moving textures to textures repo #1

This commit is contained in:
Sandro Sobczyński
2020-10-31 10:53:20 +01:00
parent ebf2a9ac24
commit 3cfe7ba8f1
11 changed files with 127 additions and 76 deletions
+1 -1
View File
@@ -54,7 +54,7 @@ public:
u8 isMd2Loaded, isObjLoaded, isDffLoaded, isSpecInitialized;
clutbuffer_t clut;
lod_t lod;
MeshTexture **textures;
MeshTexture *textures;
private:
void setupLodAndClut();
+17 -20
View File
@@ -14,12 +14,12 @@
#include <tamtypes.h>
#include <draw_sampling.h>
#include "./texture_wrap_settings.hpp"
#include "./texture_link.hpp"
/**
* Class which contains texture data
* Textures are paired with material via material id.
* Additionaly, you can load two textures for single material
* and switch materialId here to change texture.
* Class which contains texture data.
* Textures are paired with meshes via addUsage(),
* removeUsage() functions which use meshId and materialId.
*/
class MeshTexture
{
@@ -40,17 +40,12 @@ public:
*/
const u32 &getId() const { return id; };
/**
* Core role of this variable is to assign texture to correct material.
* For example you can have two textures for single material.
* Example: Same player can have two textures (team A, team B)
*/
const u32 &getMaterialId() const { return materialId; };
const u8 &getWidth() const { return width; };
const u8 &getHeight() const { return height; };
const u32 &getTextureLinksCount() const { return texLinkCount; };
texwrap_t *getWrapSettings() { return &wrapSettings; };
/**
@@ -71,17 +66,13 @@ public:
*/
char *getName() const { return name; };
/** Array of texture links. Size of getTextureLinksCount() */
TextureLink *getTextureLinks() const { return texLinks; };
// ----
// Setters
// ----
/**
* Core role of this variable is to assign texture to correct material.
* For example you can have two textures for single material.
* Example: Same player can have two textures (team A, team B)
*/
void setMaterialId(const u32 &t_val) { materialId = t_val; }
/**
* Set texture size and allocate texture data
* Do not call this method unless you know what you do.
@@ -114,16 +105,22 @@ public:
// Other
// ----
/** Assign texture to mesh and mesh material */
void addLink(u32 t_meshId, u32 t_materialId);
/** Remove mesh and mesh material assignment */
void removeLink(u32 t_meshId, u32 t_materialId);
const u8 &isNameSet() const { return _isNameSet; };
const u8 &isSizeSet() const { return _isSizeSet; };
private:
void setDefaultWrapSettings();
texwrap_t wrapSettings;
char *name;
u32 id, materialId;
TextureLink *texLinks;
u32 id, texLinkCount;
u8 width, height, _isNameSet, _isSizeSet;
unsigned char *data;
};
@@ -0,0 +1,21 @@
/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#ifndef _TYRA_TEXTURE_USAGE_
#define _TYRA_TEXTURE_USAGE_
#include <tamtypes.h>
struct TextureLink
{
u32 meshId, materialId;
};
#endif
+9 -4
View File
@@ -19,6 +19,7 @@
#include "../models/math/plane.hpp"
#include "../models/screen_settings.hpp"
#include "../models/render_data.hpp"
#include "./texture_repository.hpp"
/** Class responsible for intializing draw env, textures and buffers */
class Renderer
@@ -55,17 +56,21 @@ public:
void endFrame(float fps);
TextureRepository *getTextureRepository() { return &textureRepo; };
private:
void changeTexture(Mesh *t_mesh, u8 t_textureIndex);
u32 lastTextureId;
texbuffer_t textureBuffer;
u8 isTextureVRAMAllocated;
void allocateTextureBuffer(u16 t_width, u16 t_height);
void deallocateTextureBuffer();
void changeTexture(Mesh *t_mesh, u8 t_textureIndex);
void flipBuffers();
void beginFrameIfNeeded();
u8 isFrameEmpty, isTextureVRAMAllocated;
u8 isFrameEmpty;
Matrix perspective;
RenderData renderData;
texbuffer_t textureBuffer;
u32 lastTextureId;
TextureRepository textureRepo;
GifSender *gifSender;
VifSender *vifSender;
packet_t *flipPacket;
@@ -24,10 +24,6 @@ public:
~TextureRepository();
private:
void allocateTextureBuffer(u16 t_width, u16 t_height);
void deallocateTextureBuffer();
void changeTexture(Mesh *t_mesh, u8 t_textureIndex);
texbuffer_t textureBuffer;
};
#endif
+6 -9
View File
@@ -171,29 +171,26 @@ void Mesh::loadTextures(char *t_subfolder, char *t_extension)
BmpLoader bmpLoader = BmpLoader();
if (isObjLoaded)
{
textures = new MeshTexture *[obj->frames[0].getMaterialsCount()];
textures = new MeshTexture[obj->frames[0].getMaterialsCount()];
for (u8 i = 0; i < obj->frames[0].getMaterialsCount(); i++)
{
textures[i] = new MeshTexture();
bmpLoader.load(*textures[i], t_subfolder, obj->frames[0].getMaterial(i).getName(), t_extension);
bmpLoader.load(textures[i], t_subfolder, obj->frames[0].getMaterial(i).getName(), t_extension);
// setDefaultWrapSettings(spec->textures[i].wrapSettings);
}
}
else if (isMd2Loaded)
{
textures = new MeshTexture *[1];
textures[0] = new MeshTexture();
bmpLoader.load(*textures[0], t_subfolder, md2->filename, t_extension);
textures = new MeshTexture[1];
bmpLoader.load(textures[0], t_subfolder, md2->filename, t_extension);
// setDefaultWrapSettings(spec->textures[0].wrapSettings);
}
else if (isDffLoaded)
{
textures = new MeshTexture *[dff->clump.geometryList.geometries[0].materialList.data.materialCount];
textures = new MeshTexture[dff->clump.geometryList.geometries[0].materialList.data.materialCount];
for (u8 i = 0; i < dff->clump.geometryList.geometries[0].materialList.data.materialCount; i++)
for (u8 j = 0; j < dff->clump.geometryList.geometries[0].materialList.materials[i].data.textureCount; j++)
{
textures[i] = new MeshTexture();
bmpLoader.load(*textures[i], t_subfolder, dff->clump.geometryList.geometries[0].materialList.materials[i].textures[j].textureName.text, t_extension);
bmpLoader.load(textures[i], t_subfolder, dff->clump.geometryList.geometries[0].materialList.materials[i].textures[j].textureName.text, t_extension);
// setDefaultWrapSettings(spec->textures[i].wrapSettings);
}
}
+31 -1
View File
@@ -21,7 +21,7 @@
MeshTexture::MeshTexture()
{
id = rand() % 100000;
materialId = 0;
texLinkCount = 0;
_isSizeSet = false;
_isNameSet = false;
setDefaultWrapSettings();
@@ -29,6 +29,8 @@ MeshTexture::MeshTexture()
MeshTexture::~MeshTexture()
{
if (texLinkCount > 0)
delete[] texLinks;
if (_isNameSet)
delete[] name;
if (_isSizeSet)
@@ -78,3 +80,31 @@ void MeshTexture::setWrapSettings(const WrapSettings t_horizontal, const WrapSet
wrapSettings.horizontal = t_horizontal;
wrapSettings.vertical = t_vertical;
}
void MeshTexture::addLink(u32 t_meshId, u32 t_materialId)
{
TextureLink *savedLinks = texLinks;
texLinks = new TextureLink[++texLinkCount];
for (u32 i = 0; i < texLinkCount - 1; i++)
{
texLinks[i].materialId = savedLinks[i].materialId;
texLinks[i].meshId = savedLinks[i].meshId;
}
delete[] savedLinks;
texLinks[texLinkCount - 1].materialId = t_materialId;
texLinks[texLinkCount - 1].meshId = t_meshId;
}
void MeshTexture::removeLink(u32 t_meshId, u32 t_materialId)
{
TextureLink *savedLinks = texLinks;
texLinks = new TextureLink[--texLinkCount];
u32 savedCount = 0;
for (u32 i = 0; i < texLinkCount + 1; i++)
if (savedLinks[i].materialId != t_materialId && savedLinks[i].meshId != t_meshId)
{
texLinks[savedCount++].materialId = savedLinks[i].materialId;
texLinks[savedCount++].meshId = savedLinks[i].meshId;
}
delete[] savedLinks;
}
+38 -37
View File
@@ -36,8 +36,9 @@ Renderer::Renderer(u32 t_packetSize, ScreenSettings *t_screen)
dma_channel_initialize(DMA_CHANNEL_GIF, NULL, 0); // Initialize DMA to enable data transfer
dma_channel_fast_waits(DMA_CHANNEL_GIF);
context = 0;
lastTextureId = 0;
isTextureVRAMAllocated = false;
isFrameEmpty = false;
lastTextureId = 0;
flipPacket = packet_init(3, PACKET_UCAB); // Uncached accelerated
allocateBuffers(t_screen->width, t_screen->height);
initDrawingEnv(t_screen->width, t_screen->height);
@@ -55,6 +56,42 @@ Renderer::~Renderer() {}
// Methods
// ----
/** Configure and allocate vRAM for texture buffer */
void Renderer::allocateTextureBuffer(u16 t_width, u16 t_height)
{
textureBuffer.width = t_width;
textureBuffer.psm = GS_PSM_24;
textureBuffer.address = graph_vram_allocate(t_width, t_height, GS_PSM_24, GRAPH_ALIGN_BLOCK);
if (textureBuffer.address <= 1)
PRINT_ERR("Texture buffer allocation error. No memory!");
textureBuffer.info.width = draw_log2(t_width);
textureBuffer.info.height = draw_log2(t_height);
textureBuffer.info.components = TEXTURE_COMPONENTS_RGB;
textureBuffer.info.function = TEXTURE_FUNCTION_MODULATE;
isTextureVRAMAllocated = true;
}
/** Configure and allocate vRAM for texture buffer */
void Renderer::deallocateTextureBuffer()
{
if (isTextureVRAMAllocated)
{
graph_vram_free(textureBuffer.address);
isTextureVRAMAllocated = false;
}
}
void Renderer::changeTexture(Mesh *t_mesh, u8 t_textureIndex)
{
if (t_mesh->textures[t_textureIndex].getId() != lastTextureId)
{
lastTextureId = t_mesh->textures[t_textureIndex].getId();
deallocateTextureBuffer();
allocateTextureBuffer(t_mesh->textures[t_textureIndex].getWidth(), t_mesh->textures[t_textureIndex].getHeight());
GifSender::sendTexture(t_mesh->textures[t_textureIndex], &textureBuffer);
}
}
/** Initializes drawing environment (1st app packet) */
void Renderer::initDrawingEnv(float t_screenW, float t_screenH)
{
@@ -88,42 +125,6 @@ void Renderer::setPrim()
PRINT_LOG("Prim set!");
}
/** Configure and allocate vRAM for texture buffer */
void Renderer::allocateTextureBuffer(u16 t_width, u16 t_height)
{
textureBuffer.width = t_width;
textureBuffer.psm = GS_PSM_24;
textureBuffer.address = graph_vram_allocate(t_width, t_height, GS_PSM_24, GRAPH_ALIGN_BLOCK);
if (textureBuffer.address <= 1)
PRINT_ERR("Texture buffer allocation error. No memory!");
textureBuffer.info.width = draw_log2(t_width);
textureBuffer.info.height = draw_log2(t_height);
textureBuffer.info.components = TEXTURE_COMPONENTS_RGB;
textureBuffer.info.function = TEXTURE_FUNCTION_MODULATE;
isTextureVRAMAllocated = true;
}
/** Configure and allocate vRAM for texture buffer */
void Renderer::deallocateTextureBuffer()
{
if (isTextureVRAMAllocated)
{
graph_vram_free(textureBuffer.address);
isTextureVRAMAllocated = false;
}
}
void Renderer::changeTexture(Mesh *t_mesh, u8 t_textureIndex)
{
if (t_mesh->textures[t_textureIndex]->getId() != lastTextureId)
{
lastTextureId = t_mesh->textures[t_textureIndex]->getId();
deallocateTextureBuffer();
allocateTextureBuffer(t_mesh->textures[t_textureIndex]->getWidth(), t_mesh->textures[t_textureIndex]->getHeight());
GifSender::sendTexture(*t_mesh->textures[t_textureIndex], &textureBuffer);
}
}
/** Defines and allocates framebuffers and zbuffer */
void Renderer::allocateBuffers(float t_screenW, float t_screenH)
{
+1
View File
@@ -18,6 +18,7 @@ EE_OBJS = \
../../engine/modules/light.o \
../../engine/modules/pad.o \
../../engine/modules/renderer.o \
../../engine/modules/texture_repository.o \
../../engine/modules/timer.o \
../../engine/modules/vif_sender.o \
../../engine/modules/vu1.o \
+1
View File
@@ -75,6 +75,7 @@ void Ari::onInit()
engine.audio.init(0);
engine.audio.setVolume(40);
engine.audio.loadSong("MOV-CIRC.WAV");
texRepo = engine.renderer->getTextureRepository();
// engine.audio.play();
// Vector3 islandPos = Vector3(0.0F, 10.0F, 0.0F);
+2
View File
@@ -16,6 +16,7 @@
#include <engine.hpp>
#include "objects/player.hpp"
#include <models/light_bulb.hpp>
#include <modules/texture_repository.hpp>
#include "./camera.hpp"
class Ari : public Game
@@ -35,6 +36,7 @@ private:
LightBulb bulb;
Player *player;
Camera *camera;
TextureRepository *texRepo;
};
#endif