2006-03-20 17:12:09 +00:00
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/* $Id: tmapflat.c,v 1.1.1.1 2006/03/17 19:59:56 zicodxx Exp $ */
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Flat shader derived from texture mapper (a little slow)
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*
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*/
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#include "fix.h"
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#include "vecmat.h"
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#include "gr.h"
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#include "grdef.h"
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#include "texmap.h"
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#include "texmapl.h"
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#include "scanline.h"
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//#include "tmapext.h"
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#ifndef OGL
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void (*scanline_func)(int,fix,fix);
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// -------------------------------------------------------------------------------------
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// Texture map current scanline.
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// Uses globals Du_dx and Dv_dx to incrementally compute u,v coordinates
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// -------------------------------------------------------------------------------------
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void tmap_scanline_flat(int y, fix xleft, fix xright)
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{
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if (xright < xleft)
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return;
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// setup to call assembler scanline renderer
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fx_y = y;
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2006-12-24 08:17:42 +00:00
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fx_xleft = xleft/F1_0; // (xleft >> 16) != xleft/F1_0 for negative numbers, f2i caused random crashes
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fx_xright = xright/F1_0;
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2006-03-20 17:12:09 +00:00
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2011-02-23 16:46:39 +00:00
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if ( grd_curcanv->cv_fade_level >= GR_FADE_OFF )
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2006-03-20 17:12:09 +00:00
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cur_tmap_scanline_flat();
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else {
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2011-02-23 16:46:39 +00:00
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tmap_flat_shade_value = grd_curcanv->cv_fade_level;
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2006-03-20 17:12:09 +00:00
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cur_tmap_scanline_shaded();
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}
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}
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//--unused-- void tmap_scanline_shaded(int y, fix xleft, fix xright)
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//--unused-- {
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//--unused-- fix dx;
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//--unused--
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//--unused-- dx = xright - xleft;
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//--unused--
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//--unused-- // setup to call assembler scanline renderer
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//--unused--
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//--unused-- fx_y = y << 16;
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//--unused-- fx_xleft = xleft;
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//--unused-- fx_xright = xright;
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//--unused--
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//--unused-- asm_tmap_scanline_shaded();
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//--unused-- }
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// -------------------------------------------------------------------------------------
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// Render a texture map.
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// Linear in outer loop, linear in inner loop.
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// -------------------------------------------------------------------------------------
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void texture_map_flat(g3ds_tmap *t, int color)
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{
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int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom
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int topy,boty,y, dy;
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fix dx_dy_left,dx_dy_right;
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int max_y_vertex;
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fix xleft,xright;
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fix recip_dy;
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g3ds_vertex *v3d;
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v3d = t->verts;
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tmap_flat_color = color;
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// Determine top and bottom y coords.
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compute_y_bounds(t,&vlt,&vlb,&vrt,&vrb,&max_y_vertex);
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// Set top and bottom (of entire texture map) y coordinates.
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topy = f2i(v3d[vlt].y2d);
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boty = f2i(v3d[max_y_vertex].y2d);
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// Set amount to change x coordinate for each advance to next scanline.
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dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
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if (dy < FIX_RECIP_TABLE_SIZE)
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recip_dy = fix_recip[dy];
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else
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recip_dy = F1_0/dy;
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dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dy);
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dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
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if (dy < FIX_RECIP_TABLE_SIZE)
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recip_dy = fix_recip[dy];
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else
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recip_dy = F1_0/dy;
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dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dy);
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// Set initial values for x, u, v
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xleft = v3d[vlt].x2d;
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xright = v3d[vrt].x2d;
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// scan all rows in texture map from top through first break.
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// @mk: Should we render the scanline for y==boty? This violates Matt's spec.
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for (y = topy; y < boty; y++) {
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// See if we have reached the end of the current left edge, and if so, set
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// new values for dx_dy and x,u,v
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if (y == f2i(v3d[vlb].y2d)) {
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// Handle problem of double points. Search until y coord is different. Cannot get
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// hung in an infinite loop because we know there is a vertex with a lower y coordinate
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// because in the for loop, we don't scan all spanlines.
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while (y == f2i(v3d[vlb].y2d)) {
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vlt = vlb;
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vlb = prevmod(vlb,t->nv);
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}
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dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
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if (dy < FIX_RECIP_TABLE_SIZE)
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recip_dy = fix_recip[dy];
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else
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recip_dy = F1_0/dy;
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dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dy);
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xleft = v3d[vlt].x2d;
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}
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// See if we have reached the end of the current left edge, and if so, set
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// new values for dx_dy and x. Not necessary to set new values for u,v.
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if (y == f2i(v3d[vrb].y2d)) {
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while (y == f2i(v3d[vrb].y2d)) {
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vrt = vrb;
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vrb = succmod(vrb,t->nv);
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}
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dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
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if (dy < FIX_RECIP_TABLE_SIZE)
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recip_dy = fix_recip[dy];
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else
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recip_dy = F1_0/dy;
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dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dy);
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xright = v3d[vrt].x2d;
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}
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//tmap_scanline_flat(y, xleft, xright);
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(*scanline_func)(y, xleft, xright);
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xleft += dx_dy_left;
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xright += dx_dy_right;
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}
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//tmap_scanline_flat(y, xleft, xright);
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(*scanline_func)(y, xleft, xright);
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}
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// -----------------------------------------------------------------------------------------
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// This is the gr_upoly-like interface to the texture mapper which uses texture-mapper compatible
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// (ie, avoids cracking) edge/delta computation.
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void gr_upoly_tmap(int nverts, int *vert )
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{
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gr_upoly_tmap_ylr(nverts, vert, tmap_scanline_flat);
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}
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#include "3d.h"
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#include "error.h"
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typedef struct pnt2d {
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fix x,y;
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} pnt2d;
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#ifdef __WATCOMC__
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#pragma off (unreferenced) //bp not referenced
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#endif
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//this takes the same partms as draw_tmap, but draws a flat-shaded polygon
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void draw_tmap_flat(grs_bitmap *bp,int nverts,g3s_point **vertbuf)
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{
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pnt2d points[MAX_TMAP_VERTS];
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int i;
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fix average_light;
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int color;
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Assert(nverts < MAX_TMAP_VERTS);
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average_light = vertbuf[0]->p3_l;
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for (i=1; i<nverts; i++)
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average_light += vertbuf[i]->p3_l;
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if (nverts == 4)
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average_light = f2i(average_light * NUM_LIGHTING_LEVELS/4);
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else
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average_light = f2i(average_light * NUM_LIGHTING_LEVELS/nverts);
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if (average_light < 0)
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average_light = 0;
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else if (average_light > NUM_LIGHTING_LEVELS-1)
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average_light = NUM_LIGHTING_LEVELS-1;
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color = gr_fade_table[average_light*256 + bp->avg_color];
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gr_setcolor(color);
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for (i=0;i<nverts;i++) {
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points[i].x = vertbuf[i]->p3_sx;
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points[i].y = vertbuf[i]->p3_sy;
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}
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gr_upoly_tmap(nverts,(int *) points);
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}
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#ifdef __WATCOMC__
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#pragma on (unreferenced)
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#endif
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// -----------------------------------------------------------------------------------------
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//This is like gr_upoly_tmap() but instead of drawing, it calls the specified
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//function with ylr values
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void gr_upoly_tmap_ylr(int nverts, int *vert, void (*ylr_func)(int,fix,fix) )
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{
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g3ds_tmap my_tmap;
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int i;
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//--now called from g3_start_frame-- init_interface_vars_to_assembler();
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my_tmap.nv = nverts;
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for (i=0; i<nverts; i++) {
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my_tmap.verts[i].x2d = *vert++;
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my_tmap.verts[i].y2d = *vert++;
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}
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scanline_func = ylr_func;
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texture_map_flat(&my_tmap, COLOR);
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}
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#endif //!OGL
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