small undo in rendering pipeline
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@@ -71,12 +71,19 @@ void VifSender::uploadMicroProgram()
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void VifSender::sendMatrices(const RenderData &t_renderData, const Vector3 &t_position, const Vector3 &t_rotation)
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void VifSender::sendMatrices(const RenderData &t_renderData, const Vector3 &t_position, const Vector3 &t_rotation)
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{
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{
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Matrix viewProj = Matrix();
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vec3ToNative(position, t_position, 1.0F);
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viewProj.rotation(t_rotation); // model matrix
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vec3ToNative(rotation, t_rotation, 1.0F);
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viewProj.translate(t_position); // model matrix
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MATRIX localWorld, localScreen;
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viewProj *= *t_renderData.worldView * *t_renderData.perspective; // viewproj = model * (view * projection)
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create_local_world(localWorld, position, rotation);
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create_local_screen(localScreen, localWorld, t_renderData.worldView->data, t_renderData.perspective->data);
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// Small undo, because im testing new matrix funcs, which are DIFFERENT than PS2SDK, so cant be used right now.
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// Matrix viewProj = Matrix();
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// viewProj.rotation(t_rotation); // model matrix
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// viewProj.translate(t_position); // model matrix
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// viewProj *= *t_renderData.worldView * *t_renderData.perspective; // viewproj = model * (view * projection)
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packet2_reset(matricesPacket, false);
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packet2_reset(matricesPacket, false);
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packet2_utils_vu_add_unpack_data(matricesPacket, 0, &viewProj.data, 8, 0);
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// packet2_utils_vu_add_unpack_data(matricesPacket, 0, &viewProj.data, 8, 0);
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packet2_utils_vu_add_unpack_data(matricesPacket, 0, localScreen, 8, 0);
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packet2_utils_vu_add_end_tag(matricesPacket);
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packet2_utils_vu_add_end_tag(matricesPacket);
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dma_channel_wait(DMA_CHANNEL_VIF1, 0);
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dma_channel_wait(DMA_CHANNEL_VIF1, 0);
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dma_channel_send_packet2(matricesPacket, DMA_CHANNEL_VIF1, 1);
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dma_channel_send_packet2(matricesPacket, DMA_CHANNEL_VIF1, 1);
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