107 lines
2.2 KiB
HolyC
107 lines
2.2 KiB
HolyC
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F64 <EFBFBD>,<EFBFBD>,<EFBFBD>,s;
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CDC *dc0,*dc1;
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$SP,"<1>",BI=1$
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U0 GrBlackLighting(CDC *dc,CD3I32 *,CD3I32 *,CD3I32 *,CColorROPU32)
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{
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dc->color=0;
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}
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U0 DrawShadow(CTask *task)
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{
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I64 r[4][4],*r2;
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Mat4x4IdentEqu(dc1->r);
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Mat4x4RotZ(dc1->r,<EFBFBD>);
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Mat4x4RotX(dc1->r,<EFBFBD>);
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Mat4x4RotZ(dc1->r,<EFBFBD>);
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Mat4x4Scale(dc1->r,s);
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Mat4x4TranslationEqu(dc1->r,200,200,5000);
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dc1->flags|=DCF_TRANSFORMATION;
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DCMat4x4Set(dc1,dc1->r);
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MemSet(r,0,sizeof(r));
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r[0][0]=GR_SCALE;
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r[1][1]=GR_SCALE/2; //Pick a plane for the shadow, to suit your taste.
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r[1][2]=GR_SCALE/2; //It doesn't have to have a norm of 1.0.
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r[2][2]=GR_SCALE;
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r[3][3]=GR_SCALE;
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Mat4x4TranslationEqu(r,0,-2200,1000);
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r2=Mat4x4MulMat4x4New(r,dc1->r,task);
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Free(dc1->r);
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DCMat4x4Set(dc1,r2);
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dc1->lighting=&GrBlackLighting;
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Sprite3(dc1,0,0,0,$IB,"<1>",BI=1$);
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}
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U0 DrawIt(CTask *task,CDC *)
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{
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DCDepthBufRst(dc0);
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Mat4x4IdentEqu(dc0->r);
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Mat4x4RotZ(dc0->r,<EFBFBD>);
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Mat4x4RotX(dc0->r,<EFBFBD>);
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Mat4x4RotZ(dc0->r,<EFBFBD>);
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Mat4x4Scale(dc0->r,s);
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Mat4x4TranslationEqu(dc0->r,200,200,5000);
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dc0->flags|=DCF_TRANSFORMATION;
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DCMat4x4Set(dc0,dc0->r);
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if (mp_cnt>1)
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JobQue(&DrawShadow,task,1);
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else
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DrawShadow(task);
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Sprite3(dc0,0,0,0,$IB,"<1>",BI=1$);
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}
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U0 Shadow()
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{//The shadow image b.s. Any is plausible.
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dc0=DCAlias(gr.dc2,Fs);
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dc1=DCAlias(gr.dc2,Fs);
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DCDepthBufAlloc(dc0);
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dc1->depth_buf=dc0->depth_buf;
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<EFBFBD>=0;
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<EFBFBD>=0;
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<EFBFBD>=0;
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s=1.5;
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SettingsPush; //See $LK,"SettingsPush",A="MN:SettingsPush"$
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WinMax;
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Fs->draw_it=&DrawIt;
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while (!ScanChar) {
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<EFBFBD>+=2*<EFBFBD>/70;
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<EFBFBD>+=2*<EFBFBD>/90;
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<EFBFBD>+=2*<EFBFBD>/110;
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Sleep(20);
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}
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SettingsPop;
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DCDel(dc0);
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dc1->depth_buf=NULL;
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DCDel(dc1);
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}
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Shadow;
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