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It is implemented as a post-processing effect. The hack for the projection transform matrix has been removed, because now the image is flipped upside down in the post-processing stage.
83 lines
2.4 KiB
C
83 lines
2.4 KiB
C
/* Copyright (C) 2021 kichikuou <KichikuouChrome@gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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#ifndef SYSTEM4_DUNGEON_H
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#define SYSTEM4_DUNGEON_H
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#include <stdbool.h>
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#include <stddef.h>
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#include <stdint.h>
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#include "gfx/gfx.h"
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#include "plugin.h"
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struct page;
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struct dgn;
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struct dtx;
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struct tes;
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struct dungeon_renderer;
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struct dungeon_map;
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enum draw_dungeon_version {
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DRAW_DUNGEON_1, // Rance VI
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// DRAW_DUNGEON_2, // Dungeons & Dolls
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DRAW_DUNGEON_14 // GALZOO Island
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};
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struct camera {
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float pos[3];
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float angle;
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float angle_p;
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};
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/*
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* Dungeon rendering context.
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*
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* A dungeon cell at (x, y, z) is rendered in a 2x2x2 cube centered at
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* (2*x, 2*y, -2*z) in the world coordinates. Note that Z is flipped, because
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* OpenGL uses a right-handed coordinate system while dungeon data is left-
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* handed.
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*/
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struct dungeon_context {
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struct draw_plugin plugin;
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enum draw_dungeon_version version;
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int surface;
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bool loaded;
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bool draw_enabled;
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struct dungeon_map *map;
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struct camera camera;
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struct dgn *dgn;
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struct dtx *dtx;
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struct tes *tes;
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struct dungeon_renderer *renderer;
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struct texture texture;
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GLuint depth_buffer;
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};
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struct dungeon_context *dungeon_context_create(enum draw_dungeon_version version, int surface);
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void dungeon_context_free(struct dungeon_context *ctx);
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bool dungeon_load(struct dungeon_context *ctx, int num);
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void dungeon_set_camera(int surface, float x, float y, float z, float angle, float angle_p);
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void dungeon_set_walked(int surface, int x, int y, int z, int flag);
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int dungeon_get_walked(int surface, int x, int y, int z);
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int dungeon_calc_conquer(int surface);
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bool dungeon_load_walk_data(int surface, int map, struct page **page);
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bool dungeon_save_walk_data(int surface, int map, struct page **page);
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struct dungeon_context *dungeon_get_context(int surface);
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#endif /* SYSTEM4_DUNGEON_H */
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