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Fixed compilation on gcc (gotos cannot cross variable declarations)
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@ -550,8 +550,8 @@ void CNew3D::InitMatrixStack(UINT32 matrixBaseAddr, Mat4& mat)
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// Draws viewports of the given priority
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void CNew3D::RenderViewport(UINT32 addr)
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{
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GLfloat color[8][3] = // RGB1 translation
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{
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static const GLfloat color[8][3] =
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{ // RGB1 color translation
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{ 0.0, 0.0, 0.0 }, // off
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{ 0.0, 0.0, 1.0 }, // blue
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{ 0.0, 1.0, 0.0 }, // green
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@ -561,16 +561,9 @@ void CNew3D::RenderViewport(UINT32 addr)
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{ 1.0, 1.0, 0.0 }, // yellow
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{ 1.0, 1.0, 1.0 } // white
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};
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const UINT32 *vpnode;
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UINT32 nextAddr, nodeAddr, matrixBase;
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int curPri;
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int vpX, vpY, vpWidth, vpHeight;
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int spotColorIdx;
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GLfloat scrollFog, scrollAtt;
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Viewport* vp;
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// Translate address and obtain pointer
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vpnode = TranslateCullingAddress(addr);
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const uint32_t *vpnode = TranslateCullingAddress(addr);
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if (NULL == vpnode) {
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return;
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@ -580,29 +573,25 @@ void CNew3D::RenderViewport(UINT32 addr)
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return;
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}
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if (vpnode[0]&0x20) {
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goto next; // skip this viewport
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}
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curPri = (vpnode[0x00] >> 3) & 3; // viewport priority
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nextAddr = vpnode[0x01] & 0xFFFFFF; // next viewport
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nodeAddr = vpnode[0x02]; // scene database node pointer
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if (!(vpnode[0] & 0x20)) { // only if viewport enabled
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uint32_t curPri = (vpnode[0x00] >> 3) & 3; // viewport priority
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uint32_t nodeAddr = vpnode[0x02]; // scene database node pointer
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// create node object
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m_nodes.emplace_back(Node());
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m_nodes.back().models.reserve(2048); // create space for models
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// get pointer to its viewport
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vp = &m_nodes.back().viewport;
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Viewport *vp = &m_nodes.back().viewport;
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vp->priority = curPri;
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// Fetch viewport parameters (TO-DO: would rounding make a difference?)
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vpX = (int)(((vpnode[0x1A] & 0xFFFF) / 16.0f) + 0.5f); // viewport X (12.4 fixed point)
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vpY = (int)(((vpnode[0x1A] >> 16) / 16.0f) + 0.5f); // viewport Y (12.4)
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vpWidth = (int)(((vpnode[0x14] & 0xFFFF) / 4.0f) + 0.5f); // width (14.2)
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vpHeight = (int)(((vpnode[0x14] >> 16) / 4.0f) + 0.5f); // height (14.2)
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matrixBase = vpnode[0x16] & 0xFFFFFF; // matrix base address
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int vpX = (int)(((vpnode[0x1A] & 0xFFFF) / 16.0f) + 0.5f); // viewport X (12.4 fixed point)
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int vpY = (int)(((vpnode[0x1A] >> 16) / 16.0f) + 0.5f); // viewport Y (12.4)
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int vpWidth = (int)(((vpnode[0x14] & 0xFFFF) / 4.0f) + 0.5f); // width (14.2)
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int vpHeight = (int)(((vpnode[0x14] >> 16) / 4.0f) + 0.5f); // height (14.2)
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uint32_t matrixBase = vpnode[0x16] & 0xFFFFFF; // matrix base address
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if (vpX) {
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vpX += 2;
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@ -665,7 +654,7 @@ void CNew3D::RenderViewport(UINT32 addr)
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vp->lightingParams[5] = 0.0; // reserved
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// Spotlight
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spotColorIdx = (vpnode[0x20] >> 11) & 7; // spotlight color index
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int spotColorIdx = (vpnode[0x20] >> 11) & 7; // spotlight color index
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vp->spotEllipse[0] = (float)((vpnode[0x1E] >> 3) & 0x1FFF); // spotlight X position (fractional component?)
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vp->spotEllipse[1] = (float)((vpnode[0x1D] >> 3) & 0x1FFF); // spotlight Y
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vp->spotEllipse[2] = (float)((vpnode[0x1E] >> 16) & 0xFFFF); // spotlight X size (16-bit? May have fractional component below bit 16)
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@ -702,8 +691,8 @@ void CNew3D::RenderViewport(UINT32 addr)
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}
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// Unknown light/fog parameters
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scrollFog = (float)(vpnode[0x20] & 0xFF) * (1.0f / 255.0f); // scroll fog
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scrollAtt = (float)(vpnode[0x24] & 0xFF) * (1.0f / 255.0f); // scroll attenuation
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// float scrollFog = (float)(vpnode[0x20] & 0xFF) * (1.0f / 255.0f); // scroll fog
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// float scrollAtt = (float)(vpnode[0x24] & 0xFF) * (1.0f / 255.0f); // scroll attenuation
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// Clear texture offsets before proceeding
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m_nodeAttribs.Reset();
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@ -735,8 +724,7 @@ void CNew3D::RenderViewport(UINT32 addr)
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// Descend down the node link: Use recursive traversal
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DescendNodePtr(nodeAddr);
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next:
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}
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// render next viewport
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if (vpnode[0x01] != 0x01000000) {
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