@@ -26,14 +26,64 @@ public:
|
|||||||
float m31, float m32, float m33, float m34,
|
float m31, float m32, float m33, float m34,
|
||||||
float m41, float m42, float m43, float m44);
|
float m41, float m42, float m43, float m44);
|
||||||
Matrix(const Matrix &v);
|
Matrix(const Matrix &v);
|
||||||
Matrix operator*(Matrix &v);
|
Matrix operator*(const Matrix &v);
|
||||||
|
void operator*=(const Matrix &v);
|
||||||
Matrix();
|
Matrix();
|
||||||
~Matrix();
|
~Matrix();
|
||||||
|
|
||||||
void lookAt(Vector3 &t_up, Vector3 &t_position, Vector3 &t_target);
|
void lookAt(Vector3 &t_up, Vector3 &t_position, Vector3 &t_target);
|
||||||
void identity();
|
void identity();
|
||||||
void makeZRotation(float t_radians);
|
inline void unit() { identity(); };
|
||||||
void translate(float t_x, float t_y, float t_z);
|
|
||||||
|
// Translation
|
||||||
|
|
||||||
|
void translate(const Vector3 &t_val);
|
||||||
|
|
||||||
|
inline void translation(const Vector3 &t_val)
|
||||||
|
{
|
||||||
|
identity();
|
||||||
|
translate(t_val);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void rotate(const Vector3 &t_val)
|
||||||
|
{
|
||||||
|
rotateX(t_val.x);
|
||||||
|
rotateY(t_val.y);
|
||||||
|
rotateX(t_val.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void rotation(const Vector3 &t_val)
|
||||||
|
{
|
||||||
|
identity();
|
||||||
|
rotate(t_val);
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
|
||||||
void setPerspective(ScreenSettings &screen);
|
void setPerspective(ScreenSettings &screen);
|
||||||
const void print() const;
|
const void print() const;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -41,7 +41,6 @@ private:
|
|||||||
packet2_t *currPacket;
|
packet2_t *currPacket;
|
||||||
u8 context;
|
u8 context;
|
||||||
packet2_t *matricesPacket __attribute__((aligned(64)));
|
packet2_t *matricesPacket __attribute__((aligned(64)));
|
||||||
MATRIX localWorld, localScreen;
|
|
||||||
VECTOR position, rotation;
|
VECTOR position, rotation;
|
||||||
u32 vertCount;
|
u32 vertCount;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -24,13 +24,23 @@ class Math
|
|||||||
{
|
{
|
||||||
|
|
||||||
public:
|
public:
|
||||||
const static float HALF_ANG2RAD = 3.14159265358979323846 / 360.0;
|
const static float HALF_ANG2RAD = 3.14159265358979323846F / 360.0F;
|
||||||
|
const static float ANG2RAD = 3.14159265358979323846F / 180.0F;
|
||||||
const static float PI = 3.1415926535897932384626433832795F;
|
const static float PI = 3.1415926535897932384626433832795F;
|
||||||
const static float HALF_PI = 1.5707963267948966192313216916398F;
|
const static float HALF_PI = 1.5707963267948966192313216916398F;
|
||||||
static float cos(float x);
|
static float cos(float x);
|
||||||
|
static float asin(float x);
|
||||||
|
static float mod(float x, float y);
|
||||||
static inline float sin(float x) { return cos(x - HALF_PI); };
|
static inline float sin(float x) { return cos(x - HALF_PI); };
|
||||||
|
static inline float tan(float x) { return sin(x) / cos(x); }
|
||||||
static float sqrt(float x);
|
static float sqrt(float x);
|
||||||
static float invSqrt(float x);
|
static float invSqrt(float x);
|
||||||
|
static inline u32 max(u32 a, u32 b) { return (a > b) ? a : b; }
|
||||||
|
static inline s32 max(s32 a, s32 b) { return (a > b) ? a : b; }
|
||||||
|
static inline float max(float a, float b) { return (a > b) ? a : b; }
|
||||||
|
static inline u32 min(u32 a, u32 b) { return (a < b) ? a : b; }
|
||||||
|
static inline s32 min(s32 a, s32 b) { return (a < b) ? a : b; }
|
||||||
|
static inline float min(float a, float b) { return (a < b) ? a : b; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Math();
|
Math();
|
||||||
|
|||||||
@@ -84,17 +84,41 @@ void Matrix::identity()
|
|||||||
: "r"(this->data));
|
: "r"(this->data));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Matrix::translate(float x, float y, float z)
|
void Matrix::translate(const Vector3 &t_val)
|
||||||
{
|
{
|
||||||
this->identity();
|
this->data[12] += t_val.x; // 3,0
|
||||||
this->data[(3 << 2) + 0] = x; // 3,0
|
this->data[13] += t_val.y; // 3,1
|
||||||
this->data[(3 << 2) + 1] = y; // 3,1
|
this->data[14] += t_val.z; // 3,2
|
||||||
this->data[(3 << 2) + 2] = z; // 3,2
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Matrix::makeZRotation(float t_radians)
|
void Matrix::rotateX(const float &t_radians)
|
||||||
{
|
{
|
||||||
this->identity();
|
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 c = Math::cos(t_radians);
|
||||||
float s = Math::sin(t_radians);
|
float s = Math::sin(t_radians);
|
||||||
this->data[0] = c; // 0,0
|
this->data[0] = c; // 0,0
|
||||||
@@ -103,7 +127,7 @@ void Matrix::makeZRotation(float t_radians)
|
|||||||
this->data[5] = c; // 1,1
|
this->data[5] = c; // 1,1
|
||||||
}
|
}
|
||||||
|
|
||||||
Matrix Matrix::operator*(Matrix &t)
|
Matrix Matrix::operator*(const Matrix &t)
|
||||||
{
|
{
|
||||||
Matrix result;
|
Matrix result;
|
||||||
asm volatile(
|
asm volatile(
|
||||||
@@ -141,6 +165,42 @@ Matrix Matrix::operator*(Matrix &t)
|
|||||||
return result;
|
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 */
|
/** Create empty matrix */
|
||||||
Matrix::Matrix()
|
Matrix::Matrix()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -203,19 +203,19 @@ void Renderer::allocateBuffers(float t_screenW, float t_screenH)
|
|||||||
frameBuffers[0].width = (u16)t_screenW;
|
frameBuffers[0].width = (u16)t_screenW;
|
||||||
frameBuffers[0].height = (u16)t_screenH;
|
frameBuffers[0].height = (u16)t_screenH;
|
||||||
frameBuffers[0].mask = 0;
|
frameBuffers[0].mask = 0;
|
||||||
frameBuffers[0].psm = GS_PSM_32;
|
frameBuffers[0].psm = GS_PSM_24;
|
||||||
frameBuffers[0].address = graph_vram_allocate((u16)t_screenW, (u16)t_screenH, frameBuffers[0].psm, GRAPH_ALIGN_PAGE);
|
frameBuffers[0].address = graph_vram_allocate((u16)t_screenW, (u16)t_screenH, frameBuffers[0].psm, GRAPH_ALIGN_PAGE);
|
||||||
|
|
||||||
frameBuffers[1].width = (u16)t_screenW;
|
frameBuffers[1].width = (u16)t_screenW;
|
||||||
frameBuffers[1].height = (u16)t_screenH;
|
frameBuffers[1].height = (u16)t_screenH;
|
||||||
frameBuffers[1].mask = 0;
|
frameBuffers[1].mask = 0;
|
||||||
frameBuffers[1].psm = GS_PSM_32;
|
frameBuffers[1].psm = GS_PSM_24;
|
||||||
frameBuffers[1].address = graph_vram_allocate((u16)t_screenW, (u16)t_screenH, frameBuffers[1].psm, GRAPH_ALIGN_PAGE);
|
frameBuffers[1].address = graph_vram_allocate((u16)t_screenW, (u16)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_32;
|
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((u16)t_screenW, (u16)t_screenH, zBuffer.zsm, GRAPH_ALIGN_PAGE);
|
||||||
PRINT_LOG("Framebuffers, zBuffer set and allocated!");
|
PRINT_LOG("Framebuffers, zBuffer set and allocated!");
|
||||||
|
|
||||||
|
|||||||
@@ -73,10 +73,17 @@ void VifSender::sendMatrices(const RenderData &t_renderData, const Vector3 &t_po
|
|||||||
{
|
{
|
||||||
vec3ToNative(position, t_position, 1.0F);
|
vec3ToNative(position, t_position, 1.0F);
|
||||||
vec3ToNative(rotation, t_rotation, 1.0F);
|
vec3ToNative(rotation, t_rotation, 1.0F);
|
||||||
|
MATRIX localWorld, localScreen;
|
||||||
create_local_world(localWorld, position, rotation);
|
create_local_world(localWorld, position, rotation);
|
||||||
create_local_screen(localScreen, localWorld, t_renderData.worldView->data, t_renderData.perspective->data);
|
create_local_screen(localScreen, localWorld, t_renderData.worldView->data, t_renderData.perspective->data);
|
||||||
|
// Small undo, because im testing new matrix funcs, which are DIFFERENT than PS2SDK, so cant be used right now.
|
||||||
|
// Matrix viewProj = Matrix();
|
||||||
|
// viewProj.rotation(t_rotation); // model matrix
|
||||||
|
// viewProj.translate(t_position); // model matrix
|
||||||
|
// viewProj *= *t_renderData.worldView * *t_renderData.perspective; // viewproj = model * (view * projection)
|
||||||
packet2_reset(matricesPacket, false);
|
packet2_reset(matricesPacket, false);
|
||||||
packet2_utils_vu_add_unpack_data(matricesPacket, 0, &localScreen, 8, 0);
|
// 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);
|
packet2_utils_vu_add_end_tag(matricesPacket);
|
||||||
dma_channel_wait(DMA_CHANNEL_VIF1, 0);
|
dma_channel_wait(DMA_CHANNEL_VIF1, 0);
|
||||||
dma_channel_send_packet2(matricesPacket, DMA_CHANNEL_VIF1, 1);
|
dma_channel_send_packet2(matricesPacket, DMA_CHANNEL_VIF1, 1);
|
||||||
|
|||||||
@@ -99,3 +99,87 @@ void manyVec3ToNative(VECTOR *o_result, Vector3 *t_vec, int t_amount, float t_fo
|
|||||||
for (int i = 0; i < t_amount; i++)
|
for (int i = 0; i < t_amount; i++)
|
||||||
vec3ToNative(o_result[i], t_vec[i], t_fourthVal);
|
vec3ToNative(o_result[i], t_vec[i], t_fourthVal);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float Math::asin(float x)
|
||||||
|
{
|
||||||
|
float r;
|
||||||
|
asm volatile(
|
||||||
|
"lui $9, 0x3f00 \n\t"
|
||||||
|
".set noreorder \n\t"
|
||||||
|
".align 3 \n\t"
|
||||||
|
"abs.s %0, %1 \n\t"
|
||||||
|
"lui $8, 0xbe22 \n\t"
|
||||||
|
"mtc1 $9, $f1 \n\t"
|
||||||
|
"ori $8, $8, 0xf983 \n\t"
|
||||||
|
"mtc1 $8, $f8 \n\t"
|
||||||
|
"lui $9, 0x4b00 \n\t"
|
||||||
|
"mtc1 $9, $f3 \n\t"
|
||||||
|
"lui $8, 0x3f80 \n\t"
|
||||||
|
"mtc1 $8, $f2 \n\t"
|
||||||
|
"mula.s %0, $f8 \n\t"
|
||||||
|
"msuba.s $f3, $f2 \n\t"
|
||||||
|
"madda.s $f3, $f2 \n\t"
|
||||||
|
"lui $8, 0x40c9 \n\t"
|
||||||
|
"msuba.s %0, $f8 \n\t"
|
||||||
|
"ori $8, 0x0fdb \n\t"
|
||||||
|
"msub.s %0, $f1, $f2 \n\t"
|
||||||
|
"lui $9, 0xc225 \n\t"
|
||||||
|
"abs.s %0, %0 \n\t"
|
||||||
|
"lui $10, 0x3e80 \n\t"
|
||||||
|
"mtc1 $10, $f7 \n\t"
|
||||||
|
"ori $9, 0x5de1 \n\t"
|
||||||
|
"sub.s %0, %0, $f7 \n\t"
|
||||||
|
"lui $10, 0x42a3 \n\t"
|
||||||
|
"mtc1 $8, $f3 \n\t"
|
||||||
|
"ori $10, 0x3458 \n\t"
|
||||||
|
"mtc1 $9, $f4 \n\t"
|
||||||
|
"lui $8, 0xc299 \n\t"
|
||||||
|
"mtc1 $10, $f5 \n\t"
|
||||||
|
"ori $8, 0x2663 \n\t"
|
||||||
|
"mul.s $f8, %0, %0 \n\t"
|
||||||
|
"lui $9, 0x421e \n\t"
|
||||||
|
"mtc1 $8, $f6 \n\t"
|
||||||
|
"ori $9, 0xd7bb \n\t"
|
||||||
|
"mtc1 $9, $f7 \n\t"
|
||||||
|
"nop \n\t"
|
||||||
|
"mul.s $f1, %0, $f8 \n\t"
|
||||||
|
"mul.s $f9, $f8, $f8 \n\t"
|
||||||
|
"mula.s $f3, %0 \n\t"
|
||||||
|
"mul.s $f2, $f1, $f8 \n\t"
|
||||||
|
"madda.s $f4, $f1 \n\t"
|
||||||
|
"mul.s $f1, $f1, $f9 \n\t"
|
||||||
|
"mul.s %0, $f2, $f9 \n\t"
|
||||||
|
"madda.s $f5, $f2 \n\t"
|
||||||
|
"madda.s $f6, $f1 \n\t"
|
||||||
|
"madd.s %0, $f7, %0 \n\t"
|
||||||
|
".set reorder \n\t"
|
||||||
|
: "=&f"(r)
|
||||||
|
: "f"(x)
|
||||||
|
: "$f1", "$f2", "$f3", "$f4", "$f5", "$f6", "$f7", "$f8", "$f9", "$8", "$9", "$10");
|
||||||
|
return r;
|
||||||
|
}
|
||||||
|
|
||||||
|
float Math::mod(float x, float y)
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* Portable fmod(x,y) implementation for systems
|
||||||
|
* that don't have it. Adapted from code found here:
|
||||||
|
* http://www.opensource.apple.com/source/python/python-3/python/Python/fmod.c
|
||||||
|
*/
|
||||||
|
float i, f;
|
||||||
|
|
||||||
|
if (y == 0.0f)
|
||||||
|
{
|
||||||
|
return 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
i = floorf(x / y);
|
||||||
|
f = x - i * y;
|
||||||
|
|
||||||
|
if ((x < 0.0f) != (y < 0.0f))
|
||||||
|
{
|
||||||
|
f = f - y;
|
||||||
|
}
|
||||||
|
|
||||||
|
return f;
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user