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authorSergeanur <s.anureev@yandex.ua>2021-07-15 18:19:32 +0300
committerSergeanur <s.anureev@yandex.ua>2021-07-18 00:04:26 +0300
commitd0404cbdb77bd82abf578ce28093990db94743f2 (patch)
tree1a7232c3dcdd6c371ab5fbde0fc6bf04c5bc7005 /src/render/Lines.cpp
parent8018e40ebf2e7033e1929b4ed638afb3de7da692 (diff)
render -> renderer (original name)
Diffstat (limited to 'src/render/Lines.cpp')
-rw-r--r--src/render/Lines.cpp74
1 files changed, 0 insertions, 74 deletions
diff --git a/src/render/Lines.cpp b/src/render/Lines.cpp
deleted file mode 100644
index b5c85149..00000000
--- a/src/render/Lines.cpp
+++ /dev/null
@@ -1,74 +0,0 @@
-#include "common.h"
-
-#include "main.h"
-#include "Lines.h"
-
-// This is super inefficient, why split the line into segments at all?
-void
-CLines::RenderLineWithClipping(float x1, float y1, float z1, float x2, float y2, float z2, uint32 c1, uint32 c2)
-{
- static RwIm3DVertex v[2];
-#ifdef THIS_IS_STUPID
- int i;
- float f1, f2;
- float len = sqrt(sq(x1-x2) + sq(y1-y2) + sq(z1-z2));
- int numsegs = len/1.5f + 1.0f;
-
- RwRGBA col1;
- col1.red = c1>>24;
- col1.green = c1>>16;
- col1.blue = c1>>8;
- col1.alpha = c1;
- RwRGBA col2;
- col2.red = c2>>24;
- col2.green = c2>>16;
- col2.blue = c2>>8;
- col2.alpha = c2;
-
- float dx = x2 - x1;
- float dy = y2 - y1;
- float dz = z2 - z1;
- for(i = 0; i < numsegs; i++){
- f1 = (float)i/numsegs;
- f2 = (float)(i+1)/numsegs;
-
- RwIm3DVertexSetRGBA(&v[0], (int)(col1.red + (col2.red-col1.red)*f1),
- (int)(col1.green + (col2.green-col1.green)*f1),
- (int)(col1.blue + (col2.blue-col1.blue)*f1),
- (int)(col1.alpha + (col2.alpha-col1.alpha)*f1));
- RwIm3DVertexSetRGBA(&v[1], (int)(col1.red + (col2.red-col1.red)*f2),
- (int)(col1.green + (col2.green-col1.green)*f2),
- (int)(col1.blue + (col2.blue-col1.blue)*f2),
- (int)(col1.alpha + (col2.alpha-col1.alpha)*f2));
- RwIm3DVertexSetPos(&v[0], x1 + dx*f1, y1 + dy*f1, z1 + dz*f1);
- RwIm3DVertexSetPos(&v[1], x1 + dx*f2, y1 + dy*f2, z1 + dz*f2);
-
- LittleTest();
- if(RwIm3DTransform(v, 2, nil, 0)){
- RwIm3DRenderLine(0, 1);
- RwIm3DEnd();
- }
- }
-#else
- RwRGBA col1;
- col1.red = c1>>24;
- col1.green = c1>>16;
- col1.blue = c1>>8;
- col1.alpha = c1;
- RwRGBA col2;
- col2.red = c2>>24;
- col2.green = c2>>16;
- col2.blue = c2>>8;
- col2.alpha = c2;
-
- RwIm3DVertexSetRGBA(&v[0], col1.red, col1.green, col1.blue, col1.alpha);
- RwIm3DVertexSetRGBA(&v[1], col2.red, col2.green, col2.blue, col2.alpha);
- RwIm3DVertexSetPos(&v[0], x1, y1, z1);
- RwIm3DVertexSetPos(&v[1], x2, y2, z2);
- LittleTest();
- if(RwIm3DTransform(v, 2, nil, 0)){
- RwIm3DRenderLine(0, 1);
- RwIm3DEnd();
- }
-#endif
-}