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Fix broken texture effects.
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tx00100xt committed Dec 20, 2023
1 parent cd5cb0a commit 4c72cec
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Showing 2 changed files with 24 additions and 24 deletions.
24 changes: 12 additions & 12 deletions SamTFE/Sources/Engine/Graphics/TextureEffects.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -269,10 +269,10 @@ void AnimateRandomSurfer(CTextureEffectSource *ptes)
Surfer &sf =
(*((Surfer *) ptes->tes_tespEffectSourceProperties.tesp_achDummy));

PutPixel9SLONG_WATER((long) sf.fU, (long) sf.fV, 125);
PutPixel9SLONG_WATER(sf.fU, sf.fV, 125);
sf.fU += 2*sin(sf.fAngle);
sf.fV += 2*cos(sf.fAngle);
PutPixel9SLONG_WATER((long) sf.fU, (long) sf.fV, 250);
PutPixel9SLONG_WATER(sf.fU, sf.fV, 250);

if((RNDW&15)==0) {
sf.fAngle += 3.14f/7.0f;
Expand Down Expand Up @@ -326,7 +326,7 @@ void AnimateRaindrops(CTextureEffectSource *ptes, int iHeight)
rd.iIndex++;

if (rd.iIndex < 8) {
PutPixel9SLONG_WATER(rd.pixU, rd.pixV, (long) sin(rd.iIndex/4.0f*(-3.14f))*rd.iHeight);
PutPixel9SLONG_WATER(rd.pixU, rd.pixV, sin(rd.iIndex/4.0f*(-3.14f))*rd.iHeight);
}
} else {
rd.pixU = RNDW&(_pixBufferWidth -1);
Expand Down Expand Up @@ -369,7 +369,7 @@ void AnimateOscilator(CTextureEffectSource *ptes)
{
Oscilator &os =
(*((Oscilator *) ptes->tes_tespEffectSourceProperties.tesp_achDummy));
PutPixel9SLONG_WATER(os.pixU, os.pixV, (long) sin(os.fAngle)*150);
PutPixel9SLONG_WATER(os.pixU, os.pixV, sin(os.fAngle)*150);
os.fAngle += (3.14f/6);
}

Expand Down Expand Up @@ -403,7 +403,7 @@ void AnimateVertLine(CTextureEffectSource *ptes)
(*((VertLine *) ptes->tes_tespEffectSourceProperties.tesp_achDummy));
PIX pixV = vl.pixV;
for (int iCnt=0; iCnt<vl.uwSize; iCnt++) {
PutPixelSLONG_WATER(vl.pixU, pixV, (long) (sin(vl.fAngle)*25));
PutPixelSLONG_WATER(vl.pixU, pixV, (sin(vl.fAngle)*25));
pixV = (pixV+1)&(_pixBufferHeight-1);
}
vl.fAngle += (3.14f/6);
Expand Down Expand Up @@ -439,7 +439,7 @@ void AnimateHortLine(CTextureEffectSource *ptes)
(*((HortLine *) ptes->tes_tespEffectSourceProperties.tesp_achDummy));
PIX pixU = hl.pixU;
for (int iCnt=0; iCnt<hl.uwSize; iCnt++) {
PutPixelSLONG_WATER(pixU, hl.pixV, (long) (sin(hl.fAngle)*25));
PutPixelSLONG_WATER(pixU, hl.pixV, (sin(hl.fAngle)*25));
pixU = (pixU+1)&(_pixBufferWidth-1);
}
hl.fAngle += (3.14f/6);
Expand Down Expand Up @@ -622,14 +622,14 @@ void AnimateFireRoler(CTextureEffectSource *ptes)
{
FireRoler &fr =
(*((FireRoler *) ptes->tes_tespEffectSourceProperties.tesp_achDummy));
PutPixel9UBYTE_FIRE((long) (cos(fr.fAngle)*fr.fRadiusU + fr.pixU),
(long) (sin(fr.fAngle)*fr.fRadiusV + fr.pixV), 255);
PutPixel9UBYTE_FIRE( (cos(fr.fAngle)*fr.fRadiusU + fr.pixU),
(sin(fr.fAngle)*fr.fRadiusV + fr.pixV), 255);
fr.fAngle += fr.fAngleAdd;
PutPixel9UBYTE_FIRE((long) (cos(fr.fAngle)*fr.fRadiusU + fr.pixU),
(long) (sin(fr.fAngle)*fr.fRadiusV + fr.pixV), 200);
PutPixel9UBYTE_FIRE( (cos(fr.fAngle)*fr.fRadiusU + fr.pixU),
(sin(fr.fAngle)*fr.fRadiusV + fr.pixV), 200);
fr.fAngle += fr.fAngleAdd;
PutPixel9UBYTE_FIRE((long) (cos(fr.fAngle)*fr.fRadiusU + fr.pixU),
(long) (sin(fr.fAngle)*fr.fRadiusV + fr.pixV), 150);
PutPixel9UBYTE_FIRE( (cos(fr.fAngle)*fr.fRadiusU + fr.pixU),
(sin(fr.fAngle)*fr.fRadiusV + fr.pixV), 150);
fr.fAngle += fr.fAngleAdd;
}

Expand Down
24 changes: 12 additions & 12 deletions SamTSE/Sources/Engine/Graphics/TextureEffects.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -269,10 +269,10 @@ void AnimateRandomSurfer(CTextureEffectSource *ptes)
Surfer &sf =
(*((Surfer *) ptes->tes_tespEffectSourceProperties.tesp_achDummy));

PutPixel9SLONG_WATER((long) sf.fU, (long) sf.fV, 125);
PutPixel9SLONG_WATER(sf.fU, sf.fV, 125);
sf.fU += 2*sin(sf.fAngle);
sf.fV += 2*cos(sf.fAngle);
PutPixel9SLONG_WATER((long) sf.fU, (long) sf.fV, 250);
PutPixel9SLONG_WATER(sf.fU, sf.fV, 250);

if((RNDW&15)==0) {
sf.fAngle += 3.14f/7.0f;
Expand Down Expand Up @@ -326,7 +326,7 @@ void AnimateRaindrops(CTextureEffectSource *ptes, int iHeight)
rd.iIndex++;

if (rd.iIndex < 8) {
PutPixel9SLONG_WATER(rd.pixU, rd.pixV, (long) sin(rd.iIndex/4.0f*(-3.14f))*rd.iHeight);
PutPixel9SLONG_WATER(rd.pixU, rd.pixV, sin(rd.iIndex/4.0f*(-3.14f))*rd.iHeight);
}
} else {
rd.pixU = RNDW&(_pixBufferWidth -1);
Expand Down Expand Up @@ -369,7 +369,7 @@ void AnimateOscilator(CTextureEffectSource *ptes)
{
Oscilator &os =
(*((Oscilator *) ptes->tes_tespEffectSourceProperties.tesp_achDummy));
PutPixel9SLONG_WATER(os.pixU, os.pixV, (long) sin(os.fAngle)*150);
PutPixel9SLONG_WATER(os.pixU, os.pixV, sin(os.fAngle)*150);
os.fAngle += (3.14f/6);
}

Expand Down Expand Up @@ -403,7 +403,7 @@ void AnimateVertLine(CTextureEffectSource *ptes)
(*((VertLine *) ptes->tes_tespEffectSourceProperties.tesp_achDummy));
PIX pixV = vl.pixV;
for (int iCnt=0; iCnt<vl.uwSize; iCnt++) {
PutPixelSLONG_WATER(vl.pixU, pixV, (long) (sin(vl.fAngle)*25));
PutPixelSLONG_WATER(vl.pixU, pixV, (sin(vl.fAngle)*25));
pixV = (pixV+1)&(_pixBufferHeight-1);
}
vl.fAngle += (3.14f/6);
Expand Down Expand Up @@ -439,7 +439,7 @@ void AnimateHortLine(CTextureEffectSource *ptes)
(*((HortLine *) ptes->tes_tespEffectSourceProperties.tesp_achDummy));
PIX pixU = hl.pixU;
for (int iCnt=0; iCnt<hl.uwSize; iCnt++) {
PutPixelSLONG_WATER(pixU, hl.pixV, (long) (sin(hl.fAngle)*25));
PutPixelSLONG_WATER(pixU, hl.pixV, (sin(hl.fAngle)*25));
pixU = (pixU+1)&(_pixBufferWidth-1);
}
hl.fAngle += (3.14f/6);
Expand Down Expand Up @@ -622,14 +622,14 @@ void AnimateFireRoler(CTextureEffectSource *ptes)
{
FireRoler &fr =
(*((FireRoler *) ptes->tes_tespEffectSourceProperties.tesp_achDummy));
PutPixel9UBYTE_FIRE((long) (cos(fr.fAngle)*fr.fRadiusU + fr.pixU),
(long) (sin(fr.fAngle)*fr.fRadiusV + fr.pixV), 255);
PutPixel9UBYTE_FIRE( (cos(fr.fAngle)*fr.fRadiusU + fr.pixU),
(sin(fr.fAngle)*fr.fRadiusV + fr.pixV), 255);
fr.fAngle += fr.fAngleAdd;
PutPixel9UBYTE_FIRE((long) (cos(fr.fAngle)*fr.fRadiusU + fr.pixU),
(long) (sin(fr.fAngle)*fr.fRadiusV + fr.pixV), 200);
PutPixel9UBYTE_FIRE( (cos(fr.fAngle)*fr.fRadiusU + fr.pixU),
(sin(fr.fAngle)*fr.fRadiusV + fr.pixV), 200);
fr.fAngle += fr.fAngleAdd;
PutPixel9UBYTE_FIRE((long) (cos(fr.fAngle)*fr.fRadiusU + fr.pixU),
(long) (sin(fr.fAngle)*fr.fRadiusV + fr.pixV), 150);
PutPixel9UBYTE_FIRE( (cos(fr.fAngle)*fr.fRadiusU + fr.pixU),
(sin(fr.fAngle)*fr.fRadiusV + fr.pixV), 150);
fr.fAngle += fr.fAngleAdd;
}

Expand Down

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