(zDistanceTrajectory));
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_engine->_interface->resetClip();
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Common::Rect dirtyRect;
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_engine->_renderer->renderIsoModel(destPos, x, y, LBAAngles::ANGLE_0, _engine->_resources->_holomapPointModelPtr, dirtyRect);
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@ -456,13 +456,16 @@ void Holomap::drawListPos(int xRot, int yRot, int zRot, bool lower) {
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continue;
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}
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const Location &loc = _locations[locationIdx];
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_engine->_renderer->setAngleCamera(loc.angleX, loc.angleY, 0);
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const IVec3 &destPos = _engine->_renderer->longWorldRot(0, 0, loc.size + 1000);
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const IVec3 &destPos2 = _engine->_renderer->longWorldRot(0, 0, 1500);
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const IVec3 &cameraRot = _engine->_renderer->setAngleCamera(loc.angleX, loc.angleY, 0);
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IVec3 m = _engine->_renderer->worldRotatePoint(IVec3(0, 0, 1000 + loc.size));
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m.x = cameraRot.x;
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const IVec3 &m1 = _engine->_renderer->worldRotatePoint(IVec3(0, 0, 1500));
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_engine->_renderer->setInverseAngleCamera(xRot, yRot, zRot);
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_engine->_renderer->setBaseRotationPos(0, 0, distance(ZOOM_BIG_HOLO));
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const IVec3 &destPos3 = _engine->_renderer->worldRotatePoint(destPos);
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const IVec3 &destPos4 = _engine->_renderer->worldRotatePoint(destPos2);
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_engine->_renderer->setCameraRotation(0, 0, distance(ZOOM_BIG_HOLO));
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const IVec3 &destPos3 = _engine->_renderer->worldRotatePoint(m);
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const IVec3 &destPos4 = _engine->_renderer->worldRotatePoint(m1);
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bool visible;
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if (lower) {
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visible = destPos3.z <= destPos4.z;
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@ -480,9 +483,9 @@ void Holomap::drawListPos(int xRot, int yRot, int zRot, bool lower) {
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drawList.posValue = destPos3.z;
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drawList.actorIdx = locationIdx;
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drawList.type = flags;
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drawList.x = destPos.x;
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drawList.y = destPos.y;
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drawList.z = destPos.z;
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drawList.x = m.x;
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drawList.y = m.y;
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drawList.z = m.z;
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++n;
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}
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_engine->_redraw->sortDrawingList(drawListArray, n);
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@ -618,7 +621,7 @@ void Holomap::holoMap() {
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_engine->_renderer->setLightVector(xRot, yRot, 0);
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drawListPos(xRot, yRot, 0, false);
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_engine->_renderer->setInverseAngleCamera(xRot, yRot, 0);
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_engine->_renderer->setBaseRotationPos(0, 0, distance(ZOOM_BIG_HOLO));
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_engine->_renderer->setCameraRotation(0, 0, distance(ZOOM_BIG_HOLO));
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drawHoloMap(holomapImagePtr, holomapImageSize);
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drawListPos(xRot, yRot, 0, true);
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drawHolomapText(_engine->width() / 2, 25, "HoloMap");
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@ -234,7 +234,7 @@ public:
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IVec3 _projPos;
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void setBaseRotationPos(int32 x, int32 y, int32 z);
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void setCameraRotation(int32 x, int32 y, int32 z);
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IVec3 getHolomapRotation(const int32 angleX, const int32 angleY, const int32 angleZ) const;
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void setLightVector(int32 angleX, int32 angleY, int32 angleZ);
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@ -288,7 +288,7 @@ public:
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void renderHolomapVertices(const ComputedVertex vertexCoordinates[3], const ComputedVertex textureCoordinates[3], uint8 *holomapImage, uint32 holomapImageSize);
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};
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inline void Renderer::setBaseRotationPos(int32 x, int32 y, int32 z) {
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inline void Renderer::setCameraRotation(int32 x, int32 y, int32 z) {
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_cameraRot.x = x;
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_cameraRot.y = y;
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_cameraRot.z = z;
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