Make the laves follow the ripples
This commit is contained in:
@@ -116,7 +116,7 @@ public final class MathUtils {
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return degrees * DEG_TO_RAD;
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}
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public static float degress(float radians) {
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public static float degrees(float radians) {
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return radians * RAD_TO_DEG;
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}
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@@ -34,6 +34,10 @@
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#define RSID_REFRACTION_MAP 2
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#define RSID_LEAVES 3
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#define RSID_GL_STATE 4
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#define RSID_GL_WIDTH 0
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#define RSID_GL_HEIGHT 1
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#define LEAF_STRUCT_FIELDS_COUNT 11
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#define LEAF_STRUCT_X 0
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#define LEAF_STRUCT_Y 1
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@@ -47,7 +51,9 @@
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#define LEAF_STRUCT_DELTAX 9
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#define LEAF_STRUCT_DELTAY 10
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#define LEAF_SIZE 0.35f
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#define LEAVES_TEXTURES_COUNT 4
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#define LEAF_SIZE 0.55f
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#define REFRACTION 1.333f
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#define DAMP 3
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@@ -261,7 +267,7 @@ void generateRipples() {
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vertices[(yOffset + x) * 8 + 2] = -n3z;
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// reset Z
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vertices[(yOffset + x) * 8 + 7] = 0.0f;
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//vertices[(yOffset + x) * 8 + 7] = 0.0f;
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}
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}
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}
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@@ -271,7 +277,7 @@ void drawNormals() {
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int height = loadI32(RSID_STATE, RSID_MESH_HEIGHT);
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float *vertices = loadTriangleMeshVerticesF(NAMED_mesh);
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bindProgramVertex(NAMED_PVLines);
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color(1.0f, 0.0f, 0.0f, 1.0f);
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@@ -280,18 +286,50 @@ void drawNormals() {
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int yOffset = y * width;
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int x = 0;
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for ( ; x < width; x++) {
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float vx = vertices[(yOffset + x) * 8 + 5];
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float vy = vertices[(yOffset + x) * 8 + 6];
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float vz = vertices[(yOffset + x) * 8 + 7];
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float nx = vertices[(yOffset + x) * 8 + 0];
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float ny = vertices[(yOffset + x) * 8 + 1];
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float nz = vertices[(yOffset + x) * 8 + 2];
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int offset = (yOffset + x) * 8;
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float vx = vertices[offset + 5];
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float vy = vertices[offset + 6];
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float vz = vertices[offset + 7];
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float nx = vertices[offset + 0];
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float ny = vertices[offset + 1];
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float nz = vertices[offset + 2];
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drawLine(vx, vy, vz, vx + nx / 10.0f, vy + ny / 10.0f, vz + nz / 10.0f);
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}
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}
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}
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void drawLeaf(int index, int frameCount) {
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float averageZ(float x1, float x2, float y1, float y2, float* vertices,
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int meshWidth, int meshHeight, float glWidth, float glHeight) {
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x1 = ((x1 + glWidth / 2.0f) / glWidth) * meshWidth;
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x2 = ((x2 + glWidth / 2.0f) / glWidth) * meshWidth;
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y1 = ((y1 + glHeight / 2.0f) / glHeight) * meshHeight;
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y2 = ((y2 + glHeight / 2.0f) / glHeight) * meshHeight;
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int quadX1 = clamp(x1, 0, meshWidth);
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int quadX2 = clamp(x2, 0, meshWidth);
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int quadY1 = clamp(y1, 0, meshHeight);
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int quadY2 = clamp(y2, 0, meshHeight);
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float z = 0.0f;
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int vertexCount = 0;
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int y = quadY1;
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for ( ; y < quadY2; y++) {
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int x = quadX1;
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int yOffset = y * meshWidth;
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for ( ; x < quadX2; x++) {
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z += vertices[(yOffset + x) * 8 + 7];
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vertexCount++;
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}
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}
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return 75.0f * z / vertexCount;
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}
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void drawLeaf(int index, int frameCount, float* vertices, int meshWidth, int meshHeight,
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float glWidth, float glHeight) {
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float *leafStruct = loadArrayF(RSID_LEAVES, index);
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float x = leafStruct[LEAF_STRUCT_X];
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@@ -305,10 +343,77 @@ void drawLeaf(int index, int frameCount) {
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float u1 = leafStruct[LEAF_STRUCT_U1];
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float u2 = leafStruct[LEAF_STRUCT_U2];
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drawQuadTexCoords(x1, y1, 0.0f, u1, 1.0f,
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x2, y1, 0.0f, u2, 1.0f,
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x2, y2, 0.0f, u2, 0.0f,
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x1, y2, 0.0f, u1, 0.0f);
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float z1 = 0.0f;
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float z2 = 0.0f;
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float z3 = 0.0f;
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float z4 = 0.0f;
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float a = leafStruct[LEAF_STRUCT_ALTITUDE];
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float s = leafStruct[LEAF_STRUCT_SCALE];
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float r = leafStruct[LEAF_STRUCT_ANGLE];
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float tz = 0.0f;
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if (a > 0.0f) {
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tz = -a;
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} else {
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z1 = averageZ(x1, x, y1, y, vertices, meshWidth, meshHeight, glWidth, glHeight);
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z2 = averageZ(x, x2, y1, y, vertices, meshWidth, meshHeight, glWidth, glHeight);
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z3 = averageZ(x, x2, y, y2, vertices, meshWidth, meshHeight, glWidth, glHeight);
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z4 = averageZ(x1, x, y, y2, vertices, meshWidth, meshHeight, glWidth, glHeight);
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}
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x1 -= x;
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x2 -= x;
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y1 -= y;
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y2 -= y;
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float matrix[16];
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matrixLoadIdentity(matrix);
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matrixTranslate(matrix, x, y, tz);
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matrixScale(matrix, s, s, 1.0f);
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matrixRotate(matrix, r, 0.0f, 0.0f, 1.0f);
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vpLoadModelMatrix(matrix);
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drawQuadTexCoords(x1, y1, z1, u1, 1.0f,
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x2, y1, z2, u2, 1.0f,
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x2, y2, z3, u2, 0.0f,
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x1, y2, z4, u1, 0.0f);
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float spin = leafStruct[LEAF_STRUCT_SPIN];
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if (a <= 0.0f) {
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float rippled = leafStruct[LEAF_STRUCT_RIPPLED];
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if (rippled < 0.0f) {
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drop(((x + glWidth / 2.0f) / glWidth) * meshWidth,
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meshHeight - ((y + glHeight / 2.0f) / glHeight) * meshHeight,
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DROP_RADIUS);
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spin /= 4.0f;
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leafStruct[LEAF_STRUCT_SPIN] = spin;
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leafStruct[LEAF_STRUCT_RIPPLED] = 1.0f;
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}
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leafStruct[LEAF_STRUCT_X] = x + leafStruct[LEAF_STRUCT_DELTAX];
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leafStruct[LEAF_STRUCT_Y] = y + leafStruct[LEAF_STRUCT_DELTAY];
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r += spin;
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leafStruct[LEAF_STRUCT_ANGLE] = r;
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} else {
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a -= 0.005f;
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leafStruct[LEAF_STRUCT_ALTITUDE] = a;
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r += spin * 2.0f;
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leafStruct[LEAF_STRUCT_ANGLE] = r;
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}
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if (-LEAF_SIZE * s + x > glWidth / 2.0f || LEAF_SIZE * s + x < -glWidth / 2.0f ||
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LEAF_SIZE * s + y < -glHeight / 2.0f) {
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int sprite = randf(LEAVES_TEXTURES_COUNT);
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leafStruct[LEAF_STRUCT_X] = randf2(-1.0f, 1.0f);
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leafStruct[LEAF_STRUCT_Y] = glHeight / 2.0f + LEAF_SIZE * 2 * randf(1.0f);
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leafStruct[LEAF_STRUCT_SCALE] = randf2(0.4f, 0.5f);
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leafStruct[LEAF_STRUCT_SPIN] = degf(randf2(-0.02f, 0.02f)) / 4.0f;
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leafStruct[LEAF_STRUCT_U1] = sprite / (float) LEAVES_TEXTURES_COUNT;
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leafStruct[LEAF_STRUCT_U2] = (sprite + 1) / (float) LEAVES_TEXTURES_COUNT;
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leafStruct[LEAF_STRUCT_DELTAX] = randf2(-0.02f, 0.02f) / 100.0f;
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leafStruct[LEAF_STRUCT_DELTAY] = -0.08f * randf2(0.9f, 1.1f) / 100.0f;
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}
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}
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void drawLeaves(int frameCount) {
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@@ -318,10 +423,16 @@ void drawLeaves(int frameCount) {
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int leavesCount = loadI32(RSID_STATE, RSID_LEAVES_COUNT);
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int count = leavesCount * LEAF_STRUCT_FIELDS_COUNT;
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int width = loadI32(RSID_STATE, RSID_MESH_WIDTH);
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int height = loadI32(RSID_STATE, RSID_MESH_HEIGHT);
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float glWidth = loadF(RSID_GL_STATE, RSID_GL_WIDTH);
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float glHeight = loadF(RSID_GL_STATE, RSID_GL_HEIGHT);
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float *vertices = loadTriangleMeshVerticesF(NAMED_mesh);
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int i = 0;
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for ( ; i < count; i += LEAF_STRUCT_FIELDS_COUNT) {
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drawLeaf(i, frameCount);
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drawLeaf(i, frameCount, vertices, width, height, glWidth, glHeight);
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}
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}
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@@ -343,6 +454,10 @@ int main(int index) {
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updateTriangleMesh(NAMED_mesh);
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}
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float matrix[16];
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matrixLoadIdentity(matrix);
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vpLoadModelMatrix(matrix);
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bindTexture(NAMED_PFBackground, 0, NAMED_TRiverbed);
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drawTriangleMesh(NAMED_mesh);
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@@ -54,7 +54,7 @@ class FallRS {
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private static final int RSID_STATE_DROP_Y = 8;
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private static final int RSID_STATE_RUNNING = 9;
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private static final int RSID_STATE_LEAVES_COUNT = 10;
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private static final int TEXTURES_COUNT = 2;
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private static final int LEAVES_TEXTURES_COUNT = 4;
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private static final int RSID_TEXTURE_RIVERBED = 0;
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@@ -65,7 +65,7 @@ class FallRS {
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private static final int RSID_REFRACTION_MAP = 2;
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private static final int RSID_LEAVES = 3;
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private static final int LEAVES_COUNT = 8;
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private static final int LEAVES_COUNT = 14;
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private static final int LEAF_STRUCT_FIELDS_COUNT = 11;
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private static final int LEAF_STRUCT_X = 0;
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private static final int LEAF_STRUCT_Y = 1;
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@@ -79,6 +79,10 @@ class FallRS {
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private static final int LEAF_STRUCT_DELTAX = 9;
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private static final int LEAF_STRUCT_DELTAY = 10;
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private static final int RSID_GL_STATE = 4;
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private static final int RSID_STATE_GL_WIDTH = 0;
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private static final int RSID_STATE_GL_HEIGHT = 1;
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private boolean mIsRunning = true;
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private Resources mResources;
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@@ -111,6 +115,8 @@ class FallRS {
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private Allocation mRippleMap;
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private Allocation mRefractionMap;
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private Allocation mLeaves;
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private Allocation mGlState;
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private float mGlHeight;
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public FallRS(int width, int height) {
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@@ -146,6 +152,7 @@ class FallRS {
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mLeaves.destroy();
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mPfsLeaf.destroy();
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mPfLeaf.destroy();
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mGlState.destroy();
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}
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@Override
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@@ -176,6 +183,7 @@ class FallRS {
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mScript.bindAllocation(mRippleMap, RSID_RIPPLE_MAP);
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mScript.bindAllocation(mRefractionMap, RSID_REFRACTION_MAP);
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mScript.bindAllocation(mLeaves, RSID_LEAVES);
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mScript.bindAllocation(mGlState, RSID_GL_STATE);
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mRS.contextBindRootScript(mScript);
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}
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@@ -199,14 +207,16 @@ class FallRS {
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}
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mGlHeight = 2.0f * height / (float) width;
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final float quadWidth = 2.0f / (float) wResolution;
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final float quadHeight = mGlHeight / (float) hResolution;
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final float glHeight = mGlHeight;
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float quadWidth = 2.0f / (float) wResolution;
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float quadHeight = glHeight / (float) hResolution;
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wResolution += 2;
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hResolution += 2;
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for (int y = 0; y <= hResolution; y++) {
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final float yOffset = y * quadHeight - mGlHeight / 2.0f - quadHeight;
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final float yOffset = y * quadHeight - glHeight / 2.0f - quadHeight;
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final float t = 1.0f - y / (float) hResolution;
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for (int x = 0; x <= wResolution; x++) {
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rs.triangleMeshAddVertex_XYZ_ST_NORM(
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@@ -235,6 +245,47 @@ class FallRS {
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private void createScriptStructures() {
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final int rippleMapSize = (mMeshWidth + 2) * (mMeshHeight + 2);
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createState(rippleMapSize);
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createGlState();
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createRippleMap(rippleMapSize);
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createRefractionMap();
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createLeaves();
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}
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private void createLeaves() {
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final float[] leaves = new float[LEAVES_COUNT * LEAF_STRUCT_FIELDS_COUNT];
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mLeaves = Allocation.createSized(mRS, USER_FLOAT, leaves.length);
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for (int i = 0; i < leaves.length; i += LEAF_STRUCT_FIELDS_COUNT) {
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createLeaf(leaves, i);
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}
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mLeaves.data(leaves);
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}
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private void createRefractionMap() {
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final int[] refractionMap = new int[513];
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float ir = 1.0f / 1.333f;
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for (int i = 0; i < refractionMap.length; i++) {
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float d = (float) Math.tan(Math.asin(Math.sin(Math.atan(i * (1.0f / 256.0f))) * ir));
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refractionMap[i] = (int) Math.floor(d * (1 << 16) + 0.5f);
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}
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mRefractionMap = Allocation.createSized(mRS, USER_I32, refractionMap.length);
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mRefractionMap.data(refractionMap);
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}
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private void createRippleMap(int rippleMapSize) {
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final int[] rippleMap = new int[rippleMapSize * 2];
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mRippleMap = Allocation.createSized(mRS, USER_I32, rippleMap.length);
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}
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private void createGlState() {
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final float[] meshState = new float[2];
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mGlState = Allocation.createSized(mRS, USER_FLOAT, meshState.length);
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meshState[RSID_STATE_GL_WIDTH] = 2.0f;
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meshState[RSID_STATE_GL_HEIGHT] = mGlHeight;
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mGlState.data(meshState);
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}
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private void createState(int rippleMapSize) {
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final int[] data = new int[11];
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mState = Allocation.createSized(mRS, USER_I32, data.length);
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data[RSID_STATE_FRAMECOUNT] = 0;
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@@ -244,30 +295,11 @@ class FallRS {
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data[RSID_STATE_MESH_HEIGHT] = mMeshHeight;
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data[RSID_STATE_RIPPLE_MAP_SIZE] = rippleMapSize;
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data[RSID_STATE_RIPPLE_INDEX] = 0;
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data[RSID_STATE_DROP_X] = mMeshWidth / 2;
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data[RSID_STATE_DROP_Y] = mMeshHeight / 2;
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data[RSID_STATE_DROP_X] = -1;
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data[RSID_STATE_DROP_Y] = -1;
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data[RSID_STATE_RUNNING] = 1;
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data[RSID_STATE_LEAVES_COUNT] = LEAVES_COUNT;
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mState.data(data);
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final int[] rippleMap = new int[rippleMapSize * 2];
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mRippleMap = Allocation.createSized(mRS, USER_I32, rippleMap.length);
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final int[] refractionMap = new int[513];
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float ir = 1.0f / 1.333f;
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for (int i = 0; i < refractionMap.length; i++) {
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float d = (float) Math.tan(Math.asin(Math.sin(Math.atan(i * (1.0f / 256.0f))) * ir));
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refractionMap[i] = (int) Math.floor(d * (1 << 16) + 0.5f);
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}
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mRefractionMap = Allocation.createSized(mRS, USER_I32, refractionMap.length);
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mRefractionMap.data(refractionMap);
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final float[] leaves = new float[LEAVES_COUNT * LEAF_STRUCT_FIELDS_COUNT];
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mLeaves = Allocation.createSized(mRS, USER_FLOAT, leaves.length);
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for (int i = 0; i < leaves.length; i += LEAF_STRUCT_FIELDS_COUNT) {
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createLeaf(leaves, i);
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}
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mLeaves.data(leaves);
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}
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private void createLeaf(float[] leaves, int index) {
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@@ -275,15 +307,15 @@ class FallRS {
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//noinspection PointlessArithmeticExpression
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leaves[index + LEAF_STRUCT_X] = random(-1.0f, 1.0f);
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leaves[index + LEAF_STRUCT_Y] = random(-mGlHeight / 2.0f, mGlHeight / 2.0f);
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leaves[index + LEAF_STRUCT_SCALE] = random(0.3f, 0.4f);
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leaves[index + LEAF_STRUCT_ANGLE] = random(0.0f, (float) (Math.PI * 2.0));
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leaves[index + LEAF_STRUCT_SPIN] = random(-0.02f, 0.02f);
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leaves[index + LEAF_STRUCT_SCALE] = random(0.4f, 0.5f);
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leaves[index + LEAF_STRUCT_ANGLE] = random(0.0f, 360.0f);
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leaves[index + LEAF_STRUCT_SPIN] = degrees(random(-0.02f, 0.02f)) / 4.0f;
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leaves[index + LEAF_STRUCT_U1] = sprite / (float) LEAVES_TEXTURES_COUNT;
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leaves[index + LEAF_STRUCT_U2] = (sprite + 1) / (float) LEAVES_TEXTURES_COUNT;
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leaves[index + LEAF_STRUCT_ALTITUDE] = 0.2f;
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leaves[index + LEAF_STRUCT_RIPPLED] = -1.0f;
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leaves[index + LEAF_STRUCT_ALTITUDE] = -1.0f;
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leaves[index + LEAF_STRUCT_RIPPLED] = 1.0f;
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leaves[index + LEAF_STRUCT_DELTAX] = random(-0.02f, 0.02f) / 100.0f;
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leaves[index + LEAF_STRUCT_DELTAY] = 0.08f * random(0.9f, 1.1f) / 100.0f;
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leaves[index + LEAF_STRUCT_DELTAY] = -0.08f * random(0.9f, 1.1f) / 100.0f;
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||||
}
|
||||
|
||||
private void loadTextures() {
|
||||
|
||||
@@ -188,6 +188,11 @@ static float SC_clampf(float amount, float low, float high)
|
||||
return amount < low ? low : (amount > high ? high : amount);
|
||||
}
|
||||
|
||||
static int SC_clamp(int amount, int low, int high)
|
||||
{
|
||||
return amount < low ? low : (amount > high ? high : amount);
|
||||
}
|
||||
|
||||
static float SC_maxf(float a, float b)
|
||||
{
|
||||
return a > b ? a : b;
|
||||
@@ -826,6 +831,8 @@ ScriptCState::SymbolTable_t ScriptCState::gSyms[] = {
|
||||
"void", "(int)" },
|
||||
|
||||
// math
|
||||
{ "modf", (void *)&fmod,
|
||||
"float", "(float, float)" },
|
||||
{ "abs", (void *)&abs,
|
||||
"int", "(int)" },
|
||||
{ "absf", (void *)&fabs,
|
||||
@@ -870,6 +877,8 @@ ScriptCState::SymbolTable_t ScriptCState::gSyms[] = {
|
||||
"int", "(int)" },
|
||||
{ "sqrf", (void *)&SC_sqrf,
|
||||
"float", "(float)" },
|
||||
{ "clamp", (void *)&SC_clamp,
|
||||
"int", "(int, int, int)" },
|
||||
{ "clampf", (void *)&SC_clampf,
|
||||
"float", "(float, float, float)" },
|
||||
{ "distf2", (void *)&SC_distf2,
|
||||
|
||||
Reference in New Issue
Block a user