moved texturebuffer outside of spec

This commit is contained in:
Sandro Sobczyński
2020-10-29 21:53:08 +01:00
parent ab69ba28e3
commit 8501a85f49
22 changed files with 363 additions and 180 deletions
+3 -2
View File
@@ -12,6 +12,7 @@
#define _TYRA_OBJ_LOADER_ #define _TYRA_OBJ_LOADER_
#include "../models/obj_model.hpp" #include "../models/obj_model.hpp"
#include "../models/mesh_frame.hpp"
#include <stdio.h> #include <stdio.h>
/** Class responsible for loading&parsing .obj 3D files */ /** Class responsible for loading&parsing .obj 3D files */
@@ -22,10 +23,10 @@ public:
ObjLoader(); ObjLoader();
~ObjLoader(); ~ObjLoader();
void load(Frame *o_result, char *t_fileName, float t_scale); void load(MeshFrame *o_result, char *t_fileName, float t_scale, u8 invertT);
private: private:
void allocateObjMemory(FILE *t_file, Frame *t_result); void allocateObjMemory(FILE *t_file, MeshFrame *t_result);
}; };
#endif #endif
+4 -2
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@@ -26,11 +26,13 @@ public:
float xy[2] __attribute__((__aligned__(16))); float xy[2] __attribute__((__aligned__(16)));
}; };
Point(float x, float y); Point(float t_x, float t_y);
Point(const Point &v);
Point(); Point();
~Point(); ~Point();
void set(float x, float y); void set(float t_x, float t_y);
void set(const Point &v);
void print(); void print();
}; };
+1 -1
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@@ -31,7 +31,7 @@ public:
float xyz[3] __attribute__((__aligned__(16))); float xyz[3] __attribute__((__aligned__(16)));
}; };
Vector3(float x, float y, float z); Vector3(float t_x, float t_y, float t_z);
Vector3(const Vector3 &v); Vector3(const Vector3 &v);
Vector3(); Vector3();
~Vector3(); ~Vector3();
+86
View File
@@ -12,6 +12,9 @@
#define _TYRA_MESH_FRAME_ #define _TYRA_MESH_FRAME_
#include <tamtypes.h> #include <tamtypes.h>
#include "math/point.hpp"
#include "math/vector3.hpp"
#include "./mesh_material.hpp"
class MeshFrame class MeshFrame
{ {
@@ -20,7 +23,90 @@ public:
MeshFrame(); MeshFrame();
~MeshFrame(); ~MeshFrame();
// ----
// Getters
// ----
const u32 &getVertexCount() const { return vertexCount; };
const u32 &getSTsCount() const { return stsCount; };
const u32 &getNormalsCount() const { return normalsCount; };
const u32 &getMaterialsCount() const { return materialsCount; };
/** Returns vertex. 3 vertices = 1 triangle. */
Vector3 &getVertex(const u32 &i) const { return vertices[i]; };
/** Returns texture coordinate. */
Point &getST(const u32 &i) const { return sts[i]; };
/** Returns normal vector. Used for lighting. */
Vector3 &getNormal(const u32 &i) const { return normals[i]; };
/** Returns material, which is a mesh "subgroup". */
MeshMaterial &getMaterial(const u32 &i) const { return materials[i]; };
/** Array of vertices. Size of getVertexCount() */
Vector3 *getVertices() const { return vertices; };
/** Array of vertices. Size of getSTsCount() */
Point *getSTs() const { return sts; };
/** Array of vertices. Size of getNormalsCount() */
Vector3 *getNormals() const { return normals; };
/** Array of materials. Size of getMaterialsCount() */
MeshMaterial *getMaterials() const { return materials; };
// ----
// Setters
// ----
/**
* Do not call this method unless you know what you do.
* Should be called by data loader.
*/
void setVertex(const u32 &t_index, const Vector3 &t_val) { vertices[t_index].set(t_val); }
/**
* Do not call this method unless you know what you do.
* Should be called by data loader.
*/
void setNormal(const u32 &t_index, const Vector3 &t_val) { normals[t_index].set(t_val); }
/**
* Do not call this method unless you know what you do.
* Should be called by data loader.
*/
void setST(const u32 &t_index, const Point &t_val) { sts[t_index].set(t_val); }
// ----
// Other
// ----
const u8 &areSTsAllocated() const { return _areSTsAllocated; };
const u8 &areVerticesAllocated() const { return _areVerticesAllocated; };
const u8 &areNormalsAllocated() const { return _areNormalsAllocated; };
const u8 &areMaterialsAllocated() const { return _areMaterialsAllocated; };
/** Set STs count and allocate memory. */
void allocateSTs(const u32 &t_val);
/** Set vertex count and allocate memory. */
void allocateVertices(const u32 &t_val);
/** Set normals count and allocate memory. */
void allocateNormals(const u32 &t_val);
/** Set materials count and allocate memory. */
void allocateMaterials(const u32 &t_val);
private: private:
u8 _areSTsAllocated, _areVerticesAllocated, _areNormalsAllocated, _areMaterialsAllocated;
u32 vertexCount, stsCount, normalsCount, materialsCount;
MeshMaterial *materials;
Point *sts __attribute__((aligned(16)));
Vector3
*vertices __attribute__((aligned(16))),
*normals __attribute__((aligned(16)));
}; };
#endif #endif
+56 -17
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@@ -13,6 +13,11 @@
#include <tamtypes.h> #include <tamtypes.h>
/** Class which contains draw data for mesh part.
* Mesh can have many materials.
* For example, car can have three materials:
* body, tires and windows.
*/
class MeshMaterial class MeshMaterial
{ {
@@ -20,44 +25,78 @@ public:
MeshMaterial(); MeshMaterial();
~MeshMaterial(); ~MeshMaterial();
// ----
// Getters
// ----
/** Material name. */ /** Material name. */
char *getName() const { return name; }; char *getName() const { return name; };
/**
* Auto generated unique Id.
* Core role of this variable is to select correct texture to draw
*/
const u32 &getId() const { return id; };
const u32 &getFacesCount() const { return facesCount; }; const u32 &getFacesCount() const { return facesCount; };
/** Indexes of vertices. Each 3 faces will give you vertices of next triangle. */ /** Indexes of vertices. Each 3 faces will give you vertices of next triangle. */
const u32 &getVertexFace(const u32 &i) const { return vertexFaces[i]; }; u32 &getVertexFace(const u32 &i) const { return vertexFaces[i]; };
/** Indexes of texture coords. Each 3 faces will give you texture coords of next triangle. */ /** Indexes of texture coords. Each 3 faces will give you texture coords of next triangle. */
const u32 &getStFace(const u32 &i) const { return stFaces[i]; }; u32 &getSTFace(const u32 &i) const { return stFaces[i]; };
/** Indexes of normal vectors used for lighting. Each 3 faces will give you normal vectors of next triangle. */ /** Indexes of normal vectors used for lighting. Each 3 faces will give you normal vectors of next triangle. */
const u32 &getNormalFace(const u32 &i) const { return normalFaces[i]; }; u32 &getNormalFace(const u32 &i) const { return normalFaces[i]; };
/** Array of vertex faces. Size of getFacesCount() */ /** Array of vertex faces. Size of getFacesCount() */
const u32 *getVertexFaces() const { return vertexFaces; }; u32 *getVertexFaces() const { return vertexFaces; };
/** Array of texture coords faces. Size of getFacesCount() */ /** Array of texture coords faces. Size of getFacesCount() */
const u32 *getStFaces() const { return stFaces; }; u32 *getSTFaces() const { return stFaces; };
/** Array of normal vector faces. Size of getFacesCount() */ /** Array of normal vector faces. Size of getFacesCount() */
const u32 *getNormalFaces() const { return normalFaces; }; u32 *getNormalFaces() const { return normalFaces; };
/** Set faces count and allocate faces memory. */ // ----
void setFacesCount(const u32 &t_val); // Setters
// ----
/** Set vertex face. Do not call this method until you know what you do. /**
* Should be called by data loader. */ * Do not call this method unless you know what you do.
* Should be called by data loader.
*/
void setVertexFace(const u32 &t_index, const u32 &t_val) { vertexFaces[t_index] = t_val; } void setVertexFace(const u32 &t_index, const u32 &t_val) { vertexFaces[t_index] = t_val; }
/** Set st face. Do not call this method until you know what you do. /**
* Should be called by data loader. */ * Do not call this method unless you know what you do.
void setStFace(const u32 &t_index, const u32 &t_val) { stFaces[t_index] = t_val; } * Should be called by data loader.
*/
void setSTFace(const u32 &t_index, const u32 &t_val) { stFaces[t_index] = t_val; }
/** Set vertex face. Do not call this method until you know what you do. /**
* Should be called by data loader. */ * Do not call this method unless you know what you do.
* Should be called by data loader.
*/
void setNormalFace(const u32 &t_index, const u32 &t_val) { normalFaces[t_index] = t_val; } void setNormalFace(const u32 &t_index, const u32 &t_val) { normalFaces[t_index] = t_val; }
/** Set material name. */ /** Set material name. */
void setName(char *t_val); void setName(char *t_val);
// ----
// Other
// ----
const u8 &isNameSet() const { return _isNameSet; };
const u8 &areFacesAllocated() const { return _areFacesAllocated; };
/** Set faces count and allocate memory. */
void allocateFaces(const u32 &t_val);
private: private:
u32 facesCount; u32 facesCount, id;
u32 *vertexFaces, *stFaces, *normalFaces; u32 *vertexFaces, *stFaces, *normalFaces;
u8 isNameAllocated, areFacesAllocated; u8 _isNameSet, _areFacesAllocated;
char *name; char *name;
}; };
+1 -4
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@@ -22,20 +22,17 @@ class MeshSpec
{ {
public: public:
texbuffer_t textureBuffer;
clutbuffer_t clut; clutbuffer_t clut;
lod_t lod; lod_t lod;
MeshSpec(); MeshSpec();
~MeshSpec(); ~MeshSpec();
void allocateTextureBuffer(u16 t_width, u16 t_height);
void deallocateTextureBuffer();
void allocateMemory(); void allocateMemory();
void setupLodAndClut(); void setupLodAndClut();
Texture *textures; Texture *textures;
private: private:
u8 isTextureVRAMAllocated;
}; };
#endif #endif
+2 -24
View File
@@ -17,29 +17,7 @@
#include "utils/debug.hpp" #include "utils/debug.hpp"
#include "./anim_state.hpp" #include "./anim_state.hpp"
#include "./mesh_material.hpp" #include "./mesh_material.hpp"
#include "./mesh_frame.hpp"
class Frame2
{
public:
Frame2() { printf("Frame2 constructor\n"); };
~Frame2() { printf("Frame2 destructor\n"); };
u16 number;
u32 verticesCount, coordinatesCount, normalsCount, materialsCount;
Vector3 *vertices __attribute__((aligned(16))),
*coordinates __attribute__((aligned(16))),
*normals __attribute__((aligned(16)));
MeshMaterial *materials;
};
struct Frame
{
u16 number;
u32 verticesCount, coordinatesCount, normalsCount, materialsCount;
Vector3 *vertices __attribute__((aligned(16))),
*coordinates __attribute__((aligned(16))),
*normals __attribute__((aligned(16)));
MeshMaterial *materials;
};
/** Class which have common types for all 3D objects */ /** Class which have common types for all 3D objects */
class ObjModel class ObjModel
@@ -49,7 +27,7 @@ public:
/** File name without extension */ /** File name without extension */
char *filename; char *filename;
u16 frameCount; u16 frameCount;
Frame *frames; MeshFrame *frames;
AnimState animState; AnimState animState;
ObjModel(char *t_objFile); ObjModel(char *t_objFile);
+1 -1
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@@ -32,7 +32,7 @@ public:
~GifSender(); ~GifSender();
void initPacket(u8 context); void initPacket(u8 context);
void addObjects(RenderData *t_renderData, Mesh **t_objects3D, u32 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount); void addObjects(RenderData *t_renderData, Mesh **t_objects3D, u32 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer);
void addClear(zbuffer_t *t_zBuffer); void addClear(zbuffer_t *t_zBuffer);
void sendPacket(); void sendPacket();
void sendClear(zbuffer_t *t_zBuffer); void sendClear(zbuffer_t *t_zBuffer);
+4 -2
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@@ -56,13 +56,15 @@ public:
void endFrame(float fps); void endFrame(float fps);
private: private:
void allocateTextureBuffer(u16 t_width, u16 t_height);
void deallocateTextureBuffer();
void changeTexture(Mesh *t_mesh, u8 t_textureIndex); void changeTexture(Mesh *t_mesh, u8 t_textureIndex);
void flipBuffers(); void flipBuffers();
void beginFrameIfNeeded(); void beginFrameIfNeeded();
u8 isFrameEmpty; u8 isFrameEmpty, isTextureVRAMAllocated;
Matrix perspective; Matrix perspective;
RenderData renderData; RenderData renderData;
texbuffer_t textureBuffer;
u32 lastTextureId; u32 lastTextureId;
GifSender *gifSender; GifSender *gifSender;
VifSender *vifSender; VifSender *vifSender;
+2 -2
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@@ -28,10 +28,10 @@ public:
~VifSender(); ~VifSender();
// 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); 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);
private: private:
void drawVertices(Mesh *t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim); void drawVertices(Mesh *t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *textureBuffer);
MATRIX localWorld, localScreen; MATRIX localWorld, localScreen;
VECTOR position, rotation; VECTOR position, rotation;
+1 -1
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@@ -16,6 +16,6 @@
#include <stdio.h> #include <stdio.h>
#define PRINT_LOG(TEXT) printf("LOG: " TEXT " (" __FILE__ ")\n") #define PRINT_LOG(TEXT) printf("LOG: " TEXT " (" __FILE__ ")\n")
#define PRINT_ERR(TEXT) printf("---\n--- ---\n--- --- --- ERR: " TEXT " (" __FILE__ ")\n--- ---\n---\n") #define PRINT_ERR(TEXT) printf("\n====================================\n| ERROR: " TEXT "\n| File : " __FILE__ "\n====================================\n\n")
#endif #endif
+34 -31
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@@ -30,7 +30,7 @@ ObjLoader::~ObjLoader() {}
* Notice: At this moment textures names are MATERIAL names from .obj file! * Notice: At this moment textures names are MATERIAL names from .obj file!
* Notice 2: Faces MUST be triangulated (check out blender export settings). * Notice 2: Faces MUST be triangulated (check out blender export settings).
*/ */
void ObjLoader::load(Frame *o_result, char *t_filename, float t_scale) void ObjLoader::load(MeshFrame *o_result, char *t_filename, float t_scale, u8 invertT)
{ {
FILE *file = fopen(t_filename, "rb"); FILE *file = fopen(t_filename, "rb");
if (file == NULL) if (file == NULL)
@@ -49,25 +49,27 @@ void ObjLoader::load(Frame *o_result, char *t_filename, float t_scale)
{ {
Vector3 vector = Vector3(); Vector3 vector = Vector3();
fscanf(file, "%f %f %f\n", &vector.x, &vector.y, &vector.z); fscanf(file, "%f %f %f\n", &vector.x, &vector.y, &vector.z);
o_result->vertices[verticesI++] = vector * t_scale; o_result->setVertex(verticesI++, vector * t_scale);
} }
else if (strcmp(lineHeader, "vt") == 0) else if (strcmp(lineHeader, "vt") == 0)
{ {
Vector3 vector = Vector3(); Point point = Point();
fscanf(file, "%f %f\n", &vector.x, &vector.y); fscanf(file, "%f %f\n", &point.x, &point.y);
o_result->coordinates[cordsI++] = vector; if (invertT)
point.y = 1.0F - point.y;
o_result->setST(cordsI++, point);
} }
else if (strcmp(lineHeader, "vn") == 0) else if (strcmp(lineHeader, "vn") == 0)
{ {
Vector3 vector = Vector3(); Vector3 vector = Vector3();
fscanf(file, "%f %f %f\n", &vector.x, &vector.y, &vector.z); fscanf(file, "%f %f %f\n", &vector.x, &vector.y, &vector.z);
o_result->normals[normalsI++] = vector; o_result->setNormal(normalsI++, vector);
} }
else if (strcmp(lineHeader, "usemtl") == 0) else if (strcmp(lineHeader, "usemtl") == 0)
{ {
char temp[30]; char temp[30];
fscanf(file, "%s\n", temp); fscanf(file, "%s\n", temp);
o_result->materials[++materialsI].setName(temp); o_result->getMaterial(++materialsI).setName(temp);
faceI = 0; faceI = 0;
} }
else if (strcmp(lineHeader, "f") == 0) else if (strcmp(lineHeader, "f") == 0)
@@ -80,17 +82,17 @@ void ObjLoader::load(Frame *o_result, char *t_filename, float t_scale)
PRINT_ERR(".obj can't be read by this simple parser. Try exporting with other options"); PRINT_ERR(".obj can't be read by this simple parser. Try exporting with other options");
else else
{ {
o_result->materials[materialsI].setVertexFace(faceI, vertexIndex[0] - 1); o_result->getMaterial(materialsI).setVertexFace(faceI, vertexIndex[0] - 1);
o_result->materials[materialsI].setVertexFace(faceI + 1, vertexIndex[1] - 1); o_result->getMaterial(materialsI).setVertexFace(faceI + 1, vertexIndex[1] - 1);
o_result->materials[materialsI].setVertexFace(faceI + 2, vertexIndex[2] - 1); o_result->getMaterial(materialsI).setVertexFace(faceI + 2, vertexIndex[2] - 1);
o_result->materials[materialsI].setStFace(faceI, coordIndex[0] - 1); o_result->getMaterial(materialsI).setSTFace(faceI, coordIndex[0] - 1);
o_result->materials[materialsI].setStFace(faceI + 1, coordIndex[1] - 1); o_result->getMaterial(materialsI).setSTFace(faceI + 1, coordIndex[1] - 1);
o_result->materials[materialsI].setStFace(faceI + 2, coordIndex[2] - 1); o_result->getMaterial(materialsI).setSTFace(faceI + 2, coordIndex[2] - 1);
o_result->materials[materialsI].setNormalFace(faceI, normalIndex[0] - 1); o_result->getMaterial(materialsI).setNormalFace(faceI, normalIndex[0] - 1);
o_result->materials[materialsI].setNormalFace(faceI + 1, normalIndex[1] - 1); o_result->getMaterial(materialsI).setNormalFace(faceI + 1, normalIndex[1] - 1);
o_result->materials[materialsI].setNormalFace(faceI + 2, normalIndex[2] - 1); o_result->getMaterial(materialsI).setNormalFace(faceI + 2, normalIndex[2] - 1);
faceI += 3; faceI += 3;
} }
} }
@@ -102,12 +104,12 @@ void ObjLoader::load(Frame *o_result, char *t_filename, float t_scale)
} }
/** Calculate how many vertices(v), coordinates(vt), normals(vn) and faces(f) have .obj file */ /** Calculate how many vertices(v), coordinates(vt), normals(vn) and faces(f) have .obj file */
void ObjLoader::allocateObjMemory(FILE *t_file, Frame *o_result) void ObjLoader::allocateObjMemory(FILE *t_file, MeshFrame *o_result)
{ {
o_result->verticesCount = 0; u32 vertexCount = 0;
o_result->coordinatesCount = 0; u32 stsCount = 0;
o_result->normalsCount = 0; u32 normalsCount = 0;
o_result->materialsCount = 0; u32 materialsCount = 0;
while (1) while (1)
{ {
@@ -116,19 +118,23 @@ void ObjLoader::allocateObjMemory(FILE *t_file, Frame *o_result)
if (res != EOF) if (res != EOF)
{ {
if (strcmp(lineHeader, "v") == 0) if (strcmp(lineHeader, "v") == 0)
o_result->verticesCount += 1; vertexCount += 1;
else if (strcmp(lineHeader, "vt") == 0) else if (strcmp(lineHeader, "vt") == 0)
o_result->coordinatesCount += 1; stsCount += 1;
else if (strcmp(lineHeader, "vn") == 0) else if (strcmp(lineHeader, "vn") == 0)
o_result->normalsCount += 1; normalsCount += 1;
else if (strcmp(lineHeader, "usemtl") == 0) else if (strcmp(lineHeader, "usemtl") == 0)
o_result->materialsCount += 1; materialsCount += 1;
} }
else else
break; break;
} }
o_result->materials = new MeshMaterial[o_result->materialsCount]; o_result->allocateVertices(vertexCount);
o_result->allocateNormals(normalsCount);
o_result->allocateSTs(stsCount);
o_result->allocateMaterials(materialsCount);
s16 currentMatI = -1; s16 currentMatI = -1;
fseek(t_file, 0, SEEK_SET); fseek(t_file, 0, SEEK_SET);
@@ -142,7 +148,7 @@ void ObjLoader::allocateObjMemory(FILE *t_file, Frame *o_result)
if (strcmp(lineHeader, "usemtl") == 0) if (strcmp(lineHeader, "usemtl") == 0)
{ {
if (currentMatI >= 0) // Skip -1 if (currentMatI >= 0) // Skip -1
o_result->materials[currentMatI].setFacesCount(facesCounter); o_result->getMaterial(currentMatI).allocateFaces(facesCounter);
currentMatI++; currentMatI++;
} }
else if (strcmp(lineHeader, "f") == 0) else if (strcmp(lineHeader, "f") == 0)
@@ -152,10 +158,7 @@ void ObjLoader::allocateObjMemory(FILE *t_file, Frame *o_result)
break; break;
} }
o_result->materials[currentMatI].setFacesCount(facesCounter); // Allocate last one o_result->getMaterial(currentMatI).allocateFaces(facesCounter); // Allocate last one
o_result->vertices = new Vector3[o_result->verticesCount];
o_result->coordinates = new Vector3[o_result->coordinatesCount];
o_result->normals = new Vector3[o_result->normalsCount];
// o_result->isMemoryAllocated = true; // o_result->isMemoryAllocated = true;
} }
+19 -6
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@@ -17,10 +17,17 @@
// ---- // ----
/** Create by specifying values */ /** Create by specifying values */
Point::Point(float x, float y) Point::Point(float t_x, float t_y)
{ {
this->x = x; x = t_x;
this->y = y; y = t_y;
}
/** Create with other point values */
Point::Point(const Point &v)
{
x = v.x;
y = v.y;
} }
/** Create empty point */ /** Create empty point */
@@ -36,10 +43,16 @@ Point::~Point() {}
// Methods // Methods
// ---- // ----
void Point::set(float x, float y) void Point::set(float t_x, float t_y)
{ {
this->x = x; x = x;
this->y = y; y = y;
}
void Point::set(const Point &v)
{
x = v.x;
y = v.y;
} }
void Point::print() void Point::print()
+4 -4
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@@ -18,11 +18,11 @@
// ---- // ----
/** Create by specifying 3 points */ /** Create by specifying 3 points */
Vector3::Vector3(float x, float y, float z) Vector3::Vector3(float t_x, float t_y, float t_z)
{ {
this->x = x; x = t_x;
this->y = y; y = t_y;
this->z = z; z = t_z;
} }
/** Create with another vector values */ /** Create with another vector values */
+7 -10
View File
@@ -62,7 +62,6 @@ void Mesh::loadDff(char *t_subfolder, char *t_dffFile, Vector3 &t_initPos, float
setDefaultColor(); setDefaultColor();
isDffLoaded = true; isDffLoaded = true;
loadTextures(t_subfolder, ".bmp"); loadTextures(t_subfolder, ".bmp");
spec->allocateTextureBuffer(spec->textures[0].width, spec->textures[0].height); // wtf?
} }
void Mesh::setDff(Vector3 &t_initPos, DffModel *t_dffModel, MeshSpec *t_spec) void Mesh::setDff(Vector3 &t_initPos, DffModel *t_dffModel, MeshSpec *t_spec)
@@ -85,7 +84,7 @@ void Mesh::loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float
obj = new ObjModel(t_objFile); obj = new ObjModel(t_objFile);
obj->frameCount = framesAmount; obj->frameCount = framesAmount;
obj->frames = new Frame[framesAmount]; obj->frames = new MeshFrame[framesAmount];
char *part1 = String::createConcatenated(t_subfolder, t_objFile); // "folder/object" char *part1 = String::createConcatenated(t_subfolder, t_objFile); // "folder/object"
char *part2 = String::createConcatenated(part1, "_"); // "folder/object_" char *part2 = String::createConcatenated(part1, "_"); // "folder/object_"
@@ -98,7 +97,7 @@ void Mesh::loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float
char *part4 = String::createWithLeadingZeros(part3); // "000001" char *part4 = String::createWithLeadingZeros(part3); // "000001"
char *part5 = String::createConcatenated(part2, part4); // "folder/object_000001" char *part5 = String::createConcatenated(part2, part4); // "folder/object_000001"
char *finalPath = String::createConcatenated(part5, ".obj"); // "folder/object_000001.obj" char *finalPath = String::createConcatenated(part5, ".obj"); // "folder/object_000001.obj"
loader.load(&obj->frames[i], finalPath, t_scale); loader.load(&obj->frames[i], finalPath, t_scale, false);
delete[] part3; delete[] part3;
delete[] part4; delete[] part4;
delete[] part5; delete[] part5;
@@ -108,11 +107,10 @@ void Mesh::loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float
delete[] part2; delete[] part2;
position = t_initPos; position = t_initPos;
setVerticesReference(obj->getFacesCount(), obj->frames[0].vertices); setVerticesReference(obj->getFacesCount(), obj->frames[0].getVertices());
setDefaultColor(); setDefaultColor();
isObjLoaded = true; isObjLoaded = true;
loadTextures(t_subfolder, ".bmp"); loadTextures(t_subfolder, ".bmp");
spec->allocateTextureBuffer(spec->textures[0].width, spec->textures[0].height); // wtf?
} }
void Mesh::setObj(Vector3 &t_initPos, ObjModel *t_objModel, MeshSpec *t_spec) void Mesh::setObj(Vector3 &t_initPos, ObjModel *t_objModel, MeshSpec *t_spec)
@@ -121,7 +119,7 @@ void Mesh::setObj(Vector3 &t_initPos, ObjModel *t_objModel, MeshSpec *t_spec)
spec = t_spec; spec = t_spec;
isSpecInitialized = true; isSpecInitialized = true;
obj = t_objModel; obj = t_objModel;
setVerticesReference(obj->getFacesCount(), obj->frames[0].vertices); setVerticesReference(obj->getFacesCount(), obj->frames[0].getVertices());
setDefaultColor(); setDefaultColor();
isObjLoaded = true; isObjLoaded = true;
} }
@@ -180,10 +178,10 @@ void Mesh::loadTextures(char *t_subfolder, char *t_extension)
BmpLoader bmpLoader = BmpLoader(); BmpLoader bmpLoader = BmpLoader();
if (isObjLoaded) if (isObjLoaded)
{ {
spec->textures = new Texture[obj->frames[0].materialsCount]; spec->textures = new Texture[obj->frames[0].getMaterialsCount()];
for (u8 i = 0; i < obj->frames[0].materialsCount; i++) for (u8 i = 0; i < obj->frames[0].getMaterialsCount(); i++)
{ {
bmpLoader.load(spec->textures[i], t_subfolder, obj->frames[0].materials[i].getName(), t_extension); bmpLoader.load(spec->textures[i], t_subfolder, obj->frames[0].getMaterial(i).getName(), t_extension);
setDefaultWrapSettings(spec->textures[i].wrapSettings); setDefaultWrapSettings(spec->textures[i].wrapSettings);
} }
} }
@@ -234,7 +232,6 @@ void Mesh::loadMD2(char *t_subfolder, char *t_md2File, Vector3 &t_initPos, float
setDefaultColor(); setDefaultColor();
isMd2Loaded = true; isMd2Loaded = true;
loadTextures(t_subfolder, ".bmp"); loadTextures(t_subfolder, ".bmp");
spec->allocateTextureBuffer(spec->textures[0].width, spec->textures[0].height); // wtf?
} }
/** Set's default object color + no transparency */ /** Set's default object color + no transparency */
+70 -2
View File
@@ -15,10 +15,78 @@
// Constructors/Destructors // Constructors/Destructors
// ---- // ----
MeshFrame::MeshFrame() {} MeshFrame::MeshFrame()
{
vertexCount = 0;
stsCount = 0;
normalsCount = 0;
materialsCount = 0;
_areSTsAllocated = false;
_areVerticesAllocated = false;
_areNormalsAllocated = false;
_areMaterialsAllocated = false;
}
MeshFrame::~MeshFrame() {} MeshFrame::~MeshFrame()
{
if (_areSTsAllocated)
delete[] sts;
if (_areVerticesAllocated)
delete[] vertices;
if (_areNormalsAllocated)
delete[] normals;
if (_areMaterialsAllocated)
delete[] materials;
}
// ---- // ----
// Methods // Methods
// ---- // ----
void MeshFrame::allocateSTs(const u32 &t_val)
{
if (_areSTsAllocated)
{
PRINT_ERR("Can't allocate STs, because were already set!");
return;
}
stsCount = t_val;
sts = new Point[t_val];
_areSTsAllocated = true;
}
void MeshFrame::allocateVertices(const u32 &t_val)
{
if (_areVerticesAllocated)
{
PRINT_ERR("Can't allocate vertices, because were already set!");
return;
}
vertexCount = t_val;
vertices = new Vector3[t_val];
_areVerticesAllocated = true;
}
void MeshFrame::allocateNormals(const u32 &t_val)
{
if (_areNormalsAllocated)
{
PRINT_ERR("Can't allocate normals, because were already set!");
return;
}
normalsCount = t_val;
normals = new Vector3[t_val];
_areNormalsAllocated = true;
}
void MeshFrame::allocateMaterials(const u32 &t_val)
{
if (_areMaterialsAllocated)
{
PRINT_ERR("Can't allocate materials, because were already set!");
return;
}
materialsCount = t_val;
materials = new MeshMaterial[t_val];
_areMaterialsAllocated = true;
}
+12 -13
View File
@@ -11,6 +11,7 @@
#include "../include/models/mesh_material.hpp" #include "../include/models/mesh_material.hpp"
#include "../include/utils/debug.hpp" #include "../include/utils/debug.hpp"
#include "../include/utils/string.hpp" #include "../include/utils/string.hpp"
#include <cstdlib>
// ---- // ----
// Constructors/Destructors // Constructors/Destructors
@@ -18,51 +19,49 @@
MeshMaterial::MeshMaterial() MeshMaterial::MeshMaterial()
{ {
id = rand() % 100000;
facesCount = 0; facesCount = 0;
isNameAllocated = false; _isNameSet = false;
areFacesAllocated = false; _areFacesAllocated = false;
} }
MeshMaterial::~MeshMaterial() MeshMaterial::~MeshMaterial()
{ {
if (_areFacesAllocated)
if (areFacesAllocated)
{ {
delete[] vertexFaces; delete[] vertexFaces;
delete[] stFaces; delete[] stFaces;
delete[] normalFaces; delete[] normalFaces;
} }
if (isNameAllocated) if (_isNameSet)
{
delete[] name; delete[] name;
}
} }
// ---- // ----
// Methods // Methods
// ---- // ----
void MeshMaterial::setFacesCount(const u32 &t_val) void MeshMaterial::allocateFaces(const u32 &t_val)
{ {
if (areFacesAllocated) if (_areFacesAllocated)
{ {
PRINT_ERR("Can't set faces, because faces were already set!"); PRINT_ERR("Can't allocate faces, because were already set!");
return; return;
} }
facesCount = t_val; facesCount = t_val;
stFaces = new u32[t_val]; stFaces = new u32[t_val];
normalFaces = new u32[t_val]; normalFaces = new u32[t_val];
vertexFaces = new u32[t_val]; vertexFaces = new u32[t_val];
areFacesAllocated = true; _areFacesAllocated = true;
} }
void MeshMaterial::setName(char *t_val) void MeshMaterial::setName(char *t_val)
{ {
if (isNameAllocated) if (_isNameSet)
{ {
PRINT_ERR("Can't set name, because was already set!"); PRINT_ERR("Can't set name, because was already set!");
return; return;
} }
name = String::createCopy(t_val); name = String::createCopy(t_val);
isNameAllocated = true; _isNameSet = true;
} }
-27
View File
@@ -29,39 +29,12 @@ MeshSpec::MeshSpec()
/** Release memory if object was initialized */ /** Release memory if object was initialized */
MeshSpec::~MeshSpec() MeshSpec::~MeshSpec()
{ {
if (this->isTextureVRAMAllocated == true)
graph_vram_free(this->textureBuffer.address);
} }
// ---- // ----
// Methods // Methods
// ---- // ----
/** Configure and allocate vRAM for texture buffer */
void MeshSpec::allocateTextureBuffer(u16 t_width, u16 t_height)
{
this->textureBuffer.width = t_width;
this->textureBuffer.psm = GS_PSM_24;
this->textureBuffer.address = graph_vram_allocate(t_width, t_height, GS_PSM_24, GRAPH_ALIGN_BLOCK);
if (this->textureBuffer.address <= 1)
PRINT_ERR("Texture buffer allocation error. No memory!");
this->textureBuffer.info.width = draw_log2(t_width);
this->textureBuffer.info.height = draw_log2(t_height);
this->textureBuffer.info.components = TEXTURE_COMPONENTS_RGB;
this->textureBuffer.info.function = TEXTURE_FUNCTION_MODULATE;
this->isTextureVRAMAllocated = true;
}
/** Configure and allocate vRAM for texture buffer */
void MeshSpec::deallocateTextureBuffer()
{
if (this->isTextureVRAMAllocated)
{
graph_vram_free(textureBuffer.address);
this->isTextureVRAMAllocated = false;
}
}
/** Sets texture level of details settings and CLUT settings */ /** Sets texture level of details settings and CLUT settings */
void MeshSpec::setupLodAndClut() void MeshSpec::setupLodAndClut()
{ {
+10 -10
View File
@@ -55,8 +55,8 @@ ObjModel::~ObjModel()
u32 ObjModel::getFacesCount() u32 ObjModel::getFacesCount()
{ {
u32 result = 0; // TODO u32 result = 0; // TODO
for (u16 i = 0; i < frames[0].materialsCount; i++) for (u16 i = 0; i < frames[0].getMaterialsCount(); i++)
result += frames[0].materials[i].getFacesCount(); result += frames[0].getMaterial(i).getFacesCount();
return result; return result;
} }
@@ -76,9 +76,9 @@ u32 ObjModel::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_nor
{ {
#define CURR_FRAME frames[animState.currentFrame] #define CURR_FRAME frames[animState.currentFrame]
#define NEXT_FRAME frames[animState.nextFrame] #define NEXT_FRAME frames[animState.nextFrame]
#define MATERIAL CURR_FRAME.materials[t_materialIndex] #define MATERIAL CURR_FRAME.getMaterial(t_materialIndex)
#define CURR_VERT CURR_FRAME.vertices[MATERIAL.getVertexFace(matI + vertI)] #define CURR_VERT CURR_FRAME.getVertex(MATERIAL.getVertexFace(matI + vertI))
#define NEXT_VERT NEXT_FRAME.vertices[MATERIAL.getVertexFace(matI + vertI)] #define NEXT_VERT NEXT_FRAME.getVertex(MATERIAL.getVertexFace(matI + vertI))
u32 addedFaces = 0; u32 addedFaces = 0;
for (u32 matI = 0; matI < MATERIAL.getFacesCount(); matI += 3) for (u32 matI = 0; matI < MATERIAL.getFacesCount(); matI += 3)
@@ -99,13 +99,13 @@ u32 ObjModel::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_nor
o_vertices[addedFaces][2] = calc3Vectors[vertI].z; o_vertices[addedFaces][2] = calc3Vectors[vertI].z;
o_vertices[addedFaces][3] = 1.0F; o_vertices[addedFaces][3] = 1.0F;
o_normals[addedFaces][0] = CURR_FRAME.normals[MATERIAL.getNormalFace(matI + vertI)].x; o_normals[addedFaces][0] = CURR_FRAME.getNormal(MATERIAL.getNormalFace(matI + vertI)).x;
o_normals[addedFaces][1] = CURR_FRAME.normals[MATERIAL.getNormalFace(matI + vertI)].y; o_normals[addedFaces][1] = CURR_FRAME.getNormal(MATERIAL.getNormalFace(matI + vertI)).y;
o_normals[addedFaces][2] = CURR_FRAME.normals[MATERIAL.getNormalFace(matI + vertI)].z; o_normals[addedFaces][2] = CURR_FRAME.getNormal(MATERIAL.getNormalFace(matI + vertI)).z;
o_normals[addedFaces][3] = 1.0F; o_normals[addedFaces][3] = 1.0F;
o_coordinates[addedFaces][0] = CURR_FRAME.coordinates[MATERIAL.getStFace(matI + vertI)].x; o_coordinates[addedFaces][0] = CURR_FRAME.getST(MATERIAL.getSTFace(matI + vertI)).x;
o_coordinates[addedFaces][1] = CURR_FRAME.coordinates[MATERIAL.getStFace(matI + vertI)].y; o_coordinates[addedFaces][1] = CURR_FRAME.getST(MATERIAL.getSTFace(matI + vertI)).y;
o_coordinates[addedFaces][2] = 1.0F; o_coordinates[addedFaces][2] = 1.0F;
o_coordinates[addedFaces++][3] = 1.0F; o_coordinates[addedFaces++][3] = 1.0F;
} }
+2 -2
View File
@@ -129,7 +129,7 @@ void GifSender::addClear(zbuffer_t *t_zBuffer)
* @param objects3D Array of 3D objects pointers * @param objects3D Array of 3D objects pointers
* @param amount Amount of 3D objects * @param amount Amount of 3D objects
*/ */
void GifSender::addObjects(RenderData *t_renderData, Mesh **t_objects3D, u32 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount) void GifSender::addObjects(RenderData *t_renderData, Mesh **t_objects3D, u32 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer)
{ {
if (!isAnyObjectAdded) if (!isAnyObjectAdded)
{ {
@@ -141,7 +141,7 @@ void GifSender::addObjects(RenderData *t_renderData, Mesh **t_objects3D, u32 t_a
q++; q++;
q = draw_texture_sampling(q, 0, &t_objects3D[0]->spec->lod); q = draw_texture_sampling(q, 0, &t_objects3D[0]->spec->lod);
q = draw_texturebuffer(q, 0, &t_objects3D[0]->spec->textureBuffer, &t_objects3D[0]->spec->clut); q = draw_texturebuffer(q, 0, textureBuffer, &t_objects3D[0]->spec->clut);
dw = (u64 *)draw_prim_start(q, 0, t_renderData->prim, &t_objects3D[0]->color); dw = (u64 *)draw_prim_start(q, 0, t_renderData->prim, &t_objects3D[0]->color);
for (u32 i = 0; i < t_amount; i++) for (u32 i = 0; i < t_amount; i++)
+34 -9
View File
@@ -88,14 +88,39 @@ void Renderer::setPrim()
PRINT_LOG("Prim set!"); 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) void Renderer::changeTexture(Mesh *t_mesh, u8 t_textureIndex)
{ {
if (t_mesh->spec->textures[t_textureIndex].id != lastTextureId) if (t_mesh->spec->textures[t_textureIndex].id != lastTextureId)
{ {
lastTextureId = t_mesh->spec->textures[t_textureIndex].id; lastTextureId = t_mesh->spec->textures[t_textureIndex].id;
t_mesh->spec->deallocateTextureBuffer(); deallocateTextureBuffer();
t_mesh->spec->allocateTextureBuffer(t_mesh->spec->textures[t_textureIndex].width, t_mesh->spec->textures[t_textureIndex].height); allocateTextureBuffer(t_mesh->spec->textures[t_textureIndex].width, t_mesh->spec->textures[t_textureIndex].height);
GifSender::sendTexture(t_mesh->spec->textures[t_textureIndex], &t_mesh->spec->textureBuffer); GifSender::sendTexture(t_mesh->spec->textures[t_textureIndex], &textureBuffer);
} }
} }
@@ -134,7 +159,7 @@ void Renderer::drawByPath3(Mesh **t_meshes, u16 t_amount, LightBulb *t_bulbs, u1
gifSender->initPacket(context); gifSender->initPacket(context);
// TODO // TODO
changeTexture(t_meshes[0], 0); changeTexture(t_meshes[0], 0);
gifSender->addObjects(&renderData, t_meshes, t_amount, t_bulbs, t_bulbsCount); gifSender->addObjects(&renderData, t_meshes, t_amount, t_bulbs, t_bulbsCount, &textureBuffer);
gifSender->sendPacket(); gifSender->sendPacket();
draw_wait_finish(); draw_wait_finish();
} }
@@ -146,7 +171,7 @@ void Renderer::drawByPath3(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
changeTexture(t_mesh, 0); changeTexture(t_mesh, 0);
gifSender->initPacket(context); gifSender->initPacket(context);
// TODO // TODO
gifSender->addObjects(&renderData, &t_mesh, 1, t_bulbs, t_bulbsCount); gifSender->addObjects(&renderData, &t_mesh, 1, t_bulbs, t_bulbsCount, &textureBuffer);
gifSender->sendPacket(); gifSender->sendPacket();
draw_wait_finish(); draw_wait_finish();
} }
@@ -182,18 +207,18 @@ void Renderer::draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
if (t_mesh->isObjLoaded) if (t_mesh->isObjLoaded)
{ {
t_mesh->obj->animate(); t_mesh->obj->animate();
for (u32 i = 0; i < t_mesh->obj->frames[0].materialsCount; i++) for (u32 i = 0; i < t_mesh->obj->frames[0].getMaterialsCount(); i++)
{ {
changeTexture(t_mesh, i); changeTexture(t_mesh, i);
vertCount = t_mesh->getDrawData(i, vertices, normals, coordinates, *renderData.cameraPosition); vertCount = t_mesh->getDrawData(i, vertices, normals, coordinates, *renderData.cameraPosition);
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount); vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer);
} }
} }
else if (t_mesh->isMd2Loaded) else if (t_mesh->isMd2Loaded)
{ {
changeTexture(t_mesh, 0); changeTexture(t_mesh, 0);
vertCount = t_mesh->getDrawData(0, vertices, normals, coordinates, *renderData.cameraPosition); vertCount = t_mesh->getDrawData(0, vertices, normals, coordinates, *renderData.cameraPosition);
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount); vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer);
} }
else if (t_mesh->isDffLoaded) else if (t_mesh->isDffLoaded)
for (u32 i = 0; i < t_mesh->dff->clump.geometryList.geometries[0].extension.materialSplit.header.splitCount; i++) for (u32 i = 0; i < t_mesh->dff->clump.geometryList.geometries[0].extension.materialSplit.header.splitCount; i++)
@@ -201,7 +226,7 @@ void Renderer::draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
const u32 currentTexI = t_mesh->dff->clump.geometryList.geometries[0].extension.materialSplit.splitInformation[i].materialIndex; const u32 currentTexI = t_mesh->dff->clump.geometryList.geometries[0].extension.materialSplit.splitInformation[i].materialIndex;
changeTexture(t_mesh, currentTexI); changeTexture(t_mesh, currentTexI);
vertCount = t_mesh->getDrawData(i, vertices, normals, coordinates, *renderData.cameraPosition); vertCount = t_mesh->getDrawData(i, vertices, normals, coordinates, *renderData.cameraPosition);
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount); vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer);
} }
delete[] vertices; delete[] vertices;
delete[] normals; delete[] normals;
+10 -10
View File
@@ -37,7 +37,7 @@ VifSender::~VifSender() {}
// Methods // Methods
// ---- // ----
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) 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)
{ {
if (t_mesh->shouldBeFrustumCulled == 1 && !t_mesh->isInFrustum(t_renderData->frustumPlanes)) if (t_mesh->shouldBeFrustumCulled == 1 && !t_mesh->isInFrustum(t_renderData->frustumPlanes))
return; return;
@@ -60,7 +60,7 @@ 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); drawVertices(t_mesh, i, endI, vertices, coordinates, t_renderData->prim, textureBuffer);
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;
@@ -74,7 +74,7 @@ void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 ver
} }
/** 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) 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)
{ {
const u32 vertCount = t_end - t_start; const u32 vertCount = t_end - t_start;
vu1.addListBeginning(); vu1.addListBeginning();
@@ -100,13 +100,13 @@ void VifSender::drawVertices(Mesh *t_mesh, u32 t_start, u32 t_end, VECTOR *t_ver
vu1.add128( // tex -> buff + clut vu1.add128( // tex -> buff + clut
GS_SET_TEX0( GS_SET_TEX0(
t_mesh->spec->textureBuffer.address >> 6, textureBuffer->address >> 6,
t_mesh->spec->textureBuffer.width >> 6, textureBuffer->width >> 6,
t_mesh->spec->textureBuffer.psm, textureBuffer->psm,
t_mesh->spec->textureBuffer.info.width, textureBuffer->info.width,
t_mesh->spec->textureBuffer.info.height, textureBuffer->info.height,
t_mesh->spec->textureBuffer.info.components, textureBuffer->info.components,
t_mesh->spec->textureBuffer.info.function, textureBuffer->info.function,
t_mesh->spec->clut.address >> 6, t_mesh->spec->clut.address >> 6,
t_mesh->spec->clut.psm, t_mesh->spec->clut.psm,
t_mesh->spec->clut.storage_mode, t_mesh->spec->clut.storage_mode,