ludum-dare-22/scripts/d3d_draw_ellipsoid/d3d_draw_ellipsoid.gml

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/// @description Draws a simple 3D ellipsoid.
/// @param x1 The initial x coordinate of the ellipsoid.
/// @param y1 The initial y coordinate of the ellipsoid.
/// @param z1 The initial z coordinate of the ellipsoid.
/// @param x2 The opposite x coordinate of the ellipsoid.
/// @param y2 The opposite y coordinate of the ellipsoid.
/// @param z2 The opposite z coordinate of the ellipsoid.
/// @param tex The id of the texture to use (-1 for no texture)
/// @param hrepeat Amount of horizontal repetitions for the texture.
/// @param vrepeat Amount of vertical repetitions for the texture.
/// @param steps How many steps are used to make the ellipsoid "round" (typically 24)
/// @returns
function d3d_draw_ellipsoid(argument0, argument1, argument2, argument3, argument4, argument5, argument6, argument7, argument8, argument9) {
var __x1 = argument0;
var __y1 = argument1;
var __z1 = argument2;
var __x2 = argument3;
var __y2 = argument4;
var __z2 = argument5;
var __tex = argument6;
var __hrepeat = argument7;
var __vrepeat = argument8;
var __steps = argument9;
if (__steps < 3)
{
__steps = 3;
}
if (__steps > 128)
{
__steps = 128;
}
// Create sin and cos tables
var __cc;
var __ss;
__cc[__steps] = 0;
__ss[__steps] = 0;
var __i;
for(__i = 0; __i <= __steps; __i++)
{
var __rad = (__i * 2.0 * pi) / __steps;
__cc[__i] = cos(__rad);
__ss[__i] = sin(__rad);
}
var __mx = (__x2 + __x1) / 2;
var __my = (__y2 + __y1) / 2;
var __mz = (__z2 + __z1) / 2;
var __rx = (__x2 - __x1) / 2;
var __ry = (__y2 - __y1) / 2;
var __rz = (__z2 - __z1) / 2;
var __rows = floor((__steps + 1) / 2);
var __j;
var __oldrep = gpu_get_texrepeat();
gpu_set_texrepeat(true)
for(__j = 0; __j <= (__rows - 1); __j++)
{
var __row1rad = (__j*pi)/__rows;
var __row2rad = ((__j+1)*pi)/__rows;
var __rh1 = cos(__row1rad);
var __rd1 = sin(__row1rad);
var __rh2 = cos(__row2rad);
var __rd2 = sin(__row2rad);
d3d_primitive_begin_texture(pr_trianglestrip, __tex);
for(__i = 0; __i <= __steps; __i++)
{
// Some common subexpressions here that could be eliminated
d3d_vertex_normal_texture(__mx+__rx*__rd1*__cc[__i], __my+__ry*__rd1*__ss[__i], __mz+__rz*__rh1,__rd1*__cc[__i], __rd1*__ss[__i], __rh1, __hrepeat*__i/__steps, __j*__vrepeat/__rows);
d3d_vertex_normal_texture(__mx+__rx*__rd2*__cc[__i], __my+__ry*__rd2*__ss[__i], __mz+__rz*__rh2,__rd2*__cc[__i], __rd2*__ss[__i], __rh2, __hrepeat*__i/__steps, (__j+1)*__vrepeat/__rows);
}
d3d_primitive_end();
}
gpu_set_texrepeat(__oldrep);
}