Merge branch 'develop' into objloader-refactor
This commit is contained in:
+101
@@ -0,0 +1,101 @@
|
|||||||
|
# Changelog
|
||||||
|
All notable changes to this project will be documented in this file.
|
||||||
|
|
||||||
|
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
|
||||||
|
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
|
||||||
|
|
||||||
|
## [1.29.1] - 2020-12-27
|
||||||
|
### Added
|
||||||
|
- Created libpacket2 in PS2SDK
|
||||||
|
- Dolphin sample
|
||||||
|
- 2D support (Sprite class)
|
||||||
|
- Alpha blending (transparency)
|
||||||
|
- PNG support
|
||||||
|
- ADPCM support in audio class
|
||||||
|
- AudioFinish event in audio class
|
||||||
|
- BoundingBox class
|
||||||
|
- A lot of useful funcs in Matrix class
|
||||||
|
- Mock of file service
|
||||||
|
- Array mode to draw() (highly optimized for small meshes)
|
||||||
|
- VCLPP - Usage of VU1 Preprocessor
|
||||||
|
|
||||||
|
### Changed
|
||||||
|
- Project setup (makefile mostly)
|
||||||
|
- Readme
|
||||||
|
- Switched into libpacket2 in `vifsender` and `gifsender`
|
||||||
|
- Timer class refactor
|
||||||
|
- Engine base refactor
|
||||||
|
- MeshTexture into Texture
|
||||||
|
- Refactored floors sample
|
||||||
|
- Refactored Audio class
|
||||||
|
- Fixed Path 3 lighting
|
||||||
|
- Refactored, optimized math classes (vector, matrix..)
|
||||||
|
- Cleanup in camera base
|
||||||
|
- Refactored Path 3 and Path 1 rendering
|
||||||
|
- Synchronization functions (`renderer->waitForRender()`)
|
||||||
|
- BMP class refactor
|
||||||
|
- Dff Loader refactor
|
||||||
|
- Optimized rendering data preparation
|
||||||
|
|
||||||
|
### Removed
|
||||||
|
- Ari sample
|
||||||
|
- VU1 class
|
||||||
|
|
||||||
|
## [1.1.0] - 2020-11-03
|
||||||
|
### Added
|
||||||
|
- A lot of useful functions to Mesh class
|
||||||
|
- MeshFrame class
|
||||||
|
- MeshMaterial class
|
||||||
|
- MeshTexture class
|
||||||
|
- TextureLink struct
|
||||||
|
- Texture wrapping settings
|
||||||
|
- TextureRepository class
|
||||||
|
- PRINT_ERR()
|
||||||
|
- Ari sample
|
||||||
|
|
||||||
|
### Changed
|
||||||
|
- Project setup (gitignore etc.)
|
||||||
|
- Readme
|
||||||
|
- DFF loader refactor
|
||||||
|
- OBJ loader refactor
|
||||||
|
- MD2 loader refactor
|
||||||
|
- 3D data classes refactor (one interface for all)
|
||||||
|
- Rendering refactor
|
||||||
|
|
||||||
|
### Removed
|
||||||
|
- MeshSpec class
|
||||||
|
- Texture class
|
||||||
|
- Md2Model class
|
||||||
|
- ObjModel class
|
||||||
|
- DffModel class
|
||||||
|
|
||||||
|
## [1.0.0] - 2020-10-28
|
||||||
|
### Added
|
||||||
|
- Project setup (gitignore etc.)
|
||||||
|
- License
|
||||||
|
- Readme
|
||||||
|
- BMP support
|
||||||
|
- DFF support
|
||||||
|
- MD2 support
|
||||||
|
- OBJ support
|
||||||
|
- Animation support
|
||||||
|
- Engine base
|
||||||
|
- AudioListener class
|
||||||
|
- Rendering base
|
||||||
|
- Path 1 renderer (VU1)
|
||||||
|
- Path 3 renderer (GIF)
|
||||||
|
- Math classes (matrix, vector, plane..)
|
||||||
|
- Audio support (bg song only)
|
||||||
|
- Camera base
|
||||||
|
- Base lighting support (bugged) for Path 3
|
||||||
|
- Pad support
|
||||||
|
- EE Timer
|
||||||
|
- Math class
|
||||||
|
- String class
|
||||||
|
- Mesh class with AABB
|
||||||
|
- Makefile
|
||||||
|
- Primitive floors sample
|
||||||
|
|
||||||
|
[1.29.1]: https://github.com/h4570/tyra/compare/1.1.0...v1.29.1-alpha
|
||||||
|
[1.1.0]: https://github.com/h4570/tyra/compare/1.0.0...1.1.0
|
||||||
|
[1.0.0]: https://github.com/h4570/tyra/compare/1.0.0
|
||||||
@@ -1,19 +1,22 @@
|
|||||||
[![Contributors][contributors-shield]][contributors-url]
|
[![Contributors][contributors-shield]][contributors-url]
|
||||||
[![MIT License][license-shield]][license-url]
|
[![MIT License][license-shield]][license-url]
|
||||||
PS2-Scene [](https://discord.gg/7dCr6ThSN5)
|
[](https://discord.gg/NhhTmg3Gm5)
|
||||||
|
[](https://discord.gg/7dCr6ThSN5)
|
||||||
|
|
||||||
<br />
|
<br />
|
||||||
<p align="center">
|
<p align="center">
|
||||||
<a href="https://github.com/h4570/tyra">
|
<a href="https://github.com/h4570/tyra">
|
||||||
<img src="http://allvectorlogo.com/img/2016/05/ps2-logo.png" alt="Logo" width="230" height="125">
|
<img src="http://apgcglz.cluster028.hosting.ovh.net/tyra/github-splash.png" alt="Logo" width="100%" height="auto">
|
||||||
</a>
|
</a>
|
||||||
|
|
||||||
<h3 align="center">Tyra alpha 1.1.0</h3>
|
<h3 align="center">Tyra - alpha 1.29.1</h3>
|
||||||
|
|
||||||
<p align="center">
|
<p align="center">
|
||||||
Open source renderer and game engine for PS2 (PlayStation 2™).
|
Open source game engine for PlayStation 2™
|
||||||
<br />
|
<br />
|
||||||
<a href="https://www.youtube.com/"><strong>View Demo (soon) »</strong></a>
|
<a href="https://github.com/h4570/tyra/tree/master/src/samples/dolphin"><strong>Dolphin sample »</strong></a>
|
||||||
|
|
||||||
|
<a href="https://github.com/h4570/tyra/tree/master/src/samples/floors"><strong>Floors sample »</strong></a>
|
||||||
<br />
|
<br />
|
||||||
<br />
|
<br />
|
||||||
<a href="https://github.com/h4570/tyra/issues">Report Bug</a>
|
<a href="https://github.com/h4570/tyra/issues">Report Bug</a>
|
||||||
@@ -27,95 +30,82 @@ PS2-Scene [
|
* [About the Project](#about-the-project)
|
||||||
* [Samples](#samples)
|
* [Samples](#samples)
|
||||||
* [About project](#about-project)
|
* [About project](#about-project)
|
||||||
* [Acronyms](#acronyms)
|
|
||||||
* [Tyra features](#tyra-features)
|
* [Tyra features](#tyra-features)
|
||||||
* [Built With](#built-with)
|
* [Branches](#branches)
|
||||||
* [Getting Started](#getting-started)
|
* [Getting Started](#getting-started)
|
||||||
* [Prerequisites](#prerequisites)
|
|
||||||
* [Installation](#installation)
|
* [Installation](#installation)
|
||||||
|
* [Prerequisites](#prerequisites)
|
||||||
* [Roadmap](#roadmap)
|
* [Roadmap](#roadmap)
|
||||||
|
* [Tyra team](#tyra-team)
|
||||||
* [Contributing](#contributing)
|
* [Contributing](#contributing)
|
||||||
* [License](#license)
|
* [License](#license)
|
||||||
* [Contact](#contact)
|
* [Built With](#built-with)
|
||||||
|
* [Acronyms](#acronyms)
|
||||||
* [Thanks](#thanks)
|
* [Thanks](#thanks)
|
||||||
|
|
||||||
## About The Project
|
## About The Project
|
||||||
|
|
||||||
<img src="http://apgcglz.cluster028.hosting.ovh.net/tyra/1.1.0/tyra.gif" alt="sample" width="600" height="auto">
|
<img src="http://apgcglz.cluster028.hosting.ovh.net/tyra/1.29.1/tyra.gif" alt="sample" width="600" height="auto">
|
||||||
|
|
||||||
|
### Contributors wanted [](https://discord.gg/NhhTmg3Gm5)
|
||||||
|
We will be grateful for any help. If you dont know PS2.. don't worry, we are open to explain how things work.
|
||||||
|
|
||||||
### Samples
|
### Samples
|
||||||
|
* [Dolphin](https://github.com/h4570/tyra/tree/master/src/samples/dolphin)
|
||||||
* [Floors](https://github.com/h4570/tyra/tree/master/src/samples/floors)
|
* [Floors](https://github.com/h4570/tyra/tree/master/src/samples/floors)
|
||||||
* [Ari (WIP)](https://github.com/h4570/tyra/tree/master/src/samples/ari)
|
|
||||||
|
|
||||||
### Contributors wanted
|
|
||||||
#### I will be grateful for any help, Discord: h4570#3402
|
|
||||||
|
|
||||||
### About project
|
### About project
|
||||||
Goal of Tyra project is to provide simple API for PS2 (PlayStation 2™) game creation. So you can just run PS2 emulator, grab your .obj file, and put it into live in a seconds. Project is on early stage, so a lot of stuff is changing from release to release.
|
Goal of Tyra project is to provide simple API for PS2 game creation, so you can just run PS2 emulator, grab .obj file, and put it into live in a seconds. Project is on alpha stage, so keep in mind that there are many things to be done and to fix.
|
||||||
|
|
||||||
YouTube tutorials soon!
|
YouTube tutorials soon!
|
||||||
|
|
||||||
**Why PS2 game dev is so different?** Raw PS2 development can be a big challenge. PS2 it's pretty low-level and there are a lot of stuff that you must do from scratch.
|
**Why Tyra is needed?** Raw PS2 development can be a big challenge. PS2 it's pretty low-level and there are a lot of stuff that you must do from scratch.
|
||||||
Tyra takes care for you, and rendering, coprocessors communication and many more low-level stuff is already done.
|
Tyra takes care for you, and rendering, coprocessors communication, synchronization and many more low-level stuff is already done.
|
||||||
|
|
||||||
### Acronyms
|
|
||||||
* EE (Emotion Engine) - whole set of processors and subsystems that make up the PlayStation 2
|
|
||||||
* GS (Graphic synthesizer) - configurable rasterizer and texture mapper. Has only 2MB~ memory for textures, but for the opposite have very high transfer rate, so you can switch textures in the blink
|
|
||||||
* VU0 - programmable (ASM) vector processor that is accessed by inline assembly code injected into C program.
|
|
||||||
* VU1 - programmable (ASM) vector processor, which is similar to vertex shader. Accessed via DMA.
|
|
||||||
* IOP - I/O processor which enables access to peripheral devices, such the game controller
|
|
||||||
|
|
||||||
### Tyra features
|
### Tyra features
|
||||||
* VU1 rendering (PATH 1), double-buffered
|
* 3D support - VU1 "Path 1 rendering"
|
||||||
* GIF rendering (PATH 3), double-buffered
|
* 2D support - PNG & BMP
|
||||||
* Frustum culling, backface culling
|
* Frustum culling, backface culling
|
||||||
* OpenGL adaptions: Perspective projection, lookAt camera
|
* OpenGL adaptions: Perspective projection, lookAt camera
|
||||||
* Texture support (.bmp loader)
|
* Texture support - .bmp and png
|
||||||
* Mesh loaders: ".obj", ".dff" (RenderWare, GTA:SA) and ".md2" (Quake II)
|
* Mesh loaders: ".obj", ".dff" (RenderWare, GTA:SA) and ".md2" (Quake II)
|
||||||
* Threading support
|
* Threading support
|
||||||
* Lighting support (now PATH3 only)
|
* Animation support for obj and md2
|
||||||
* Animation support
|
* Audio support - .wav and .adpcm
|
||||||
* Audio support
|
|
||||||
* Pad support
|
* Pad support
|
||||||
* TODO: physics, ADPCM and many more!
|
|
||||||
|
|
||||||
### Built With
|
### Branches
|
||||||
|
* Master - monthly releases - tested on PS2 & PCSX2.
|
||||||
* [PS2SDK](https://github.com/ps2dev/ps2sdk)
|
* Develop - daily builds - can be unstable.
|
||||||
|
|
||||||
## Getting Started
|
## Getting Started
|
||||||
|
|
||||||
To get a local copy up and running follow these simple steps.
|
### Installation [](https://discord.gg/NhhTmg3Gm5)
|
||||||
YouTube tutorials soon!
|
In our Discord channel, there is detailed tutorial which will help you with setting up the all environment - starting from installing dependencies and ending on emulator setup or intellisense.
|
||||||
|
|
||||||
### Prerequisites
|
### Prerequisites
|
||||||
|
|
||||||
This is an example of how to list things you need to use the software and how to install them.
|
This is an example of how to list things you need to use the software.
|
||||||
* PS2 DEV environment - [PS2DEV](https://github.com/ps2dev/ps2dev)
|
* PS2 DEV environment - [PS2DEV](https://github.com/ps2dev/ps2dev)
|
||||||
* At least #674b6f4 PS2SDK (01.12.2020) - [PS2SDK](https://github.com/ps2dev/ps2sdk)
|
* At least #674b6f4 PS2SDK (01.12.2020) - [PS2SDK](https://github.com/ps2dev/ps2sdk)
|
||||||
* PS2 Emulator. For example [PCSX2](https://pcsx2.net/)
|
* PS2 Emulator. For example [PCSX2](https://pcsx2.net/)
|
||||||
|
|
||||||
### Installation
|
|
||||||
|
|
||||||
1. Clone the repo
|
|
||||||
```sh
|
|
||||||
git clone https://github.com/h4570/tyra.git
|
|
||||||
```
|
|
||||||
2. Get into src folder and compile it!
|
|
||||||
```sh
|
|
||||||
make
|
|
||||||
```
|
|
||||||
|
|
||||||
## Extra info
|
## Extra info
|
||||||
* Textures can be saved using GIMP. Just replace red with green color, and when exporting select .bmp, 24bit: RGB888, without saving information about colors
|
* BMP loader needs some polishing so be sure that you exporting BMP with 24bit: RGB888 and without information about colors.
|
||||||
* If you want to run .elf in PCSX2, be sure that you have version >=1.6 and **Host access** enabled in PCSX2 configuration file.
|
* If you want to run .elf in PCSX2, be sure that you have version >=1.6 and **Host access** enabled in PCSX2 configuration file.
|
||||||
* If you want to use your own .obj file, please check "triangulate faces" in blender. PS2 is supporting only trinagle primitive type.
|
* If you want to use your own .obj file, please check "triangulate faces" in blender. PS2 is supporting only triangle primitive type.
|
||||||
|
|
||||||
## Roadmap
|
## Roadmap
|
||||||
|
|
||||||
### Roadmap moved to github kanban:
|
### Roadmap for next master release:
|
||||||
[https://github.com/h4570/tyra/projects/1](https://github.com/h4570/tyra/projects/1)
|
[January 2021 Roadmap](https://github.com/h4570/tyra/projects/4)
|
||||||
|
|
||||||
|
## Tyra team
|
||||||
|
|
||||||
|
Sandro Sobczyński - sandro.sobczynski@gmail.com
|
||||||
|
[![LinkedIn][linkedin-shield]](https://linkedin.com/in/sandro-sobczyński-28820b15a)
|
||||||
|
Michał Mostowik - mostek3pl@gmail.com
|
||||||
|
[![LinkedIn][linkedin-shield]](https://www.linkedin.com/in/notfoxar)
|
||||||
|
|
||||||
See the [open issues](https://github.com/h4570/tyra/issues) for a list of proposed features (and known issues).
|
See the [open issues](https://github.com/h4570/tyra/issues) for a list of proposed features (and known issues).
|
||||||
|
|
||||||
@@ -133,26 +123,38 @@ Contributions are what make the open source community such an amazing place to b
|
|||||||
|
|
||||||
Distributed under the Apache License 2.0 License. See `LICENSE` for more information.
|
Distributed under the Apache License 2.0 License. See `LICENSE` for more information.
|
||||||
|
|
||||||
## Contact
|
## Built With
|
||||||
|
|
||||||
Sandro Sobczyński - sandro.sobczynski@gmail.com
|
* [PS2SDK](https://github.com/ps2dev/ps2sdk)
|
||||||
[![LinkedIn][linkedin-shield]][linkedin-url]
|
|
||||||
|
### Acronyms
|
||||||
|
* EE (Emotion Engine) - whole set of processors and subsystems that make up the PlayStation 2
|
||||||
|
* GS (Graphic synthesizer) - configurable rasterizer and texture mapper. Has only 2MB~ memory for textures, but for the opposite have very high transfer rate, so you can switch textures in the blink
|
||||||
|
* VU0 - programmable (ASM) vector processor that is accessed by inline assembly code injected into C program.
|
||||||
|
* VU1 - programmable (ASM) vector processor, which is similar to vertex shader. Accessed via DMA.
|
||||||
|
* IOP - I/O processor which enables access to peripheral devices, such the game controller
|
||||||
|
|
||||||
## Thanks
|
## Thanks
|
||||||
|
|
||||||
Without these guys, everything would be harder:
|
Without these guys, everything would be harder:
|
||||||
* Dr Henry Fortuna - Abertay University (code sources)
|
* Dr Henry Fortuna - for code sources
|
||||||
* Lukasz D.K. (huge archive of PS2 stuff)
|
* Rick Gaiser - for help and new GCC!
|
||||||
* Guilherme Lampert - PlayStation London (code sources)
|
* Lukasz D.K. - for huge archive of PS2 stuff-
|
||||||
* Jesper Svennevid, Daniel Collin - Microcode (openvcl, code samples)
|
* Guilherme Lampert - for code sources
|
||||||
* Whole PS2SDK/PS2Scene team
|
* Jesper Svennevid, Daniel Collin - for openvcl's code samples
|
||||||
|
* Whole PS2DEV team
|
||||||
|
* Manieq - for nice splash screens!
|
||||||
* And so many other guys. Thanks!
|
* And so many other guys. Thanks!
|
||||||
|
|
||||||
Project Link: [https://github.com/h4570/tyra](https://github.com/h4570/tyra)
|
Project Link: [https://github.com/h4570/tyra](https://github.com/h4570/tyra)
|
||||||
|
|
||||||
|
<br />
|
||||||
|
<a href="https://github.com/h4570/tyra">
|
||||||
|
<img src="http://apgcglz.cluster028.hosting.ovh.net/tyra/github-splash2.png" alt="Logo" width="100%" height="auto">
|
||||||
|
</a>
|
||||||
|
|
||||||
[contributors-shield]: https://img.shields.io/github/contributors/h4570/tyra.svg?style=flat-square
|
[contributors-shield]: https://img.shields.io/github/contributors/h4570/tyra.svg?style=flat-square
|
||||||
[contributors-url]: https://github.com/h4570/tyra/graphs/contributors
|
[contributors-url]: https://github.com/h4570/tyra/graphs/contributors
|
||||||
[linkedin-shield]: https://img.shields.io/badge/-LinkedIn-black.svg?style=flat-square&logo=linkedin&colorB=555
|
[linkedin-shield]: https://img.shields.io/badge/-LinkedIn-black.svg?style=flat-square&logo=linkedin&colorB=555
|
||||||
[linkedin-url]: https://linkedin.com/in/sandro-sobczyński-28820b15a/
|
|
||||||
[license-shield]: https://img.shields.io/github/license/h4570/tyra.svg?style=flat-square
|
[license-shield]: https://img.shields.io/github/license/h4570/tyra.svg?style=flat-square
|
||||||
[license-url]: https://github.com/h4570/tyra/blob/master/LICENSE
|
[license-url]: https://github.com/h4570/tyra/blob/master/LICENSE
|
||||||
|
|||||||
+5
-2
@@ -6,6 +6,7 @@ EE_OBJS = \
|
|||||||
models/math/point.o \
|
models/math/point.o \
|
||||||
models/math/vector3.o \
|
models/math/vector3.o \
|
||||||
models/mesh_frame.o \
|
models/mesh_frame.o \
|
||||||
|
models/bounding_box.o \
|
||||||
models/mesh_material.o \
|
models/mesh_material.o \
|
||||||
models/mesh.o \
|
models/mesh.o \
|
||||||
models/sprite.o \
|
models/sprite.o \
|
||||||
@@ -34,8 +35,10 @@ all: $(EE_OBJS)
|
|||||||
ar rcs $(LIB_NAME) $(EE_OBJS)
|
ar rcs $(LIB_NAME) $(EE_OBJS)
|
||||||
rm -f $(EE_OBJS)
|
rm -f $(EE_OBJS)
|
||||||
|
|
||||||
# https://github.com/microsoft/wsl/issues/2468#issuecomment-374904520
|
#%.vcl: %.vclpp
|
||||||
#%.vsm: %.vcl # sudo service binfmt-support start
|
# $(EE_VCLPP) $< $@
|
||||||
|
|
||||||
|
#%.vsm: %.vcl
|
||||||
# $(EE_VCL) $< >> $@
|
# $(EE_VCL) $< >> $@
|
||||||
|
|
||||||
%.o: %.vsm
|
%.o: %.vsm
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ EE_CFLAGS := -DHAVE_LIBPNG -DHAVE_ZLIB $(EE_CFLAGS)
|
|||||||
EE_CXXFLAGS := -DHAVE_LIBPNG -DHAVE_ZLIB $(EE_CXXFLAGS)
|
EE_CXXFLAGS := -DHAVE_LIBPNG -DHAVE_ZLIB $(EE_CXXFLAGS)
|
||||||
EE_DVP = dvp-as
|
EE_DVP = dvp-as
|
||||||
EE_VCL = vcl
|
EE_VCL = vcl
|
||||||
|
EE_VCLPP = vclpp
|
||||||
LIB_NAME = libtyra.a
|
LIB_NAME = libtyra.a
|
||||||
|
|
||||||
include $(PS2SDK)/samples/Makefile.pref
|
include $(PS2SDK)/samples/Makefile.pref
|
||||||
|
|||||||
@@ -41,13 +41,13 @@ Engine::~Engine() {}
|
|||||||
|
|
||||||
void Engine::setDefaultScreen()
|
void Engine::setDefaultScreen()
|
||||||
{
|
{
|
||||||
screen.projectionScale = 4096.0F;
|
|
||||||
screen.nearPlaneDist = 2.0F;
|
screen.nearPlaneDist = 2.0F;
|
||||||
screen.farPlaneDist = 2000.0F;
|
screen.farPlaneDist = 2000.0F;
|
||||||
screen.fov = 60.0F;
|
screen.fov = 60.0F;
|
||||||
screen.aspectRatio = 4.0F / 3.0F;
|
|
||||||
screen.width = 640.0F;
|
screen.width = 640.0F;
|
||||||
screen.height = 480.0F;
|
screen.height = 480.0F;
|
||||||
|
screen.aspectRatio = screen.width / screen.height;
|
||||||
|
screen.projectionScale = 4096.0F; // PS2 have 4k drawing area
|
||||||
}
|
}
|
||||||
|
|
||||||
void Engine::init(Game *t_game, u32 t_gifPacketSize)
|
void Engine::init(Game *t_game, u32 t_gifPacketSize)
|
||||||
@@ -77,8 +77,9 @@ void Engine::firePS2()
|
|||||||
{
|
{
|
||||||
SifInitRpc(0);
|
SifInitRpc(0);
|
||||||
srand(time(NULL));
|
srand(time(NULL));
|
||||||
fileService.startThread();
|
// fileService.startThread();
|
||||||
audio.startThread(&fileService);
|
// audio.startThread(&fileService);
|
||||||
|
audio.startThread(NULL);
|
||||||
isInitialized = 0;
|
isInitialized = 0;
|
||||||
mainThreadId = GetThreadId();
|
mainThreadId = GetThreadId();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -32,7 +32,7 @@ public:
|
|||||||
void init(Game *t_game, u32 t_gifPacketSize);
|
void init(Game *t_game, u32 t_gifPacketSize);
|
||||||
void setDefaultScreen();
|
void setDefaultScreen();
|
||||||
Renderer *renderer;
|
Renderer *renderer;
|
||||||
FileService fileService;
|
// FileService fileService;
|
||||||
Audio audio;
|
Audio audio;
|
||||||
ScreenSettings screen;
|
ScreenSettings screen;
|
||||||
Pad pad;
|
Pad pad;
|
||||||
|
|||||||
@@ -0,0 +1,94 @@
|
|||||||
|
/*
|
||||||
|
# ______ ____ ___
|
||||||
|
# | \/ ____| |___|
|
||||||
|
# | | | \ | |
|
||||||
|
#-----------------------------------------------------------------------
|
||||||
|
# Copyright 2020, tyra - https://github.com/h4570/tyra
|
||||||
|
# Licenced under Apache License 2.0
|
||||||
|
# Michał Mostowik <mostek3pl@gmail.com>
|
||||||
|
*/
|
||||||
|
|
||||||
|
#ifndef _TYRA_BOUNDING_BOX_
|
||||||
|
#define _TYRA_BOUNDING_BOX_
|
||||||
|
|
||||||
|
#include <stddef.h>
|
||||||
|
#include <tamtypes.h>
|
||||||
|
#include "math/point.hpp"
|
||||||
|
#include "math/vector3.hpp"
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Struct containing face data used in
|
||||||
|
* bounding box class.
|
||||||
|
*/
|
||||||
|
struct BoundingBoxFace
|
||||||
|
{
|
||||||
|
BoundingBoxFace(){
|
||||||
|
|
||||||
|
};
|
||||||
|
BoundingBoxFace(const Vector3 &t_minCorner, const Vector3 &t_maxCorner, float t_axisPos)
|
||||||
|
{
|
||||||
|
minCorner = t_minCorner;
|
||||||
|
maxCorner = t_maxCorner;
|
||||||
|
axisPosition = t_axisPos;
|
||||||
|
}
|
||||||
|
/** Position of the face on it's respective axis. */
|
||||||
|
float axisPosition;
|
||||||
|
/** Corner of the face with lower coordinates */
|
||||||
|
Vector3 minCorner;
|
||||||
|
/** Corner of the face with higher coordinates */
|
||||||
|
Vector3 maxCorner;
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Class containing bounding box data
|
||||||
|
* which can be used for collision detection.
|
||||||
|
*/
|
||||||
|
class BoundingBox
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
BoundingBox(Vector3 *t_vertices);
|
||||||
|
~BoundingBox();
|
||||||
|
const float &getHeight() { return _height; };
|
||||||
|
const float &getDepth() { return _depth; };
|
||||||
|
const float &getWidth() { return _width; };
|
||||||
|
/** @returns the vector directly in middle of the bounding box. */
|
||||||
|
const Vector3 &getCenter() { return _centerVector; };
|
||||||
|
/** @returns the front face (further on z-axis) */
|
||||||
|
const BoundingBoxFace &getFrontFace() { return _frontFace; };
|
||||||
|
/** @returns the back face (nearer on z-axis) */
|
||||||
|
const BoundingBoxFace &getBackFace() { return _backFace; };
|
||||||
|
/** @returns the left face (further on x-axis) */
|
||||||
|
const BoundingBoxFace &getLeftFace() { return _leftFace; };
|
||||||
|
/** @returns the right face (nearer on x-axis) */
|
||||||
|
const BoundingBoxFace &getRightFace() { return _rightFace; };
|
||||||
|
/** @returns the top face (further on y-axis) */
|
||||||
|
const BoundingBoxFace &getTopFace() { return _topFace; };
|
||||||
|
/** @returns the bottom face (nearer on y-axis) */
|
||||||
|
const BoundingBoxFace &getBottomFace() { return _bottomFace; };
|
||||||
|
/**
|
||||||
|
* @returns bounding box raw vertices array.
|
||||||
|
* Total length: 8
|
||||||
|
*/
|
||||||
|
const Vector3 &getVertex(const u8 &i) { return _vertices[i]; };
|
||||||
|
/** @returns single vertex from raw vertices array.*/
|
||||||
|
Vector3 *getVertices() { return _vertices; };
|
||||||
|
|
||||||
|
private:
|
||||||
|
Vector3 _vertices[8];
|
||||||
|
float _height, _depth, _width;
|
||||||
|
Vector3 _centerVector;
|
||||||
|
/** Front face (further on z-axis) */
|
||||||
|
BoundingBoxFace _frontFace;
|
||||||
|
/** Back face (nearer on z-axis) */
|
||||||
|
BoundingBoxFace _backFace;
|
||||||
|
/** Left face (nearer on x-axis) */
|
||||||
|
BoundingBoxFace _leftFace;
|
||||||
|
/** Right face (further on x-axis) */
|
||||||
|
BoundingBoxFace _rightFace;
|
||||||
|
/** Top face (further on y-axis) */
|
||||||
|
BoundingBoxFace _topFace;
|
||||||
|
/** Bottom face (nearer on y-axis) */
|
||||||
|
BoundingBoxFace _bottomFace;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -13,79 +13,174 @@
|
|||||||
|
|
||||||
#include "vector3.hpp"
|
#include "vector3.hpp"
|
||||||
#include "../screen_settings.hpp"
|
#include "../screen_settings.hpp"
|
||||||
|
#include <string.h>
|
||||||
|
|
||||||
/** https://en.wikipedia.org/wiki/Matrix_(mathematics) */
|
/** 4x4 Matrix class. */
|
||||||
class Matrix
|
class Matrix
|
||||||
{
|
{
|
||||||
|
|
||||||
public:
|
public:
|
||||||
float data[16];
|
float data[16] __attribute__((aligned(64)));
|
||||||
|
|
||||||
Matrix(float m11, float m12, float m13, float m14,
|
// ----
|
||||||
float m21, float m22, float m23, float m24,
|
// Constructors/Destructors
|
||||||
float m31, float m32, float m33, float m34,
|
// ----
|
||||||
float m41, float m42, float m43, float m44);
|
|
||||||
Matrix(const Matrix &v);
|
/** Create empty matrix. */
|
||||||
Matrix operator*(const Matrix &v);
|
|
||||||
void operator*=(const Matrix &v);
|
|
||||||
Matrix();
|
Matrix();
|
||||||
~Matrix();
|
|
||||||
|
|
||||||
void lookAt(Vector3 &t_up, Vector3 &t_position, Vector3 &t_target);
|
/**
|
||||||
|
* Create identity/empty matrix.
|
||||||
|
* @param t_do_identity Identity matrix if true, random matrix values otherwise
|
||||||
|
*/
|
||||||
|
Matrix(const u8 &t_do_identity)
|
||||||
|
{
|
||||||
|
if (t_do_identity)
|
||||||
|
identity();
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Init matrix with given values. */
|
||||||
|
Matrix(const float &m11, const float &m12, const float &m13, const float &m14,
|
||||||
|
const float &m21, const float &m22, const float &m23, const float &m24,
|
||||||
|
const float &m31, const float &m32, const float &m33, const float &m34,
|
||||||
|
const float &m41, const float &m42, const float &m43, const float &m44);
|
||||||
|
|
||||||
|
/** Init matrix with other matrix values. */
|
||||||
|
Matrix(const Matrix &v) { memcpy(data, v.data, 16 * sizeof(float)); }
|
||||||
|
|
||||||
|
// ----
|
||||||
|
// Operators
|
||||||
|
// ----
|
||||||
|
|
||||||
|
Vector3 operator*(const Vector3 &v) const;
|
||||||
|
|
||||||
|
Matrix operator*(const Matrix &v) const
|
||||||
|
{
|
||||||
|
Matrix result;
|
||||||
|
cross(result.data, this->data, v.data);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void operator*=(const Matrix &v) { cross(this->data, this->data, v.data); }
|
||||||
|
|
||||||
|
float &operator[](const u8 &t_index) { return data[t_index]; }
|
||||||
|
|
||||||
|
// ----
|
||||||
|
// Functions
|
||||||
|
// ----
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 1 0 0 0
|
||||||
|
* 0 1 0 0
|
||||||
|
* 0 0 1 0
|
||||||
|
* 0 0 0 1
|
||||||
|
*/
|
||||||
void identity();
|
void identity();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 1 0 0 0
|
||||||
|
* 0 1 0 0
|
||||||
|
* 0 0 1 0
|
||||||
|
* 0 0 0 1
|
||||||
|
*/
|
||||||
inline void unit() { identity(); };
|
inline void unit() { identity(); };
|
||||||
|
|
||||||
// Translation
|
/** Translate matrix. */
|
||||||
|
inline void translate(const Vector3 &t_val)
|
||||||
void translate(const Vector3 &t_val);
|
|
||||||
|
|
||||||
inline void translation(const Vector3 &t_val)
|
|
||||||
{
|
{
|
||||||
identity();
|
Matrix temp = Matrix(true);
|
||||||
translate(t_val);
|
temp.translation(t_val);
|
||||||
}
|
cross(this->data, temp.data, this->data);
|
||||||
|
|
||||||
// Rotation
|
|
||||||
|
|
||||||
void rotateX(const float &t_radians);
|
|
||||||
void rotateY(const float &t_radians);
|
|
||||||
void rotateZ(const float &t_radians);
|
|
||||||
|
|
||||||
inline void rotationX(const float &t_radians)
|
|
||||||
{
|
|
||||||
identity();
|
|
||||||
rotateX(t_radians);
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void rotationY(const float &t_radians)
|
|
||||||
{
|
|
||||||
identity();
|
|
||||||
rotateY(t_radians);
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void rotationZ(const float &t_radians)
|
|
||||||
{
|
|
||||||
identity();
|
|
||||||
rotateZ(t_radians);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Rotate matrix. */
|
||||||
inline void rotate(const Vector3 &t_val)
|
inline void rotate(const Vector3 &t_val)
|
||||||
{
|
{
|
||||||
rotateX(t_val.x);
|
Matrix temp = Matrix(true);
|
||||||
rotateY(t_val.y);
|
|
||||||
rotateX(t_val.z);
|
temp.rotationZ(t_val.z);
|
||||||
|
cross(this->data, temp.data, this->data);
|
||||||
|
|
||||||
|
temp.identity();
|
||||||
|
temp.rotationY(t_val.y);
|
||||||
|
cross(this->data, temp.data, this->data);
|
||||||
|
|
||||||
|
temp.identity();
|
||||||
|
temp.rotationX(t_val.x);
|
||||||
|
cross(this->data, temp.data, this->data);
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void rotation(const Vector3 &t_val)
|
/** Rotate matrix by X. */
|
||||||
|
inline void rotateX(const float &t_radians)
|
||||||
{
|
{
|
||||||
identity();
|
Matrix temp = Matrix(true);
|
||||||
rotate(t_val);
|
temp.rotationX(t_radians);
|
||||||
|
cross(this->data, temp.data, this->data);
|
||||||
}
|
}
|
||||||
|
|
||||||
//
|
/** Rotate matrix by Y. */
|
||||||
|
inline void rotateY(const float &t_radians)
|
||||||
|
{
|
||||||
|
Matrix temp = Matrix(true);
|
||||||
|
temp.rotationY(t_radians);
|
||||||
|
cross(this->data, temp.data, this->data);
|
||||||
|
}
|
||||||
|
|
||||||
void setPerspective(ScreenSettings &screen);
|
/** Rotate matrix by Z. */
|
||||||
|
inline void rotateZ(const float &t_radians)
|
||||||
|
{
|
||||||
|
Matrix temp = Matrix(true);
|
||||||
|
temp.rotationZ(t_radians);
|
||||||
|
cross(this->data, temp.data, this->data);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Rotate matrix by angle. */
|
||||||
|
void rotateByAngle(const float &t_angle, const Vector3 &t_axis)
|
||||||
|
{
|
||||||
|
Matrix temp;
|
||||||
|
temp.rotationByAngle(t_angle, t_axis);
|
||||||
|
cross(this->data, temp.data, this->data);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Scale matrix. */
|
||||||
|
void scale(const Vector3 &t_val)
|
||||||
|
{
|
||||||
|
Matrix temp = Matrix(true);
|
||||||
|
temp.setScale(t_val);
|
||||||
|
cross(this->data, temp.data, this->data);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create perspective projection matrix.
|
||||||
|
*
|
||||||
|
* Complies with OpenGL standard (gluPerspective).
|
||||||
|
* @see https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml
|
||||||
|
* @param screen Screen settings
|
||||||
|
*/
|
||||||
|
void setPerspective(const ScreenSettings &screen);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create a view matrix that transforms coordinates in
|
||||||
|
* such a way that the user looks at a target vector
|
||||||
|
* direction from a position vector.
|
||||||
|
*
|
||||||
|
* Complies with OpenGL standard (glLookAt).
|
||||||
|
* @see https://learnopengl.com/Getting-started/Camera
|
||||||
|
*/
|
||||||
|
void lookAt(const Vector3 &t_position, const Vector3 &t_target);
|
||||||
|
|
||||||
|
/** Print matrix (printf). */
|
||||||
const void print() const;
|
const void print() const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
void rotationX(const float &t_radians);
|
||||||
|
void rotationY(const float &t_radians);
|
||||||
|
void rotationZ(const float &t_radians);
|
||||||
|
void rotationByAngle(const float &t_angle, const Vector3 &t_axis);
|
||||||
|
void translation(const Vector3 &t_val);
|
||||||
|
void setScale(const Vector3 &t_val);
|
||||||
|
void setCamera(const float t_pos[4], const float t_vz[4], const float t_vy[4]);
|
||||||
|
void cross(float res[16], const float a[16], const float b[16]) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -12,6 +12,7 @@
|
|||||||
#define _TYRA_VECTOR3_
|
#define _TYRA_VECTOR3_
|
||||||
|
|
||||||
#include <tamtypes.h>
|
#include <tamtypes.h>
|
||||||
|
#include <stdio.h>
|
||||||
|
|
||||||
class Math; // Forward definition
|
class Math; // Forward definition
|
||||||
|
|
||||||
@@ -20,6 +21,7 @@ class Vector3
|
|||||||
{
|
{
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
/** This trick will allow use to use vec.x and vex[0] */
|
||||||
union
|
union
|
||||||
{
|
{
|
||||||
struct
|
struct
|
||||||
@@ -31,32 +33,91 @@ public:
|
|||||||
float xyz[3] __attribute__((__aligned__(16)));
|
float xyz[3] __attribute__((__aligned__(16)));
|
||||||
};
|
};
|
||||||
|
|
||||||
Vector3(float t_x, float t_y, float t_z);
|
// ----
|
||||||
Vector3(const Vector3 &v);
|
// Constructors/Destructors
|
||||||
|
// ----
|
||||||
|
|
||||||
|
/** Create empty vector. */
|
||||||
Vector3();
|
Vector3();
|
||||||
~Vector3();
|
|
||||||
|
|
||||||
Vector3 operator+(Vector3 v);
|
/** Create vector with given vector values. */
|
||||||
Vector3 operator-(const Vector3 &v);
|
Vector3(const Vector3 &t_v) { set(t_v); }
|
||||||
Vector3 operator*(Vector3 &v);
|
|
||||||
Vector3 operator*(const float &t);
|
/** Create vector with given values. */
|
||||||
|
Vector3(const float &t_x, const float &t_y, const float &t_z) { set(t_x, t_y, t_z); }
|
||||||
|
|
||||||
|
// ----
|
||||||
|
// Operators
|
||||||
|
// ----
|
||||||
|
|
||||||
|
Vector3 operator+(const Vector3 &v) const;
|
||||||
|
Vector3 operator-(const Vector3 &v) const;
|
||||||
|
/** Also called "cross product" */
|
||||||
|
Vector3 operator*(const Vector3 &v) const;
|
||||||
|
Vector3 operator*(const float &t) const;
|
||||||
|
Vector3 operator/(const float &t) const;
|
||||||
|
Vector3 operator-(void) const { return Vector3(-x, -y, -z); }
|
||||||
|
void operator+=(const Vector3 &t);
|
||||||
void operator*=(const float &t);
|
void operator*=(const float &t);
|
||||||
Vector3 operator/(float t);
|
|
||||||
Vector3 operator-(void);
|
|
||||||
|
|
||||||
static u8 shouldBeBackfaceCulled(const Vector3 *t_cameraPos, const Vector3 *v0, const Vector3 *v1, const Vector3 *v2);
|
// ----
|
||||||
u8 collidesSquare(const Vector3 &t_min, const Vector3 &t_max) const;
|
// Functions
|
||||||
u8 isOnSquare(const Vector3 &t_min, const Vector3 &t_max) const;
|
// ----
|
||||||
float length();
|
|
||||||
void normalize();
|
/** Set vector values via VU0. */
|
||||||
void setByLerp(const Vector3 &v1, const Vector3 &v2, const float &t_interp, const float &t_scale);
|
|
||||||
float innerProduct(Vector3 &v);
|
|
||||||
void set(const Vector3 &v);
|
void set(const Vector3 &v);
|
||||||
void rotate(const Vector3 &v, u8 inversed = false);
|
|
||||||
|
/** Set vector values. */
|
||||||
void set(const float &t_x, const float &t_y, const float &t_z);
|
void set(const float &t_x, const float &t_y, const float &t_z);
|
||||||
void copy(Vector3 &v);
|
|
||||||
|
/** Also called dot3. */
|
||||||
|
float innerProduct(const Vector3 &v) const;
|
||||||
|
|
||||||
|
/** Get vector length */
|
||||||
|
float length() const;
|
||||||
|
|
||||||
|
/** Normalize vector. */
|
||||||
|
void normalize();
|
||||||
|
|
||||||
|
/** Returns distance between two vectors */
|
||||||
float distanceTo(const Vector3 &v) const;
|
float distanceTo(const Vector3 &v) const;
|
||||||
const void print() const;
|
|
||||||
|
/**
|
||||||
|
* Checks intersection with given box
|
||||||
|
* @param t_min Opposite min vertex (ex. near, left, down vertex of bounding box)
|
||||||
|
* @param t_max Opposite max vertex (ex. far, right, up vertex of bounding box)
|
||||||
|
*/
|
||||||
|
u8 collidesBox(const Vector3 &t_min, const Vector3 &t_max) const
|
||||||
|
{
|
||||||
|
return ((this->x <= t_max.x && this->x >= t_min.x) && (this->y < t_max.y && this->y >= t_min.y) && (this->z <= t_max.z && this->z >= t_min.z)) ? 1 : 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Checks if this vector is on given box (this->y >= box.y)
|
||||||
|
* @param t_min Opposite min vertex (ex. near, left, down vertex of bounding box)
|
||||||
|
* @param t_max Opposite max vertex (ex. far, right, up vertex of bounding box)
|
||||||
|
*/
|
||||||
|
u8 isOnBox(const Vector3 &t_min, const Vector3 &t_max) const
|
||||||
|
{
|
||||||
|
return ((this->x <= t_max.x && this->x >= t_min.x) && (this->y >= t_max.y) && (this->z <= t_max.z && this->z >= t_min.z)) ? 1 : 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Check if given triangle should be backface culled. */
|
||||||
|
static u8 shouldBeBackfaceCulled(const Vector3 *t_cameraPos, const Vector3 *t_v0, const Vector3 *t_v1, const Vector3 *t_v2);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Set by linear interpolation between two vertices (animation).
|
||||||
|
* @param t_v1 Before vertex
|
||||||
|
* @param t_v2 After vertex
|
||||||
|
* @param t_interp State of interpolation
|
||||||
|
* @param t_scale Scale
|
||||||
|
*/
|
||||||
|
void setByLerp(const Vector3 &t_v1, const Vector3 &t_v2, const float &t_interp, const float &t_scale);
|
||||||
|
|
||||||
|
const void print() const
|
||||||
|
{
|
||||||
|
printf("Vector3(%f, %f, %f)\n", x, y, z);
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -94,10 +94,13 @@ public:
|
|||||||
* Returns bounding vertex of current frame.
|
* Returns bounding vertex of current frame.
|
||||||
* @param i 0-7. Because, bounding box have 8 corners
|
* @param i 0-7. Because, bounding box have 8 corners
|
||||||
*/
|
*/
|
||||||
Vector3 &getCurrentBoundingBoxVertex(const u8 &i) { return frames[animState.currentFrame].getBoundingBoxVertex(i); };
|
const Vector3 &getCurrentBoundingBoxVertex(const u8 &i) { return frames[animState.currentFrame].getBoundingBoxVertex(i); };
|
||||||
|
|
||||||
/** Returns bounding box of current frame. Size: 8 */
|
/** @returns bounding box vertex array of current frame. Size: 8 */
|
||||||
Vector3 *getCurrentBoundingBox() const { return frames[animState.currentFrame].getBoundingBox(); };
|
const Vector3 *getCurrentBoundingBoxVertices() const { return frames[animState.currentFrame].getBoundingBoxVertices(); };
|
||||||
|
|
||||||
|
/** @returns bounding box object of current frame. */
|
||||||
|
const BoundingBox *getCurrentBoundingBox() const { return frames[animState.currentFrame].getBoundingBox(); };
|
||||||
|
|
||||||
// ----
|
// ----
|
||||||
// Setters
|
// Setters
|
||||||
|
|||||||
@@ -13,6 +13,7 @@
|
|||||||
|
|
||||||
#include <stddef.h>
|
#include <stddef.h>
|
||||||
#include <tamtypes.h>
|
#include <tamtypes.h>
|
||||||
|
#include "bounding_box.hpp"
|
||||||
#include "math/point.hpp"
|
#include "math/point.hpp"
|
||||||
#include "math/vector3.hpp"
|
#include "math/vector3.hpp"
|
||||||
#include "./mesh_material.hpp"
|
#include "./mesh_material.hpp"
|
||||||
@@ -76,16 +77,21 @@ public:
|
|||||||
MeshMaterial *getMaterials() const { return materials; };
|
MeshMaterial *getMaterials() const { return materials; };
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns bounding box (AABB).
|
* @returns bounding box (AABB).
|
||||||
* Total length: 8
|
* Total length: 8
|
||||||
*/
|
*/
|
||||||
Vector3 *getBoundingBox() { return boundingBox; };
|
Vector3 *getBoundingBoxVertices() { return boundingBoxObj->getVertices(); };
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns bounding box (AABB) vertex.
|
* @returns bounding box (AABB) vertex.
|
||||||
* Total length: 8
|
* Total length: 8
|
||||||
*/
|
*/
|
||||||
Vector3 &getBoundingBoxVertex(const u8 &i) { return boundingBox[i]; };
|
const Vector3 &getBoundingBoxVertex(const u8 &i) { return boundingBoxObj->getVertex(i); };
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @returns bounding box (AABB) object pointer.
|
||||||
|
*/
|
||||||
|
BoundingBox *getBoundingBox() { return boundingBoxObj; };
|
||||||
|
|
||||||
// ----
|
// ----
|
||||||
// Setters
|
// Setters
|
||||||
@@ -145,7 +151,7 @@ public:
|
|||||||
void calculateBoundingBoxes();
|
void calculateBoundingBoxes();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Vector3 boundingBox[8];
|
BoundingBox *boundingBoxObj;
|
||||||
u8 _areSTsAllocated,
|
u8 _areSTsAllocated,
|
||||||
_areVerticesAllocated,
|
_areVerticesAllocated,
|
||||||
_areNormalsAllocated,
|
_areNormalsAllocated,
|
||||||
|
|||||||
@@ -12,6 +12,7 @@
|
|||||||
#define _TYRA_MESH_MATERIAL_
|
#define _TYRA_MESH_MATERIAL_
|
||||||
|
|
||||||
#include <tamtypes.h>
|
#include <tamtypes.h>
|
||||||
|
#include "bounding_box.hpp"
|
||||||
#include "./math/vector3.hpp"
|
#include "./math/vector3.hpp"
|
||||||
#include "./math/plane.hpp"
|
#include "./math/plane.hpp"
|
||||||
|
|
||||||
@@ -62,16 +63,21 @@ public:
|
|||||||
u32 *getNormalFaces() const { return normalFaces; };
|
u32 *getNormalFaces() const { return normalFaces; };
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns bounding box (AABB).
|
* @returns bounding box (AABB).
|
||||||
* Total length: 8
|
* Total length: 8
|
||||||
*/
|
*/
|
||||||
Vector3 *getBoundingBox() { return boundingBox; };
|
Vector3 *getBoundingBoxVertices() { return boundingBoxObj->getVertices(); };
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns bounding box (AABB) vertex.
|
* @returns bounding box (AABB) vertex.
|
||||||
* Total length: 8
|
* Total length: 8
|
||||||
*/
|
*/
|
||||||
Vector3 &getBoundingBoxVertex(const u8 &i) { return boundingBox[i]; };
|
const Vector3 &getBoundingBoxVertex(const u8 &i) { return boundingBoxObj->getVertex(i); };
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @returns bounding box (AABB) object pointer.
|
||||||
|
*/
|
||||||
|
BoundingBox *getBoundingBox() { return boundingBoxObj; };
|
||||||
|
|
||||||
// ----
|
// ----
|
||||||
// Setters
|
// Setters
|
||||||
@@ -119,7 +125,7 @@ public:
|
|||||||
u8 isInFrustum(Plane *t_frustumPlanes, const Vector3 &position);
|
u8 isInFrustum(Plane *t_frustumPlanes, const Vector3 &position);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Vector3 boundingBox[8];
|
BoundingBox *boundingBoxObj;
|
||||||
u32 facesCount, id;
|
u32 facesCount, id;
|
||||||
u32 *vertexFaces, *stFaces, *normalFaces;
|
u32 *vertexFaces, *stFaces, *normalFaces;
|
||||||
u8 _isNameSet, _areFacesAllocated, _isBoundingBoxCalculated;
|
u8 _isNameSet, _areFacesAllocated, _isBoundingBoxCalculated;
|
||||||
|
|||||||
@@ -22,10 +22,18 @@ struct RenderData
|
|||||||
{
|
{
|
||||||
LightBulb *bulbs;
|
LightBulb *bulbs;
|
||||||
u16 bulbsCount;
|
u16 bulbsCount;
|
||||||
/** Camera (lookAt) */
|
/**
|
||||||
Matrix *worldView;
|
* Camera matrix (glLookAt)
|
||||||
/** Perspective projection */
|
* OpenGL name: View
|
||||||
Matrix *perspective;
|
* Sony name: World view
|
||||||
|
*/
|
||||||
|
Matrix *view;
|
||||||
|
/**
|
||||||
|
* Projection matrix (glPerspective)
|
||||||
|
* OpenGL name: Projection
|
||||||
|
* Sony name: View screen
|
||||||
|
*/
|
||||||
|
Matrix *projection;
|
||||||
Vector3 *cameraPosition;
|
Vector3 *cameraPosition;
|
||||||
Plane *frustumPlanes;
|
Plane *frustumPlanes;
|
||||||
prim_t *prim;
|
prim_t *prim;
|
||||||
|
|||||||
@@ -126,7 +126,7 @@ public:
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
u8 songLoaded, volume, realVolume, songPlaying, songInLoop, songFinished;
|
u8 songLoaded, volume, realVolume, songPlaying, songInLoop, songFinished;
|
||||||
std::vector<AudioListenerRef> songListeners;
|
std::vector<AudioListenerRef *> songListeners;
|
||||||
FILE *wav;
|
FILE *wav;
|
||||||
audsrv_fmt_t format;
|
audsrv_fmt_t format;
|
||||||
FileService *fileService;
|
FileService *fileService;
|
||||||
|
|||||||
@@ -21,7 +21,7 @@ class CameraBase
|
|||||||
{
|
{
|
||||||
|
|
||||||
public:
|
public:
|
||||||
CameraBase(ScreenSettings *t_screen, Vector3 *t_position, Vector3 *t_up);
|
CameraBase(ScreenSettings *t_screen, Vector3 *t_position);
|
||||||
virtual ~CameraBase(){};
|
virtual ~CameraBase(){};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -31,10 +31,10 @@ public:
|
|||||||
Plane planes[6];
|
Plane planes[6];
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Projection matrix
|
* View matrix
|
||||||
* Set by lookAt() method.
|
* Set by lookAt() method.
|
||||||
*/
|
*/
|
||||||
Matrix worldView;
|
Matrix view;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
/** Pointer to screen settings */
|
/** Pointer to screen settings */
|
||||||
@@ -42,7 +42,7 @@ protected:
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* Adaption of OpenGL lookAt camera.
|
* Adaption of OpenGL lookAt camera.
|
||||||
* Calculates worldView matrix and update frustum planes
|
* Calculates view matrix and update frustum planes
|
||||||
* Should be called every frame.
|
* Should be called every frame.
|
||||||
*/
|
*/
|
||||||
void lookAt(Vector3 &t_target);
|
void lookAt(Vector3 &t_target);
|
||||||
@@ -56,9 +56,10 @@ protected:
|
|||||||
void updatePlanes(Vector3 t_target);
|
void updatePlanes(Vector3 t_target);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Vector3 *p_position, *p_up;
|
Vector3 *p_position;
|
||||||
float farPlaneDist, nearPlaneDist, nearHeight, nearWidth, farHeight, farWidth;
|
float farPlaneDist, nearPlaneDist, nearHeight, nearWidth, farHeight, farWidth;
|
||||||
Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
|
Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
|
||||||
|
Vector3 up; // always 0.0F, 1.0F, 0.0F
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -13,6 +13,8 @@
|
|||||||
|
|
||||||
#include <draw_buffers.h>
|
#include <draw_buffers.h>
|
||||||
#include <draw_primitives.h>
|
#include <draw_primitives.h>
|
||||||
|
#include <gs_privileged.h>
|
||||||
|
#include <draw.h>
|
||||||
#include <packet2.h>
|
#include <packet2.h>
|
||||||
#include "gif_sender.hpp"
|
#include "gif_sender.hpp"
|
||||||
#include "vif_sender.hpp"
|
#include "vif_sender.hpp"
|
||||||
@@ -39,11 +41,33 @@ public:
|
|||||||
void enableVSync() { isVSyncEnabled = true; }
|
void enableVSync() { isVSyncEnabled = true; }
|
||||||
void disableVSync() { isVSyncEnabled = false; }
|
void disableVSync() { isVSyncEnabled = false; }
|
||||||
|
|
||||||
/// --- Draw: PATH3
|
/** Reset draw wait flag. */
|
||||||
|
inline void resetWaitFlag()
|
||||||
|
{
|
||||||
|
*GS_REG_CSR |= 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Checks if draw wait flag is set */
|
||||||
|
inline u8 isWaitFlagSet() const
|
||||||
|
{
|
||||||
|
return *GS_REG_CSR & 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Waits for draw wait flag and reset it. */
|
||||||
|
inline void waitForRender()
|
||||||
|
{
|
||||||
|
while (!isWaitFlagSet())
|
||||||
|
;
|
||||||
|
resetWaitFlag();
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 2D draw. */
|
||||||
void draw(Sprite &t_sprite);
|
void draw(Sprite &t_sprite);
|
||||||
|
|
||||||
|
/// --- Draw: PATH3
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
* WARNING: THIS FUNC CAUSE VISUAL ARTIFACTS!
|
||||||
* Draw many meshes with lighting information.
|
* Draw many meshes with lighting information.
|
||||||
* Slowest way of rendering (PATH 3, using EE and GIF).
|
* Slowest way of rendering (PATH 3, using EE and GIF).
|
||||||
* NOTICE: Animation supported, lighting supported
|
* NOTICE: Animation supported, lighting supported
|
||||||
@@ -51,6 +75,7 @@ public:
|
|||||||
void drawByPath3(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
|
void drawByPath3(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
* WARNING: THIS FUNC CAUSE VISUAL ARTIFACTS!
|
||||||
* Draw mesh with lighting information.
|
* Draw mesh with lighting information.
|
||||||
* Slowest way of rendering (PATH 3, using EE and GIF).
|
* Slowest way of rendering (PATH 3, using EE and GIF).
|
||||||
* NOTICE: Animation supported, lighting supported
|
* NOTICE: Animation supported, lighting supported
|
||||||
@@ -58,6 +83,7 @@ public:
|
|||||||
void drawByPath3(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount);
|
void drawByPath3(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
* WARNING: THIS FUNC CAUSE VISUAL ARTIFACTS!
|
||||||
* Draw many meshes without lighting information.
|
* Draw many meshes without lighting information.
|
||||||
* Slowest way of rendering (PATH 3, using EE and GIF).
|
* Slowest way of rendering (PATH 3, using EE and GIF).
|
||||||
* NOTICE: Animation supported, lighting supported
|
* NOTICE: Animation supported, lighting supported
|
||||||
@@ -65,6 +91,7 @@ public:
|
|||||||
void drawByPath3(Mesh *t_meshes, u16 t_amount);
|
void drawByPath3(Mesh *t_meshes, u16 t_amount);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
* WARNING: THIS FUNC CAUSE VISUAL ARTIFACTS!
|
||||||
* Draw mesh without lighting information.
|
* Draw mesh without lighting information.
|
||||||
* Slowest way of rendering (PATH 3, using EE and GIF).
|
* Slowest way of rendering (PATH 3, using EE and GIF).
|
||||||
* NOTICE: Animation supported, lighting supported
|
* NOTICE: Animation supported, lighting supported
|
||||||
@@ -75,10 +102,11 @@ public:
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* Draw many meshes with lighting information.
|
* Draw many meshes with lighting information.
|
||||||
|
* Draw in array mode, can be A LOT faster than for looping!
|
||||||
* Fastest way of rendering (PATH 1, using VU1).
|
* Fastest way of rendering (PATH 1, using VU1).
|
||||||
* NOTICE: Animation supported, lighting NOT supported (at this moment)
|
* NOTICE: Animation supported, lighting NOT supported (at this moment)
|
||||||
*/
|
*/
|
||||||
void draw(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
|
void draw(Mesh **t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Draw mesh with lighting information.
|
* Draw mesh with lighting information.
|
||||||
@@ -89,10 +117,11 @@ public:
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* Draw many meshes without lighting information.
|
* Draw many meshes without lighting information.
|
||||||
|
* Draw in array mode, can be A LOT faster than for looping!
|
||||||
* Fastest way of rendering (PATH 1, using VU1).
|
* Fastest way of rendering (PATH 1, using VU1).
|
||||||
* NOTICE: Animation supported, lighting NOT supported (at this moment)
|
* NOTICE: Animation supported, lighting NOT supported (at this moment)
|
||||||
*/
|
*/
|
||||||
void draw(Mesh *t_meshes, u16 t_amount);
|
void draw(Mesh **t_meshes, u16 t_amount);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Draw mesh without lighting information.
|
* Draw mesh without lighting information.
|
||||||
@@ -125,7 +154,7 @@ private:
|
|||||||
void flipBuffers();
|
void flipBuffers();
|
||||||
void beginFrameIfNeeded();
|
void beginFrameIfNeeded();
|
||||||
u8 isFrameEmpty;
|
u8 isFrameEmpty;
|
||||||
Matrix perspective;
|
Matrix perspective, camRotation;
|
||||||
Light light;
|
Light light;
|
||||||
RenderData renderData;
|
RenderData renderData;
|
||||||
TextureRepository textureRepo;
|
TextureRepository textureRepo;
|
||||||
@@ -134,8 +163,8 @@ private:
|
|||||||
VifSender *vifSender;
|
VifSender *vifSender;
|
||||||
packet2_t *flipPacket;
|
packet2_t *flipPacket;
|
||||||
color_t worldColor;
|
color_t worldColor;
|
||||||
void allocateBuffers(float t_screenW, float t_screenH);
|
void allocateBuffers(int t_screenW, int t_screenH);
|
||||||
void initDrawingEnv(float t_screenW, float t_screenH);
|
void initDrawingEnv();
|
||||||
void setPrim();
|
void setPrim();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -30,17 +30,31 @@ public:
|
|||||||
|
|
||||||
// TODO refactor
|
// TODO refactor
|
||||||
void drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 vertCount2, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer);
|
void drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 vertCount2, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer);
|
||||||
void sendMatrices(const RenderData &t_renderData, const Vector3 &t_position, const Vector3 &t_rotation);
|
void calcMatrix(const RenderData &t_renderData, const Vector3 &t_position, const Vector3 &t_rotation);
|
||||||
|
void drawTheSameWithOtherMatrices(const RenderData &t_renderData, Mesh **t_meshes, const u32 &t_skip, const u32 &t_count);
|
||||||
|
void enableWait() { isDrawWaitEnabled = true; }
|
||||||
|
void disableWait() { isDrawWaitEnabled = false; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
u32 lastVertCount; // needed for drawTheSameWithOtherMatrices()
|
||||||
|
u8 isDrawWaitEnabled;
|
||||||
Light *light;
|
Light *light;
|
||||||
void uploadMicroProgram();
|
void uploadMicroProgram();
|
||||||
void setDoubleBuffer();
|
void setDoubleBufferAddStaticData();
|
||||||
void drawVertices(Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *textureBuffer);
|
void drawVertices(Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *t_textureBuffer, u8 t_addDrawWait);
|
||||||
packet2_t *packets[2] __attribute__((aligned(64)));
|
packet2_t *packets[2] __attribute__((aligned(64)));
|
||||||
packet2_t *currPacket;
|
packet2_t *currPacket;
|
||||||
|
/**
|
||||||
|
* OpenGL name: Model
|
||||||
|
* Sony name: local world
|
||||||
|
*/
|
||||||
|
Matrix model;
|
||||||
|
/**
|
||||||
|
* OpenGL name: ModelViewProjection
|
||||||
|
* Sony name: local screen
|
||||||
|
*/
|
||||||
|
Matrix modelViewProj;
|
||||||
u8 context;
|
u8 context;
|
||||||
packet2_t *matricesPacket __attribute__((aligned(64)));
|
|
||||||
VECTOR position, rotation;
|
VECTOR position, rotation;
|
||||||
u32 vertCount;
|
u32 vertCount;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -71,8 +71,7 @@ void ObjLoader::load(MeshFrame *o_result, char *t_filename, float t_scale, u8 t_
|
|||||||
}
|
}
|
||||||
else if (strcmp(lineHeader, "f") == 0)
|
else if (strcmp(lineHeader, "f") == 0)
|
||||||
{
|
{
|
||||||
|
int *x = NULL;
|
||||||
int *x;
|
|
||||||
fpos_t start;
|
fpos_t start;
|
||||||
fgetpos(file, &start);
|
fgetpos(file, &start);
|
||||||
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", x, x, x, x, x, x, x, x, x);
|
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", x, x, x, x, x, x, x, x, x);
|
||||||
|
|||||||
@@ -38,13 +38,11 @@ void PngLoader::load(Texture &o_texture, char *t_subfolder, char *t_name, char *
|
|||||||
char *path = String::createConcatenated(path_part2, t_extension);
|
char *path = String::createConcatenated(path_part2, t_extension);
|
||||||
delete[] path_part1;
|
delete[] path_part1;
|
||||||
delete[] path_part2;
|
delete[] path_part2;
|
||||||
|
|
||||||
FILE *file = fopen(path, "rb");
|
FILE *file = fopen(path, "rb");
|
||||||
|
|
||||||
if (file == NULL)
|
if (file == NULL)
|
||||||
{
|
PRINT_ERR("Failed to open .png file!");
|
||||||
PRINT_ERR("Failed to load .png file!");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
png_structp png_ptr;
|
png_structp png_ptr;
|
||||||
png_infop info_ptr;
|
png_infop info_ptr;
|
||||||
@@ -56,29 +54,15 @@ void PngLoader::load(Texture &o_texture, char *t_subfolder, char *t_name, char *
|
|||||||
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, (png_voidp)NULL, NULL, NULL);
|
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, (png_voidp)NULL, NULL, NULL);
|
||||||
|
|
||||||
if (!png_ptr)
|
if (!png_ptr)
|
||||||
{
|
PRINT_ERR("PNG struct info init failed(1)!");
|
||||||
printf("PNG Read Struct Init Failed\n");
|
|
||||||
fclose(file);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
info_ptr = png_create_info_struct(png_ptr);
|
info_ptr = png_create_info_struct(png_ptr);
|
||||||
|
|
||||||
if (!info_ptr)
|
if (!info_ptr)
|
||||||
{
|
PRINT_ERR("PNG struct info init failed(2)!");
|
||||||
printf("PNG Info Struct Init Failed\n");
|
|
||||||
fclose(file);
|
|
||||||
png_destroy_read_struct(&png_ptr, (png_infopp)NULL, (png_infopp)NULL);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (setjmp(png_jmpbuf(png_ptr)))
|
if (setjmp(png_jmpbuf(png_ptr)))
|
||||||
{
|
PRINT_ERR("PNG reader fatal error!");
|
||||||
printf("Got PNG Error!\n");
|
|
||||||
png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp)NULL);
|
|
||||||
fclose(file);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
png_init_io(png_ptr, file);
|
png_init_io(png_ptr, file);
|
||||||
|
|
||||||
@@ -114,80 +98,39 @@ void PngLoader::load(Texture &o_texture, char *t_subfolder, char *t_name, char *
|
|||||||
type = TEX_TYPE_RGB;
|
type = TEX_TYPE_RGB;
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
PRINT_ERR("This png format is not supported!");
|
PRINT_ERR("This png format is not supported! RGB/RGBA only.");
|
||||||
}
|
}
|
||||||
|
|
||||||
o_texture.setSize(width, height, type);
|
o_texture.setSize(width, height, type);
|
||||||
printf("PNGLoader - width: %d | height: %d\n", width, height);
|
printf("PNGLoader - width: %d | height: %d\n", width, height);
|
||||||
|
|
||||||
if (type == TEX_TYPE_RGBA)
|
size_t row_bytes = png_get_rowbytes(png_ptr, info_ptr);
|
||||||
{
|
|
||||||
int row_bytes = png_get_rowbytes(png_ptr, info_ptr);
|
|
||||||
png_byte *row_pointers[height];
|
png_byte *row_pointers[height];
|
||||||
|
|
||||||
for (row = 0; row < height; row++)
|
for (row = 0; row < height; row++)
|
||||||
row_pointers[row] = new png_byte[row_bytes];
|
row_pointers[row] = new png_byte[row_bytes];
|
||||||
|
|
||||||
png_read_image(png_ptr, row_pointers);
|
png_read_image(png_ptr, row_pointers);
|
||||||
|
|
||||||
struct pixel
|
|
||||||
{
|
|
||||||
u8 r, g, b, a;
|
|
||||||
};
|
|
||||||
|
|
||||||
u32 x = 0;
|
u32 x = 0;
|
||||||
|
|
||||||
for (i = 0; i < height; i++)
|
for (i = 0; i < height; i++)
|
||||||
{
|
|
||||||
for (j = 0; j < width; j++)
|
for (j = 0; j < width; j++)
|
||||||
{
|
{
|
||||||
o_texture.setData(x, row_pointers[i][4 * j]);
|
o_texture.setData(x, row_pointers[i][4 * j]);
|
||||||
o_texture.setData(x + 1, row_pointers[i][4 * j + 1]);
|
o_texture.setData(x + 1, row_pointers[i][4 * j + 1]);
|
||||||
o_texture.setData(x + 2, row_pointers[i][4 * j + 2]);
|
o_texture.setData(x + 2, row_pointers[i][4 * j + 2]);
|
||||||
|
if (type == TEX_TYPE_RGBA)
|
||||||
|
{
|
||||||
o_texture.setData(x + 3, ((int)row_pointers[i][4 * j + 3] * 128 / 255));
|
o_texture.setData(x + 3, ((int)row_pointers[i][4 * j + 3] * 128 / 255));
|
||||||
x += 4;
|
x += 4;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
for (row = 0; row < height; row++)
|
|
||||||
delete row_pointers[row];
|
|
||||||
}
|
|
||||||
else if (type == TEX_TYPE_RGB)
|
else if (type == TEX_TYPE_RGB)
|
||||||
{
|
|
||||||
int row_bytes = png_get_rowbytes(png_ptr, info_ptr);
|
|
||||||
png_byte *row_pointers[height];
|
|
||||||
|
|
||||||
for (row = 0; row < height; row++)
|
|
||||||
row_pointers[row] = new png_byte[row_bytes];
|
|
||||||
|
|
||||||
png_read_image(png_ptr, row_pointers);
|
|
||||||
|
|
||||||
struct pixel3
|
|
||||||
{
|
|
||||||
u8 r, g, b;
|
|
||||||
};
|
|
||||||
|
|
||||||
u32 x = 0;
|
|
||||||
for (i = 0; i < height; i++)
|
|
||||||
{
|
|
||||||
for (j = 0; j < width; j++)
|
|
||||||
{
|
|
||||||
o_texture.setData(x, row_pointers[i][4 * j]);
|
|
||||||
o_texture.setData(x + 1, row_pointers[i][4 * j + 1]);
|
|
||||||
o_texture.setData(x + 2, row_pointers[i][4 * j + 2]);
|
|
||||||
x += 3;
|
x += 3;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
for (row = 0; row < height; row++)
|
for (row = 0; row < height; row++)
|
||||||
delete row_pointers[row];
|
delete[] row_pointers[row];
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
printf("This texture depth is not supported yet!\n");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Texture->Filter = GS_FILTER_NEAREST;
|
|
||||||
png_read_end(png_ptr, NULL);
|
png_read_end(png_ptr, NULL);
|
||||||
png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp)NULL);
|
png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp)NULL);
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,49 @@
|
|||||||
|
/*
|
||||||
|
# ______ ____ ___
|
||||||
|
# | \/ ____| |___|
|
||||||
|
# | | | \ | |
|
||||||
|
#-----------------------------------------------------------------------
|
||||||
|
# Copyright 2020, tyra - https://github.com/h4570/tyra
|
||||||
|
# Licenced under Apache License 2.0
|
||||||
|
# Michał Mostowik <mostek3pl@gmail.com>
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "../include/models/bounding_box.hpp"
|
||||||
|
#include "../include/utils/debug.hpp"
|
||||||
|
#include <cstring>
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Construct a BoundingBox class
|
||||||
|
* Allows for user friendly access to bounding box data.
|
||||||
|
* @param t_vertices Array of 8 Vector3 elements.
|
||||||
|
*/
|
||||||
|
BoundingBox::BoundingBox(Vector3 *t_vertices)
|
||||||
|
{
|
||||||
|
//Perform a deep copy of vertex array parameter
|
||||||
|
memcpy(_vertices, t_vertices, 8 * sizeof(Vector3));
|
||||||
|
|
||||||
|
//This might be shortened with Vector3 operator overloading, but current
|
||||||
|
//implementation is more human readable.
|
||||||
|
_height = _vertices[0].y - _vertices[2].y;
|
||||||
|
_width = _vertices[0].x - _vertices[4].x;
|
||||||
|
_depth = _vertices[0].z - _vertices[1].z;
|
||||||
|
|
||||||
|
_centerVector = _vertices[0];
|
||||||
|
_centerVector.x += (_width / 2);
|
||||||
|
_centerVector.y += (_height / 2);
|
||||||
|
_centerVector.z += (_depth / 2);
|
||||||
|
|
||||||
|
//Z-Axis faces
|
||||||
|
_frontFace = BoundingBoxFace(_vertices[1], _vertices[7], _vertices[1].z);
|
||||||
|
_backFace = BoundingBoxFace(_vertices[0], _vertices[6], _vertices[0].z);
|
||||||
|
//X-Axis faces
|
||||||
|
_leftFace = BoundingBoxFace(_vertices[0], _vertices[3], _vertices[0].x);
|
||||||
|
_rightFace = BoundingBoxFace(_vertices[4], _vertices[7], _vertices[4].x);
|
||||||
|
//Y-Axis faces
|
||||||
|
_topFace = BoundingBoxFace(_vertices[2], _vertices[7], _vertices[2].y);
|
||||||
|
_bottomFace = BoundingBoxFace(_vertices[0], _vertices[5], _vertices[0].y);
|
||||||
|
}
|
||||||
|
|
||||||
|
BoundingBox::~BoundingBox()
|
||||||
|
{
|
||||||
|
}
|
||||||
+264
-216
@@ -17,11 +17,16 @@
|
|||||||
// Constructors/Destructors
|
// Constructors/Destructors
|
||||||
// ----
|
// ----
|
||||||
|
|
||||||
/** Create by specifying all points */
|
Matrix::Matrix()
|
||||||
Matrix::Matrix(float m11, float m12, float m13, float m14,
|
{
|
||||||
float m21, float m22, float m23, float m24,
|
for (u8 i = 0; i < 16; i++)
|
||||||
float m31, float m32, float m33, float m34,
|
data[i] = 0.0F;
|
||||||
float m41, float m42, float m43, float m44)
|
}
|
||||||
|
|
||||||
|
Matrix::Matrix(const float &m11, const float &m12, const float &m13, const float &m14,
|
||||||
|
const float &m21, const float &m22, const float &m23, const float &m24,
|
||||||
|
const float &m31, const float &m32, const float &m33, const float &m34,
|
||||||
|
const float &m41, const float &m42, const float &m43, const float &m44)
|
||||||
{
|
{
|
||||||
data[0] = m11;
|
data[0] = m11;
|
||||||
data[1] = m12;
|
data[1] = m12;
|
||||||
@@ -44,30 +49,34 @@ Matrix::Matrix(float m11, float m12, float m13, float m14,
|
|||||||
data[15] = m44;
|
data[15] = m44;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Create with another matrix values */
|
// ----
|
||||||
Matrix::Matrix(const Matrix &v)
|
// Operators
|
||||||
|
// ----
|
||||||
|
|
||||||
|
Vector3 Matrix::operator*(const Vector3 &v) const
|
||||||
{
|
{
|
||||||
data[0] = v.data[0];
|
float a[4] = {v.x, v.y, v.z, 1.0F};
|
||||||
data[1] = v.data[1];
|
float res[4];
|
||||||
data[2] = v.data[2];
|
asm volatile(
|
||||||
data[3] = v.data[3];
|
"lqc2 vf4, 0x00(%1) \n\t"
|
||||||
|
"lqc2 vf5, 0x10(%1) \n\t"
|
||||||
data[4] = v.data[4];
|
"lqc2 vf6, 0x20(%1) \n\t"
|
||||||
data[5] = v.data[5];
|
"lqc2 vf7, 0x30(%1) \n\t"
|
||||||
data[6] = v.data[6];
|
"lqc2 vf8, 0x00(%2) \n\t"
|
||||||
data[7] = v.data[7];
|
"vmulax.xyzw ACC, vf4, vf8 \n\t"
|
||||||
|
"vmadday.xyzw ACC, vf5, vf8 \n\t"
|
||||||
data[8] = v.data[8];
|
"vmaddaz.xyzw ACC, vf6, vf8 \n\t"
|
||||||
data[9] = v.data[9];
|
"vmaddw.xyzw vf9, vf7, vf8 \n\t"
|
||||||
data[10] = v.data[10];
|
"sqc2 vf9, 0x00(%0) \n\t"
|
||||||
data[11] = v.data[11];
|
:
|
||||||
|
: "r"(res), "r"(this->data), "r"(a));
|
||||||
data[12] = v.data[12];
|
return Vector3(res[0], res[1], res[2]);
|
||||||
data[13] = v.data[13];
|
|
||||||
data[14] = v.data[14];
|
|
||||||
data[15] = v.data[15];
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ----
|
||||||
|
// Functions
|
||||||
|
// ----
|
||||||
|
|
||||||
void Matrix::identity()
|
void Matrix::identity()
|
||||||
{
|
{
|
||||||
asm volatile(
|
asm volatile(
|
||||||
@@ -84,166 +93,7 @@ void Matrix::identity()
|
|||||||
: "r"(this->data));
|
: "r"(this->data));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Matrix::translate(const Vector3 &t_val)
|
void Matrix::setPerspective(const ScreenSettings &t_screen)
|
||||||
{
|
|
||||||
this->data[12] += t_val.x; // 3,0
|
|
||||||
this->data[13] += t_val.y; // 3,1
|
|
||||||
this->data[14] += t_val.z; // 3,2
|
|
||||||
}
|
|
||||||
|
|
||||||
void Matrix::rotateX(const float &t_radians)
|
|
||||||
{
|
|
||||||
Matrix temp = Matrix();
|
|
||||||
temp.identity();
|
|
||||||
float c = Math::cos(t_radians);
|
|
||||||
float s = Math::sin(t_radians);
|
|
||||||
this->data[5] = c; // 1,1
|
|
||||||
this->data[6] = s; // 1,2
|
|
||||||
this->data[9] = -s; // 2,1
|
|
||||||
this->data[10] = c; // 2,2
|
|
||||||
}
|
|
||||||
|
|
||||||
void Matrix::rotateY(const float &t_radians)
|
|
||||||
{
|
|
||||||
Matrix temp = Matrix();
|
|
||||||
temp.identity();
|
|
||||||
float c = Math::cos(t_radians);
|
|
||||||
float s = Math::sin(t_radians);
|
|
||||||
this->data[0] = c; // 0,0
|
|
||||||
this->data[2] = -s; // 0,3
|
|
||||||
this->data[8] = s; // 2,0
|
|
||||||
this->data[10] = c; // 2,2
|
|
||||||
}
|
|
||||||
|
|
||||||
void Matrix::rotateZ(const float &t_radians)
|
|
||||||
{
|
|
||||||
Matrix temp = Matrix();
|
|
||||||
temp.identity();
|
|
||||||
float c = Math::cos(t_radians);
|
|
||||||
float s = Math::sin(t_radians);
|
|
||||||
this->data[0] = c; // 0,0
|
|
||||||
this->data[1] = s; // 0,1
|
|
||||||
this->data[4] = -s; // 1,0
|
|
||||||
this->data[5] = c; // 1,1
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix Matrix::operator*(const Matrix &t)
|
|
||||||
{
|
|
||||||
Matrix result;
|
|
||||||
asm volatile(
|
|
||||||
"lqc2 vf1, 0x00(%1) \n\t"
|
|
||||||
"lqc2 vf2, 0x10(%1) \n\t"
|
|
||||||
"lqc2 vf3, 0x20(%1) \n\t"
|
|
||||||
"lqc2 vf4, 0x30(%1) \n\t"
|
|
||||||
"lqc2 vf5, 0x00(%2) \n\t"
|
|
||||||
"lqc2 vf6, 0x10(%2) \n\t"
|
|
||||||
"lqc2 vf7, 0x20(%2) \n\t"
|
|
||||||
"lqc2 vf8, 0x30(%2) \n\t"
|
|
||||||
"vmulax.xyzw ACC, vf5, vf1 \n\t"
|
|
||||||
"vmadday.xyzw ACC, vf6, vf1 \n\t"
|
|
||||||
"vmaddaz.xyzw ACC, vf7, vf1 \n\t"
|
|
||||||
"vmaddw.xyzw vf1, vf8, vf1 \n\t"
|
|
||||||
"vmulax.xyzw ACC, vf5, vf2 \n\t"
|
|
||||||
"vmadday.xyzw ACC, vf6, vf2 \n\t"
|
|
||||||
"vmaddaz.xyzw ACC, vf7, vf2 \n\t"
|
|
||||||
"vmaddw.xyzw vf2, vf8, vf2 \n\t"
|
|
||||||
"vmulax.xyzw ACC, vf5, vf3 \n\t"
|
|
||||||
"vmadday.xyzw ACC, vf6, vf3 \n\t"
|
|
||||||
"vmaddaz.xyzw ACC, vf7, vf3 \n\t"
|
|
||||||
"vmaddw.xyzw vf3, vf8, vf3 \n\t"
|
|
||||||
"vmulax.xyzw ACC, vf5, vf4 \n\t"
|
|
||||||
"vmadday.xyzw ACC, vf6, vf4 \n\t"
|
|
||||||
"vmaddaz.xyzw ACC, vf7, vf4 \n\t"
|
|
||||||
"vmaddw.xyzw vf4, vf8, vf4 \n\t"
|
|
||||||
"sqc2 vf1, 0x00(%0) \n\t"
|
|
||||||
"sqc2 vf2, 0x10(%0) \n\t"
|
|
||||||
"sqc2 vf3, 0x20(%0) \n\t"
|
|
||||||
"sqc2 vf4, 0x30(%0) \n\t"
|
|
||||||
:
|
|
||||||
: "r"(result.data), "r"(this->data), "r"(t.data)
|
|
||||||
: "memory");
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Matrix::operator*=(const Matrix &t)
|
|
||||||
{
|
|
||||||
asm volatile(
|
|
||||||
"lqc2 vf1, 0x00(%1) \n\t"
|
|
||||||
"lqc2 vf2, 0x10(%1) \n\t"
|
|
||||||
"lqc2 vf3, 0x20(%1) \n\t"
|
|
||||||
"lqc2 vf4, 0x30(%1) \n\t"
|
|
||||||
"lqc2 vf5, 0x00(%2) \n\t"
|
|
||||||
"lqc2 vf6, 0x10(%2) \n\t"
|
|
||||||
"lqc2 vf7, 0x20(%2) \n\t"
|
|
||||||
"lqc2 vf8, 0x30(%2) \n\t"
|
|
||||||
"vmulax.xyzw ACC, vf5, vf1 \n\t"
|
|
||||||
"vmadday.xyzw ACC, vf6, vf1 \n\t"
|
|
||||||
"vmaddaz.xyzw ACC, vf7, vf1 \n\t"
|
|
||||||
"vmaddw.xyzw vf1, vf8, vf1 \n\t"
|
|
||||||
"vmulax.xyzw ACC, vf5, vf2 \n\t"
|
|
||||||
"vmadday.xyzw ACC, vf6, vf2 \n\t"
|
|
||||||
"vmaddaz.xyzw ACC, vf7, vf2 \n\t"
|
|
||||||
"vmaddw.xyzw vf2, vf8, vf2 \n\t"
|
|
||||||
"vmulax.xyzw ACC, vf5, vf3 \n\t"
|
|
||||||
"vmadday.xyzw ACC, vf6, vf3 \n\t"
|
|
||||||
"vmaddaz.xyzw ACC, vf7, vf3 \n\t"
|
|
||||||
"vmaddw.xyzw vf3, vf8, vf3 \n\t"
|
|
||||||
"vmulax.xyzw ACC, vf5, vf4 \n\t"
|
|
||||||
"vmadday.xyzw ACC, vf6, vf4 \n\t"
|
|
||||||
"vmaddaz.xyzw ACC, vf7, vf4 \n\t"
|
|
||||||
"vmaddw.xyzw vf4, vf8, vf4 \n\t"
|
|
||||||
"sqc2 vf1, 0x00(%0) \n\t"
|
|
||||||
"sqc2 vf2, 0x10(%0) \n\t"
|
|
||||||
"sqc2 vf3, 0x20(%0) \n\t"
|
|
||||||
"sqc2 vf4, 0x30(%0) \n\t"
|
|
||||||
:
|
|
||||||
: "r"(this->data), "r"(this->data), "r"(t.data)
|
|
||||||
: "memory");
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Create empty matrix */
|
|
||||||
Matrix::Matrix()
|
|
||||||
{
|
|
||||||
data[0] = 0.0F;
|
|
||||||
data[1] = 0.0F;
|
|
||||||
data[2] = 0.0F;
|
|
||||||
data[3] = 0.0F;
|
|
||||||
|
|
||||||
data[4] = 0.0F;
|
|
||||||
data[5] = 0.0F;
|
|
||||||
data[6] = 0.0F;
|
|
||||||
data[7] = 0.0F;
|
|
||||||
|
|
||||||
data[8] = 0.0F;
|
|
||||||
data[9] = 0.0F;
|
|
||||||
data[10] = 0.0F;
|
|
||||||
data[11] = 0.0F;
|
|
||||||
|
|
||||||
data[12] = 0.0F;
|
|
||||||
data[13] = 0.0F;
|
|
||||||
data[14] = 0.0F;
|
|
||||||
data[15] = 0.0F;
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix::~Matrix() {}
|
|
||||||
|
|
||||||
// ----
|
|
||||||
// Methods
|
|
||||||
// ----
|
|
||||||
|
|
||||||
/** Set up a perspective projection matrix
|
|
||||||
*
|
|
||||||
* Clone of gluPerspective()
|
|
||||||
* https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml
|
|
||||||
* @param fov (FOV in radians)/2
|
|
||||||
* @param aspect Aspect ratio
|
|
||||||
* @param scrW Half of screen width
|
|
||||||
* @param scrH Half of screen height
|
|
||||||
* @param zNear Distance to near plane
|
|
||||||
* @param zFar Distance to far plane
|
|
||||||
* @param projScale Projection scale
|
|
||||||
*/
|
|
||||||
void Matrix::setPerspective(ScreenSettings &t_screen)
|
|
||||||
{
|
{
|
||||||
float fovYdiv2 = Math::HALF_ANG2RAD * t_screen.fov;
|
float fovYdiv2 = Math::HALF_ANG2RAD * t_screen.fov;
|
||||||
float cotFOV = 1.0F / (Math::sin(fovYdiv2) / Math::cos(fovYdiv2));
|
float cotFOV = 1.0F / (Math::sin(fovYdiv2) / Math::cos(fovYdiv2));
|
||||||
@@ -275,42 +125,57 @@ void Matrix::setPerspective(ScreenSettings &t_screen)
|
|||||||
this->data[15] = 0.0F;
|
this->data[15] = 0.0F;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Create a view matrix that transforms coordinates in
|
void Matrix::lookAt(const Vector3 &t_position, const Vector3 &t_target)
|
||||||
* such a way that the user looks at a target vector
|
|
||||||
* direction from a position vector.
|
|
||||||
*
|
|
||||||
* Clone of OpenGL lookAt function
|
|
||||||
* https://learnopengl.com/Getting-started/Camera
|
|
||||||
*/
|
|
||||||
void Matrix::lookAt(Vector3 &t_up, Vector3 &t_position, Vector3 &t_target)
|
|
||||||
{
|
{
|
||||||
Vector3 camForward, camUp, camRight;
|
VECTOR up_vec, view_vec;
|
||||||
|
VECTOR eye = {t_position.x, t_position.y, t_position.z, 1.0F};
|
||||||
|
VECTOR obj = {t_target.x, t_target.y, t_target.z, 1.0F};
|
||||||
|
asm volatile(
|
||||||
|
"lqc2 vf4, 0x00(%2) # eye \n\t"
|
||||||
|
"lqc2 vf5, 0x00(%3) # obj \n\t"
|
||||||
|
"vsub.xyz vf7, vf4, vf5 # view_vec = vf7 \n\t"
|
||||||
|
"vmove.xyzw vf6, vf0 \n\t"
|
||||||
|
"vaddw.y vf6, vf0, vf0 # vf6 = { 0.0f, 1.0f, 0.0f, 1.0f } \n\t"
|
||||||
|
"vopmula.xyz ACC, vf6, vf7 \n\t"
|
||||||
|
"vopmsub.xyz vf9, vf7, vf6 # vec = vf9 \n\t"
|
||||||
|
"vopmula.xyz ACC, vf7, vf9 \n\t"
|
||||||
|
"vopmsub.xyz vf8, vf9, vf7 # up_vec = vf8 \n\t"
|
||||||
|
"sqc2 vf7, 0x00(%0) # view_vec \n\t"
|
||||||
|
"sqc2 vf6, 0x00(%1) # up_vec \n\t"
|
||||||
|
:
|
||||||
|
: "r"(view_vec), "r"(up_vec), "r"(eye), "r"(obj));
|
||||||
|
Matrix temp;
|
||||||
|
temp.setCamera(eye, view_vec, up_vec);
|
||||||
|
identity();
|
||||||
|
cross(this->data, this->data, temp.data);
|
||||||
|
|
||||||
camForward = t_position - t_target;
|
// Vector3 camForward, camUp, camRight;
|
||||||
camForward.normalize();
|
// Vector3 t_up = Vector3(0.0F, 1.0F, 0.0F);
|
||||||
camRight = t_up * camForward;
|
// camForward = t_position - t_target;
|
||||||
camRight.normalize();
|
// camForward.normalize();
|
||||||
camUp = camForward * camRight;
|
// camRight = t_up * camForward;
|
||||||
|
// camRight.normalize();
|
||||||
|
// camUp = camForward * camRight;
|
||||||
|
|
||||||
data[0] = camRight.x;
|
// data[0] = camRight.x;
|
||||||
data[4] = camRight.y;
|
// data[4] = camRight.y;
|
||||||
data[8] = camRight.z;
|
// data[8] = camRight.z;
|
||||||
data[12] = -camRight.innerProduct(t_position);
|
// data[12] = -camRight.innerProduct(t_position);
|
||||||
|
|
||||||
data[1] = camUp.x;
|
// data[1] = camUp.x;
|
||||||
data[5] = camUp.y;
|
// data[5] = camUp.y;
|
||||||
data[9] = camUp.z;
|
// data[9] = camUp.z;
|
||||||
data[13] = -camUp.innerProduct(t_position);
|
// data[13] = -camUp.innerProduct(t_position);
|
||||||
|
|
||||||
data[2] = camForward.x;
|
// data[2] = camForward.x;
|
||||||
data[6] = camForward.y;
|
// data[6] = camForward.y;
|
||||||
data[10] = camForward.z;
|
// data[10] = camForward.z;
|
||||||
data[14] = -camForward.innerProduct(t_position);
|
// data[14] = -camForward.innerProduct(t_position);
|
||||||
|
|
||||||
data[3] = 0;
|
// data[3] = 0;
|
||||||
data[7] = 0;
|
// data[7] = 0;
|
||||||
data[11] = 0;
|
// data[11] = 0;
|
||||||
data[15] = 1;
|
// data[15] = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
const void Matrix::print() const
|
const void Matrix::print() const
|
||||||
@@ -321,3 +186,186 @@ const void Matrix::print() const
|
|||||||
data[8], data[9], data[10], data[11],
|
data[8], data[9], data[10], data[11],
|
||||||
data[12], data[13], data[14], data[15]);
|
data[12], data[13], data[14], data[15]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ----
|
||||||
|
// Private
|
||||||
|
// ----
|
||||||
|
|
||||||
|
void Matrix::rotationX(const float &t_radians)
|
||||||
|
{
|
||||||
|
float c = Math::cos(t_radians);
|
||||||
|
float s = Math::sin(t_radians);
|
||||||
|
this->data[5] = c; // 1,1
|
||||||
|
this->data[6] = s; // 1,2
|
||||||
|
this->data[9] = -s; // 2,1
|
||||||
|
this->data[10] = c; // 2,2
|
||||||
|
}
|
||||||
|
|
||||||
|
void Matrix::rotationY(const float &t_radians)
|
||||||
|
{
|
||||||
|
float c = Math::cos(t_radians);
|
||||||
|
float s = Math::sin(t_radians);
|
||||||
|
this->data[0] = c; // 0,0
|
||||||
|
this->data[2] = -s; // 0,3
|
||||||
|
this->data[8] = s; // 2,0
|
||||||
|
this->data[10] = c; // 2,2
|
||||||
|
}
|
||||||
|
|
||||||
|
void Matrix::rotationZ(const float &t_radians)
|
||||||
|
{
|
||||||
|
float c = Math::cos(t_radians);
|
||||||
|
float s = Math::sin(t_radians);
|
||||||
|
this->data[0] = c; // 0,0
|
||||||
|
this->data[1] = s; // 0,1
|
||||||
|
this->data[4] = -s; // 1,0
|
||||||
|
this->data[5] = c; // 1,1
|
||||||
|
}
|
||||||
|
|
||||||
|
void Matrix::rotationByAngle(const float &t_angle, const Vector3 &t_axis)
|
||||||
|
{
|
||||||
|
Vector3 localAxis = Vector3(t_axis);
|
||||||
|
localAxis.normalize();
|
||||||
|
float x = localAxis.x;
|
||||||
|
float y = localAxis.y;
|
||||||
|
float z = localAxis.z;
|
||||||
|
|
||||||
|
float c = Math::cos(t_angle);
|
||||||
|
float s = Math::sin(t_angle);
|
||||||
|
|
||||||
|
this->data[0] = x * x * (1 - c) + c;
|
||||||
|
this->data[1] = y * x * (1 - c) + z * s;
|
||||||
|
this->data[2] = x * z * (1 - c) - y * s;
|
||||||
|
this->data[3] = 0.0F;
|
||||||
|
|
||||||
|
this->data[4] = x * y * (1 - c) - z * s;
|
||||||
|
this->data[5] = y * y * (1 - c) + c;
|
||||||
|
this->data[6] = y * z * (1 - c) + x * s;
|
||||||
|
this->data[7] = 0.0F;
|
||||||
|
|
||||||
|
this->data[8] = x * z * (1 - c) + y * s;
|
||||||
|
this->data[9] = y * z * (1 - c) - x * s;
|
||||||
|
this->data[10] = z * z * (1 - c) + c;
|
||||||
|
this->data[11] = 0.0F;
|
||||||
|
|
||||||
|
this->data[12] = 0.0F;
|
||||||
|
this->data[13] = 0.0F;
|
||||||
|
this->data[14] = 0.0F;
|
||||||
|
this->data[15] = 1.0F;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Matrix::translation(const Vector3 &t_val)
|
||||||
|
{
|
||||||
|
this->data[12] = t_val.x; // 3,0
|
||||||
|
this->data[13] = t_val.y; // 3,1
|
||||||
|
this->data[14] = t_val.z; // 3,2
|
||||||
|
}
|
||||||
|
|
||||||
|
void Matrix::setScale(const Vector3 &t_val)
|
||||||
|
{
|
||||||
|
this->data[0] = t_val.x;
|
||||||
|
this->data[5] = t_val.y;
|
||||||
|
this->data[10] = t_val.z;
|
||||||
|
this->data[15] = 1.0F;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Matrix::setCamera(const float t_pos[4], const float t_vz[4], const float t_vy[4])
|
||||||
|
{
|
||||||
|
// Matrix vf4, vf5, vf6, vf7
|
||||||
|
// t_pos vf8
|
||||||
|
// t_vz vf9
|
||||||
|
// t_vy vf10
|
||||||
|
// vtmp vf11
|
||||||
|
asm volatile(
|
||||||
|
"lqc2 vf9, 0x00(%2) \n\t"
|
||||||
|
"lqc2 vf10, 0x00(%3) \n\t"
|
||||||
|
// mtmp.unit()
|
||||||
|
"vsub.w vf5, vf0, vf0 # mtmp[1][PW] = 0.0F \n\t"
|
||||||
|
// vtmp.outerProduct(vy, vz);
|
||||||
|
"vopmula.xyz ACC, vf10, vf9 \n\t"
|
||||||
|
"vopmsub.xyz vf11, vf9, vf10 \n\t"
|
||||||
|
// mtmp[0] = vtmp.normalize();
|
||||||
|
"vmul.xyz vf12, vf11, vf11 \n\t"
|
||||||
|
"vaddy.x vf12, vf12, vf12 \n\t"
|
||||||
|
"vaddz.x vf12, vf12, vf12 \n\t"
|
||||||
|
"vrsqrt Q, vf0w, vf12x \n\t"
|
||||||
|
"vsub.xyzw vf4, vf0, vf0 \n\t"
|
||||||
|
"vwaitq \n\t"
|
||||||
|
"vmulq.xyz vf4, vf11, Q \n\t"
|
||||||
|
// mtmp[2] = vz.normalize();
|
||||||
|
"vmul.xyz vf12, vf9, vf9 \n\t"
|
||||||
|
"vaddy.x vf12, vf12, vf12 \n\t"
|
||||||
|
"vaddz.x vf12, vf12, vf12 \n\t"
|
||||||
|
"vrsqrt Q, vf0w, vf12x \n\t"
|
||||||
|
"vsub.xyzw vf6, vf0, vf0 \n\t"
|
||||||
|
"vwaitq \n\t"
|
||||||
|
"vmulq.xyz vf6, vf9, Q \n\t"
|
||||||
|
// mtmp[1].outerProduct(mtmp[2], mtmp[0]);
|
||||||
|
"vopmula.xyz ACC, vf6, vf4 \n\t"
|
||||||
|
"vopmsub.xyz vf5, vf4, vf6 \n\t"
|
||||||
|
// mtmp.transpose(pos);
|
||||||
|
"lqc2 vf7, 0x00(%1) \n\t"
|
||||||
|
// m = mtmp.inverse();
|
||||||
|
"qmfc2.ni $11, vf0 \n\t"
|
||||||
|
"qmfc2.ni $8, vf4 \n\t"
|
||||||
|
"qmfc2.ni $9, vf5 \n\t"
|
||||||
|
"qmfc2.ni $10, vf6 \n\t"
|
||||||
|
|
||||||
|
"pextlw $12, $9, $8 \n\t"
|
||||||
|
"pextuw $13, $9, $8 \n\t"
|
||||||
|
"pextlw $14, $11, $10 \n\t"
|
||||||
|
"pextuw $15, $11, $10 \n\t"
|
||||||
|
"pcpyld $8, $14, $12 \n\t"
|
||||||
|
"pcpyud $9, $12, $14 \n\t"
|
||||||
|
"pcpyld $10, $15, $13 \n\t"
|
||||||
|
|
||||||
|
"qmtc2.ni $8, vf16 \n\t"
|
||||||
|
"qmtc2.ni $9, vf17 \n\t"
|
||||||
|
"qmtc2.ni $10, vf18 \n\t"
|
||||||
|
"vmulax.xyz ACC, vf16, vf7 \n\t"
|
||||||
|
"vmadday.xyz ACC, vf17, vf7 \n\t"
|
||||||
|
"vmaddz.xyz vf5, vf18, vf7 \n\t"
|
||||||
|
"vsub.xyzw vf5, vf0, vf5 \n\t"
|
||||||
|
|
||||||
|
"sq $8, 0x00(%0) \n\t"
|
||||||
|
"sq $9, 0x10(%0) \n\t"
|
||||||
|
"sq $10, 0x20(%0) \n\t"
|
||||||
|
"sqc2 vf5, 0x30(%0) \n\t"
|
||||||
|
:
|
||||||
|
: "r"(this->data), "r"(t_pos), "r"(t_vz), "r"(t_vy));
|
||||||
|
}
|
||||||
|
|
||||||
|
void Matrix::cross(float res[16], const float a[16], const float b[16]) const
|
||||||
|
{
|
||||||
|
asm volatile(
|
||||||
|
"lqc2 vf1, 0x00(%1) \n\t"
|
||||||
|
"lqc2 vf2, 0x10(%1) \n\t"
|
||||||
|
"lqc2 vf3, 0x20(%1) \n\t"
|
||||||
|
"lqc2 vf4, 0x30(%1) \n\t"
|
||||||
|
"lqc2 vf5, 0x00(%2) \n\t"
|
||||||
|
"lqc2 vf6, 0x10(%2) \n\t"
|
||||||
|
"lqc2 vf7, 0x20(%2) \n\t"
|
||||||
|
"lqc2 vf8, 0x30(%2) \n\t"
|
||||||
|
"vmulax.xyzw ACC, vf5, vf1 \n\t"
|
||||||
|
"vmadday.xyzw ACC, vf6, vf1 \n\t"
|
||||||
|
"vmaddaz.xyzw ACC, vf7, vf1 \n\t"
|
||||||
|
"vmaddw.xyzw vf1, vf8, vf1 \n\t"
|
||||||
|
"vmulax.xyzw ACC, vf5, vf2 \n\t"
|
||||||
|
"vmadday.xyzw ACC, vf6, vf2 \n\t"
|
||||||
|
"vmaddaz.xyzw ACC, vf7, vf2 \n\t"
|
||||||
|
"vmaddw.xyzw vf2, vf8, vf2 \n\t"
|
||||||
|
"vmulax.xyzw ACC, vf5, vf3 \n\t"
|
||||||
|
"vmadday.xyzw ACC, vf6, vf3 \n\t"
|
||||||
|
"vmaddaz.xyzw ACC, vf7, vf3 \n\t"
|
||||||
|
"vmaddw.xyzw vf3, vf8, vf3 \n\t"
|
||||||
|
"vmulax.xyzw ACC, vf5, vf4 \n\t"
|
||||||
|
"vmadday.xyzw ACC, vf6, vf4 \n\t"
|
||||||
|
"vmaddaz.xyzw ACC, vf7, vf4 \n\t"
|
||||||
|
"vmaddw.xyzw vf4, vf8, vf4 \n\t"
|
||||||
|
"sqc2 vf1, 0x00(%0) \n\t"
|
||||||
|
"sqc2 vf2, 0x10(%0) \n\t"
|
||||||
|
"sqc2 vf3, 0x20(%0) \n\t"
|
||||||
|
"sqc2 vf4, 0x30(%0) \n\t"
|
||||||
|
:
|
||||||
|
: "r"(res), "r"(b), "r"(a)
|
||||||
|
: "memory");
|
||||||
|
}
|
||||||
|
|||||||
@@ -9,63 +9,24 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
#include "../../include/models/math/vector3.hpp"
|
#include "../../include/models/math/vector3.hpp"
|
||||||
|
|
||||||
#include "../../include/utils/math.hpp"
|
#include "../../include/utils/math.hpp"
|
||||||
#include <stdio.h>
|
|
||||||
|
|
||||||
// ----
|
// ----
|
||||||
// Constructors/Destructors
|
// Constructors/Destructors
|
||||||
// ----
|
// ----
|
||||||
|
|
||||||
/** Create by specifying 3 points */
|
|
||||||
Vector3::Vector3(float t_x, float t_y, float t_z)
|
|
||||||
{
|
|
||||||
x = t_x;
|
|
||||||
y = t_y;
|
|
||||||
z = t_z;
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Create with another vector values */
|
|
||||||
Vector3::Vector3(const Vector3 &another)
|
|
||||||
{
|
|
||||||
x = another.x;
|
|
||||||
y = another.y;
|
|
||||||
z = another.z;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Vector3::setByLerp(const Vector3 &v1, const Vector3 &v2, const float &t_interp, const float &t_scale)
|
|
||||||
{
|
|
||||||
asm volatile(
|
|
||||||
"lqc2 vf4, 0x0(%1) \n\t" // vf4 = v1
|
|
||||||
"lqc2 vf5, 0x0(%2) \n\t" // vf5 = v2
|
|
||||||
"mfc1 $8, %3 \n\t" // vf6 = t
|
|
||||||
"qmtc2 $8, vf6 \n\t" // lerp:
|
|
||||||
"vsub.xyz vf7, vf5, vf4 \n\t" // vf7 = v2 - v1
|
|
||||||
"vmulx.xyz vf8, vf7, vf6 \n\t" // vf8 = vf7 * t
|
|
||||||
"vadd.xyz vf9, vf8, vf4 \n\t" // vf9 = vf8 + vf4
|
|
||||||
"sqc2 vf9, 0x0(%0) \n\t" // v0 = vf9
|
|
||||||
:
|
|
||||||
: "r"(&this->xyz), "r"(&v1.xyz), "r"(&v2.xyz), "f"(t_interp));
|
|
||||||
x *= t_scale;
|
|
||||||
y *= t_scale;
|
|
||||||
z *= t_scale;
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Create empty vector */
|
|
||||||
Vector3::Vector3()
|
Vector3::Vector3()
|
||||||
{
|
{
|
||||||
x = 0;
|
x = 0.0F;
|
||||||
y = 0;
|
y = 0.0F;
|
||||||
z = 0;
|
z = 0.0F;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3::~Vector3() {}
|
|
||||||
|
|
||||||
// ----
|
// ----
|
||||||
// Methods
|
// Operators
|
||||||
// ----
|
// ----
|
||||||
|
|
||||||
Vector3 Vector3::operator+(Vector3 v)
|
Vector3 Vector3::operator+(const Vector3 &v) const
|
||||||
{
|
{
|
||||||
Vector3 result;
|
Vector3 result;
|
||||||
asm volatile( // VU0 Macro program
|
asm volatile( // VU0 Macro program
|
||||||
@@ -78,7 +39,7 @@ Vector3 Vector3::operator+(Vector3 v)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 Vector3::operator-(const Vector3 &v)
|
Vector3 Vector3::operator-(const Vector3 &v) const
|
||||||
{
|
{
|
||||||
Vector3 result;
|
Vector3 result;
|
||||||
asm volatile( // VU0 Macro program
|
asm volatile( // VU0 Macro program
|
||||||
@@ -91,17 +52,7 @@ Vector3 Vector3::operator-(const Vector3 &v)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 Vector3::operator-(void)
|
Vector3 Vector3::operator*(const Vector3 &v) const
|
||||||
{
|
|
||||||
Vector3 result;
|
|
||||||
result.x = -x;
|
|
||||||
result.y = -y;
|
|
||||||
result.z = -z;
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Also called "cross product" */
|
|
||||||
Vector3 Vector3::operator*(Vector3 &v)
|
|
||||||
{
|
{
|
||||||
Vector3 res;
|
Vector3 res;
|
||||||
asm volatile( // VU0 Macro program
|
asm volatile( // VU0 Macro program
|
||||||
@@ -119,7 +70,7 @@ Vector3 Vector3::operator*(Vector3 &v)
|
|||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 Vector3::operator*(const float &t)
|
Vector3 Vector3::operator*(const float &t) const
|
||||||
{
|
{
|
||||||
Vector3 result;
|
Vector3 result;
|
||||||
asm volatile(
|
asm volatile(
|
||||||
@@ -133,6 +84,26 @@ Vector3 Vector3::operator*(const float &t)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Vector3 Vector3::operator/(const float &t) const
|
||||||
|
{
|
||||||
|
Vector3 result;
|
||||||
|
result.x = x / t;
|
||||||
|
result.y = y / t;
|
||||||
|
result.z = z / t;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Vector3::operator+=(const Vector3 &t)
|
||||||
|
{
|
||||||
|
asm volatile( // VU0 Macro program
|
||||||
|
"lqc2 vf4, 0x0(%0) \n\t"
|
||||||
|
"lqc2 vf5, 0x0(%1) \n\t"
|
||||||
|
"vadd.xyz vf4, vf4, vf5 \n\t"
|
||||||
|
"sqc2 vf4, 0x0(%0) \n\t"
|
||||||
|
:
|
||||||
|
: "r"(this->xyz), "r"(t.xyz));
|
||||||
|
}
|
||||||
|
|
||||||
void Vector3::operator*=(const float &t)
|
void Vector3::operator*=(const float &t)
|
||||||
{
|
{
|
||||||
asm volatile(
|
asm volatile(
|
||||||
@@ -145,54 +116,46 @@ void Vector3::operator*=(const float &t)
|
|||||||
: "r"(this->xyz), "f"(t));
|
: "r"(this->xyz), "f"(t));
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 Vector3::operator/(float t)
|
// ----
|
||||||
|
// Functions
|
||||||
|
// ----
|
||||||
|
|
||||||
|
void Vector3::set(const Vector3 &v)
|
||||||
{
|
{
|
||||||
Vector3 result;
|
asm volatile( // VU0 Macro program
|
||||||
result.x = x / t;
|
"lq $6, 0x0(%1) \n\t"
|
||||||
result.y = y / t;
|
"sq $6, 0x0(%0) \n\t"
|
||||||
result.z = z / t;
|
:
|
||||||
return result;
|
: "r"(this->xyz), "r"(v.xyz));
|
||||||
}
|
}
|
||||||
|
|
||||||
u8 Vector3::shouldBeBackfaceCulled(const Vector3 *t_cameraPos, const Vector3 *v0, const Vector3 *v1, const Vector3 *v2)
|
void Vector3::set(const float &t_x, const float &t_y, const float &t_z)
|
||||||
{
|
{
|
||||||
register float dot;
|
x = t_x;
|
||||||
asm volatile(
|
y = t_y;
|
||||||
"lqc2 vf4, 0x0(%1) \n\t" // vf4 = cameraPos
|
z = t_z;
|
||||||
"lqc2 vf5, 0x0(%2) \n\t" // vf5 = v0
|
}
|
||||||
"lqc2 vf6, 0x0(%3) \n\t" // vf6 = v1
|
|
||||||
"lqc2 vf7, 0x0(%4) \n\t" // vf7 = v2
|
float Vector3::innerProduct(const Vector3 &v) const
|
||||||
"vsub.xyz vf8, vf7, vf5 \n\t" // vf8 = vf7(v2) - vf5(v0)
|
{
|
||||||
"vsub.xyz vf9, vf6, vf5 \n\t" // vf9 = vf6(v1) - vf5(v0)
|
float result;
|
||||||
"vopmula.xyz ACC, vf8, vf9 \n\t" // vf6 = cross(vf8, vf9)
|
asm volatile( // VU0 Macro program
|
||||||
"vopmsub.xyz vf6, vf9, vf8 \n\t"
|
"lqc2 vf4, 0x0(%1) \n\t"
|
||||||
"vsub.w vf6, vf6, vf6 \n\t"
|
"lqc2 vf5, 0x0(%2) \n\t"
|
||||||
"vsub.xyz vf7, vf5, vf4 \n\t" // vf7 = vf5(v0) - vf4(cameraPos)
|
"vmul.xyz vf6, vf4, vf5 \n\t"
|
||||||
"vmul.xyz vf5, vf7, vf6 \n\t" // vf5 = dot(vf7, vf6)
|
"vaddy.x vf6, vf6, vf6 \n\t"
|
||||||
"vaddy.x vf5, vf5, vf5 \n\t"
|
"vaddz.x vf6, vf6, vf6 \n\t"
|
||||||
"vaddz.x vf5, vf5, vf5 \n\t"
|
"qmfc2 $2, vf6 \n\t"
|
||||||
"qmfc2 $2, vf5 \n\t" // store result on `dot` variable
|
|
||||||
"mtc1 $2, %0 \n\t"
|
"mtc1 $2, %0 \n\t"
|
||||||
: "=f"(dot)
|
: "=f"(result)
|
||||||
: "r"(t_cameraPos->xyz), "r"(v0->xyz), "r"(v1->xyz), "r"(v2->xyz));
|
: "r"(this->xyz), "r"(v.xyz));
|
||||||
return dot <= 0.0F;
|
return result;
|
||||||
|
// return (x * v.x + y * v.y + z * v.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Checks intersection with given square */
|
float Vector3::length() const
|
||||||
u8 Vector3::collidesSquare(const Vector3 &t_min, const Vector3 &t_max) const
|
|
||||||
{
|
{
|
||||||
return ((this->x <= t_max.x && this->x >= t_min.x) && (this->y < t_max.y && this->y >= t_min.y) && (this->z <= t_max.z && this->z >= t_min.z)) ? 1 : 0;
|
float result;
|
||||||
}
|
|
||||||
|
|
||||||
/** Checks is this vector is on given square */
|
|
||||||
u8 Vector3::isOnSquare(const Vector3 &t_min, const Vector3 &t_max) const
|
|
||||||
{
|
|
||||||
return ((this->x <= t_max.x && this->x >= t_min.x) && (this->y >= t_max.y) && (this->z <= t_max.z && this->z >= t_min.z)) ? 1 : 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
float Vector3::length()
|
|
||||||
{
|
|
||||||
register float result;
|
|
||||||
asm volatile( // VU0 Macro program
|
asm volatile( // VU0 Macro program
|
||||||
"lqc2 vf4, 0x0(%1) \n\t"
|
"lqc2 vf4, 0x0(%1) \n\t"
|
||||||
"vmul.xyz vf5, vf4, vf4 \n\t"
|
"vmul.xyz vf5, vf4, vf4 \n\t"
|
||||||
@@ -227,85 +190,6 @@ void Vector3::normalize()
|
|||||||
: "r"(this->xyz));
|
: "r"(this->xyz));
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Also called dot3 */
|
|
||||||
float Vector3::innerProduct(Vector3 &v)
|
|
||||||
{
|
|
||||||
register float result;
|
|
||||||
asm volatile( // VU0 Macro program
|
|
||||||
"lqc2 vf4, 0x0(%1) \n\t"
|
|
||||||
"lqc2 vf5, 0x0(%2) \n\t"
|
|
||||||
"vmul.xyz vf6, vf4, vf5 \n\t"
|
|
||||||
"vaddy.x vf6, vf6, vf6 \n\t"
|
|
||||||
"vaddz.x vf6, vf6, vf6 \n\t"
|
|
||||||
"qmfc2 $2, vf6 \n\t"
|
|
||||||
"mtc1 $2, %0 \n\t"
|
|
||||||
: "=f"(result)
|
|
||||||
: "r"(this->xyz), "r"(v.xyz));
|
|
||||||
return result;
|
|
||||||
// return (x * v.x + y * v.y + z * v.z);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Vector3::set(const float &t_x, const float &t_y, const float &t_z)
|
|
||||||
{
|
|
||||||
x = t_x;
|
|
||||||
y = t_y;
|
|
||||||
z = t_z;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Vector3::rotate(const Vector3 &v, u8 inversed)
|
|
||||||
{
|
|
||||||
VECTOR cameraPos = {x, y, z, 0.0F};
|
|
||||||
VECTOR rotation;
|
|
||||||
if (inversed)
|
|
||||||
{
|
|
||||||
rotation[0] = -v.x;
|
|
||||||
rotation[1] = -v.y;
|
|
||||||
rotation[2] = -v.z;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
rotation[0] = v.x;
|
|
||||||
rotation[1] = v.y;
|
|
||||||
rotation[2] = v.z;
|
|
||||||
}
|
|
||||||
rotation[3] = 0.0F;
|
|
||||||
|
|
||||||
MATRIX rotationMatrix;
|
|
||||||
matrix_unit(rotationMatrix);
|
|
||||||
matrix_rotate(rotationMatrix, rotationMatrix, rotation);
|
|
||||||
VECTOR result;
|
|
||||||
asm volatile(
|
|
||||||
"lqc2 vf4, 0x0(%1) \n\t"
|
|
||||||
"lqc2 vf5, 0x10(%1) \n\t"
|
|
||||||
"lqc2 vf6, 0x20(%1) \n\t"
|
|
||||||
"lqc2 vf7, 0x30(%1) \n\t"
|
|
||||||
"lqc2 vf8, 0x0(%2) \n\t"
|
|
||||||
"vmulax.xyzw ACC, vf4, vf8 \n\t"
|
|
||||||
"vmadday.xyzw ACC, vf5, vf8 \n\t"
|
|
||||||
"vmaddaz.xyzw ACC, vf6, vf8 \n\t"
|
|
||||||
"vmaddw.xyzw vf9, vf7, vf8 \n\t"
|
|
||||||
"sqc2 vf9, 0x0(%0) \n\t"
|
|
||||||
:
|
|
||||||
: "r"(&result), "r"(&rotationMatrix), "r"(&cameraPos));
|
|
||||||
set(Vector3(result[0], result[1], result[2]));
|
|
||||||
}
|
|
||||||
|
|
||||||
void Vector3::set(const Vector3 &v)
|
|
||||||
{
|
|
||||||
this->x = v.x;
|
|
||||||
this->y = v.y;
|
|
||||||
this->z = v.z;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Vector3::copy(Vector3 &v)
|
|
||||||
{
|
|
||||||
asm volatile( // VU0 Macro program
|
|
||||||
"lq $6, 0x0(%1) \n\t"
|
|
||||||
"sq $6, 0x0(%0) \n\t"
|
|
||||||
:
|
|
||||||
: "r"(v.xyz), "r"(this->xyz));
|
|
||||||
}
|
|
||||||
|
|
||||||
float Vector3::distanceTo(const Vector3 &v) const
|
float Vector3::distanceTo(const Vector3 &v) const
|
||||||
{
|
{
|
||||||
register float result;
|
register float result;
|
||||||
@@ -329,7 +213,42 @@ float Vector3::distanceTo(const Vector3 &v) const
|
|||||||
// (this->z - v.z) * (this->z - v.z));
|
// (this->z - v.z) * (this->z - v.z));
|
||||||
}
|
}
|
||||||
|
|
||||||
const void Vector3::print() const
|
u8 Vector3::shouldBeBackfaceCulled(const Vector3 *t_cameraPos, const Vector3 *t_v0, const Vector3 *t_v1, const Vector3 *t_v2)
|
||||||
{
|
{
|
||||||
printf("Vector3(%f, %f, %f)\n", x, y, z);
|
register float dot;
|
||||||
|
asm volatile(
|
||||||
|
"lqc2 vf4, 0x0(%1) \n\t" // vf4 = cameraPos
|
||||||
|
"lqc2 vf5, 0x0(%2) \n\t" // vf5 = v0
|
||||||
|
"lqc2 vf6, 0x0(%3) \n\t" // vf6 = v1
|
||||||
|
"lqc2 vf7, 0x0(%4) \n\t" // vf7 = v2
|
||||||
|
"vsub.xyz vf8, vf7, vf5 \n\t" // vf8 = vf7(v2) - vf5(v0)
|
||||||
|
"vsub.xyz vf9, vf6, vf5 \n\t" // vf9 = vf6(v1) - vf5(v0)
|
||||||
|
"vopmula.xyz ACC, vf8, vf9 \n\t" // vf6 = cross(vf8, vf9)
|
||||||
|
"vopmsub.xyz vf6, vf9, vf8 \n\t"
|
||||||
|
"vsub.w vf6, vf6, vf6 \n\t"
|
||||||
|
"vsub.xyz vf7, vf5, vf4 \n\t" // vf7 = vf5(v0) - vf4(cameraPos)
|
||||||
|
"vmul.xyz vf5, vf7, vf6 \n\t" // vf5 = dot(vf7, vf6)
|
||||||
|
"vaddy.x vf5, vf5, vf5 \n\t"
|
||||||
|
"vaddz.x vf5, vf5, vf5 \n\t"
|
||||||
|
"qmfc2 $2, vf5 \n\t" // store result on `dot` variable
|
||||||
|
"mtc1 $2, %0 \n\t"
|
||||||
|
: "=f"(dot)
|
||||||
|
: "r"(t_cameraPos->xyz), "r"(t_v0->xyz), "r"(t_v1->xyz), "r"(t_v2->xyz));
|
||||||
|
return dot <= 0.0F;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Vector3::setByLerp(const Vector3 &t_v1, const Vector3 &t_v2, const float &t_interp, const float &t_scale)
|
||||||
|
{
|
||||||
|
asm volatile(
|
||||||
|
"lqc2 vf4, 0x0(%1) \n\t" // vf4 = v1
|
||||||
|
"lqc2 vf5, 0x0(%2) \n\t" // vf5 = v2
|
||||||
|
"mfc1 $8, %3 \n\t" // vf6 = t
|
||||||
|
"qmtc2 $8, vf6 \n\t" // lerp:
|
||||||
|
"vsub.xyz vf7, vf5, vf4 \n\t" // vf7 = v2 - v1
|
||||||
|
"vmulx.xyz vf8, vf7, vf6 \n\t" // vf8 = vf7 * t
|
||||||
|
"vadd.xyz vf9, vf8, vf4 \n\t" // vf9 = vf8 + vf4
|
||||||
|
"sqc2 vf9, 0x0(%0) \n\t" // v0 = vf9
|
||||||
|
:
|
||||||
|
: "r"(&this->xyz), "r"(&t_v1.xyz), "r"(&t_v2.xyz), "f"(t_interp));
|
||||||
|
operator*=(t_scale);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -347,7 +347,7 @@ u8 Mesh::isInFrustum(Plane *t_frustumPlanes)
|
|||||||
{
|
{
|
||||||
Vector3 boxCalcTemp;
|
Vector3 boxCalcTemp;
|
||||||
u8 boxResult = 1, boxIn = 0, boxOut = 0;
|
u8 boxResult = 1, boxIn = 0, boxOut = 0;
|
||||||
Vector3 *currentBoundingBox = getCurrentBoundingBox();
|
const Vector3 *currentBoundingBox = getCurrentBoundingBoxVertices();
|
||||||
for (int i = 0; i < 6; i++)
|
for (int i = 0; i < 6; i++)
|
||||||
{
|
{
|
||||||
boxOut = 0;
|
boxOut = 0;
|
||||||
|
|||||||
@@ -39,6 +39,7 @@ MeshFrame::~MeshFrame()
|
|||||||
delete[] normals;
|
delete[] normals;
|
||||||
if (_areMaterialsAllocated)
|
if (_areMaterialsAllocated)
|
||||||
delete[] materials;
|
delete[] materials;
|
||||||
|
delete boundingBoxObj;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ----
|
// ----
|
||||||
@@ -95,6 +96,7 @@ void MeshFrame::allocateMaterials(const u32 &t_val)
|
|||||||
|
|
||||||
void MeshFrame::calculateBoundingBoxes()
|
void MeshFrame::calculateBoundingBoxes()
|
||||||
{
|
{
|
||||||
|
Vector3 boundingBox[8];
|
||||||
if (!_areVerticesAllocated)
|
if (!_areVerticesAllocated)
|
||||||
{
|
{
|
||||||
PRINT_ERR("Can't calculate bounding box, because vertices were not allocated!");
|
PRINT_ERR("Can't calculate bounding box, because vertices were not allocated!");
|
||||||
@@ -123,6 +125,7 @@ void MeshFrame::calculateBoundingBoxes()
|
|||||||
if (hiZ < vertices[i].z)
|
if (hiZ < vertices[i].z)
|
||||||
hiZ = vertices[i].z;
|
hiZ = vertices[i].z;
|
||||||
}
|
}
|
||||||
|
|
||||||
boundingBox[0].set(lowX, lowY, lowZ);
|
boundingBox[0].set(lowX, lowY, lowZ);
|
||||||
boundingBox[1].set(lowX, lowY, hiZ);
|
boundingBox[1].set(lowX, lowY, hiZ);
|
||||||
boundingBox[2].set(lowX, hiY, lowZ);
|
boundingBox[2].set(lowX, hiY, lowZ);
|
||||||
@@ -133,4 +136,8 @@ void MeshFrame::calculateBoundingBoxes()
|
|||||||
boundingBox[6].set(hiX, hiY, lowZ);
|
boundingBox[6].set(hiX, hiY, lowZ);
|
||||||
boundingBox[7].set(hiX, hiY, hiZ);
|
boundingBox[7].set(hiX, hiY, hiZ);
|
||||||
_isBoundingBoxCalculated = true;
|
_isBoundingBoxCalculated = true;
|
||||||
|
|
||||||
|
//BoundingBox is declared on the heap to prevent any ill-formed default
|
||||||
|
//constructor instantiated BoundingBox objects.
|
||||||
|
boundingBoxObj = new BoundingBox(boundingBox);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,6 +9,7 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
#include "../include/models/mesh_material.hpp"
|
#include "../include/models/mesh_material.hpp"
|
||||||
|
#include "../include/models/bounding_box.hpp"
|
||||||
#include "../include/utils/debug.hpp"
|
#include "../include/utils/debug.hpp"
|
||||||
#include "../include/utils/string.hpp"
|
#include "../include/utils/string.hpp"
|
||||||
#include <cstdlib>
|
#include <cstdlib>
|
||||||
@@ -82,9 +83,9 @@ u8 MeshMaterial::isInFrustum(Plane *t_frustumPlanes, const Vector3 &position)
|
|||||||
for (u8 y = 0; y < 8 && (boxIn == 0 || boxOut == 0); y++)
|
for (u8 y = 0; y < 8 && (boxIn == 0 || boxOut == 0); y++)
|
||||||
{
|
{
|
||||||
boxCalcTemp.set(
|
boxCalcTemp.set(
|
||||||
boundingBox[y].x + position.x,
|
boundingBoxObj->getVertex(y).x + position.x,
|
||||||
boundingBox[y].y + position.y,
|
boundingBoxObj->getVertex(y).y + position.y,
|
||||||
boundingBox[y].z + position.z);
|
boundingBoxObj->getVertex(y).z + position.z);
|
||||||
if (t_frustumPlanes[i].distanceTo(boxCalcTemp) < 0)
|
if (t_frustumPlanes[i].distanceTo(boxCalcTemp) < 0)
|
||||||
boxOut++;
|
boxOut++;
|
||||||
else
|
else
|
||||||
@@ -101,6 +102,7 @@ u8 MeshMaterial::isInFrustum(Plane *t_frustumPlanes, const Vector3 &position)
|
|||||||
|
|
||||||
void MeshMaterial::calculateBoundingBox(Vector3 *t_vertices, u32 t_vertCount)
|
void MeshMaterial::calculateBoundingBox(Vector3 *t_vertices, u32 t_vertCount)
|
||||||
{
|
{
|
||||||
|
Vector3 boundingBox[8];
|
||||||
float lowX, lowY, lowZ, hiX, hiY, hiZ;
|
float lowX, lowY, lowZ, hiX, hiY, hiZ;
|
||||||
lowX = hiX = t_vertices[vertexFaces[0]].x;
|
lowX = hiX = t_vertices[vertexFaces[0]].x;
|
||||||
lowY = hiY = t_vertices[vertexFaces[0]].y;
|
lowY = hiY = t_vertices[vertexFaces[0]].y;
|
||||||
@@ -132,4 +134,8 @@ void MeshMaterial::calculateBoundingBox(Vector3 *t_vertices, u32 t_vertCount)
|
|||||||
boundingBox[6].set(hiX, hiY, lowZ);
|
boundingBox[6].set(hiX, hiY, lowZ);
|
||||||
boundingBox[7].set(hiX, hiY, hiZ);
|
boundingBox[7].set(hiX, hiY, hiZ);
|
||||||
_isBoundingBoxCalculated = true;
|
_isBoundingBoxCalculated = true;
|
||||||
|
|
||||||
|
//BoundingBox is declared on the heap to prevent any ill-formed default
|
||||||
|
//constructor instantiated BoundingBox objects.
|
||||||
|
boundingBoxObj = new BoundingBox(boundingBox);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -89,24 +89,25 @@ void Audio::setSongVolume(const u8 &t_vol)
|
|||||||
|
|
||||||
u32 Audio::addSongListener(AudioListener *t_listener)
|
u32 Audio::addSongListener(AudioListener *t_listener)
|
||||||
{
|
{
|
||||||
AudioListenerRef ref;
|
AudioListenerRef *ref = new AudioListenerRef;
|
||||||
ref.id = rand() % 1000000;
|
ref->id = rand() % 1000000;
|
||||||
ref.listener = t_listener;
|
ref->listener = t_listener;
|
||||||
songListeners.push_back(ref);
|
songListeners.push_back(ref);
|
||||||
return ref.id;
|
return ref->id;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Audio::removeSongListener(const u32 &t_id)
|
void Audio::removeSongListener(const u32 &t_id)
|
||||||
{
|
{
|
||||||
s32 index = -1;
|
s32 index = -1;
|
||||||
for (u32 i = 0; i < songListeners.size(); i++)
|
for (u32 i = 0; i < songListeners.size(); i++)
|
||||||
if (songListeners[i].id == t_id)
|
if (songListeners[i]->id == t_id)
|
||||||
{
|
{
|
||||||
index = i;
|
index = i;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
if (index == -1)
|
if (index == -1)
|
||||||
PRINT_ERR("Cant remove listener because given id was not found!");
|
PRINT_ERR("Cant remove listener because given id was not found!");
|
||||||
|
delete songListeners[index];
|
||||||
songListeners.erase(songListeners.begin() + index);
|
songListeners.erase(songListeners.begin() + index);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -160,7 +161,7 @@ void Audio::playADPCM(audsrv_adpcm_t *t_adpcm, const s8 &t_ch)
|
|||||||
void Audio::startThread(FileService *t_fileService)
|
void Audio::startThread(FileService *t_fileService)
|
||||||
{
|
{
|
||||||
PRINT_LOG("Creating audio thread");
|
PRINT_LOG("Creating audio thread");
|
||||||
fileService = t_fileService;
|
// fileService = t_fileService;
|
||||||
extern void *_gp;
|
extern void *_gp;
|
||||||
thread.func = (void *)Audio::mainThread;
|
thread.func = (void *)Audio::mainThread;
|
||||||
thread.stack = threadStack;
|
thread.stack = threadStack;
|
||||||
@@ -186,7 +187,7 @@ void Audio::threadLoop()
|
|||||||
{
|
{
|
||||||
printf("Running again.\n");
|
printf("Running again.\n");
|
||||||
for (u32 i = 0; i < getSongListenersCount(); i++)
|
for (u32 i = 0; i < getSongListenersCount(); i++)
|
||||||
songListeners[i].listener->onAudioFinish();
|
songListeners[i]->listener->onAudioFinish();
|
||||||
rewindSongToStart();
|
rewindSongToStart();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@@ -202,7 +203,7 @@ void Audio::threadLoop()
|
|||||||
WaitSema(fillbufferSema); // wait until previous chunk wasn't finished
|
WaitSema(fillbufferSema); // wait until previous chunk wasn't finished
|
||||||
audsrv_play_audio(wavChunk, chunkReadStatus);
|
audsrv_play_audio(wavChunk, chunkReadStatus);
|
||||||
for (u32 i = 0; i < getSongListenersCount(); i++)
|
for (u32 i = 0; i < getSongListenersCount(); i++)
|
||||||
songListeners[i].listener->onAudioTick();
|
songListeners[i]->listener->onAudioTick();
|
||||||
}
|
}
|
||||||
|
|
||||||
chunkReadStatus = fread(wavChunk, 1, sizeof(wavChunk), wav);
|
chunkReadStatus = fread(wavChunk, 1, sizeof(wavChunk), wav);
|
||||||
|
|||||||
@@ -18,7 +18,7 @@
|
|||||||
// Constructors/Destructors
|
// Constructors/Destructors
|
||||||
// ----
|
// ----
|
||||||
|
|
||||||
CameraBase::CameraBase(ScreenSettings *t_screen, Vector3 *t_position, Vector3 *t_up)
|
CameraBase::CameraBase(ScreenSettings *t_screen, Vector3 *t_position)
|
||||||
: screen(t_screen)
|
: screen(t_screen)
|
||||||
{
|
{
|
||||||
PRINT_LOG("Initializing frustum");
|
PRINT_LOG("Initializing frustum");
|
||||||
@@ -30,7 +30,7 @@ CameraBase::CameraBase(ScreenSettings *t_screen, Vector3 *t_position, Vector3 *t
|
|||||||
farHeight = tang * farPlaneDist;
|
farHeight = tang * farPlaneDist;
|
||||||
farWidth = farHeight * screen->aspectRatio;
|
farWidth = farHeight * screen->aspectRatio;
|
||||||
p_position = t_position;
|
p_position = t_position;
|
||||||
p_up = t_up;
|
up.set(0.0F, 1.0F, 0.0F);
|
||||||
PRINT_LOG("CameraBase initialized!");
|
PRINT_LOG("CameraBase initialized!");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -41,7 +41,7 @@ CameraBase::CameraBase(ScreenSettings *t_screen, Vector3 *t_position, Vector3 *t
|
|||||||
void CameraBase::lookAt(Vector3 &t_target)
|
void CameraBase::lookAt(Vector3 &t_target)
|
||||||
{
|
{
|
||||||
updatePlanes(t_target);
|
updatePlanes(t_target);
|
||||||
worldView.lookAt(*p_up, *p_position, t_target);
|
view.lookAt(*p_position, t_target);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CameraBase::updatePlanes(Vector3 t_target)
|
void CameraBase::updatePlanes(Vector3 t_target)
|
||||||
@@ -51,7 +51,7 @@ void CameraBase::updatePlanes(Vector3 t_target)
|
|||||||
Z = *p_position - t_target;
|
Z = *p_position - t_target;
|
||||||
Z.normalize();
|
Z.normalize();
|
||||||
// X axis of camera of given "up" vector and Z axis
|
// X axis of camera of given "up" vector and Z axis
|
||||||
X = *p_up * Z;
|
X = up * Z;
|
||||||
X.normalize();
|
X.normalize();
|
||||||
// the real "up" vector is the cross product of Z and X
|
// the real "up" vector is the cross product of Z and X
|
||||||
Y = Z * X;
|
Y = Z * X;
|
||||||
|
|||||||
@@ -130,12 +130,7 @@ void GifSender::addClear(zbuffer_t *t_zBuffer, color_t *t_rgb)
|
|||||||
packet2_chain_close_tag(currentPacket);
|
packet2_chain_close_tag(currentPacket);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Adds 3D objects to current packet
|
/** Adds meshes to current packet */
|
||||||
* @param worldView Matrix
|
|
||||||
* @param perspective Matrix with .setPerpsective() used [clone of gluPerspective]
|
|
||||||
* @param objects3D Array of 3D objects pointers
|
|
||||||
* @param amount Amount of 3D objects
|
|
||||||
*/
|
|
||||||
void GifSender::addObject(RenderData *t_renderData, Mesh &t_mesh, u32 vertexCount, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer)
|
void GifSender::addObject(RenderData *t_renderData, Mesh &t_mesh, u32 vertexCount, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer)
|
||||||
{
|
{
|
||||||
packet2_chain_open_cnt(currentPacket, 0, 0, 0);
|
packet2_chain_open_cnt(currentPacket, 0, 0, 0);
|
||||||
@@ -145,7 +140,7 @@ void GifSender::addObject(RenderData *t_renderData, Mesh &t_mesh, u32 vertexCoun
|
|||||||
xyz = new xyz_t[vertexCount];
|
xyz = new xyz_t[vertexCount];
|
||||||
rgbaq = new color_t[vertexCount];
|
rgbaq = new color_t[vertexCount];
|
||||||
st = new texel_t[vertexCount];
|
st = new texel_t[vertexCount];
|
||||||
calc3DObject(*t_renderData->perspective, t_mesh, vertexCount, vertices, normals, coordinates, t_renderData, t_bulbs, t_bulbsCount);
|
calc3DObject(*t_renderData->projection, t_mesh, vertexCount, vertices, normals, coordinates, t_renderData, t_bulbs, t_bulbsCount);
|
||||||
addCurrentCalcs(vertexCount);
|
addCurrentCalcs(vertexCount);
|
||||||
delete[] xyz;
|
delete[] xyz;
|
||||||
delete[] rgbaq;
|
delete[] rgbaq;
|
||||||
@@ -155,10 +150,7 @@ void GifSender::addObject(RenderData *t_renderData, Mesh &t_mesh, u32 vertexCoun
|
|||||||
}
|
}
|
||||||
|
|
||||||
/** Calculates 3D object data into xyz, rgbq, st
|
/** Calculates 3D object data into xyz, rgbq, st
|
||||||
* After it addCurrentSTQ() can be done
|
* After it addCurrentCalcs() can be done
|
||||||
* @param worldView Matrix
|
|
||||||
* @param perspective Matrix with .setPerpsective() used [clone of gluPerspective]
|
|
||||||
* @param mesh 3D object
|
|
||||||
*/
|
*/
|
||||||
void GifSender::calc3DObject(Matrix t_perspective, Mesh &t_mesh, u32 vertexCount, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, RenderData *t_renderData, LightBulb *t_bulbs, u16 t_bulbsCount)
|
void GifSender::calc3DObject(Matrix t_perspective, Mesh &t_mesh, u32 vertexCount, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, RenderData *t_renderData, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||||
{
|
{
|
||||||
@@ -176,7 +168,7 @@ void GifSender::calc3DObject(Matrix t_perspective, Mesh &t_mesh, u32 vertexCount
|
|||||||
create_local_light(localLight, rotation);
|
create_local_light(localLight, rotation);
|
||||||
|
|
||||||
// I cant put perspective from renderData here. ee-gcc bug?
|
// I cant put perspective from renderData here. ee-gcc bug?
|
||||||
create_local_screen(localScreen, localWorld, t_renderData->worldView->data, t_perspective.data);
|
create_local_screen(localScreen, localWorld, t_renderData->view->data, t_perspective.data);
|
||||||
|
|
||||||
if (SHOULD_BE_LIGHTED)
|
if (SHOULD_BE_LIGHTED)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -13,8 +13,6 @@
|
|||||||
#include <dma.h>
|
#include <dma.h>
|
||||||
#include <graph.h>
|
#include <graph.h>
|
||||||
#include <packet.h>
|
#include <packet.h>
|
||||||
#include <draw.h>
|
|
||||||
#include <gs_psm.h>
|
|
||||||
#include "../include/utils/debug.hpp"
|
#include "../include/utils/debug.hpp"
|
||||||
#include "../include/utils/math.hpp"
|
#include "../include/utils/math.hpp"
|
||||||
|
|
||||||
@@ -22,6 +20,9 @@
|
|||||||
// Constructors/Destructors
|
// Constructors/Destructors
|
||||||
// ----
|
// ----
|
||||||
|
|
||||||
|
static const float GS_CENTER = 4096.0F;
|
||||||
|
static const float SCREEN_CENTER = GS_CENTER / 2.0F;
|
||||||
|
|
||||||
/** Initialize DMA<->GIF channel
|
/** Initialize DMA<->GIF channel
|
||||||
* Allocate buffers
|
* Allocate buffers
|
||||||
* Initialize screen
|
* Initialize screen
|
||||||
@@ -35,23 +36,23 @@ Renderer::Renderer(u32 t_packetSize, ScreenSettings *t_screen)
|
|||||||
PRINT_LOG("Initializing renderer");
|
PRINT_LOG("Initializing renderer");
|
||||||
dma_channel_initialize(DMA_CHANNEL_GIF, NULL, 0); // Initialize DMA to enable data transfer
|
dma_channel_initialize(DMA_CHANNEL_GIF, NULL, 0); // Initialize DMA to enable data transfer
|
||||||
dma_channel_fast_waits(DMA_CHANNEL_GIF);
|
dma_channel_fast_waits(DMA_CHANNEL_GIF);
|
||||||
|
screen = t_screen;
|
||||||
context = 0;
|
context = 0;
|
||||||
isTextureVRAMAllocated = false;
|
isTextureVRAMAllocated = false;
|
||||||
isVSyncEnabled = true;
|
isVSyncEnabled = true;
|
||||||
isFrameEmpty = false;
|
isFrameEmpty = false;
|
||||||
lastTextureId = 0;
|
lastTextureId = 0;
|
||||||
flipPacket = packet2_create(4, P2_TYPE_UNCACHED_ACCL, P2_MODE_NORMAL, 0);
|
flipPacket = packet2_create(4, P2_TYPE_UNCACHED_ACCL, P2_MODE_NORMAL, 0);
|
||||||
allocateBuffers(t_screen->width, t_screen->height);
|
allocateBuffers((int)t_screen->width, (int)t_screen->height);
|
||||||
initDrawingEnv(t_screen->width, t_screen->height);
|
initDrawingEnv();
|
||||||
setPrim();
|
setPrim();
|
||||||
worldColor.r = 0x10;
|
worldColor.r = 0x10;
|
||||||
worldColor.g = 0x10;
|
worldColor.g = 0x10;
|
||||||
worldColor.b = 0x10;
|
worldColor.b = 0x10;
|
||||||
screen = t_screen;
|
|
||||||
gifSender = new GifSender(t_packetSize, t_screen, &light);
|
gifSender = new GifSender(t_packetSize, t_screen, &light);
|
||||||
vifSender = new VifSender(&light);
|
vifSender = new VifSender(&light);
|
||||||
perspective.setPerspective(*t_screen);
|
perspective.setPerspective(*t_screen);
|
||||||
renderData.perspective = &perspective;
|
renderData.projection = &perspective;
|
||||||
PRINT_LOG("Renderer initialized!");
|
PRINT_LOG("Renderer initialized!");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -142,7 +143,7 @@ void Renderer::draw(Sprite &t_sprite)
|
|||||||
beginFrameIfNeeded();
|
beginFrameIfNeeded();
|
||||||
changeTexture(texture);
|
changeTexture(texture);
|
||||||
packet2_t *packet2 = packet2_create(12, P2_TYPE_NORMAL, P2_MODE_NORMAL, 0);
|
packet2_t *packet2 = packet2_create(12, P2_TYPE_NORMAL, P2_MODE_NORMAL, 0);
|
||||||
packet2_update(packet2, draw_primitive_xyoffset(packet2->next, 0, 2048, 2048));
|
packet2_update(packet2, draw_primitive_xyoffset(packet2->next, 0, SCREEN_CENTER, SCREEN_CENTER));
|
||||||
packet2_utils_gif_add_set(packet2, 1);
|
packet2_utils_gif_add_set(packet2, 1);
|
||||||
packet2_utils_gs_add_texbuff_clut(packet2, &textureBuffer, &t_sprite.clut);
|
packet2_utils_gs_add_texbuff_clut(packet2, &textureBuffer, &t_sprite.clut);
|
||||||
draw_enable_blending();
|
draw_enable_blending();
|
||||||
@@ -151,7 +152,8 @@ void Renderer::draw(Sprite &t_sprite)
|
|||||||
draw_primitive_xyoffset(
|
draw_primitive_xyoffset(
|
||||||
packet2->next,
|
packet2->next,
|
||||||
0,
|
0,
|
||||||
(2048 - (screen->width / 2)), (2048 - (screen->height / 2))));
|
SCREEN_CENTER - (screen->width / 2.0F),
|
||||||
|
SCREEN_CENTER - (screen->height / 2.0F)));
|
||||||
draw_disable_blending();
|
draw_disable_blending();
|
||||||
packet2_update(packet2, draw_finish(packet2->next));
|
packet2_update(packet2, draw_finish(packet2->next));
|
||||||
dma_channel_wait(DMA_CHANNEL_GIF, 0);
|
dma_channel_wait(DMA_CHANNEL_GIF, 0);
|
||||||
@@ -160,14 +162,14 @@ void Renderer::draw(Sprite &t_sprite)
|
|||||||
}
|
}
|
||||||
|
|
||||||
/** Initializes drawing environment (1st app packet) */
|
/** Initializes drawing environment (1st app packet) */
|
||||||
void Renderer::initDrawingEnv(float t_screenW, float t_screenH)
|
void Renderer::initDrawingEnv()
|
||||||
{
|
{
|
||||||
PRINT_LOG("Initializing drawing environment");
|
PRINT_LOG("Initializing drawing environment");
|
||||||
u16 halfW = (u16)t_screenW / 2;
|
|
||||||
u16 halfH = (u16)t_screenH / 2;
|
|
||||||
packet2_t *packet2 = packet2_create(20, P2_TYPE_NORMAL, P2_MODE_NORMAL, 0);
|
packet2_t *packet2 = packet2_create(20, P2_TYPE_NORMAL, P2_MODE_NORMAL, 0);
|
||||||
packet2_update(packet2, draw_setup_environment(packet2->base, 0, frameBuffers, &(zBuffer)));
|
packet2_update(packet2, draw_setup_environment(packet2->base, 0, frameBuffers, &(zBuffer)));
|
||||||
packet2_update(packet2, draw_primitive_xyoffset(packet2->next, 0, (2048 - halfW), (2048 - halfH)));
|
packet2_update(packet2, draw_primitive_xyoffset(packet2->next, 0,
|
||||||
|
SCREEN_CENTER - (screen->width / 2.0F),
|
||||||
|
SCREEN_CENTER - (screen->height / 2.0F)));
|
||||||
packet2_update(packet2, draw_finish(packet2->next));
|
packet2_update(packet2, draw_finish(packet2->next));
|
||||||
dma_channel_send_packet2(packet2, DMA_CHANNEL_GIF, true);
|
dma_channel_send_packet2(packet2, DMA_CHANNEL_GIF, true);
|
||||||
dma_channel_wait(DMA_CHANNEL_GIF, 0);
|
dma_channel_wait(DMA_CHANNEL_GIF, 0);
|
||||||
@@ -198,29 +200,29 @@ void Renderer::setWorldColor(const color_t &t_rgb)
|
|||||||
}
|
}
|
||||||
|
|
||||||
/** Defines and allocates framebuffers and zbuffer */
|
/** Defines and allocates framebuffers and zbuffer */
|
||||||
void Renderer::allocateBuffers(float t_screenW, float t_screenH)
|
void Renderer::allocateBuffers(int t_screenW, int t_screenH)
|
||||||
{
|
{
|
||||||
frameBuffers[0].width = (u16)t_screenW;
|
frameBuffers[0].width = (unsigned int)t_screenW;
|
||||||
frameBuffers[0].height = (u16)t_screenH;
|
frameBuffers[0].height = (unsigned int)t_screenH;
|
||||||
frameBuffers[0].mask = 0;
|
frameBuffers[0].mask = 0;
|
||||||
frameBuffers[0].psm = GS_PSM_24;
|
frameBuffers[0].psm = GS_PSM_32;
|
||||||
frameBuffers[0].address = graph_vram_allocate((u16)t_screenW, (u16)t_screenH, frameBuffers[0].psm, GRAPH_ALIGN_PAGE);
|
frameBuffers[0].address = graph_vram_allocate(t_screenW, t_screenH, frameBuffers[0].psm, GRAPH_ALIGN_PAGE);
|
||||||
|
|
||||||
frameBuffers[1].width = (u16)t_screenW;
|
frameBuffers[1].width = (unsigned int)t_screenW;
|
||||||
frameBuffers[1].height = (u16)t_screenH;
|
frameBuffers[1].height = (unsigned int)t_screenH;
|
||||||
frameBuffers[1].mask = 0;
|
frameBuffers[1].mask = 0;
|
||||||
frameBuffers[1].psm = GS_PSM_24;
|
frameBuffers[1].psm = GS_PSM_32;
|
||||||
frameBuffers[1].address = graph_vram_allocate((u16)t_screenW, (u16)t_screenH, frameBuffers[1].psm, GRAPH_ALIGN_PAGE);
|
frameBuffers[1].address = graph_vram_allocate(t_screenW, t_screenH, frameBuffers[1].psm, GRAPH_ALIGN_PAGE);
|
||||||
|
|
||||||
zBuffer.enable = DRAW_ENABLE;
|
zBuffer.enable = DRAW_ENABLE;
|
||||||
zBuffer.mask = 0;
|
zBuffer.mask = 0;
|
||||||
zBuffer.method = ZTEST_METHOD_GREATER_EQUAL;
|
zBuffer.method = ZTEST_METHOD_GREATER_EQUAL;
|
||||||
zBuffer.zsm = GS_ZBUF_24;
|
zBuffer.zsm = GS_ZBUF_24;
|
||||||
zBuffer.address = graph_vram_allocate((u16)t_screenW, (u16)t_screenH, zBuffer.zsm, GRAPH_ALIGN_PAGE);
|
zBuffer.address = graph_vram_allocate(t_screenW, t_screenH, zBuffer.zsm, GRAPH_ALIGN_PAGE);
|
||||||
PRINT_LOG("Framebuffers, zBuffer set and allocated!");
|
PRINT_LOG("Framebuffers, zBuffer set and allocated!");
|
||||||
|
|
||||||
// Initialize the screen and tie the first framebuffer to the read circuits.
|
// Initialize the screen and tie the first framebuffer to the read circuits.
|
||||||
graph_initialize(frameBuffers[1].address, frameBuffers[1].width, frameBuffers[1].height, frameBuffers[1].psm, 0, 0);
|
graph_initialize(frameBuffers[0].address, frameBuffers[0].width, frameBuffers[0].height, frameBuffers[0].psm, 0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// --- Draw: PATH3
|
/// --- Draw: PATH3
|
||||||
@@ -264,21 +266,50 @@ void Renderer::drawByPath3(Mesh &t_mesh) { drawByPath3(t_mesh, NULL, 0); }
|
|||||||
|
|
||||||
/// --- Draw: PATH1
|
/// --- Draw: PATH1
|
||||||
|
|
||||||
void Renderer::draw(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount)
|
void Renderer::draw(Mesh **t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||||
{
|
{
|
||||||
|
beginFrameIfNeeded();
|
||||||
|
if (!t_meshes[0]->isDataLoaded())
|
||||||
|
PRINT_ERR("Can't draw, because no mesh data was loaded!");
|
||||||
|
else if (
|
||||||
|
t_amount >= 3 &&
|
||||||
|
!t_meshes[0]->shouldBeBackfaceCulled &&
|
||||||
|
t_meshes[0]->getFramesCount() == 1 &&
|
||||||
|
t_meshes[0]->getMaterialsCount() == 1 &&
|
||||||
|
t_meshes[0]->getFrame(0).getVertexCount() <= 96)
|
||||||
|
{
|
||||||
|
vifSender->disableWait();
|
||||||
|
Mesh **meshesInFrustum = new Mesh *[t_amount];
|
||||||
|
u16 addedMeshes = 0;
|
||||||
for (u16 i = 0; i < t_amount; i++)
|
for (u16 i = 0; i < t_amount; i++)
|
||||||
draw(t_meshes[i], t_bulbs, t_bulbsCount);
|
if (t_meshes[i]->getMaterial(0).isInFrustum(renderData.frustumPlanes, t_meshes[i]->position))
|
||||||
|
meshesInFrustum[addedMeshes++] = t_meshes[i];
|
||||||
|
draw(*meshesInFrustum[0], t_bulbs, t_bulbsCount);
|
||||||
|
draw(*meshesInFrustum[1], t_bulbs, t_bulbsCount);
|
||||||
|
vifSender->enableWait();
|
||||||
|
resetWaitFlag();
|
||||||
|
vifSender->drawTheSameWithOtherMatrices(renderData, meshesInFrustum, 2, addedMeshes);
|
||||||
|
if (isWaitFlagSet())
|
||||||
|
resetWaitFlag();
|
||||||
|
else
|
||||||
|
waitForRender();
|
||||||
|
delete[] meshesInFrustum;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
for (u16 i = 0; i < t_amount; i++)
|
||||||
|
draw(*t_meshes[i], t_bulbs, t_bulbsCount);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::draw(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
void Renderer::draw(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||||
{
|
{
|
||||||
beginFrameIfNeeded();
|
beginFrameIfNeeded();
|
||||||
vifSender->sendMatrices(renderData, t_mesh.position, t_mesh.rotation);
|
vifSender->calcMatrix(renderData, t_mesh.position, t_mesh.rotation);
|
||||||
if (!t_mesh.isDataLoaded())
|
if (!t_mesh.isDataLoaded())
|
||||||
PRINT_ERR("Can't draw, because no mesh data was loaded!");
|
PRINT_ERR("Can't draw, because no mesh data was loaded!");
|
||||||
|
|
||||||
Vector3 rotatedCamera = Vector3(*renderData.cameraPosition);
|
camRotation.identity();
|
||||||
rotatedCamera.rotate(t_mesh.rotation, true);
|
camRotation.rotate(-t_mesh.rotation);
|
||||||
|
Vector3 rotatedCamera = Vector3(camRotation * *renderData.cameraPosition);
|
||||||
|
|
||||||
if (t_mesh.getCurrentAnimationFrame() != t_mesh.getNextAnimationFrame())
|
if (t_mesh.getCurrentAnimationFrame() != t_mesh.getNextAnimationFrame())
|
||||||
t_mesh.animate();
|
t_mesh.animate();
|
||||||
@@ -287,9 +318,9 @@ void Renderer::draw(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
|||||||
if (t_mesh.shouldBeFrustumCulled && !t_mesh.getMaterial(i).isInFrustum(renderData.frustumPlanes, t_mesh.position))
|
if (t_mesh.shouldBeFrustumCulled && !t_mesh.getMaterial(i).isInFrustum(renderData.frustumPlanes, t_mesh.position))
|
||||||
return;
|
return;
|
||||||
u32 vertCount = t_mesh.getMaterial(i).getFacesCount();
|
u32 vertCount = t_mesh.getMaterial(i).getFacesCount();
|
||||||
VECTOR __attribute__((aligned(16))) vertices[vertCount];
|
VECTOR vertices[vertCount] __attribute__((aligned(16)));
|
||||||
VECTOR __attribute__((aligned(16))) normals[vertCount];
|
VECTOR normals[vertCount] __attribute__((aligned(16)));
|
||||||
VECTOR __attribute__((aligned(16))) coordinates[vertCount];
|
VECTOR coordinates[vertCount] __attribute__((aligned(16)));
|
||||||
Texture *tex = textureRepo.getByMesh(t_mesh.getId(), t_mesh.getMaterial(i).getId());
|
Texture *tex = textureRepo.getByMesh(t_mesh.getId(), t_mesh.getMaterial(i).getId());
|
||||||
changeTexture(tex);
|
changeTexture(tex);
|
||||||
vertCount = t_mesh.getDrawData(i, vertices, normals, coordinates, rotatedCamera);
|
vertCount = t_mesh.getDrawData(i, vertices, normals, coordinates, rotatedCamera);
|
||||||
@@ -297,7 +328,7 @@ void Renderer::draw(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::draw(Mesh *t_meshes, u16 t_amount) { draw(t_meshes, t_amount, NULL, 0); }
|
void Renderer::draw(Mesh **t_meshes, u16 t_amount) { draw(t_meshes, t_amount, NULL, 0); }
|
||||||
|
|
||||||
void Renderer::draw(Mesh &t_mesh) { draw(t_mesh, NULL, 0); }
|
void Renderer::draw(Mesh &t_mesh) { draw(t_mesh, NULL, 0); }
|
||||||
|
|
||||||
@@ -305,7 +336,7 @@ void Renderer::draw(Mesh &t_mesh) { draw(t_mesh, NULL, 0); }
|
|||||||
|
|
||||||
void Renderer::setCameraDefinitions(Matrix *t_worldView, Vector3 *t_cameraPos, Plane *t_planes)
|
void Renderer::setCameraDefinitions(Matrix *t_worldView, Vector3 *t_cameraPos, Plane *t_planes)
|
||||||
{
|
{
|
||||||
renderData.worldView = t_worldView;
|
renderData.view = t_worldView;
|
||||||
renderData.cameraPosition = t_cameraPos;
|
renderData.cameraPosition = t_cameraPos;
|
||||||
renderData.frustumPlanes = t_planes;
|
renderData.frustumPlanes = t_planes;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -17,8 +17,10 @@
|
|||||||
#include "../include/utils/debug.hpp"
|
#include "../include/utils/debug.hpp"
|
||||||
|
|
||||||
const u32 VU1_PACKAGE_VERTS_PER_BUFF = 96; // Remember to modify buffer size in vu1 also
|
const u32 VU1_PACKAGE_VERTS_PER_BUFF = 96; // Remember to modify buffer size in vu1 also
|
||||||
const u32 VU1_PACKAGES_PER_PACKET = 6;
|
const u32 VU1_PACKAGES_PER_PACKET = 9;
|
||||||
const u32 VU1_PACKET_SIZE = 128;
|
const u32 VU1_PACKET_SIZE = 256; // should be 128, but 256 is more safe for future
|
||||||
|
const u8 VU1_PARAMS_ADDRESS = 4;
|
||||||
|
const u8 VU1_RGBA_ADDRESS = 8;
|
||||||
|
|
||||||
// ----
|
// ----
|
||||||
// Constructors/Destructors
|
// Constructors/Destructors
|
||||||
@@ -31,24 +33,24 @@ extern u32 VU1Draw3D_CodeEnd __attribute__((section(".vudata")));
|
|||||||
|
|
||||||
VifSender::VifSender(Light *t_light)
|
VifSender::VifSender(Light *t_light)
|
||||||
{
|
{
|
||||||
light = t_light;
|
|
||||||
PRINT_LOG("Initializing VifSender");
|
PRINT_LOG("Initializing VifSender");
|
||||||
PRINT_LOG("VifSender initialized!");
|
light = t_light;
|
||||||
|
lastVertCount = 0;
|
||||||
|
isDrawWaitEnabled = true;
|
||||||
dma_channel_initialize(DMA_CHANNEL_VIF1, NULL, 0);
|
dma_channel_initialize(DMA_CHANNEL_VIF1, NULL, 0);
|
||||||
dma_channel_fast_waits(DMA_CHANNEL_VIF1);
|
dma_channel_fast_waits(DMA_CHANNEL_VIF1);
|
||||||
uploadMicroProgram();
|
uploadMicroProgram();
|
||||||
packets[0] = packet2_create(VU1_PACKET_SIZE, P2_TYPE_NORMAL, P2_MODE_CHAIN, true);
|
packets[0] = packet2_create(VU1_PACKET_SIZE, P2_TYPE_NORMAL, P2_MODE_CHAIN, true);
|
||||||
packets[1] = packet2_create(VU1_PACKET_SIZE, P2_TYPE_NORMAL, P2_MODE_CHAIN, true);
|
packets[1] = packet2_create(VU1_PACKET_SIZE, P2_TYPE_NORMAL, P2_MODE_CHAIN, true);
|
||||||
matricesPacket = packet2_create(4, P2_TYPE_NORMAL, P2_MODE_CHAIN, true);
|
|
||||||
context = 0;
|
context = 0;
|
||||||
setDoubleBuffer();
|
setDoubleBufferAddStaticData();
|
||||||
|
PRINT_LOG("VifSender initialized!");
|
||||||
}
|
}
|
||||||
|
|
||||||
VifSender::~VifSender()
|
VifSender::~VifSender()
|
||||||
{
|
{
|
||||||
packet2_free(packets[0]);
|
packet2_free(packets[0]);
|
||||||
packet2_free(packets[1]);
|
packet2_free(packets[1]);
|
||||||
packet2_free(matricesPacket);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// ----
|
// ----
|
||||||
@@ -69,24 +71,16 @@ void VifSender::uploadMicroProgram()
|
|||||||
packet2_free(packet2);
|
packet2_free(packet2);
|
||||||
}
|
}
|
||||||
|
|
||||||
void VifSender::sendMatrices(const RenderData &t_renderData, const Vector3 &t_position, const Vector3 &t_rotation)
|
void VifSender::calcMatrix(const RenderData &t_renderData, const Vector3 &t_position, const Vector3 &t_rotation)
|
||||||
{
|
{
|
||||||
vec3ToNative(position, t_position, 1.0F);
|
model.identity();
|
||||||
vec3ToNative(rotation, t_rotation, 1.0F);
|
model.rotate(t_rotation);
|
||||||
MATRIX localWorld, localScreen;
|
model.translate(t_position);
|
||||||
create_local_world(localWorld, position, rotation);
|
|
||||||
create_local_screen(localScreen, localWorld, t_renderData.worldView->data, t_renderData.perspective->data);
|
modelViewProj.identity();
|
||||||
// Small undo, because im testing new matrix funcs, which are DIFFERENT than PS2SDK, so cant be used right now.
|
modelViewProj = model * modelViewProj;
|
||||||
// Matrix viewProj = Matrix();
|
modelViewProj = *t_renderData.view * modelViewProj;
|
||||||
// viewProj.rotation(t_rotation); // model matrix
|
modelViewProj = *t_renderData.projection * modelViewProj;
|
||||||
// viewProj.translate(t_position); // model matrix
|
|
||||||
// viewProj *= *t_renderData.worldView * *t_renderData.perspective; // viewproj = model * (view * projection)
|
|
||||||
packet2_reset(matricesPacket, false);
|
|
||||||
// packet2_utils_vu_add_unpack_data(matricesPacket, 0, &viewProj.data, 8, 0);
|
|
||||||
packet2_utils_vu_add_unpack_data(matricesPacket, 0, localScreen, 8, 0);
|
|
||||||
packet2_utils_vu_add_end_tag(matricesPacket);
|
|
||||||
dma_channel_wait(DMA_CHANNEL_VIF1, 0);
|
|
||||||
dma_channel_send_packet2(matricesPacket, DMA_CHANNEL_VIF1, 1);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 vertCount2, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer)
|
void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 vertCount2, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer)
|
||||||
@@ -103,7 +97,7 @@ void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 ver
|
|||||||
i -= 3;
|
i -= 3;
|
||||||
|
|
||||||
const u32 endI = i + (VU1_PACKAGE_VERTS_PER_BUFF - 1) > vertCount2 ? vertCount2 : i + (VU1_PACKAGE_VERTS_PER_BUFF - 1);
|
const u32 endI = i + (VU1_PACKAGE_VERTS_PER_BUFF - 1) > vertCount2 ? vertCount2 : i + (VU1_PACKAGE_VERTS_PER_BUFF - 1);
|
||||||
drawVertices(t_mesh, i, endI, vertices, coordinates, t_renderData->prim, textureBuffer);
|
drawVertices(t_mesh, i, endI, vertices, coordinates, t_renderData->prim, textureBuffer, isDrawWaitEnabled ? endI == vertCount2 : false);
|
||||||
if (endI == vertCount2) // if there are no more vertices to draw, break
|
if (endI == vertCount2) // if there are no more vertices to draw, break
|
||||||
{
|
{
|
||||||
i = vertCount2;
|
i = vertCount2;
|
||||||
@@ -119,82 +113,132 @@ void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 ver
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void VifSender::setDoubleBuffer()
|
void VifSender::setDoubleBufferAddStaticData()
|
||||||
{
|
{
|
||||||
packet2_t *settings = packet2_create(2, P2_TYPE_NORMAL, P2_MODE_CHAIN, true);
|
packet2_t *settings = packet2_create(10, P2_TYPE_NORMAL, P2_MODE_CHAIN, true);
|
||||||
packet2_utils_vu_add_double_buffer(settings, 8, 496);
|
packet2_utils_vu_open_unpack(settings, 0, false);
|
||||||
|
{
|
||||||
|
packet2_utils_gs_add_draw_finish_giftag(settings);
|
||||||
|
packet2_utils_gif_add_set(settings, 1);
|
||||||
|
}
|
||||||
|
packet2_utils_vu_close_unpack(settings);
|
||||||
|
packet2_utils_vu_add_double_buffer(settings, 10, 498);
|
||||||
packet2_utils_vu_add_end_tag(settings);
|
packet2_utils_vu_add_end_tag(settings);
|
||||||
dma_channel_send_packet2(settings, DMA_CHANNEL_VIF1, 1);
|
dma_channel_send_packet2(settings, DMA_CHANNEL_VIF1, true);
|
||||||
dma_channel_wait(DMA_CHANNEL_VIF1, 0);
|
dma_channel_wait(DMA_CHANNEL_VIF1, 0);
|
||||||
packet2_free(settings);
|
packet2_free(settings);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Draw using PATH1 */
|
/** Draw using PATH1 */
|
||||||
void VifSender::drawVertices(Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *textureBuffer)
|
void VifSender::drawVertices(Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *t_texBuff, u8 t_addDrawWait)
|
||||||
{
|
{
|
||||||
const u32 vertCount = t_end - t_start;
|
const u32 vertCount = t_end - t_start;
|
||||||
u32 vif_added_bytes = 0;
|
lastVertCount = vertCount;
|
||||||
packet2_utils_vu_open_unpack(currPacket, 0, 1);
|
packet2_utils_vu_open_unpack(currPacket, 0, true);
|
||||||
// TODO get this via screensettings
|
packet2_add_data(currPacket, modelViewProj.data, 4);
|
||||||
packet2_add_float(currPacket, 2048.0F); // scale
|
packet2_add_u32(currPacket, t_addDrawWait); // Draw finish?
|
||||||
packet2_add_float(currPacket, 2048.0F); // scale
|
packet2_add_u32(currPacket, vertCount); // Vertex count
|
||||||
packet2_add_float(currPacket, ((float)0xFFFFFF) / 32.0F); // scale
|
packet2_add_u32(currPacket, vertCount / 3); // Triangles count
|
||||||
packet2_add_u32(currPacket, vertCount); // vertex count
|
packet2_add_u32(currPacket, 0); // Free
|
||||||
packet2_utils_gif_add_set(currPacket, 1);
|
|
||||||
packet2_utils_gs_add_lod(currPacket, &t_mesh.lod);
|
packet2_utils_gs_add_lod(currPacket, &t_mesh.lod);
|
||||||
packet2_utils_gs_add_texbuff_clut(currPacket, textureBuffer, &t_mesh.clut);
|
packet2_utils_gs_add_texbuff_clut(currPacket, t_texBuff, &t_mesh.clut);
|
||||||
packet2_utils_gs_add_prim_giftag(currPacket, t_prim, vertCount, DRAW_STQ2_REGLIST, 3, 0);
|
packet2_utils_gs_add_prim_giftag(currPacket, t_prim, vertCount, DRAW_STQ2_REGLIST, 3, 0);
|
||||||
|
|
||||||
packet2_add_u32(currPacket, t_mesh.color.r);
|
packet2_add_u32(currPacket, t_mesh.color.r);
|
||||||
packet2_add_u32(currPacket, t_mesh.color.g);
|
packet2_add_u32(currPacket, t_mesh.color.g);
|
||||||
packet2_add_u32(currPacket, t_mesh.color.b);
|
packet2_add_u32(currPacket, t_mesh.color.b);
|
||||||
packet2_add_u32(currPacket, t_mesh.color.a);
|
packet2_add_u32(currPacket, t_mesh.color.a);
|
||||||
|
u32 vif_added_bytes = packet2_utils_vu_close_unpack(currPacket);
|
||||||
// Clipping tests start
|
packet2_utils_vu_add_unpack_data(currPacket, vif_added_bytes, t_vertices + t_start, vertCount, true);
|
||||||
|
|
||||||
// // const float minZ = 1;
|
|
||||||
// // const float maxZ = 65535;
|
|
||||||
// // const int iGuardDimXY = 2048;
|
|
||||||
|
|
||||||
// // vu1.addFloat(1.0F); // f_TODO clipping maybe there is problem?
|
|
||||||
// // vu1.addFloat(1.0F);
|
|
||||||
// // vu1.addFloat(1.0F);
|
|
||||||
// // vu1.addFloat(1.0F);
|
|
||||||
// // float xClip = (float)2048.0f/(drawContext.GetFBWidth() * 0.5f * 2.0f);
|
|
||||||
// // packet += Math::Max( xClip, 1.0f );
|
|
||||||
// // float yClip = (float)2048.0f/(drawContext.GetFBHeight() * 0.5f * 2.0f);
|
|
||||||
// // packet += Math::Max( yClip, 1.0f );
|
|
||||||
// // float depthClip = 2048.0f / depthClipToGs;
|
|
||||||
// // // F_FIXME: maybe these 2048's should be 2047.5s...
|
|
||||||
// // depthClip *= 1.003f; // round up a bit for fp error (????)
|
|
||||||
// // packet += depthClip;
|
|
||||||
// // // enable/disable clipping
|
|
||||||
// // packet += (drawContext.GetDoClipping()) ? 1 : 0;
|
|
||||||
|
|
||||||
// u32 depthBits = 24; // or 28(fog) or 16
|
|
||||||
// float depthClipToGs = (float)((1 << depthBits) - 1) / 2.0f;
|
|
||||||
// vu1.addFloat(2048.0f / (640.0F * 0.5f * 2.0f));
|
|
||||||
// vu1.addFloat(2048.0f / (480.0F * 0.5f * 2.0f));
|
|
||||||
// vu1.addFloat((2048.0f / depthClipToGs) * 1.003F);
|
|
||||||
// // vu1.addFloat(2048.0F); // scale
|
|
||||||
// // vu1.addFloat(2048.0F); // scale
|
|
||||||
// // vu1.addFloat(((float)0xFFFFFF) / 32.0F); // scale
|
|
||||||
// vu1.addFloat(0.0F);
|
|
||||||
// // vu1.addFloat(0.5f * iGuardDimXY);
|
|
||||||
// // vu1.addFloat(-0.5f * iGuardDimXY);
|
|
||||||
// // vu1.addFloat(1.0F);
|
|
||||||
// // vu1.addFloat(500.0F); // far
|
|
||||||
|
|
||||||
packet2_add_float(currPacket, 0.0F);
|
|
||||||
packet2_add_float(currPacket, 0.0F);
|
|
||||||
packet2_add_float(currPacket, 0.0F);
|
|
||||||
packet2_add_float(currPacket, 0.0F);
|
|
||||||
|
|
||||||
//// Clipping tests end
|
|
||||||
vif_added_bytes += packet2_utils_vu_close_unpack(currPacket);
|
|
||||||
packet2_utils_vu_add_unpack_data(currPacket, vif_added_bytes, t_vertices + t_start, vertCount, 1);
|
|
||||||
vif_added_bytes += vertCount;
|
vif_added_bytes += vertCount;
|
||||||
packet2_utils_vu_add_unpack_data(currPacket, vif_added_bytes, t_coordinates + t_start, vertCount, 1);
|
packet2_utils_vu_add_unpack_data(currPacket, vif_added_bytes, t_coordinates + t_start, vertCount, true);
|
||||||
vif_added_bytes += vertCount;
|
vif_added_bytes += vertCount;
|
||||||
packet2_utils_vu_add_start_program(currPacket, 0);
|
packet2_utils_vu_add_start_program(currPacket, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void VifSender::drawTheSameWithOtherMatrices(const RenderData &t_renderData, Mesh **t_meshes, const u32 &t_skip, const u32 &t_count)
|
||||||
|
{
|
||||||
|
// Standard double buffering (packets)
|
||||||
|
packet2_t *packet1 = packet2_create(300, P2_TYPE_NORMAL, P2_MODE_CHAIN, true);
|
||||||
|
packet2_t *packet2 = packet2_create(300, P2_TYPE_NORMAL, P2_MODE_CHAIN, true);
|
||||||
|
packet2_t *currMPacket = packet1;
|
||||||
|
u8 currPacketIndex = 1;
|
||||||
|
|
||||||
|
// We are sending 32 matrices max per one VU1 send
|
||||||
|
u8 switchCounter = 0;
|
||||||
|
for (u32 i = t_skip; i < t_count; i++)
|
||||||
|
{
|
||||||
|
model.identity();
|
||||||
|
model.rotate(t_meshes[i]->rotation);
|
||||||
|
model.translate(t_meshes[i]->position);
|
||||||
|
|
||||||
|
modelViewProj.identity();
|
||||||
|
modelViewProj = model * modelViewProj;
|
||||||
|
modelViewProj = *t_renderData.view * modelViewProj;
|
||||||
|
modelViewProj = *t_renderData.projection * modelViewProj;
|
||||||
|
|
||||||
|
packet2_utils_vu_open_unpack(currMPacket, 0, true);
|
||||||
|
{
|
||||||
|
packet2_add_data(currMPacket, modelViewProj.data, 4);
|
||||||
|
}
|
||||||
|
packet2_utils_vu_close_unpack(currMPacket);
|
||||||
|
packet2_utils_vu_open_unpack(currMPacket, VU1_RGBA_ADDRESS, true);
|
||||||
|
{
|
||||||
|
packet2_add_u32(currMPacket, t_meshes[i]->color.r);
|
||||||
|
packet2_add_u32(currMPacket, t_meshes[i]->color.g);
|
||||||
|
packet2_add_u32(currMPacket, t_meshes[i]->color.b);
|
||||||
|
packet2_add_u32(currMPacket, t_meshes[i]->color.a);
|
||||||
|
}
|
||||||
|
packet2_utils_vu_close_unpack(currMPacket);
|
||||||
|
|
||||||
|
if (i != t_count - 1) // if it is last, we must also add draw wait finish interrupt.
|
||||||
|
packet2_utils_vu_add_start_program(currMPacket, 0);
|
||||||
|
|
||||||
|
if (switchCounter++ >= 32)
|
||||||
|
{
|
||||||
|
switchCounter = 0;
|
||||||
|
if (i == t_count - 1) // is last
|
||||||
|
{
|
||||||
|
packet2_utils_vu_open_unpack(currMPacket, VU1_PARAMS_ADDRESS, true);
|
||||||
|
{
|
||||||
|
packet2_add_u32(currMPacket, true); // Draw wait finish?
|
||||||
|
packet2_add_u32(currMPacket, lastVertCount); // Vertex count
|
||||||
|
packet2_add_u32(currMPacket, lastVertCount / 3); // Triangles count
|
||||||
|
packet2_add_u32(currMPacket, 0); // Free
|
||||||
|
}
|
||||||
|
packet2_utils_vu_close_unpack(currMPacket);
|
||||||
|
packet2_utils_vu_add_start_program(currMPacket, 0); // and start program
|
||||||
|
}
|
||||||
|
packet2_utils_vu_add_end_tag(currMPacket);
|
||||||
|
dma_channel_wait(DMA_CHANNEL_VIF1, 0);
|
||||||
|
dma_channel_send_packet2(currMPacket, DMA_CHANNEL_VIF1, 1);
|
||||||
|
if (currPacketIndex == 1) // Switch double buffer (packets)
|
||||||
|
{
|
||||||
|
currPacketIndex = 2;
|
||||||
|
currMPacket = packet2;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
currPacketIndex = 1;
|
||||||
|
currMPacket = packet1;
|
||||||
|
}
|
||||||
|
packet2_reset(currMPacket, false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (switchCounter != 0) // if there are any not sended matrices
|
||||||
|
{
|
||||||
|
packet2_utils_vu_open_unpack(currMPacket, VU1_PARAMS_ADDRESS, true);
|
||||||
|
{
|
||||||
|
packet2_add_u32(currMPacket, true); // Draw wait finish?
|
||||||
|
packet2_add_u32(currMPacket, lastVertCount); // Vertex count
|
||||||
|
packet2_add_u32(currMPacket, lastVertCount / 3); // Triangles count
|
||||||
|
packet2_add_u32(currMPacket, 0); // Free
|
||||||
|
}
|
||||||
|
packet2_utils_vu_close_unpack(currMPacket);
|
||||||
|
packet2_utils_vu_add_start_program(currMPacket, 0);
|
||||||
|
packet2_utils_vu_add_end_tag(currMPacket);
|
||||||
|
dma_channel_wait(DMA_CHANNEL_VIF1, 0);
|
||||||
|
dma_channel_send_packet2(currMPacket, DMA_CHANNEL_VIF1, 1);
|
||||||
|
}
|
||||||
|
packet2_free(packet1);
|
||||||
|
packet2_free(packet2);
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,154 +0,0 @@
|
|||||||
; ______ ____ ___
|
|
||||||
; | \/ ____| |___|
|
|
||||||
; | | | \ | |
|
|
||||||
;---------------------------
|
|
||||||
; Copyright 2020, tyra - https://github.com/h4570/tyra
|
|
||||||
; Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
|
||||||
;
|
|
||||||
;---------------------------------------------------------------
|
|
||||||
; draw3D.vcl |
|
|
||||||
;---------------------------------------------------------------
|
|
||||||
; A VU1 microprogram to draw 3D object using XYZ2, RGBAQ and ST|
|
|
||||||
; This program uses double buffering (xtop) |
|
|
||||||
; |
|
|
||||||
; Many thanks to: |
|
|
||||||
; - Dr Henry Fortuna |
|
|
||||||
; - Jesper Svennevid, Daniel Collin |
|
|
||||||
; - Guilherme Lampert |
|
|
||||||
;---------------------------------------------------------------
|
|
||||||
|
|
||||||
; TODO
|
|
||||||
; - Fix vertex clipping (is clipping visible triangles :/)
|
|
||||||
; - Move lerp() from EE to VU1 (performance)
|
|
||||||
; - Add dynamic lighting (feature)
|
|
||||||
; - Add --cont + MSCNT instead of alltime MSCAL (performance)
|
|
||||||
|
|
||||||
.syntax new
|
|
||||||
.name VU1Draw3D
|
|
||||||
.vu
|
|
||||||
.init_vf_all
|
|
||||||
.init_vi_all
|
|
||||||
|
|
||||||
--enter
|
|
||||||
--endenter
|
|
||||||
|
|
||||||
;//////////// --- Load data 1 --- /////////////
|
|
||||||
; Updated once per frame
|
|
||||||
lq matrixRow0, 0(vi00) ; load view-projection matrix
|
|
||||||
lq matrixRow1, 1(vi00)
|
|
||||||
lq matrixRow2, 2(vi00)
|
|
||||||
lq matrixRow3, 3(vi00)
|
|
||||||
;/////////////////////////////////////////////
|
|
||||||
|
|
||||||
fcset 0x000000 ; VCL won't let us use CLIP without first zeroing
|
|
||||||
; the clip flags
|
|
||||||
|
|
||||||
;//////////// --- Load data 2 --- /////////////
|
|
||||||
; Updated dynamically
|
|
||||||
xtop iBase
|
|
||||||
|
|
||||||
lq.xyz scale, 0(iBase) ; load program params
|
|
||||||
; float : X, Y, Z - scale vector that we will use to scale the verts after projecting them.
|
|
||||||
; float : W - vert count.
|
|
||||||
lq gifSetTag, 1(iBase) ; GIF tag - set
|
|
||||||
lq texGifTag1, 2(iBase) ; GIF tag - texture LOD
|
|
||||||
lq texGifTag2, 3(iBase) ; GIF tag - texture buffer & CLUT
|
|
||||||
lq primTag, 4(iBase) ; GIF tag - tell GS how many data we will send
|
|
||||||
lq rgba, 5(iBase) ; RGBA
|
|
||||||
;lq clipScale, 6(iBase) ; TODO clipping tests
|
|
||||||
; u32 : R, G, B, A (0-128)
|
|
||||||
iaddiu vertexData, iBase, 7 ; pointer to vertex data
|
|
||||||
ilw.w vertCount, 0(iBase) ; load vert count from scale vector
|
|
||||||
iadd stqData, vertexData, vertCount ; pointer to stq
|
|
||||||
iadd kickAddress, stqData, vertCount ; pointer for XGKICK
|
|
||||||
iadd destAddress, stqData, vertCount ; helper pointer for data inserting
|
|
||||||
;////////////////////////////////////////////
|
|
||||||
|
|
||||||
;/////////// --- Store tags --- /////////////
|
|
||||||
sqi gifSetTag, (destAddress++) ;
|
|
||||||
sqi texGifTag1, (destAddress++) ; texture LOD tag
|
|
||||||
sqi gifSetTag, (destAddress++) ;
|
|
||||||
sqi texGifTag2, (destAddress++) ; texture buffer & CLUT tag
|
|
||||||
sqi primTag, (destAddress++) ; prim + tell gs how many data will be
|
|
||||||
;////////////////////////////////////////////
|
|
||||||
|
|
||||||
;/////////////// --- Loop --- ///////////////
|
|
||||||
iadd vertexCounter, iBase, vertCount ; loop vertCount times
|
|
||||||
vertexLoop:
|
|
||||||
|
|
||||||
;////////// --- Load loop data --- //////////
|
|
||||||
lq vertex, 0(vertexData) ; load xyz
|
|
||||||
; float : X, Y, Z
|
|
||||||
; any32 : _ = 0
|
|
||||||
lq stq, 0(stqData) ; load stq
|
|
||||||
; float : S, T
|
|
||||||
; any32 : Q = 1 ; 1, because we will mul this by 1/vert[w] and this
|
|
||||||
; will be our q for texture perspective correction
|
|
||||||
; any32 : _ = 0
|
|
||||||
;////////////////////////////////////////////
|
|
||||||
|
|
||||||
|
|
||||||
;////////////// --- Vertex --- //////////////
|
|
||||||
mul acc, matrixRow0, vertex[x] ; transform each vertex by the matrix
|
|
||||||
madd acc, matrixRow1, vertex[y]
|
|
||||||
madd acc, matrixRow2, vertex[z]
|
|
||||||
madd vertex, matrixRow3, vertex[w]
|
|
||||||
|
|
||||||
;add.z acc, vf0, clipScale[w] ; TODO clipping maybe this?
|
|
||||||
;madd.z clipVec, clipScale, vertex
|
|
||||||
;mul.xy clipVec, clipScale, vertex
|
|
||||||
;mul.w clipVec, vf0, vertex[z]
|
|
||||||
|
|
||||||
;mul.xyz clipVec, vertex, clipScale ; TODO clipping maybe this?
|
|
||||||
|
|
||||||
clipw.xyz vertex, vertex ; Dr. Fortuna: This instruction checks if the vertex is outside
|
|
||||||
; the viewing frustum. If it is, then the appropriate
|
|
||||||
; clipping flags are set
|
|
||||||
fcand VI01, 0x3FFFF ; Bitwise AND the clipping flags with 0x3FFFF, this makes
|
|
||||||
; sure that we get the clipping judgement for the last three
|
|
||||||
; verts (i.e. that make up the triangle we are about to draw)
|
|
||||||
iaddiu iADC, VI01, 0x7FFF ; Add 0x7FFF. If any of the clipping flags were set this will
|
|
||||||
; cause the triangle not to be drawn (any values above 0x8000
|
|
||||||
; that are stored in the w component of XYZ2 will set the ADC
|
|
||||||
; bit, which tells the GS not to perform a drawing kick on this
|
|
||||||
; triangle.
|
|
||||||
|
|
||||||
;ilw.w iNoDraw, UVStart(Counter) ; Load the iNoDraw flag. If true we should set the ADC bit so the vert isn't drawn
|
|
||||||
;iadd iADC, iADC, iNoDraw ; TODO clipping maybe this?
|
|
||||||
|
|
||||||
isw.w iADC, 2(destAddress)
|
|
||||||
|
|
||||||
div q, vf00[w], vertex[w] ; perspective divide (1/vert[w]):
|
|
||||||
mul.xyz vertex, vertex, q
|
|
||||||
mula.xyz acc, scale, vf00[w] ; scale to GS screen space
|
|
||||||
madd.xyz vertex, vertex, scale ; multiply and add the scales -> vert = vert * scale + scale
|
|
||||||
ftoi4.xyz vertex, vertex ; convert vertex to 12:4 fixed point format
|
|
||||||
;////////////////////////////////////////////
|
|
||||||
|
|
||||||
|
|
||||||
;//////////////// --- ST --- ////////////////
|
|
||||||
mulq modStq, stq, q
|
|
||||||
;////////////////////////////////////////////
|
|
||||||
|
|
||||||
|
|
||||||
;//////////// --- Store data --- ////////////
|
|
||||||
sq modStq, 0(destAddress) ; STQ
|
|
||||||
sq rgba, 1(destAddress) ; RGBA ; q is grabbed from stq
|
|
||||||
sq.xyz vertex, 2(destAddress) ; XYZ2
|
|
||||||
;////////////////////////////////////////////
|
|
||||||
|
|
||||||
iaddiu vertexData, vertexData, 1
|
|
||||||
iaddiu stqData, stqData, 1
|
|
||||||
iaddiu destAddress, destAddress, 3
|
|
||||||
|
|
||||||
iaddi vertexCounter, vertexCounter, -1 ; decrement the loop counter
|
|
||||||
ibne vertexCounter, iBase, vertexLoop ; and repeat if needed
|
|
||||||
|
|
||||||
;////////////////////////////////////////////
|
|
||||||
|
|
||||||
--barrier
|
|
||||||
|
|
||||||
xgkick kickAddress ; dispatch to the GS rasterizer.
|
|
||||||
|
|
||||||
--exit
|
|
||||||
--endexit
|
|
||||||
@@ -0,0 +1,153 @@
|
|||||||
|
; ______ ____ ___
|
||||||
|
; | \/ ____| |___|
|
||||||
|
; | | | \ | |
|
||||||
|
;---------------------------
|
||||||
|
; Copyright 2020, tyra - https://github.com/h4570/tyra
|
||||||
|
; Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
||||||
|
;
|
||||||
|
;---------------------------------------------------------------
|
||||||
|
; draw3D.vcl |
|
||||||
|
;---------------------------------------------------------------
|
||||||
|
; First tyra VU1 microprogram. |
|
||||||
|
; Features: |
|
||||||
|
; - Draw triangles (no strip) with STQ (textures) and 1 RGBA. |
|
||||||
|
; This program uses double buffering (xtop) |
|
||||||
|
; |
|
||||||
|
; I want to say thank you to: |
|
||||||
|
; - Dr Henry Fortuna - for teaching how things work |
|
||||||
|
; - Jesper Svennevid, Daniel Collin - for openvcl samples |
|
||||||
|
; - Guilherme Lampert - for VU1 idea for PS2 Quake and vclpp |
|
||||||
|
; - Tyler Daniel - for PS2GL source code for PS2 Linux |
|
||||||
|
;---------------------------------------------------------------
|
||||||
|
|
||||||
|
; TODO
|
||||||
|
; - Add dynamic lighting (feature)
|
||||||
|
; - Add --cont + MSCNT instead of alltime MSCAL
|
||||||
|
|
||||||
|
#include "/repos/tyra/src/engine/vu1_progs/geometry.inc"
|
||||||
|
#include "/repos/tyra/src/engine/vu1_progs/matrix.inc"
|
||||||
|
#include "/repos/tyra/src/engine/vu1_progs/vector.inc"
|
||||||
|
|
||||||
|
#vuprog draw3D
|
||||||
|
|
||||||
|
.syntax new
|
||||||
|
.name VU1Draw3D
|
||||||
|
.vu
|
||||||
|
.init_vf_all
|
||||||
|
.init_vi_all
|
||||||
|
|
||||||
|
--enter
|
||||||
|
--endenter
|
||||||
|
|
||||||
|
;///////////// LOAD STATIC DATA /////////////
|
||||||
|
lq gif_draw_finish_tag, 0(vi00) ; GIF tag - wait
|
||||||
|
lq gif_set_tag, 1(vi00) ; GIF tag - set
|
||||||
|
;////////////////////////////////////////////
|
||||||
|
|
||||||
|
xtop double_buffer
|
||||||
|
|
||||||
|
;//////// LOAD CURRENT BUFFER DATA //////////
|
||||||
|
MatrixLoad{ matrix, 0, double_buffer }
|
||||||
|
ilw.x do_draw_finish, 4(double_buffer) ; Add draw finish tag? (sync)
|
||||||
|
ilw.y vertex_count, 4(double_buffer) ; Vertex count
|
||||||
|
ilw.z triangles_count, 4(double_buffer) ; Triangles count
|
||||||
|
lq tex_gif_tag_1, 5(double_buffer) ; GIF tag - texture LOD
|
||||||
|
lq tex_gif_tag_2, 6(double_buffer) ; GIF tag - texture buffer & CLUT
|
||||||
|
lq prim_tag, 7(double_buffer) ; GIF tag - tell GS how many data we will send
|
||||||
|
lq rgba, 8(double_buffer) ; Mesh RGBA
|
||||||
|
|
||||||
|
iaddiu vertex_data, double_buffer, 9 ; pointer to vertex data
|
||||||
|
iadd stq_data, vertex_data, vertex_count ; pointer to stq
|
||||||
|
iadd kick_address, stq_data, vertex_count ; pointer for XGKICK
|
||||||
|
iadd dest_address, stq_data, vertex_count ; helper pointer for data inserting
|
||||||
|
;////////////////////////////////////////////
|
||||||
|
|
||||||
|
LoadScaleConstant{ gs_scale }
|
||||||
|
fcset 0x000000 ; VCL won't let us use CLIP without first zeroing the clip flags
|
||||||
|
|
||||||
|
;/////////////// STORE TAGS /////////////////
|
||||||
|
sqi gif_set_tag, (dest_address++) ;
|
||||||
|
sqi tex_gif_tag_1, (dest_address++) ; texture LOD tag
|
||||||
|
sqi gif_set_tag, (dest_address++) ;
|
||||||
|
sqi tex_gif_tag_2, (dest_address++) ; texture buffer & CLUT tag
|
||||||
|
iblez do_draw_finish, kick
|
||||||
|
sqi gif_set_tag, (dest_address++) ;
|
||||||
|
sqi gif_draw_finish_tag, (dest_address++) ; do draw_finish is needed
|
||||||
|
kick:
|
||||||
|
sqi prim_tag, (dest_address++) ; prim + tell gs how many data will be
|
||||||
|
;////////////////////////////////////////////
|
||||||
|
|
||||||
|
;//////// FIX ADC BIT FOR CLIPPING //////////
|
||||||
|
iaddiu adc_bit, vi00, 0x7FFF
|
||||||
|
iaddiu adc_bit, adc_bit, 1
|
||||||
|
;////////////////////////////////////////////
|
||||||
|
|
||||||
|
;/////////// START TRIANGLE LOOP ////////////
|
||||||
|
iaddiu triangle_counter, vi00, 0 ; Reset counter
|
||||||
|
triangle_loop: --LoopCS 1,3
|
||||||
|
|
||||||
|
;//////////////// VERTEX 1 //////////////////
|
||||||
|
VectorLoad{ vertex, vertex_data, 0 }
|
||||||
|
VectorLoad{ stq1, stq_data, 0 }
|
||||||
|
MatrixXForm{ xformed_vertex, matrix, vertex }
|
||||||
|
VectorClip{ gs_vertex, xformed_vertex }
|
||||||
|
VectorPerspectiveDivide{ xformed_vertex }
|
||||||
|
VectorAddGSScales{ gs_vertex, xformed_vertex, gs_scale }
|
||||||
|
VectorTexturePerspectiveCorrection{ pers_stq, stq1 }
|
||||||
|
VectorStore{ pers_stq, dest_address, 0 }
|
||||||
|
VectorStore{ rgba, dest_address, 1 }
|
||||||
|
VectorStore{ gs_vertex, dest_address, 2 }
|
||||||
|
;////////////////////////////////////////////
|
||||||
|
|
||||||
|
;//////////////// VERTEX 2 //////////////////
|
||||||
|
VectorLoad{ vertex, vertex_data, 1 }
|
||||||
|
VectorLoad{ stq2, stq_data, 1 }
|
||||||
|
MatrixXForm{ xformed_vertex, matrix, vertex }
|
||||||
|
VectorClip{ gs_vertex, xformed_vertex }
|
||||||
|
VectorPerspectiveDivide{ xformed_vertex }
|
||||||
|
VectorAddGSScales{ gs_vertex, xformed_vertex, gs_scale }
|
||||||
|
VectorTexturePerspectiveCorrection{ pers_stq, stq2 }
|
||||||
|
VectorStore{ pers_stq, dest_address, 3 }
|
||||||
|
VectorStore{ rgba, dest_address, 4 }
|
||||||
|
VectorStore{ gs_vertex, dest_address, 5 }
|
||||||
|
;////////////////////////////////////////////
|
||||||
|
|
||||||
|
;//////////////// VERTEX 3 //////////////////
|
||||||
|
VectorLoad{ vertex, vertex_data, 2 }
|
||||||
|
VectorLoad{ stq3, stq_data, 2 }
|
||||||
|
MatrixXForm{ xformed_vertex, matrix, vertex }
|
||||||
|
VectorClip{ gs_vertex, xformed_vertex }
|
||||||
|
VectorPerspectiveDivide{ xformed_vertex }
|
||||||
|
VectorAddGSScales{ gs_vertex, xformed_vertex, gs_scale }
|
||||||
|
VectorTexturePerspectiveCorrection{ pers_stq, stq3 }
|
||||||
|
VectorStore{ pers_stq, dest_address, 6 }
|
||||||
|
VectorStore{ rgba, dest_address, 7 }
|
||||||
|
|
||||||
|
fcand vi01, 0x03FFFF
|
||||||
|
iaddiu new_adc_bit, vi01, 0x7FFF
|
||||||
|
mfir.w gs_vertex, new_adc_bit
|
||||||
|
VectorStore{ gs_vertex, dest_address, 8 }
|
||||||
|
;////////////////////////////////////////////
|
||||||
|
|
||||||
|
;////////////// LOOP CONTROL ////////////////
|
||||||
|
iaddiu vertex_data, vertex_data, 3
|
||||||
|
iaddiu stq_data, stq_data, 3
|
||||||
|
iaddiu dest_address, dest_address, 9
|
||||||
|
|
||||||
|
iaddiu triangle_counter, triangle_counter, 1 // Incrementing this
|
||||||
|
// by other value than 1 is causing HUGE problems, but.. why?
|
||||||
|
// My first idea was do vertex_counter and incrementing by 3
|
||||||
|
ibne triangle_counter, triangles_count, triangle_loop
|
||||||
|
;////////////////////////////////////////////
|
||||||
|
|
||||||
|
;////////////////////////////////////////////
|
||||||
|
|
||||||
|
--barrier
|
||||||
|
|
||||||
|
|
||||||
|
xgkick kick_address ; dispatch to the GS rasterizer.
|
||||||
|
|
||||||
|
--exit
|
||||||
|
--endexit
|
||||||
|
|
||||||
|
#endvuprog
|
||||||
+152
-40
@@ -3,6 +3,10 @@
|
|||||||
;-----VCL CODE------------
|
;-----VCL CODE------------
|
||||||
;-------------------------
|
;-------------------------
|
||||||
;-------------------------
|
;-------------------------
|
||||||
|
; === __LP__ EXPL_draw3D_vcl_triangle_loop__MAIN_LOOP:
|
||||||
|
; === hDown : optimal=30 clid=0 mlid=2 size=(31)
|
||||||
|
; === dUp : optimal=30 clid=0 mlid=2 size=(31)
|
||||||
|
; === another : optimal=30 clid=0 mlid=2 size=(31)
|
||||||
; =================================================
|
; =================================================
|
||||||
; flowMon::Emit() vcl 1.4beta7 produced this code:
|
; flowMon::Emit() vcl 1.4beta7 produced this code:
|
||||||
.vu
|
.vu
|
||||||
@@ -11,63 +15,171 @@
|
|||||||
.global VU1Draw3D_CodeEnd
|
.global VU1Draw3D_CodeEnd
|
||||||
VU1Draw3D_CodeStart:
|
VU1Draw3D_CodeStart:
|
||||||
__v_draw3D_vcl_4:
|
__v_draw3D_vcl_4:
|
||||||
; _LNOPT_w=[ normal2 ] 23 [23 0] 23 [__v_draw3D_vcl_4]
|
; _LNOPT_w=[ normal2 ] 26 [26 0] 26 [__v_draw3D_vcl_4]
|
||||||
NOP lq VF01,0(VI00)
|
NOP xtop VI05
|
||||||
NOP xtop VI02
|
|
||||||
NOP lq VF02,1(VI00)
|
NOP lq VF02,1(VI00)
|
||||||
NOP lq VF06,1(VI02)
|
NOP lq VF01,0(VI00)
|
||||||
NOP lq VF09,2(VI02)
|
NOP ilw.x VI01,4(VI05)
|
||||||
NOP lq VF08,3(VI02)
|
NOP ilw.y VI07,4(VI05)
|
||||||
NOP lq VF07,4(VI02)
|
NOP lq VF03,0(VI05)
|
||||||
NOP lq VF03,2(VI00)
|
NOP lq VF08,5(VI05)
|
||||||
NOP iaddiu VI03,VI02,0x00000007
|
NOP lq VF10,6(VI05)
|
||||||
NOP ilw.w VI07,0(VI02)
|
NOP lq VF04,1(VI05)
|
||||||
NOP lq VF04,3(VI00)
|
NOP lq VF05,2(VI05)
|
||||||
NOP fcset 0
|
NOP iaddiu VI03,VI05,0x00000009
|
||||||
NOP lq.xyz VF05,0(VI02)
|
|
||||||
NOP iadd VI04,VI03,VI07
|
NOP iadd VI04,VI03,VI07
|
||||||
|
NOP lq VF06,3(VI05)
|
||||||
NOP iadd VI06,VI04,VI07
|
NOP iadd VI06,VI04,VI07
|
||||||
NOP sqi VF06,(VI06++)
|
NOP loi 0x44fff000
|
||||||
NOP sqi VF09,(VI06++)
|
NOP ilw.z VI02,4(VI05)
|
||||||
NOP sqi VF06,(VI06++)
|
NOP lq VF07,7(VI05)
|
||||||
|
NOP sqi VF02,(VI06++)
|
||||||
NOP sqi VF08,(VI06++)
|
NOP sqi VF08,(VI06++)
|
||||||
NOP lq VF06,5(VI02)
|
NOP sqi VF02,(VI06++)
|
||||||
|
NOP lq VF08,8(VI05)
|
||||||
NOP iadd VI05,VI04,VI07
|
NOP iadd VI05,VI04,VI07
|
||||||
|
addi.xy VF09,VF00,I loi 0x492aaaaa
|
||||||
|
NOP fcset 0
|
||||||
|
NOP iblez VI01,kick
|
||||||
|
addi.z VF09,VF00,I sqi VF10,(VI06++)
|
||||||
|
; _LNOPT_w=[ normal2 ] 2 [2 0] 2 [__v_draw3D_vcl_5]
|
||||||
|
NOP sqi VF02,(VI06++)
|
||||||
|
NOP sqi VF01,(VI06++)
|
||||||
|
kick:
|
||||||
|
; _LNOPT_w=[ normal2 ] 27 [27 0] 32 [kick]
|
||||||
NOP sqi VF07,(VI06++)
|
NOP sqi VF07,(VI06++)
|
||||||
NOP iadd VI07,VI02,VI07
|
|
||||||
vertexLoop:
|
|
||||||
; _LNOPT_w=[ normal2 ] 21 [31 14] 31 [vertexLoop]
|
|
||||||
NOP lq VF07,0(VI03)
|
NOP lq VF07,0(VI03)
|
||||||
mulax ACC,VF01,VF07x sq VF06,1(VI06) ; STALL_LATENCY ?3
|
mulax ACC,VF03,VF07x lq VF14,1(VI03) ; STALL_LATENCY ?3
|
||||||
madday ACC,VF02,VF07y lq VF08,0(VI04)
|
madday ACC,VF04,VF07y sq VF08,1(VI06)
|
||||||
maddaz ACC,VF03,VF07z iaddiu VI06,VI06,0x00000003
|
maddaz ACC,VF05,VF07z sq VF08,7(VI06)
|
||||||
maddw VF07,VF04,VF07w NOP
|
maddw VF11,VF06,VF07w NOP
|
||||||
clipw.xyz VF07xyz,VF07w div Q,VF00w,VF07w ; STALL_LATENCY ?3
|
mulax ACC,VF03,VF14x lq VF07,2(VI03)
|
||||||
|
madday ACC,VF04,VF14y NOP
|
||||||
|
maddaz ACC,VF05,VF14z NOP
|
||||||
|
maddw VF14,VF06,VF14w div Q,VF00w,VF11w
|
||||||
|
mulax ACC,VF03,VF07x NOP
|
||||||
|
madday ACC,VF04,VF07y iaddiu VI07,VI00,0x00007fff
|
||||||
|
maddaz ACC,VF05,VF07z iaddiu VI07,VI07,0x00000001
|
||||||
|
maddw VF07,VF06,VF07w iaddiu VI08,VI00,0
|
||||||
|
clipw.xyz VF11xyz,VF11w iaddiu VI04,VI04,0
|
||||||
|
clipw.xyz VF14xyz,VF14w div Q,VF00w,VF14w ; STALL_THRUPUT ?1
|
||||||
|
clipw.xyz VF07xyz,VF07w lq VF15,0(VI04)
|
||||||
|
mulq.xyz VF02,VF11,Q sq VF08,4(VI06)
|
||||||
|
mulaw.xyz ACC,VF09,VF00w iaddiu VI03,VI03,0
|
||||||
|
mulq VF11,VF15,Q iaddiu VI06,VI06,0 ; STALL_LATENCY ?1
|
||||||
|
madd.xyz VF01,VF02,VF09 lq VF02,1(VI04)
|
||||||
|
NOP div Q,VF00w,VF07w
|
||||||
|
mulq.xyz VF15,VF14,Q iaddiu VI08,VI08,0x00000001
|
||||||
|
mulaw.xyz ACC,VF09,VF00w sq VF11,0(VI06)
|
||||||
|
mulq VF14,VF02,Q mfir.w VF11,VI07
|
||||||
|
ftoi4.xyz VF11,VF01 ibeq VI08,VI02,EXPL_draw3D_vcl_triangle_loop__EPI1
|
||||||
|
madd.xyz VF02,VF15,VF09 lq VF15,2(VI04)
|
||||||
|
; _LNOPT_w=[ ] 31 [29 0] 31 [EXPL_draw3D_vcl_triangle_loop__PRO1]
|
||||||
|
NOP lq VF12,3(VI03)
|
||||||
NOP NOP
|
NOP NOP
|
||||||
|
mulq.xyz VF01,VF07,Q NOP
|
||||||
|
mulq VF11,VF15,Q sq VF11,2(VI06)
|
||||||
|
mulax ACC,VF03,VF12x lq VF10,4(VI03)
|
||||||
|
madday ACC,VF04,VF12y NOP
|
||||||
|
maddaz ACC,VF05,VF12z NOP
|
||||||
|
maddw VF11,VF06,VF12w sq VF11,6(VI06)
|
||||||
|
mulax ACC,VF03,VF10x lq VF07,5(VI03)
|
||||||
|
madday ACC,VF04,VF10y sq VF14,3(VI06)
|
||||||
|
maddaz ACC,VF05,VF10z sq VF08,10(VI06)
|
||||||
|
maddw VF10,VF06,VF10w div Q,VF00w,VF11w
|
||||||
|
mulax ACC,VF03,VF07x sq VF08,13(VI06)
|
||||||
|
madday ACC,VF04,VF07y sq VF08,16(VI06)
|
||||||
|
maddaz ACC,VF05,VF07z iaddiu VI03,VI03,0x00000006
|
||||||
|
maddw VF07,VF06,VF07w iaddiu VI04,VI04,0x00000006
|
||||||
|
clipw.xyz VF11xyz,VF11w lq VF12,-3(VI04)
|
||||||
|
clipw.xyz VF10xyz,VF10w iaddiu VI06,VI06,0x00000012
|
||||||
|
mulq.xyz VF14,VF11,Q div Q,VF00w,VF10w
|
||||||
|
clipw.xyz VF07xyz,VF07w fcand VI01,262143
|
||||||
|
mulq VF12,VF12,Q iaddiu VI08,VI08,0x00000001
|
||||||
|
ftoi4.xyz VF11,VF02 iaddiu VI01,VI01,0x00007fff
|
||||||
|
mulaw.xyz ACC,VF09,VF00w mfir.w VF11,VI07
|
||||||
|
madd.xyz VF14,VF14,VF09 mfir.w VF10,VI01
|
||||||
|
mulaw.xyz ACC,VF09,VF00w lq VF02,-2(VI04)
|
||||||
|
madd.xyz VF01,VF01,VF09 div Q,VF00w,VF07w
|
||||||
|
mulq.xyz VF10,VF10,Q lq VF15,-1(VI04)
|
||||||
|
ftoi4.xyz VF11,VF14 sq VF11,-13(VI06)
|
||||||
|
mulq VF14,VF02,Q sq VF12,-9(VI06)
|
||||||
|
mulaw.xyz ACC,VF09,VF00w ibeq VI08,VI02,EXPL_draw3D_vcl_triangle_loop__EPI0
|
||||||
|
madd.xyz VF02,VF10,VF09 mfir.w VF11,VI07
|
||||||
|
EXPL_draw3D_vcl_triangle_loop__MAIN_LOOP:
|
||||||
|
; _LPOPT_w=[ hDown ] 31 [30 30] 31 [EXPL_draw3D_vcl_triangle_loop__MAIN_LOOP]
|
||||||
|
ftoi4.xyz VF10,VF01 lq VF13,0(VI03)
|
||||||
|
NOP lq VF12,1(VI03)
|
||||||
|
mulq.xyz VF01,VF07,Q sq VF14,-6(VI06)
|
||||||
|
mulq VF11,VF15,Q sq VF11,-7(VI06)
|
||||||
|
mulax ACC,VF03,VF13x sq VF10,-10(VI06)
|
||||||
|
madday ACC,VF04,VF13y sq VF08,1(VI06)
|
||||||
|
maddaz ACC,VF05,VF13z NOP
|
||||||
|
maddw VF11,VF06,VF13w sq VF11,-3(VI06)
|
||||||
|
mulax ACC,VF03,VF12x lq VF07,2(VI03)
|
||||||
|
madday ACC,VF04,VF12y sq VF08,4(VI06)
|
||||||
|
maddaz ACC,VF05,VF12z sq VF08,7(VI06)
|
||||||
|
maddw VF10,VF06,VF12w div Q,VF00w,VF11w
|
||||||
|
mulax ACC,VF03,VF07x NOP
|
||||||
|
madday ACC,VF04,VF07y iaddiu VI03,VI03,0x00000003
|
||||||
|
maddaz ACC,VF05,VF07z NOP
|
||||||
|
maddw VF07,VF06,VF07w iaddiu VI04,VI04,0x00000003
|
||||||
|
clipw.xyz VF11xyz,VF11w lq VF12,-3(VI04)
|
||||||
|
clipw.xyz VF10xyz,VF10w iaddiu VI06,VI06,0x00000009
|
||||||
|
mulq.xyz VF13,VF11,Q fcand VI01,262143
|
||||||
|
clipw.xyz VF07xyz,VF07w div Q,VF00w,VF10w
|
||||||
|
mulq VF12,VF12,Q iaddiu VI08,VI08,0x00000001
|
||||||
|
ftoi4.xyz VF11,VF02 iaddiu VI01,VI01,0x00007fff
|
||||||
|
mulaw.xyz ACC,VF09,VF00w mfir.w VF10,VI01
|
||||||
|
madd.xyz VF13,VF13,VF09 mfir.w VF11,VI07
|
||||||
|
mulaw.xyz ACC,VF09,VF00w lq VF02,-2(VI04)
|
||||||
|
madd.xyz VF01,VF01,VF09 sq VF12,-9(VI06)
|
||||||
|
mulq.xyz VF10,VF10,Q div Q,VF00w,VF07w
|
||||||
|
ftoi4.xyz VF11,VF13 sq VF11,-13(VI06)
|
||||||
|
mulq VF14,VF02,Q mfir.w VF11,VI07
|
||||||
|
mulaw.xyz ACC,VF09,VF00w ibne VI08,VI02,EXPL_draw3D_vcl_triangle_loop__MAIN_LOOP
|
||||||
|
madd.xyz VF02,VF10,VF09 lq VF15,-1(VI04)
|
||||||
|
EXPL_draw3D_vcl_triangle_loop__EPI0:
|
||||||
|
; _LNOPT_w=[ ] 13 [13 0] 15 [EXPL_draw3D_vcl_triangle_loop__EPI0]
|
||||||
NOP NOP
|
NOP NOP
|
||||||
|
ftoi4.xyz VF10,VF01 fcand VI01,262143
|
||||||
|
mulq.xyz VF01,VF07,Q sq VF14,-6(VI06)
|
||||||
|
mulq VF11,VF15,Q sq VF11,-7(VI06)
|
||||||
|
mulaw.xyz ACC,VF09,VF00w iaddiu VI01,VI01,0x00007fff
|
||||||
|
madd.xyz VF01,VF01,VF09 sq VF10,-10(VI06) ; STALL_LATENCY ?1
|
||||||
|
ftoi4.xyz VF11,VF02 sq VF11,-3(VI06)
|
||||||
|
NOP mfir.w VF11,VI07
|
||||||
|
NOP mfir.w VF10,VI01
|
||||||
|
ftoi4.xyz VF10,VF01 NOP
|
||||||
|
NOP sq VF11,-4(VI06) ; STALL_LATENCY ?1
|
||||||
|
NOP b EXPL_draw3D_vcl_triangle_loop__EXIT_POINT
|
||||||
|
NOP sq VF10,-1(VI06)
|
||||||
|
EXPL_draw3D_vcl_triangle_loop__EPI1:
|
||||||
|
; _LNOPT_w=[ ] 12 [13 0] 14 [EXPL_draw3D_vcl_triangle_loop__EPI1]
|
||||||
NOP NOP
|
NOP NOP
|
||||||
|
mulq.xyz VF14,VF07,Q sq VF14,3(VI06)
|
||||||
NOP NOP
|
NOP NOP
|
||||||
NOP NOP
|
mulq VF11,VF15,Q sq VF11,2(VI06)
|
||||||
NOP NOP
|
mulaw.xyz ACC,VF09,VF00w fcand VI01,262143
|
||||||
mulq.xyz VF07,VF07,Q fcand VI01,262143
|
madd.xyz VF14,VF14,VF09 iaddiu VI01,VI01,0x00007fff
|
||||||
mulaw.xyz ACC,VF05,VF00w iaddiu VI03,VI03,0x00000001
|
NOP mfir.w VF14,VI01
|
||||||
madd.xyz VF07,VF07,VF05 iaddiu VI04,VI04,0x00000001 ; STALL_LATENCY ?2
|
ftoi4.xyz VF11,VF02 sq VF11,6(VI06)
|
||||||
mulq VF08,VF08,Q isubiu VI07,VI07,1
|
NOP mfir.w VF11,VI07
|
||||||
ftoi4.xyz VF07,VF07 iaddiu VI01,VI01,0x00007fff ; STALL_LATENCY ?2
|
ftoi4.xyz VF14,VF14 NOP
|
||||||
NOP isw.w VI01,-1(VI06)
|
NOP sq VF11,5(VI06) ; STALL_LATENCY ?2
|
||||||
NOP sq VF08,-3(VI06)
|
NOP sq VF14,8(VI06)
|
||||||
NOP ibne VI07,VI02,vertexLoop
|
EXPL_draw3D_vcl_triangle_loop__EXIT_POINT:
|
||||||
NOP sq.xyz VF07,-1(VI06)
|
; _LNOPT_w=[ ] 0 [0 0] 0 [EXPL_draw3D_vcl_triangle_loop__EXIT_POINT]
|
||||||
; _LNOPT_w=[ normal2 ] 3 [1 0] 3 [__v_draw3D_vcl_7]
|
; _LNOPT_w=[ normal2 ] 3 [1 0] 3 [__v_draw3D_vcl_9]
|
||||||
NOP xgkick VI05
|
NOP xgkick VI05
|
||||||
NOP[E] NOP
|
NOP[E] NOP
|
||||||
NOP NOP
|
NOP NOP
|
||||||
.align 4
|
.align 4
|
||||||
VU1Draw3D_CodeEnd:
|
VU1Draw3D_CodeEnd:
|
||||||
; iCount=47
|
; iCount=145
|
||||||
; register stats:
|
; register stats:
|
||||||
; 8 VU User integer
|
; 9 VU User integer
|
||||||
; 10 VU User floating point
|
; 16 VU User floating point
|
||||||
;-------------------------
|
;-------------------------
|
||||||
;-------------------------
|
;-------------------------
|
||||||
;-------------------------
|
;-------------------------
|
||||||
|
|||||||
@@ -0,0 +1,7 @@
|
|||||||
|
; Load GS offsets to center xformed vertex in gs coord space and color clamping constant
|
||||||
|
#macro LoadScaleConstant: gs_scale
|
||||||
|
loi 2047.5
|
||||||
|
addi.xy gs_scale, vf00, i
|
||||||
|
loi 699050.625000 // ((float)0xFFFFFF) / 24.0F
|
||||||
|
addi.z gs_scale, vf00, i
|
||||||
|
#endmacro
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
#macro MatrixLoad: matrix, offset, vumem
|
||||||
|
lq matrix[0], offset+0(vumem)
|
||||||
|
lq matrix[1], offset+1(vumem)
|
||||||
|
lq matrix[2], offset+2(vumem)
|
||||||
|
lq matrix[3], offset+3(vumem)
|
||||||
|
#endmacro
|
||||||
|
|
||||||
|
#macro MatrixXForm: output_vertex, matrix, input_vertex
|
||||||
|
mul acc, matrix[0], input_vertex[x]
|
||||||
|
madd acc, matrix[1], input_vertex[y]
|
||||||
|
madd acc, matrix[2], input_vertex[z]
|
||||||
|
madd output_vertex, matrix[3], input_vertex[w]
|
||||||
|
#endmacro
|
||||||
@@ -0,0 +1,27 @@
|
|||||||
|
#macro VectorPerspectiveDivide: vertex
|
||||||
|
div q, vf00[w], vertex[w]
|
||||||
|
mulq.xyz vertex, vertex, q
|
||||||
|
#endmacro
|
||||||
|
|
||||||
|
#macro VectorAddGSScales: output_vertex, input_vertex, gs_scale
|
||||||
|
mula.xyz acc, gs_scale, vf00[w]
|
||||||
|
madd.xyz output_vertex, input_vertex, gs_scale
|
||||||
|
ftoi4.xyz output_vertex, output_vertex
|
||||||
|
#endmacro
|
||||||
|
|
||||||
|
#macro VectorTexturePerspectiveCorrection: output_vertex, input_vertex
|
||||||
|
mulq output_vertex, input_vertex, q
|
||||||
|
#endmacro
|
||||||
|
|
||||||
|
#macro VectorStore: vertex, vumem, num
|
||||||
|
sq vertex, num(vumem)
|
||||||
|
#endmacro
|
||||||
|
|
||||||
|
#macro VectorClip: output_vertex, input_vertex
|
||||||
|
clipw.xyz input_vertex, input_vertex
|
||||||
|
mfir.w output_vertex, adc_bit
|
||||||
|
#endmacro
|
||||||
|
|
||||||
|
#macro VectorLoad: output_vertex, vumem, offset
|
||||||
|
lq output_vertex, offset(vumem)
|
||||||
|
#endmacro
|
||||||
@@ -0,0 +1,20 @@
|
|||||||
|
## Dolphin sample
|
||||||
|
|
||||||
|
### Features
|
||||||
|
- Animated character
|
||||||
|
- Collectibles and mines
|
||||||
|
- Big DFF mesh
|
||||||
|
- Background songs
|
||||||
|
- Overlay
|
||||||
|
- Audio effects (ADPCM)
|
||||||
|
- Transparent 2D UI
|
||||||
|
- Usage of draw() in array mode (for water tiles, very fast)
|
||||||
|
|
||||||
|
### Assets
|
||||||
|
[Download](http://apgcglz.cluster028.hosting.ovh.net/tyra/1.29.1/samples/dolphin/assets.zip)
|
||||||
|
|
||||||
|
### Screenshot
|
||||||
|
|
||||||
|
[![Dolphin screenshot][dolphin-screenshot]](#)
|
||||||
|
|
||||||
|
[dolphin-screenshot]: http://apgcglz.cluster028.hosting.ovh.net/tyra/1.29.1/samples/dolphin/dolphin.gif
|
||||||
@@ -12,14 +12,11 @@
|
|||||||
|
|
||||||
#include <utils/math.hpp>
|
#include <utils/math.hpp>
|
||||||
|
|
||||||
const float CAMERA_Y = 15.0F;
|
const float CAMERA_Y = 25.0F;
|
||||||
|
|
||||||
Camera::Camera(ScreenSettings *t_screen) : CameraBase(t_screen, &position, &up)
|
Camera::Camera(ScreenSettings *t_screen) : CameraBase(t_screen, &position)
|
||||||
{
|
{
|
||||||
verticalLevel = 30.0F;
|
verticalLevel = 30.0F;
|
||||||
up.x = 0.0F;
|
|
||||||
up.y = 1.0F;
|
|
||||||
up.z = 0.0F;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Camera::~Camera() {}
|
Camera::~Camera() {}
|
||||||
@@ -43,12 +40,7 @@ void Camera::rotate(Pad &t_pad)
|
|||||||
horizontalLevel -= 0.08;
|
horizontalLevel -= 0.08;
|
||||||
else if (t_pad.rJoyH >= 200)
|
else if (t_pad.rJoyH >= 200)
|
||||||
horizontalLevel += 0.08;
|
horizontalLevel += 0.08;
|
||||||
/*
|
|
||||||
if (t_pad.rJoyV <= 50 && verticalLevel > 25.0F)
|
|
||||||
verticalLevel -= 0.9F;
|
|
||||||
else if (t_pad.rJoyV >= 200 && verticalLevel < 80.0F)
|
|
||||||
verticalLevel += 0.9F;
|
|
||||||
*/
|
|
||||||
unitCirclePosition.x = (Math::sin(horizontalLevel) * verticalLevel);
|
unitCirclePosition.x = (Math::sin(horizontalLevel) * verticalLevel);
|
||||||
unitCirclePosition.y = CAMERA_Y;
|
unitCirclePosition.y = CAMERA_Y;
|
||||||
unitCirclePosition.z = (Math::cos(horizontalLevel) * verticalLevel);
|
unitCirclePosition.z = (Math::cos(horizontalLevel) * verticalLevel);
|
||||||
@@ -59,15 +51,4 @@ void Camera::followBy(Mesh &t_mesh)
|
|||||||
position.x = unitCirclePosition.x + t_mesh.position.x;
|
position.x = unitCirclePosition.x + t_mesh.position.x;
|
||||||
position.y = unitCirclePosition.y + t_mesh.position.y;
|
position.y = unitCirclePosition.y + t_mesh.position.y;
|
||||||
position.z = unitCirclePosition.z + t_mesh.position.z;
|
position.z = unitCirclePosition.z + t_mesh.position.z;
|
||||||
|
|
||||||
if (position.x > (-0.04F * verticalLevel) &&
|
|
||||||
position.x < 0.0F &&
|
|
||||||
position.z > (0.998F * verticalLevel))
|
|
||||||
{
|
|
||||||
// TODO
|
|
||||||
// position.x = 0.0F;
|
|
||||||
// position.y = 0.0F;
|
|
||||||
// position.z = 0.0F;
|
|
||||||
// horizontalLevel = 0.0F;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
@@ -22,7 +22,7 @@ class Camera : public CameraBase
|
|||||||
{
|
{
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Vector3 position,up, unitCirclePosition;
|
Vector3 position, up, unitCirclePosition;
|
||||||
float horizontalLevel, verticalLevel;
|
float horizontalLevel, verticalLevel;
|
||||||
|
|
||||||
Camera(ScreenSettings *t_screen);
|
Camera(ScreenSettings *t_screen);
|
||||||
@@ -34,7 +34,6 @@ public:
|
|||||||
|
|
||||||
protected:
|
protected:
|
||||||
Vector3 *getPosition() { return &position; };
|
Vector3 *getPosition() { return &position; };
|
||||||
Vector3 *getUp() { return &up; };
|
|
||||||
ScreenSettings screen;
|
ScreenSettings screen;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -11,14 +11,12 @@
|
|||||||
#include "dolphin.hpp"
|
#include "dolphin.hpp"
|
||||||
#include "utils/math.hpp"
|
#include "utils/math.hpp"
|
||||||
|
|
||||||
const u8 WATER_TILE_SCALE = 5;
|
float Dolphin::engineFPS = 60.0F;
|
||||||
const u8 WATER_SIZE = 100;
|
const float WATER_TILE_SCALE = 6.0F;
|
||||||
|
const u8 WATER_SIZE = 4;
|
||||||
const u8 MINES_COUNT = 15;
|
const u8 MINES_COUNT = 15;
|
||||||
const u8 OYSTERS_COUNT = 5;
|
const u8 OYSTERS_COUNT = 5;
|
||||||
|
|
||||||
float Dolphin::engineFPS = 60.F;
|
|
||||||
|
|
||||||
Dolphin::Dolphin(Engine *t_engine) : engine(t_engine), camera(&engine->screen)
|
Dolphin::Dolphin(Engine *t_engine) : engine(t_engine), camera(&engine->screen)
|
||||||
{
|
{
|
||||||
oysters = new Collectible[OYSTERS_COUNT];
|
oysters = new Collectible[OYSTERS_COUNT];
|
||||||
@@ -29,12 +27,13 @@ Dolphin::~Dolphin()
|
|||||||
{
|
{
|
||||||
delete[] oysters;
|
delete[] oysters;
|
||||||
delete[] mines;
|
delete[] mines;
|
||||||
|
delete[] waterDrawList;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Dolphin::onInit()
|
void Dolphin::onInit()
|
||||||
{
|
{
|
||||||
player.init(engine);
|
player.init(engine);
|
||||||
engine->renderer->setCameraDefinitions(&camera.worldView, &camera.position, camera.planes);
|
engine->renderer->setCameraDefinitions(&camera.view, &camera.position, camera.planes);
|
||||||
|
|
||||||
engine->audio.loadSong("sound/dirediredocks.wav");
|
engine->audio.loadSong("sound/dirediredocks.wav");
|
||||||
engine->audio.playSong();
|
engine->audio.playSong();
|
||||||
@@ -73,11 +72,26 @@ void Dolphin::onInit()
|
|||||||
printf("Loaded.\n");
|
printf("Loaded.\n");
|
||||||
|
|
||||||
printf("Loading water...\n");
|
printf("Loading water...\n");
|
||||||
water.loadObj("water/", "water", WATER_TILE_SCALE, false);
|
|
||||||
water.position.set(0, WATER_LEVEL, 0);
|
u32 spiralOffset = (u32)Math::sqrt(WATER_TILES_COUNT);
|
||||||
texRepo->addByMesh("water/", water, BMP);
|
waterDrawList = new Mesh *[WATER_TILES_COUNT];
|
||||||
water.shouldBeFrustumCulled = false;
|
calcSpiral(spiralOffset, spiralOffset);
|
||||||
water.shouldBeBackfaceCulled = false;
|
water[0].loadObj("water/", "water", WATER_TILE_SCALE, false);
|
||||||
|
water[0].position.set(0.0F, WATER_LEVEL, 0.0F);
|
||||||
|
texRepo->addByMesh("water/", water[0], BMP);
|
||||||
|
water[0].shouldBeFrustumCulled = true;
|
||||||
|
water[0].shouldBeBackfaceCulled = false;
|
||||||
|
waterDrawList[0] = &water[0];
|
||||||
|
for (size_t i = 1; i < WATER_TILES_COUNT; i++)
|
||||||
|
{
|
||||||
|
water[i].loadFrom(water[0]);
|
||||||
|
water[i].shouldBeFrustumCulled = true;
|
||||||
|
water[i].shouldBeBackfaceCulled = false;
|
||||||
|
water[i].position.set(WATER_TILE_SCALE * 2.0F * spirals[i].x, WATER_LEVEL, WATER_TILE_SCALE * 2.0F * spirals[i].y);
|
||||||
|
texRepo->getByMesh(water[0].getId(), water[0].getMaterial(0).getId())
|
||||||
|
->addLink(water[i].getId(), water[i].getMaterial(0).getId());
|
||||||
|
waterDrawList[i] = &water[i];
|
||||||
|
}
|
||||||
|
|
||||||
printf("Loading seabed...\n");
|
printf("Loading seabed...\n");
|
||||||
seabed.loadObj("seabed/", "seabed", 10.0F, false);
|
seabed.loadObj("seabed/", "seabed", 10.0F, false);
|
||||||
@@ -96,7 +110,6 @@ void Dolphin::onInit()
|
|||||||
waterbox.position.y = -100.F;
|
waterbox.position.y = -100.F;
|
||||||
|
|
||||||
printf("Loading oyster dff\n");
|
printf("Loading oyster dff\n");
|
||||||
//oysters[0].loadDff("oyster/", "oyster", 1.F, false);
|
|
||||||
oysters[0].mesh.loadObj("oyster/", "oyster", 10.F, false);
|
oysters[0].mesh.loadObj("oyster/", "oyster", 10.F, false);
|
||||||
printf("Loaded.");
|
printf("Loaded.");
|
||||||
oysters[0].mesh.shouldBeBackfaceCulled = false;
|
oysters[0].mesh.shouldBeBackfaceCulled = false;
|
||||||
@@ -117,7 +130,6 @@ void Dolphin::onInit()
|
|||||||
|
|
||||||
printf("Loading mine .obj\n");
|
printf("Loading mine .obj\n");
|
||||||
mines[0].mesh.loadObj("mine/", "mine", 10.F, false);
|
mines[0].mesh.loadObj("mine/", "mine", 10.F, false);
|
||||||
printf("Loaded.");
|
|
||||||
mines[0].mesh.shouldBeBackfaceCulled = false;
|
mines[0].mesh.shouldBeBackfaceCulled = false;
|
||||||
mines[0].mesh.shouldBeFrustumCulled = false;
|
mines[0].mesh.shouldBeFrustumCulled = false;
|
||||||
mines[0].mesh.position.set(5, -15, 32);
|
mines[0].mesh.position.set(5, -15, 32);
|
||||||
@@ -135,7 +147,8 @@ void Dolphin::onInit()
|
|||||||
}
|
}
|
||||||
|
|
||||||
Texture *pLifeTex = texRepo->add("2d/", "life", PNG);
|
Texture *pLifeTex = texRepo->add("2d/", "life", PNG);
|
||||||
//pLifeTex->addLink(lifeSprites[0].getId());
|
// pLifeTex->addLink(lifeSprites[0].getId());
|
||||||
|
|
||||||
for (int i = 0; i < 3; i++)
|
for (int i = 0; i < 3; i++)
|
||||||
{
|
{
|
||||||
lifeSprites[i].size.set(64.0F, 64.0F);
|
lifeSprites[i].size.set(64.0F, 64.0F);
|
||||||
@@ -164,12 +177,13 @@ void Dolphin::onUpdate()
|
|||||||
engine->renderer->draw(gameOver);
|
engine->renderer->draw(gameOver);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
Dolphin::engineFPS = engine->fps;
|
|
||||||
if (engine->pad.isCrossClicked)
|
|
||||||
printf("Delta multiplier: %f\n", 60.0F / engine->fps);
|
|
||||||
|
|
||||||
float xDist = player.mesh.position.x - water.position.x;
|
Dolphin::engineFPS = engine->fps;
|
||||||
float zDist = player.mesh.position.z - water.position.z;
|
// if (engine->pad.isCrossClicked)
|
||||||
|
// printf("Delta multiplier: %f\n", 60.0F / engine->fps);
|
||||||
|
|
||||||
|
float xDist = player.mesh.position.x - water[0].position.x;
|
||||||
|
float zDist = player.mesh.position.z - water[0].position.z;
|
||||||
if (xDist < 0)
|
if (xDist < 0)
|
||||||
xDist *= -1;
|
xDist *= -1;
|
||||||
if (zDist < 0)
|
if (zDist < 0)
|
||||||
@@ -177,8 +191,11 @@ void Dolphin::onUpdate()
|
|||||||
if (xDist > WATER_SIZE * WATER_TILE_SCALE / 4 ||
|
if (xDist > WATER_SIZE * WATER_TILE_SCALE / 4 ||
|
||||||
zDist > WATER_SIZE * WATER_TILE_SCALE / 4)
|
zDist > WATER_SIZE * WATER_TILE_SCALE / 4)
|
||||||
{
|
{
|
||||||
water.position.x = (player.mesh.position.x / WATER_SIZE) * WATER_SIZE;
|
for (size_t i = 0; i < WATER_TILES_COUNT; i++)
|
||||||
water.position.z = (player.mesh.position.z / WATER_SIZE) * WATER_SIZE;
|
{
|
||||||
|
water[i].position.x = player.mesh.position.x + (WATER_TILE_SCALE * 2.0F * spirals[i].x);
|
||||||
|
water[i].position.z = player.mesh.position.z + (WATER_TILE_SCALE * 2.0F * spirals[i].y);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < OYSTERS_COUNT; i++)
|
for (int i = 0; i < OYSTERS_COUNT; i++)
|
||||||
@@ -188,7 +205,7 @@ void Dolphin::onUpdate()
|
|||||||
float dist = vecDist.length();
|
float dist = vecDist.length();
|
||||||
if (dist < 20.F && player.isJumping() && oysters[i].isActive())
|
if (dist < 20.F && player.isJumping() && oysters[i].isActive())
|
||||||
{
|
{
|
||||||
printf("Pickup %d Dist %d\n", i, dist);
|
printf("Pickup:%d Dist:%f\n", i, dist);
|
||||||
oysters[i].disappear();
|
oysters[i].disappear();
|
||||||
player.setLife(player.getLifes() + 1);
|
player.setLife(player.getLifes() + 1);
|
||||||
engine->audio.setADPCMVolume(30, 3);
|
engine->audio.setADPCMVolume(30, 3);
|
||||||
@@ -204,11 +221,11 @@ void Dolphin::onUpdate()
|
|||||||
|
|
||||||
if (dist < 20.F && !mines[i].getExplosionTicks())
|
if (dist < 20.F && !mines[i].getExplosionTicks())
|
||||||
{
|
{
|
||||||
printf("Vecdist %f,%f,%f\n", vecDist.x, vecDist.y, vecDist.z);
|
printf("Vecdist: %f,%f,%f\n", vecDist.x, vecDist.y, vecDist.z);
|
||||||
printf("Explode %d Dist %d\n", i, dist);
|
printf("Explode:%d Dist:%f\n", i, dist);
|
||||||
mines[i].explode();
|
mines[i].explode();
|
||||||
player.setLife(player.getLifes() - 1);
|
player.setLife(player.getLifes() - 1);
|
||||||
//Buffer switching to prevent playing two sounds on one buffer
|
// Buffer switching to prevent playing two sounds on one buffer
|
||||||
engine->audio.setADPCMVolume(65, Mine::lastSoundBuffer);
|
engine->audio.setADPCMVolume(65, Mine::lastSoundBuffer);
|
||||||
engine->audio.playADPCM(boomSound, Mine::lastSoundBuffer);
|
engine->audio.playADPCM(boomSound, Mine::lastSoundBuffer);
|
||||||
Mine::lastSoundBuffer = Mine::lastSoundBuffer == 4 ? 5 : 4;
|
Mine::lastSoundBuffer = Mine::lastSoundBuffer == 4 ? 5 : 4;
|
||||||
@@ -220,35 +237,34 @@ void Dolphin::onUpdate()
|
|||||||
|
|
||||||
player.update(engine->pad);
|
player.update(engine->pad);
|
||||||
camera.update(engine->pad, player.mesh);
|
camera.update(engine->pad, player.mesh);
|
||||||
|
|
||||||
skybox.position.set(player.mesh.position.x, +200.0F, player.mesh.position.z);
|
skybox.position.set(player.mesh.position.x, +200.0F, player.mesh.position.z);
|
||||||
waterbox.position.set(player.mesh.position.x, -260.0F, player.mesh.position.z);
|
waterbox.position.set(player.mesh.position.x, -260.0F, player.mesh.position.z);
|
||||||
|
|
||||||
engine->renderer->draw(island);
|
engine->renderer->draw(island);
|
||||||
engine->renderer->draw(water);
|
engine->renderer->draw(waterDrawList, WATER_TILES_COUNT);
|
||||||
engine->renderer->draw(skybox);
|
engine->renderer->draw(skybox);
|
||||||
engine->renderer->draw(waterbox);
|
engine->renderer->draw(waterbox);
|
||||||
engine->renderer->draw(seabed);
|
engine->renderer->draw(seabed);
|
||||||
|
|
||||||
for (u8 i = 0; i < OYSTERS_COUNT; i++)
|
for (u8 i = 0; i < OYSTERS_COUNT; i++)
|
||||||
{
|
|
||||||
if (oysters[i].isActive())
|
if (oysters[i].isActive())
|
||||||
{
|
|
||||||
engine->renderer->draw(oysters[i].mesh);
|
engine->renderer->draw(oysters[i].mesh);
|
||||||
}
|
|
||||||
}
|
|
||||||
for (u8 i = 0; i < MINES_COUNT; i++)
|
for (u8 i = 0; i < MINES_COUNT; i++)
|
||||||
{
|
|
||||||
if (mines[i].getExplosionTicks() < MINE_EXPLOSION_TICKS)
|
if (mines[i].getExplosionTicks() < MINE_EXPLOSION_TICKS)
|
||||||
engine->renderer->draw(mines[i].mesh);
|
engine->renderer->draw(mines[i].mesh);
|
||||||
}
|
|
||||||
for (u8 i = 0; i < player.getLifes(); i++)
|
for (u8 i = 0; i < player.getLifes(); i++)
|
||||||
{
|
|
||||||
engine->renderer->draw(lifeSprites[i]);
|
engine->renderer->draw(lifeSprites[i]);
|
||||||
}
|
|
||||||
engine->renderer->draw(player.mesh);
|
engine->renderer->draw(player.mesh);
|
||||||
|
|
||||||
if (camera.position.y < WATER_LEVEL)
|
if (camera.position.y < WATER_LEVEL)
|
||||||
{
|
{
|
||||||
engine->renderer->draw(waterOverlay);
|
engine->renderer->draw(waterOverlay);
|
||||||
engine->audio.setADPCMVolume(0, 0); //Surface ambient
|
engine->audio.setADPCMVolume(0, 0); // Surface ambient
|
||||||
engine->audio.setADPCMVolume(65, 1); //Underwater ambient
|
engine->audio.setADPCMVolume(65, 1); // Underwater ambient
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -256,3 +272,28 @@ void Dolphin::onUpdate()
|
|||||||
engine->audio.setADPCMVolume(0, 1); //Underwater ambient
|
engine->audio.setADPCMVolume(0, 1); //Underwater ambient
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Dolphin::calcSpiral(int X, int Y)
|
||||||
|
{
|
||||||
|
int x, y, dx;
|
||||||
|
x = y = dx = 0;
|
||||||
|
int dy = -1;
|
||||||
|
int t = X > Y ? X : Y;
|
||||||
|
int maxI = t * t;
|
||||||
|
for (int i = 0; i < maxI; i++)
|
||||||
|
{
|
||||||
|
if ((-X / 2 <= x) && (x <= X / 2) && (-Y / 2 <= y) && (y <= Y / 2))
|
||||||
|
{
|
||||||
|
spirals[i].x = x;
|
||||||
|
spirals[i].y = y;
|
||||||
|
}
|
||||||
|
if ((x == y) || ((x < 0) && (x == -y)) || ((x > 0) && (x == 1 - y)))
|
||||||
|
{
|
||||||
|
t = dx;
|
||||||
|
dx = -dy;
|
||||||
|
dy = t;
|
||||||
|
}
|
||||||
|
x += dx;
|
||||||
|
y += dy;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -37,8 +37,15 @@ public:
|
|||||||
static float engineFPS;
|
static float engineFPS;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
/*DO NOT TOUCH ORDER OF DECLARATION!
|
void calcSpiral(int X, int Y);
|
||||||
GCC BUG CAUSES RENDERING TO FAIL IN ANY OTHER ORDER OF DECLARATION!*/
|
static const u16 WATER_TILES_COUNT = 1024;
|
||||||
|
|
||||||
|
Point spirals[WATER_TILES_COUNT];
|
||||||
|
Mesh **waterDrawList;
|
||||||
|
/**
|
||||||
|
* DO NOT TOUCH ORDER OF DECLARATION!
|
||||||
|
* GCC BUG CAUSES RENDERING TO FAIL IN ANY OTHER ORDER OF DECLARATION!
|
||||||
|
*/
|
||||||
Mesh seabed;
|
Mesh seabed;
|
||||||
Mesh island;
|
Mesh island;
|
||||||
Mesh skybox;
|
Mesh skybox;
|
||||||
@@ -49,7 +56,7 @@ private:
|
|||||||
Collectible *oysters;
|
Collectible *oysters;
|
||||||
TextureRepository *texRepo;
|
TextureRepository *texRepo;
|
||||||
Sprite waterOverlay;
|
Sprite waterOverlay;
|
||||||
Mesh water;
|
Mesh water[WATER_TILES_COUNT];
|
||||||
Mesh waterbox;
|
Mesh waterbox;
|
||||||
Sprite lifeSprites[3];
|
Sprite lifeSprites[3];
|
||||||
Sprite gameOver;
|
Sprite gameOver;
|
||||||
|
|||||||
@@ -25,10 +25,6 @@ Collectible::Collectible()
|
|||||||
bDisappearing = false;
|
bDisappearing = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
Collectible::~Collectible()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void Collectible::disappear()
|
void Collectible::disappear()
|
||||||
{
|
{
|
||||||
bDisappearing = true;
|
bDisappearing = true;
|
||||||
|
|||||||
@@ -21,7 +21,6 @@ public:
|
|||||||
float rotation;
|
float rotation;
|
||||||
Mesh mesh;
|
Mesh mesh;
|
||||||
Collectible();
|
Collectible();
|
||||||
~Collectible();
|
|
||||||
void update();
|
void update();
|
||||||
void disappear();
|
void disappear();
|
||||||
void setActive(const u8 &b) { bActive = b; }
|
void setActive(const u8 &b) { bActive = b; }
|
||||||
|
|||||||
@@ -20,10 +20,6 @@ Mine::Mine()
|
|||||||
explosionTicks = 0;
|
explosionTicks = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
Mine::~Mine()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void Mine::update()
|
void Mine::update()
|
||||||
{
|
{
|
||||||
if (bExploding && explosionTicks < MINE_EXPLOSION_TICKS)
|
if (bExploding && explosionTicks < MINE_EXPLOSION_TICKS)
|
||||||
|
|||||||
@@ -24,7 +24,6 @@ public:
|
|||||||
void explode() { bExploding = true; }
|
void explode() { bExploding = true; }
|
||||||
void update();
|
void update();
|
||||||
Mine();
|
Mine();
|
||||||
~Mine();
|
|
||||||
const u8 &getExplosionTicks() { return explosionTicks; }
|
const u8 &getExplosionTicks() { return explosionTicks; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|||||||
@@ -28,10 +28,6 @@ Player::Player()
|
|||||||
lifes = 3;
|
lifes = 3;
|
||||||
}
|
}
|
||||||
|
|
||||||
Player::~Player()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void Player::init(Engine *t_engine)
|
void Player::init(Engine *t_engine)
|
||||||
{
|
{
|
||||||
pEngine = t_engine;
|
pEngine = t_engine;
|
||||||
@@ -63,8 +59,7 @@ void Player::update(Pad &t_pad)
|
|||||||
|
|
||||||
if (t_pad.isCrossClicked && mesh.getCurrentAnimationFrame() <= 14 && WATER_LEVEL - 15 < mesh.position.y)
|
if (t_pad.isCrossClicked && mesh.getCurrentAnimationFrame() <= 14 && WATER_LEVEL - 15 < mesh.position.y)
|
||||||
{
|
{
|
||||||
printf("Cross\n");
|
mesh.setAnimSpeed(1.0F);
|
||||||
mesh.setAnimSpeed(0.8F);
|
|
||||||
mesh.playAnimation(14, 58, 0);
|
mesh.playAnimation(14, 58, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -72,19 +67,10 @@ void Player::update(Pad &t_pad)
|
|||||||
bIsJumping = true;
|
bIsJumping = true;
|
||||||
else
|
else
|
||||||
bIsJumping = false;
|
bIsJumping = false;
|
||||||
/*
|
|
||||||
if (lift < 0)
|
|
||||||
mesh.rotation.y = 1;
|
|
||||||
else if (lift > 0)
|
|
||||||
mesh.rotation.y = -1;
|
|
||||||
else
|
|
||||||
mesh.rotation.y = 0;
|
|
||||||
*/
|
|
||||||
|
|
||||||
if (velocity > 0 && mesh.getCurrentAnimationFrame() == 0)
|
if (velocity > 0 && mesh.getCurrentAnimationFrame() == 0)
|
||||||
{
|
{
|
||||||
mesh.setAnimSpeed(0.05F);
|
mesh.setAnimSpeed(0.05F);
|
||||||
printf("Swim animation\n");
|
|
||||||
mesh.playAnimation(1, 14, 0);
|
mesh.playAnimation(1, 14, 0);
|
||||||
}
|
}
|
||||||
if (mesh.getCurrentAnimationFrame() == 42)
|
if (mesh.getCurrentAnimationFrame() == 42)
|
||||||
@@ -101,7 +87,7 @@ void Player::update(Pad &t_pad)
|
|||||||
bIsImpactingWater = false;
|
bIsImpactingWater = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
velocity *= 60.0F / Dolphin::engineFPS; //Moving by deltatime of last frame.
|
velocity *= 60.0F / Dolphin::engineFPS; // Moving by deltatime of last frame.
|
||||||
mesh.position.z +=
|
mesh.position.z +=
|
||||||
Math::cos(mesh.rotation.z) * velocity * (bIsJumping + 1);
|
Math::cos(mesh.rotation.z) * velocity * (bIsJumping + 1);
|
||||||
mesh.position.x +=
|
mesh.position.x +=
|
||||||
|
|||||||
@@ -25,7 +25,6 @@ public:
|
|||||||
float gravity, velocity, lift;
|
float gravity, velocity, lift;
|
||||||
Mesh mesh;
|
Mesh mesh;
|
||||||
Player();
|
Player();
|
||||||
~Player();
|
|
||||||
void init(Engine *t_engine);
|
void init(Engine *t_engine);
|
||||||
void update(Pad &t_pad);
|
void update(Pad &t_pad);
|
||||||
const u8 &isJumping() { return bIsJumping; }
|
const u8 &isJumping() { return bIsJumping; }
|
||||||
|
|||||||
@@ -1,14 +1,19 @@
|
|||||||
## Floors sample
|
## Floors sample
|
||||||
|
|
||||||
### Description
|
### Features
|
||||||
|
- Box collision
|
||||||
Simple demo which shows lighting using PATH3, and player movement and animation.
|
- 2 animated characters
|
||||||
|
- Texture tricks showcase
|
||||||
|
- Background song
|
||||||
|
- Audio effects - walking, fighting (ADPCM)
|
||||||
|
- Transparent 2D UI
|
||||||
|
- Usage of draw() in array mode (for floors, very fast)
|
||||||
|
|
||||||
### Assets
|
### Assets
|
||||||
[Download](http://apgcglz.cluster028.hosting.ovh.net/tyra/1.1.0/samples/floors/assets.zip)
|
[Download](http://apgcglz.cluster028.hosting.ovh.net/tyra/1.29.1/samples/floors/assets.zip)
|
||||||
|
|
||||||
### Screenshot
|
### Screenshot
|
||||||
|
|
||||||
[![Floors screenshot][floors-screenshot]](#)
|
[![Floors screenshot][floors-screenshot]](#)
|
||||||
|
|
||||||
[floors-screenshot]: http://apgcglz.cluster028.hosting.ovh.net/tyra/1.1.0/samples/floors/floors.gif
|
[floors-screenshot]: http://apgcglz.cluster028.hosting.ovh.net/tyra/1.29.1/samples/floors/floors.gif
|
||||||
|
|||||||
@@ -19,13 +19,10 @@ const float CAMERA_Y = 30.0F;
|
|||||||
// Constructors/Destructors
|
// Constructors/Destructors
|
||||||
// ----
|
// ----
|
||||||
|
|
||||||
Camera::Camera(ScreenSettings *t_screen) : CameraBase(t_screen, &position, &up)
|
Camera::Camera(ScreenSettings *t_screen) : CameraBase(t_screen, &position)
|
||||||
{
|
{
|
||||||
PRINT_LOG("Initializing camera");
|
PRINT_LOG("Initializing camera");
|
||||||
verticalLevel = 80.0F;
|
verticalLevel = 80.0F;
|
||||||
up.x = 0.0F;
|
|
||||||
up.y = 1.0F;
|
|
||||||
up.z = 0.0F;
|
|
||||||
PRINT_LOG("Camera initialized!");
|
PRINT_LOG("Camera initialized!");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -35,7 +35,6 @@ public:
|
|||||||
|
|
||||||
protected:
|
protected:
|
||||||
Vector3 *getPosition() { return &position; };
|
Vector3 *getPosition() { return &position; };
|
||||||
Vector3 *getUp() { return &up; };
|
|
||||||
ScreenSettings screen;
|
ScreenSettings screen;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -37,17 +37,17 @@ Floors::~Floors()
|
|||||||
|
|
||||||
void Floors::onInit()
|
void Floors::onInit()
|
||||||
{
|
{
|
||||||
|
texRepo = engine->renderer->getTextureRepository();
|
||||||
|
enemy = new Enemy(texRepo);
|
||||||
|
ui = new Ui(texRepo);
|
||||||
|
floorManager = new FloorManager(FLOORS_COUNT, texRepo); // we must init FloorManager before starting audio!
|
||||||
|
player = new Player(&engine->audio, texRepo);
|
||||||
setBgColorAndAmbientColor();
|
setBgColorAndAmbientColor();
|
||||||
engine->renderer->setCameraDefinitions(&camera.worldView, &camera.unitCirclePosition, camera.planes);
|
engine->renderer->setCameraDefinitions(&camera.view, &camera.unitCirclePosition, camera.planes);
|
||||||
engine->audio.addSongListener(this);
|
engine->audio.addSongListener(this);
|
||||||
engine->audio.loadSong("sounds/mafikizolo-loot.wav");
|
engine->audio.loadSong("sounds/mafikizolo-loot.wav");
|
||||||
engine->audio.playSong();
|
engine->audio.playSong();
|
||||||
engine->audio.setSongVolume(80);
|
engine->audio.setSongVolume(80);
|
||||||
texRepo = engine->renderer->getTextureRepository();
|
|
||||||
enemy = new Enemy(texRepo);
|
|
||||||
ui = new Ui(texRepo);
|
|
||||||
floorManager = new FloorManager(FLOORS_COUNT, texRepo);
|
|
||||||
player = new Player(&engine->audio, texRepo);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Floors::onUpdate()
|
void Floors::onUpdate()
|
||||||
@@ -60,8 +60,11 @@ void Floors::onUpdate()
|
|||||||
player->update(engine->pad, camera, *floorManager, *enemy);
|
player->update(engine->pad, camera, *floorManager, *enemy);
|
||||||
engine->renderer->draw(player->mesh);
|
engine->renderer->draw(player->mesh);
|
||||||
engine->renderer->draw(enemy->getMeshes(), enemy->getMeshesCount());
|
engine->renderer->draw(enemy->getMeshes(), enemy->getMeshesCount());
|
||||||
for (u16 i = 0; i < FLOORS_COUNT; i++)
|
|
||||||
engine->renderer->drawByPath3(floorManager->floors[i].mesh, lightManager.bulbs, lightManager.bulbsCount);
|
// You can draw array of meshes in draw() function also. It can be A LOT faster than for looping!
|
||||||
|
// Why? When given mesh is small, is not animated and is not backface culled, vertex data are send once!
|
||||||
|
engine->renderer->draw(floorManager->getMeshes(), FLOORS_COUNT, lightManager.bulbs, lightManager.bulbsCount);
|
||||||
|
|
||||||
ui->render(engine->renderer); // 2D rendering ist LAST step, because layers gonna play there.
|
ui->render(engine->renderer); // 2D rendering ist LAST step, because layers gonna play there.
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -22,6 +22,7 @@
|
|||||||
*/
|
*/
|
||||||
FloorManager::FloorManager(int t_floorAmount, TextureRepository *t_texRepo)
|
FloorManager::FloorManager(int t_floorAmount, TextureRepository *t_texRepo)
|
||||||
{
|
{
|
||||||
|
meshes = new Mesh *[t_floorAmount];
|
||||||
texRepo = t_texRepo;
|
texRepo = t_texRepo;
|
||||||
floorAmount = t_floorAmount;
|
floorAmount = t_floorAmount;
|
||||||
spirals = new Point[t_floorAmount];
|
spirals = new Point[t_floorAmount];
|
||||||
@@ -29,10 +30,9 @@ FloorManager::FloorManager(int t_floorAmount, TextureRepository *t_texRepo)
|
|||||||
calcSpiral(floorSpiralMaxOffset, floorSpiralMaxOffset);
|
calcSpiral(floorSpiralMaxOffset, floorSpiralMaxOffset);
|
||||||
initFloors();
|
initFloors();
|
||||||
trick = 0.0F;
|
trick = 0.0F;
|
||||||
trickMode = 0;
|
|
||||||
isTimeForChangeTriggerColor = true;
|
isTimeForChangeTriggerColor = true;
|
||||||
isTimeForChangeDefaultColor = true;
|
isTimeForChangeDefaultColor = true;
|
||||||
audioOffset = audioMode = audioTick = 0;
|
audioOffset = audioMode = audioTick = trickMode = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
FloorManager::~FloorManager()
|
FloorManager::~FloorManager()
|
||||||
@@ -85,12 +85,15 @@ void FloorManager::initFloors()
|
|||||||
floors[0].mesh.loadObj("meshes/floor/", "floor", 3.0F, false);
|
floors[0].mesh.loadObj("meshes/floor/", "floor", 3.0F, false);
|
||||||
floors[0].mesh.shouldBeFrustumCulled = true;
|
floors[0].mesh.shouldBeFrustumCulled = true;
|
||||||
floors[0].mesh.shouldBeLighted = true;
|
floors[0].mesh.shouldBeLighted = true;
|
||||||
|
meshes[0] = &floors[0].mesh;
|
||||||
texRepo->addByMesh("meshes/floor/", floors[0].mesh, BMP);
|
texRepo->addByMesh("meshes/floor/", floors[0].mesh, BMP);
|
||||||
for (u16 i = 1; i < floorAmount; i++)
|
for (u16 i = 1; i < floorAmount; i++)
|
||||||
{
|
{
|
||||||
|
floors[i].mesh.shouldBeFrustumCulled = true;
|
||||||
floors[i].init(floors[0].mesh, spirals[i], i);
|
floors[i].init(floors[0].mesh, spirals[i], i);
|
||||||
texRepo->getByMesh(floors[0].mesh.getId(), floors[0].mesh.getMaterial(0).getId())
|
texRepo->getByMesh(floors[0].mesh.getId(), floors[0].mesh.getMaterial(0).getId())
|
||||||
->addLink(floors[i].mesh.getId(), floors[i].mesh.getMaterial(0).getId());
|
->addLink(floors[i].mesh.getId(), floors[i].mesh.getMaterial(0).getId());
|
||||||
|
meshes[i] = &floors[i].mesh;
|
||||||
}
|
}
|
||||||
PRINT_LOG("Floors initialized!");
|
PRINT_LOG("Floors initialized!");
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -31,8 +31,10 @@ public:
|
|||||||
u16 floorAmount;
|
u16 floorAmount;
|
||||||
void update(Player &t_player);
|
void update(Player &t_player);
|
||||||
void onAudioTick();
|
void onAudioTick();
|
||||||
|
Mesh **getMeshes() { return meshes; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
Mesh **meshes;
|
||||||
TextureRepository *texRepo;
|
TextureRepository *texRepo;
|
||||||
u8 audioOffset, audioMode;
|
u8 audioOffset, audioMode;
|
||||||
u32 audioTick;
|
u32 audioTick;
|
||||||
|
|||||||
@@ -26,30 +26,25 @@ Enemy::Enemy(TextureRepository *t_texRepo)
|
|||||||
PRINT_LOG("Creating enemy object");
|
PRINT_LOG("Creating enemy object");
|
||||||
|
|
||||||
meshes = new Mesh[getMeshesCount()];
|
meshes = new Mesh[getMeshesCount()];
|
||||||
|
drawMeshes = new Mesh *[getMeshesCount()];
|
||||||
|
|
||||||
meshes[0].loadMD2("meshes/enemy/", "poss_head", 0.3F, false);
|
meshes[0].loadMD2("meshes/enemy/", "poss_head", 0.3F, false);
|
||||||
meshes[0].rotation.x = -1.566F;
|
|
||||||
meshes[0].rotation.z = 1.566F;
|
|
||||||
|
|
||||||
meshes[1].loadMD2("meshes/enemy/", "poss_body", 0.3F, false);
|
meshes[1].loadMD2("meshes/enemy/", "poss_body", 0.3F, false);
|
||||||
meshes[1].rotation.x = -1.566F;
|
|
||||||
meshes[1].rotation.z = 1.566F;
|
|
||||||
|
|
||||||
meshes[2].loadMD2("meshes/enemy/", "poss_weapon", 0.3F, false);
|
meshes[2].loadMD2("meshes/enemy/", "poss_weapon", 0.3F, false);
|
||||||
meshes[2].rotation.x = -1.566F;
|
|
||||||
meshes[2].rotation.z = 1.566F;
|
for (u8 i = 0; i < 3; i++)
|
||||||
|
{
|
||||||
|
meshes[i].rotation.x = -1.566F;
|
||||||
|
meshes[i].rotation.z = 1.566F;
|
||||||
|
meshes[i].shouldBeFrustumCulled = false;
|
||||||
|
t_texRepo->addByMesh("meshes/enemy/", meshes[i], PNG);
|
||||||
|
meshes[i].playAnimation(1, 6);
|
||||||
|
drawMeshes[i] = &meshes[i];
|
||||||
|
}
|
||||||
|
|
||||||
Vector3 initPos = Vector3(0.00F, 40.00F, 0.00F);
|
Vector3 initPos = Vector3(0.00F, 40.00F, 0.00F);
|
||||||
setPosition(initPos);
|
setPosition(initPos);
|
||||||
|
|
||||||
t_texRepo->addByMesh("meshes/enemy/", meshes[0], PNG);
|
|
||||||
t_texRepo->addByMesh("meshes/enemy/", meshes[1], PNG);
|
|
||||||
t_texRepo->addByMesh("meshes/enemy/", meshes[2], PNG);
|
|
||||||
|
|
||||||
meshes[0].playAnimation(1, 6);
|
|
||||||
meshes[1].playAnimation(1, 6);
|
|
||||||
meshes[2].playAnimation(1, 6);
|
|
||||||
|
|
||||||
isKilled = true;
|
isKilled = true;
|
||||||
|
|
||||||
PRINT_LOG("Enemy object created!");
|
PRINT_LOG("Enemy object created!");
|
||||||
|
|||||||
@@ -24,7 +24,7 @@ public:
|
|||||||
Enemy(TextureRepository *t_texRepo);
|
Enemy(TextureRepository *t_texRepo);
|
||||||
~Enemy();
|
~Enemy();
|
||||||
|
|
||||||
inline Mesh *getMeshes() const { return meshes; }
|
inline Mesh **getMeshes() const { return drawMeshes; }
|
||||||
inline u8 getMeshesCount() const { return 3; }
|
inline u8 getMeshesCount() const { return 3; }
|
||||||
inline Vector3 getPosition() const { return position; }
|
inline Vector3 getPosition() const { return position; }
|
||||||
void setPosition(const Vector3 &t_vec);
|
void setPosition(const Vector3 &t_vec);
|
||||||
@@ -35,6 +35,8 @@ public:
|
|||||||
private:
|
private:
|
||||||
/** 0 - head, 1 - body, 2 - weapon */
|
/** 0 - head, 1 - body, 2 - weapon */
|
||||||
Mesh *meshes;
|
Mesh *meshes;
|
||||||
|
/** Only for draw() method. */
|
||||||
|
Mesh **drawMeshes;
|
||||||
const Floor *currentFloor;
|
const Floor *currentFloor;
|
||||||
Vector3 position, currFloorMin, currFloorMax;
|
Vector3 position, currFloorMin, currFloorMax;
|
||||||
u8 isKilled;
|
u8 isKilled;
|
||||||
|
|||||||
@@ -211,13 +211,13 @@ FloorsCheck *Player::checkFloors(const FloorManager &t_floorManager, const Vecto
|
|||||||
for (u32 i = 0; i < t_floorManager.floorAmount; i++)
|
for (u32 i = 0; i < t_floorManager.floorAmount; i++)
|
||||||
{
|
{
|
||||||
Utils::getMinMax(t_floorManager.floors[i].mesh, min, max);
|
Utils::getMinMax(t_floorManager.floors[i].mesh, min, max);
|
||||||
if (result->currentFloor == NULL && this->mesh.position.isOnSquare(min, max))
|
if (result->currentFloor == NULL && this->mesh.position.isOnBox(min, max))
|
||||||
{
|
{
|
||||||
result->currentFloor = &t_floorManager.floors[i];
|
result->currentFloor = &t_floorManager.floors[i];
|
||||||
result->currFloorMin.set(min);
|
result->currFloorMin.set(min);
|
||||||
result->currFloorMax.set(max);
|
result->currFloorMax.set(max);
|
||||||
}
|
}
|
||||||
if (result->willCollideFloor == NULL && t_nextPos.collidesSquare(min, max))
|
if (result->willCollideFloor == NULL && t_nextPos.collidesBox(min, max))
|
||||||
{
|
{
|
||||||
result->willCollideFloor = &t_floorManager.floors[i];
|
result->willCollideFloor = &t_floorManager.floors[i];
|
||||||
result->willCollideFloorMin.set(min);
|
result->willCollideFloorMin.set(min);
|
||||||
|
|||||||
@@ -38,7 +38,7 @@ void Utils::getMinMax(const Mesh &t_mesh, Vector3 &t_min, Vector3 &t_max)
|
|||||||
{
|
{
|
||||||
Vector3 calc = Vector3();
|
Vector3 calc = Vector3();
|
||||||
u8 isInitialized = 0;
|
u8 isInitialized = 0;
|
||||||
Vector3 *boundingBox = t_mesh.getCurrentBoundingBox();
|
const Vector3 *boundingBox = t_mesh.getCurrentBoundingBoxVertices();
|
||||||
for (u32 i = 0; i < 8; i++)
|
for (u32 i = 0; i < 8; i++)
|
||||||
{
|
{
|
||||||
calc.set(
|
calc.set(
|
||||||
|
|||||||
Reference in New Issue
Block a user