Merge pull request #5 from h4570/develop
Updating develop with h4570/tyra develop
This commit is contained in:
+117
@@ -0,0 +1,117 @@
|
||||
# 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).
|
||||
|
||||
## [1.31.2] - 2021-02-06
|
||||
|
||||
### Added
|
||||
- Id to MeshFrame
|
||||
- Non textured rendering (RGBA only)
|
||||
|
||||
### Changed
|
||||
- Moved color from mesh to mesh material.
|
||||
- OBJ Loader refactor
|
||||
- Logic of loadFrom()
|
||||
- Migrated to GCC9 (valid with latest PS2SDK)
|
||||
|
||||
### Removed
|
||||
- Removed MeshId from TextureLink, TextureRepository
|
||||
|
||||
## [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
|
||||
|
||||
[1.31.2]: https://github.com/h4570/tyra/compare/v1.29.1-alpha...v1.31.2-alpha
|
||||
[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]
|
||||
[![MIT License][license-shield]][license-url]
|
||||
PS2-Scene [](https://discord.gg/7dCr6ThSN5)
|
||||
[](https://discord.gg/NhhTmg3Gm5)
|
||||
[](https://discord.gg/7dCr6ThSN5)
|
||||
|
||||
<br />
|
||||
<p align="center">
|
||||
<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>
|
||||
|
||||
<h3 align="center">Tyra alpha 1.1.0</h3>
|
||||
<h3 align="center">Tyra - alpha 1.31.2</h3>
|
||||
|
||||
<p align="center">
|
||||
Open source renderer and game engine for PS2 (PlayStation 2™).
|
||||
Open source game engine for PlayStation 2™
|
||||
<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 />
|
||||
<a href="https://github.com/h4570/tyra/issues">Report Bug</a>
|
||||
@@ -27,95 +30,79 @@ PS2-Scene [
|
||||
* [Samples](#samples)
|
||||
* [About project](#about-project)
|
||||
* [Acronyms](#acronyms)
|
||||
* [Tyra features](#tyra-features)
|
||||
* [Built With](#built-with)
|
||||
* [Branches](#branches)
|
||||
* [Getting Started](#getting-started)
|
||||
* [Prerequisites](#prerequisites)
|
||||
* [Installation](#installation)
|
||||
* [Prerequisites](#prerequisites)
|
||||
* [Roadmap](#roadmap)
|
||||
* [Tyra team](#tyra-team)
|
||||
* [Contributing](#contributing)
|
||||
* [License](#license)
|
||||
* [Contact](#contact)
|
||||
* [Built With](#built-with)
|
||||
* [Acronyms](#acronyms)
|
||||
* [Thanks](#thanks)
|
||||
|
||||
## 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/1.31.2/tyra.gif" alt="sample" width="600" height="auto">
|
||||
|
||||
### Samples
|
||||
* [Dolphin](https://github.com/h4570/tyra/tree/master/src/samples/dolphin)
|
||||
* [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
|
||||
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!
|
||||
|
||||
**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.
|
||||
Tyra takes care for you, and rendering, coprocessors communication 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
|
||||
**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, synchronization and many more low-level stuff is already done.
|
||||
|
||||
### Tyra features
|
||||
* VU1 rendering (PATH 1), double-buffered
|
||||
* GIF rendering (PATH 3), double-buffered
|
||||
* 3D support - VU1 "Path 1 rendering"
|
||||
* 2D support - PNG & BMP
|
||||
* Frustum culling, backface culling
|
||||
* 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)
|
||||
* Threading support
|
||||
* Lighting support (now PATH3 only)
|
||||
* Animation support
|
||||
* Audio support
|
||||
* Animation support for obj and md2
|
||||
* Audio support - .wav and .adpcm
|
||||
* Pad support
|
||||
* TODO: physics, ADPCM and many more!
|
||||
|
||||
### Built With
|
||||
|
||||
* [PS2SDK](https://github.com/ps2dev/ps2sdk)
|
||||
### Branches
|
||||
* Master - monthly releases - tested on PS2 & PCSX2.
|
||||
* Develop - daily builds - can be unstable.
|
||||
|
||||
## Getting Started
|
||||
|
||||
To get a local copy up and running follow these simple steps.
|
||||
YouTube tutorials soon!
|
||||
### Installation [](https://discord.gg/NhhTmg3Gm5)
|
||||
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
|
||||
|
||||
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)
|
||||
* At least #674b6f4 PS2SDK (01.12.2020) - [PS2SDK](https://github.com/ps2dev/ps2sdk)
|
||||
* At least #e8e9edb PS2SDK (06.02.2021) - [PS2SDK](https://github.com/ps2dev/ps2sdk)
|
||||
* 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
|
||||
* 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 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 moved to github kanban:
|
||||
[https://github.com/h4570/tyra/projects/1](https://github.com/h4570/tyra/projects/1)
|
||||
### Roadmap for next master release:
|
||||
[Next release 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).
|
||||
|
||||
@@ -133,26 +120,38 @@ 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.
|
||||
|
||||
## Contact
|
||||
## Built With
|
||||
|
||||
Sandro Sobczyński - sandro.sobczynski@gmail.com
|
||||
[![LinkedIn][linkedin-shield]][linkedin-url]
|
||||
* [PS2SDK](https://github.com/ps2dev/ps2sdk)
|
||||
|
||||
### 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
|
||||
|
||||
Without these guys, everything would be harder:
|
||||
* Dr Henry Fortuna - Abertay University (code sources)
|
||||
* Lukasz D.K. (huge archive of PS2 stuff)
|
||||
* Guilherme Lampert - PlayStation London (code sources)
|
||||
* Jesper Svennevid, Daniel Collin - Microcode (openvcl, code samples)
|
||||
* Whole PS2SDK/PS2Scene team
|
||||
* Dr Henry Fortuna - for code sources
|
||||
* Rick Gaiser - for help and new GCC!
|
||||
* Lukasz D.K. - for huge archive of PS2 stuff
|
||||
* Guilherme Lampert - for code sources
|
||||
* Jesper Svennevid, Daniel Collin - for openvcl's code samples
|
||||
* Whole PS2DEV team
|
||||
* Manieq - for nice splash screens!
|
||||
* And so many other guys. Thanks!
|
||||
|
||||
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-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-url]: https://linkedin.com/in/sandro-sobczyński-28820b15a/
|
||||
[license-shield]: https://img.shields.io/github/license/h4570/tyra.svg?style=flat-square
|
||||
[license-url]: https://github.com/h4570/tyra/blob/master/LICENSE
|
||||
|
||||
+4
-2
@@ -35,8 +35,10 @@ all: $(EE_OBJS)
|
||||
ar rcs $(LIB_NAME) $(EE_OBJS)
|
||||
rm -f $(EE_OBJS)
|
||||
|
||||
# https://github.com/microsoft/wsl/issues/2468#issuecomment-374904520
|
||||
#%.vsm: %.vcl # sudo service binfmt-support start
|
||||
#%.vcl: %.vclpp
|
||||
# $(EE_VCLPP) $< $@
|
||||
|
||||
#%.vsm: %.vcl
|
||||
# $(EE_VCL) $< >> $@
|
||||
|
||||
%.o: %.vsm
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
EE_LIBS := $(EE_LIBS) -ldraw -lgraph -lmath3d -lpacket -ldma -lpacket2 -lpad -laudsrv -lc -lstdc++ -lpng -lz
|
||||
EE_LIBS := $(EE_LIBS) -ldraw -lcdvd -lgraph -lmath3d -lpacket -ldma -lpacket2 -lpad -laudsrv -lc -lstdc++ -lpng -lz
|
||||
EE_INCS := -I$(TYRA_DIR)/include -I$(PS2SDK)/ports/include $(EE_INCS)
|
||||
EE_LDFLAGS := -L$(PS2SDK)/ports/lib -L$(TYRA_DIR) $(EE_LDFLAGS)
|
||||
EE_CFLAGS := -DHAVE_LIBPNG -DHAVE_ZLIB $(EE_CFLAGS)
|
||||
EE_CXXFLAGS := -DHAVE_LIBPNG -DHAVE_ZLIB $(EE_CXXFLAGS)
|
||||
EE_CFLAGS := -DHAVE_LIBPNG -D_XCDVD -DHAVE_ZLIB $(EE_CFLAGS)
|
||||
EE_CXXFLAGS := -DHAVE_LIBPNG -D_XCDVD -DHAVE_ZLIB $(EE_CXXFLAGS)
|
||||
EE_DVP = dvp-as
|
||||
EE_VCL = vcl
|
||||
EE_VCLPP = vclpp
|
||||
LIB_NAME = libtyra.a
|
||||
|
||||
include $(PS2SDK)/samples/Makefile.pref
|
||||
|
||||
@@ -41,13 +41,13 @@ Engine::~Engine() {}
|
||||
|
||||
void Engine::setDefaultScreen()
|
||||
{
|
||||
screen.projectionScale = 4096.0F;
|
||||
screen.nearPlaneDist = 2.0F;
|
||||
screen.farPlaneDist = 2000.0F;
|
||||
screen.fov = 60.0F;
|
||||
screen.aspectRatio = 4.0F / 3.0F;
|
||||
screen.width = 640.0F;
|
||||
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)
|
||||
@@ -77,8 +77,9 @@ void Engine::firePS2()
|
||||
{
|
||||
SifInitRpc(0);
|
||||
srand(time(NULL));
|
||||
fileService.startThread();
|
||||
audio.startThread(&fileService);
|
||||
// fileService.startThread();
|
||||
// audio.startThread(&fileService);
|
||||
audio.startThread(NULL);
|
||||
isInitialized = 0;
|
||||
mainThreadId = GetThreadId();
|
||||
}
|
||||
|
||||
@@ -32,7 +32,7 @@ public:
|
||||
void init(Game *t_game, u32 t_gifPacketSize);
|
||||
void setDefaultScreen();
|
||||
Renderer *renderer;
|
||||
FileService fileService;
|
||||
// FileService fileService;
|
||||
Audio audio;
|
||||
ScreenSettings screen;
|
||||
Pad pad;
|
||||
|
||||
@@ -13,79 +13,174 @@
|
||||
|
||||
#include "vector3.hpp"
|
||||
#include "../screen_settings.hpp"
|
||||
#include <string.h>
|
||||
|
||||
/** https://en.wikipedia.org/wiki/Matrix_(mathematics) */
|
||||
/** 4x4 Matrix class. */
|
||||
class Matrix
|
||||
{
|
||||
|
||||
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,
|
||||
float m31, float m32, float m33, float m34,
|
||||
float m41, float m42, float m43, float m44);
|
||||
Matrix(const Matrix &v);
|
||||
Matrix operator*(const Matrix &v);
|
||||
void operator*=(const Matrix &v);
|
||||
// ----
|
||||
// Constructors/Destructors
|
||||
// ----
|
||||
|
||||
/** Create empty 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();
|
||||
|
||||
/**
|
||||
* 1 0 0 0
|
||||
* 0 1 0 0
|
||||
* 0 0 1 0
|
||||
* 0 0 0 1
|
||||
*/
|
||||
inline void unit() { identity(); };
|
||||
|
||||
// Translation
|
||||
|
||||
void translate(const Vector3 &t_val);
|
||||
|
||||
inline void translation(const Vector3 &t_val)
|
||||
/** Translate matrix. */
|
||||
inline void translate(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);
|
||||
Matrix temp = Matrix(true);
|
||||
temp.translation(t_val);
|
||||
cross(this->data, temp.data, this->data);
|
||||
}
|
||||
|
||||
/** Rotate matrix. */
|
||||
inline void rotate(const Vector3 &t_val)
|
||||
{
|
||||
rotateX(t_val.x);
|
||||
rotateY(t_val.y);
|
||||
rotateX(t_val.z);
|
||||
Matrix temp = Matrix(true);
|
||||
|
||||
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();
|
||||
rotate(t_val);
|
||||
Matrix temp = Matrix(true);
|
||||
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;
|
||||
|
||||
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
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
#define _TYRA_VECTOR3_
|
||||
|
||||
#include <tamtypes.h>
|
||||
#include <stdio.h>
|
||||
|
||||
class Math; // Forward definition
|
||||
|
||||
@@ -20,6 +21,7 @@ class Vector3
|
||||
{
|
||||
|
||||
public:
|
||||
/** This trick will allow use to use vec.x and vex[0] */
|
||||
union
|
||||
{
|
||||
struct
|
||||
@@ -31,32 +33,91 @@ public:
|
||||
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 operator+(Vector3 v);
|
||||
Vector3 operator-(const Vector3 &v);
|
||||
Vector3 operator*(Vector3 &v);
|
||||
Vector3 operator*(const float &t);
|
||||
/** Create vector with given vector values. */
|
||||
Vector3(const Vector3 &t_v) { set(t_v); }
|
||||
|
||||
/** 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);
|
||||
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;
|
||||
u8 isOnSquare(const Vector3 &t_min, const Vector3 &t_max) const;
|
||||
float length();
|
||||
void normalize();
|
||||
void setByLerp(const Vector3 &v1, const Vector3 &v2, const float &t_interp, const float &t_scale);
|
||||
float innerProduct(Vector3 &v);
|
||||
// ----
|
||||
// Functions
|
||||
// ----
|
||||
|
||||
/** Set vector values via VU0. */
|
||||
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 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;
|
||||
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
|
||||
|
||||
@@ -16,7 +16,6 @@
|
||||
#include "./texture.hpp"
|
||||
#include "./mesh_frame.hpp"
|
||||
#include <tamtypes.h>
|
||||
#include <draw_types.h>
|
||||
#include <draw_buffers.h>
|
||||
#include <draw_sampling.h>
|
||||
#include "./anim_state.hpp"
|
||||
@@ -43,7 +42,6 @@ public:
|
||||
* When true, mesh materials are not drawn when they are outside of view frustum.
|
||||
*/
|
||||
u8 shouldBeFrustumCulled;
|
||||
color_t color;
|
||||
clutbuffer_t clut;
|
||||
lod_t lod;
|
||||
|
||||
@@ -176,6 +174,8 @@ public:
|
||||
|
||||
void setAnimSpeed(const float &t_value) { animState.speed = t_value; }
|
||||
|
||||
const u8 &areFramesAllocated() const { return _areFramesAllocated; };
|
||||
|
||||
/**
|
||||
* Check if this class loaded mesh data first.
|
||||
* Meshes which use loadFrom() method have false there.
|
||||
@@ -207,9 +207,8 @@ private:
|
||||
AnimState animState;
|
||||
MeshFrame *frames;
|
||||
u32 id, framesCount;
|
||||
u8 _isMother;
|
||||
u8 _isMother, _areFramesAllocated;
|
||||
Vector3 calc3Vectors[3];
|
||||
void setDefaultColor();
|
||||
void setDefaultLODAndClut();
|
||||
};
|
||||
|
||||
|
||||
@@ -35,6 +35,12 @@ public:
|
||||
// Getters
|
||||
// ----
|
||||
|
||||
/**
|
||||
* Auto generated unique Id.
|
||||
* Core role of this variable is to select correct texture to draw
|
||||
*/
|
||||
const u32 &getId() const { return id; };
|
||||
|
||||
const u32 &getVertexCount() const { return vertexCount; };
|
||||
const u32 &getSTsCount() const { return stsCount; };
|
||||
const u32 &getNormalsCount() const { return normalsCount; };
|
||||
@@ -119,12 +125,27 @@ public:
|
||||
// Other
|
||||
// ----
|
||||
|
||||
/**
|
||||
* Check if this object is mother.
|
||||
* Mother = object loaded with loadObj(), loadDff()..
|
||||
* Have all mother data: vertex, st, etc..
|
||||
* Non-mother = object loaded with loadFrom().
|
||||
* Have reference copy to mother data: vertex, st, etc..
|
||||
*
|
||||
* When you will destruct mother object, all vertex, st data will be deleted.
|
||||
* When you will destruct non-mother object, all vertex, st data will be NOT deleted.
|
||||
*/
|
||||
const u8 &isMother() const { return _isMother; };
|
||||
|
||||
const u8 &areSTsAllocated() const { return _areSTsAllocated; };
|
||||
const u8 &areVerticesAllocated() const { return _areVerticesAllocated; };
|
||||
const u8 &areNormalsAllocated() const { return _areNormalsAllocated; };
|
||||
const u8 &areMaterialsAllocated() const { return _areMaterialsAllocated; };
|
||||
const u8 &isBoundingBoxCalculated() const { return _isBoundingBoxCalculated; };
|
||||
|
||||
/** Create reference copy (non-mother) */
|
||||
void copyFrom(MeshFrame *t_refCopy);
|
||||
|
||||
/** Set STs count and allocate memory. */
|
||||
void allocateSTs(const u32 &t_val);
|
||||
|
||||
@@ -146,12 +167,13 @@ public:
|
||||
|
||||
private:
|
||||
BoundingBox *boundingBoxObj;
|
||||
u8 _areSTsAllocated,
|
||||
u8 _isMother,
|
||||
_areSTsAllocated,
|
||||
_areVerticesAllocated,
|
||||
_areNormalsAllocated,
|
||||
_areMaterialsAllocated,
|
||||
_isBoundingBoxCalculated;
|
||||
u32 vertexCount, stsCount, normalsCount, materialsCount;
|
||||
u32 vertexCount, stsCount, normalsCount, materialsCount, id;
|
||||
MeshMaterial *materials;
|
||||
Point __attribute__((aligned(16))) * sts;
|
||||
Vector3 __attribute__((aligned(16))) * vertices, *normals;
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
#define _TYRA_MESH_MATERIAL_
|
||||
|
||||
#include <tamtypes.h>
|
||||
#include <draw_types.h>
|
||||
#include "bounding_box.hpp"
|
||||
#include "./math/vector3.hpp"
|
||||
#include "./math/plane.hpp"
|
||||
@@ -29,6 +30,8 @@ public:
|
||||
MeshMaterial();
|
||||
~MeshMaterial();
|
||||
|
||||
color_t color;
|
||||
|
||||
// ----
|
||||
// Getters
|
||||
// ----
|
||||
@@ -104,11 +107,43 @@ public:
|
||||
/** Set material name. */
|
||||
void setName(char *t_val);
|
||||
|
||||
/**
|
||||
* Do not call this method unless you know what you do.
|
||||
* Should be called by data loader.
|
||||
*/
|
||||
void setSTsPresent(const u8 &b) { _areSTsPresent = b; };
|
||||
|
||||
/**
|
||||
* Do not call this method unless you know what you do.
|
||||
* Should be called by data loader.
|
||||
*/
|
||||
void setNormalsPresent(const u8 &b) { _areNormalsPresent = b; };
|
||||
|
||||
// ----
|
||||
// Other
|
||||
// ----
|
||||
|
||||
const u8 &areSTsPresent() const { return _areSTsPresent; };
|
||||
|
||||
const u8 &areNormalsPresent() const { return _areNormalsPresent; };
|
||||
|
||||
/** Create reference copy (non-mother) */
|
||||
void copyFrom(MeshMaterial *t_refCopy);
|
||||
|
||||
const u8 &isNameSet() const { return _isNameSet; };
|
||||
|
||||
/**
|
||||
* Check if this object is mother.
|
||||
* Mother = object loaded with loadObj(), loadDff()..
|
||||
* Have all mother data: vertex faces, st faces, etc..
|
||||
* Non-mother = object loaded with loadFrom().
|
||||
* Have reference copy to mother data: vertex faces, st faces, etc..
|
||||
*
|
||||
* When you will destruct mother object, all faces data will be deleted.
|
||||
* When you will destruct non-mother object, all faces data will be NOT deleted.
|
||||
*/
|
||||
const u8 &isMother() const { return _isMother; };
|
||||
|
||||
const u8 &areFacesAllocated() const { return _areFacesAllocated; };
|
||||
|
||||
/** Set faces count and allocate memory. */
|
||||
@@ -125,10 +160,16 @@ public:
|
||||
u8 isInFrustum(Plane *t_frustumPlanes, const Vector3 &position);
|
||||
|
||||
private:
|
||||
void setDefaultColor();
|
||||
BoundingBox *boundingBoxObj;
|
||||
u32 facesCount, id;
|
||||
u32 *vertexFaces, *stFaces, *normalFaces;
|
||||
u8 _isNameSet, _areFacesAllocated, _isBoundingBoxCalculated;
|
||||
u8 _isMother,
|
||||
_isNameSet,
|
||||
_areFacesAllocated,
|
||||
_isBoundingBoxCalculated,
|
||||
_areSTsPresent,
|
||||
_areNormalsPresent;
|
||||
char *name;
|
||||
};
|
||||
|
||||
|
||||
@@ -22,10 +22,18 @@ struct RenderData
|
||||
{
|
||||
LightBulb *bulbs;
|
||||
u16 bulbsCount;
|
||||
/** Camera (lookAt) */
|
||||
Matrix *worldView;
|
||||
/** Perspective projection */
|
||||
Matrix *perspective;
|
||||
/**
|
||||
* Camera matrix (glLookAt)
|
||||
* OpenGL name: View
|
||||
* Sony name: World view
|
||||
*/
|
||||
Matrix *view;
|
||||
/**
|
||||
* Projection matrix (glPerspective)
|
||||
* OpenGL name: Projection
|
||||
* Sony name: View screen
|
||||
*/
|
||||
Matrix *projection;
|
||||
Vector3 *cameraPosition;
|
||||
Plane *frustumPlanes;
|
||||
prim_t *prim;
|
||||
|
||||
@@ -83,21 +83,18 @@ public:
|
||||
/**
|
||||
* Returns index of link.
|
||||
* -1 if not found.
|
||||
* @param t_id
|
||||
* For 3D: Mesh material id.
|
||||
* For 2D: Sprite id.
|
||||
*/
|
||||
const s32 getIndexOfLink(const u32 &t_meshId, const u32 &t_materialId) const
|
||||
const s32 getIndexOfLink(const u32 &t_id) const
|
||||
{
|
||||
for (u32 i = 0; i < texLinks.size(); i++)
|
||||
if (texLinks[i].materialId == t_materialId && texLinks[i].meshOrSpriteId == t_meshId)
|
||||
if (texLinks[i].id == t_id)
|
||||
return i;
|
||||
return -1;
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns index of link.
|
||||
* -1 if not found.
|
||||
*/
|
||||
inline const s32 getIndexOfLink(const u32 &t_spriteId) const { return getIndexOfLink(t_spriteId, 0); };
|
||||
|
||||
// ----
|
||||
// Setters
|
||||
// ----
|
||||
@@ -144,18 +141,15 @@ public:
|
||||
|
||||
const u8 &isSizeSet() const { return _isSizeSet; };
|
||||
|
||||
const u8 isLinkedWith(const u32 &t_meshId, const u32 &t_materialId) const
|
||||
/**
|
||||
* Check if texture is linked with Mesh/Sprite.
|
||||
* @param t_id
|
||||
* For 3D: Mesh material id.
|
||||
* For 2D: Sprite id.
|
||||
*/
|
||||
const u8 isLinkedWith(const u32 &t_id) const
|
||||
{
|
||||
s32 index = getIndexOfLink(t_meshId, t_materialId);
|
||||
if (index != -1)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
};
|
||||
|
||||
const u8 isLinkedWith(const u32 &t_spriteId) const
|
||||
{
|
||||
s32 index = getIndexOfLink(t_spriteId);
|
||||
s32 index = getIndexOfLink(t_id);
|
||||
if (index != -1)
|
||||
return true;
|
||||
else
|
||||
@@ -164,18 +158,15 @@ public:
|
||||
|
||||
void removeLinkByIndex(const u32 &t_index) { texLinks.erase(texLinks.begin() + t_index); }
|
||||
|
||||
void removeLinkBySprite(const u32 &t_spriteId)
|
||||
/**
|
||||
* Remove texture link with given Mesh/Sprite.
|
||||
* @param t_id
|
||||
* For 3D: Mesh material id.
|
||||
* For 2D: Sprite id.
|
||||
*/
|
||||
void removeLinkById(const u32 &t_id)
|
||||
{
|
||||
s32 index = getIndexOfLink(t_spriteId);
|
||||
if (index != -1)
|
||||
removeLinkByIndex(index);
|
||||
else
|
||||
PRINT_ERR("Cant remove link, because it was not found!");
|
||||
}
|
||||
|
||||
void removeLinkByMesh(const u32 &t_meshId, const u32 &t_materialId)
|
||||
{
|
||||
s32 index = getIndexOfLink(t_meshId, t_materialId);
|
||||
s32 index = getIndexOfLink(t_id);
|
||||
if (index != -1)
|
||||
removeLinkByIndex(index);
|
||||
else
|
||||
|
||||
@@ -15,10 +15,11 @@
|
||||
|
||||
struct TextureLink
|
||||
{
|
||||
/** Mesh id or sprite id */
|
||||
u32 meshOrSpriteId;
|
||||
/** Mesh material id or 0 if is sprite */
|
||||
u32 materialId;
|
||||
/**
|
||||
* For 3D: Mesh material id.
|
||||
* For 2D: Sprite id.
|
||||
*/
|
||||
u32 id;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -126,7 +126,8 @@ public:
|
||||
|
||||
private:
|
||||
u8 songLoaded, volume, realVolume, songPlaying, songInLoop, songFinished;
|
||||
std::vector<AudioListenerRef> songListeners;
|
||||
u8 hack; // TODO
|
||||
std::vector<AudioListenerRef *> songListeners;
|
||||
FILE *wav;
|
||||
audsrv_fmt_t format;
|
||||
FileService *fileService;
|
||||
|
||||
@@ -21,7 +21,7 @@ class CameraBase
|
||||
{
|
||||
|
||||
public:
|
||||
CameraBase(ScreenSettings *t_screen, Vector3 *t_position, Vector3 *t_up);
|
||||
CameraBase(ScreenSettings *t_screen, Vector3 *t_position);
|
||||
virtual ~CameraBase(){};
|
||||
|
||||
/**
|
||||
@@ -31,10 +31,10 @@ public:
|
||||
Plane planes[6];
|
||||
|
||||
/**
|
||||
* Projection matrix
|
||||
* View matrix
|
||||
* Set by lookAt() method.
|
||||
*/
|
||||
Matrix worldView;
|
||||
Matrix view;
|
||||
|
||||
protected:
|
||||
/** Pointer to screen settings */
|
||||
@@ -42,7 +42,7 @@ protected:
|
||||
|
||||
/**
|
||||
* Adaption of OpenGL lookAt camera.
|
||||
* Calculates worldView matrix and update frustum planes
|
||||
* Calculates view matrix and update frustum planes
|
||||
* Should be called every frame.
|
||||
*/
|
||||
void lookAt(Vector3 &t_target);
|
||||
@@ -56,9 +56,10 @@ protected:
|
||||
void updatePlanes(Vector3 t_target);
|
||||
|
||||
private:
|
||||
Vector3 *p_position, *p_up;
|
||||
Vector3 *p_position;
|
||||
float farPlaneDist, nearPlaneDist, nearHeight, nearWidth, farHeight, farWidth;
|
||||
Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
|
||||
Vector3 up; // always 0.0F, 1.0F, 0.0F
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -34,7 +34,7 @@ public:
|
||||
~GifSender();
|
||||
|
||||
void initPacket(u8 context);
|
||||
void 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 addObject(RenderData *t_renderData, Mesh &t_mesh, u32 vertexCount, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer, color_t *t_color);
|
||||
void addClear(zbuffer_t *t_zBuffer, color_t *t_rgb);
|
||||
void sendPacket();
|
||||
void sendClear(zbuffer_t *t_zBuffer, color_t *t_rgb);
|
||||
@@ -54,7 +54,7 @@ private:
|
||||
float halfScreenW, halfScreenH;
|
||||
MATRIX localWorld, localScreen, localLight;
|
||||
|
||||
void 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 calc3DObject(Matrix t_perspective, Mesh &t_mesh, u32 vertexCount, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, RenderData *t_renderData, LightBulb *t_bulbs, u16 t_bulbsCount, color_t *t_color);
|
||||
void convertCalcs(u32 t_vertCount, VECTOR *t_vertices, VECTOR *t_colors, VECTOR *t_sts, color_t &t_color);
|
||||
void addCurrentCalcs(u32 &t_vertexCount);
|
||||
};
|
||||
|
||||
@@ -13,6 +13,8 @@
|
||||
|
||||
#include <draw_buffers.h>
|
||||
#include <draw_primitives.h>
|
||||
#include <gs_privileged.h>
|
||||
#include <draw.h>
|
||||
#include <packet2.h>
|
||||
#include "gif_sender.hpp"
|
||||
#include "vif_sender.hpp"
|
||||
@@ -39,46 +41,72 @@ public:
|
||||
void enableVSync() { isVSyncEnabled = true; }
|
||||
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);
|
||||
|
||||
/**
|
||||
* Draw many meshes with lighting information.
|
||||
* Slowest way of rendering (PATH 3, using EE and GIF).
|
||||
* NOTICE: Animation supported, lighting supported
|
||||
*/
|
||||
void drawByPath3(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
|
||||
/// --- OBSOLETE
|
||||
|
||||
/**
|
||||
* Draw mesh with lighting information.
|
||||
* Slowest way of rendering (PATH 3, using EE and GIF).
|
||||
* NOTICE: Animation supported, lighting supported
|
||||
*/
|
||||
void drawByPath3(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount);
|
||||
// /**
|
||||
// * WARNING: THIS FUNC CAUSE VISUAL ARTIFACTS!
|
||||
// * Draw many meshes with lighting information.
|
||||
// * Slowest way of rendering (PATH 3, using EE and GIF).
|
||||
// * NOTICE: Animation supported, lighting supported
|
||||
// */
|
||||
// void drawByPath3(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
|
||||
|
||||
/**
|
||||
* Draw many meshes without lighting information.
|
||||
* Slowest way of rendering (PATH 3, using EE and GIF).
|
||||
* NOTICE: Animation supported, lighting supported
|
||||
*/
|
||||
void drawByPath3(Mesh *t_meshes, u16 t_amount);
|
||||
// /**
|
||||
// * WARNING: THIS FUNC CAUSE VISUAL ARTIFACTS!
|
||||
// * Draw mesh with lighting information.
|
||||
// * Slowest way of rendering (PATH 3, using EE and GIF).
|
||||
// * NOTICE: Animation supported, lighting supported
|
||||
// */
|
||||
// void drawByPath3(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount);
|
||||
|
||||
/**
|
||||
* Draw mesh without lighting information.
|
||||
* Slowest way of rendering (PATH 3, using EE and GIF).
|
||||
* NOTICE: Animation supported, lighting supported
|
||||
*/
|
||||
void drawByPath3(Mesh &t_mesh);
|
||||
// /**
|
||||
// * WARNING: THIS FUNC CAUSE VISUAL ARTIFACTS!
|
||||
// * Draw many meshes without lighting information.
|
||||
// * Slowest way of rendering (PATH 3, using EE and GIF).
|
||||
// * NOTICE: Animation supported, lighting supported
|
||||
// */
|
||||
// void drawByPath3(Mesh *t_meshes, u16 t_amount);
|
||||
|
||||
// /**
|
||||
// * WARNING: THIS FUNC CAUSE VISUAL ARTIFACTS!
|
||||
// * Draw mesh without lighting information.
|
||||
// * Slowest way of rendering (PATH 3, using EE and GIF).
|
||||
// * NOTICE: Animation supported, lighting supported
|
||||
// */
|
||||
// void drawByPath3(Mesh &t_mesh);
|
||||
|
||||
/// --- Draw: PATH1
|
||||
|
||||
/**
|
||||
* 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).
|
||||
* 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.
|
||||
@@ -89,10 +117,11 @@ public:
|
||||
|
||||
/**
|
||||
* 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).
|
||||
* 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.
|
||||
@@ -125,7 +154,7 @@ private:
|
||||
void flipBuffers();
|
||||
void beginFrameIfNeeded();
|
||||
u8 isFrameEmpty;
|
||||
Matrix perspective;
|
||||
Matrix perspective, camRotation;
|
||||
Light light;
|
||||
RenderData renderData;
|
||||
TextureRepository textureRepo;
|
||||
@@ -134,8 +163,8 @@ private:
|
||||
VifSender *vifSender;
|
||||
packet2_t *flipPacket;
|
||||
color_t worldColor;
|
||||
void allocateBuffers(float t_screenW, float t_screenH);
|
||||
void initDrawingEnv(float t_screenW, float t_screenH);
|
||||
void allocateBuffers(int t_screenW, int t_screenH);
|
||||
void initDrawingEnv();
|
||||
void setPrim();
|
||||
};
|
||||
|
||||
|
||||
@@ -45,23 +45,14 @@ public:
|
||||
/**
|
||||
* Returns single texture.
|
||||
* NULL if not found.
|
||||
* @param t_id
|
||||
* For 3D: Mesh material id.
|
||||
* For 2D: Sprite id.
|
||||
*/
|
||||
Texture *getBySprite(const u32 &t_spriteId)
|
||||
Texture *getBySpriteOrMesh(const u32 &t_id)
|
||||
{
|
||||
for (u32 i = 0; i < textures.size(); i++)
|
||||
if (textures[i]->isLinkedWith(t_spriteId))
|
||||
return textures[i];
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns single texture.
|
||||
* NULL if not found.
|
||||
*/
|
||||
Texture *getByMesh(const u32 &t_meshId, const u32 &t_materialId)
|
||||
{
|
||||
for (u32 i = 0; i < textures.size(); i++)
|
||||
if (textures[i]->isLinkedWith(t_meshId, t_materialId))
|
||||
if (textures[i]->isLinkedWith(t_id))
|
||||
return textures[i];
|
||||
return NULL;
|
||||
}
|
||||
|
||||
@@ -29,18 +29,33 @@ public:
|
||||
~VifSender();
|
||||
|
||||
// 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 sendMatrices(const RenderData &t_renderData, const Vector3 &t_position, const Vector3 &t_rotation);
|
||||
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, color_t *t_color, u8 t_rgbaOnly);
|
||||
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:
|
||||
u32 lastVertCount; // needed for drawTheSameWithOtherMatrices()
|
||||
u8 isLastRGBAOnly; // needed for drawTheSameWithOtherMatrices()
|
||||
u8 isDrawWaitEnabled;
|
||||
Light *light;
|
||||
void uploadMicroProgram();
|
||||
void setDoubleBuffer();
|
||||
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 setDoubleBufferAddStaticData();
|
||||
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, color_t *t_color, u8 t_rgbaOnly);
|
||||
packet2_t *packets[2] __attribute__((aligned(64)));
|
||||
packet2_t *currPacket;
|
||||
/**
|
||||
* OpenGL name: Model
|
||||
* Sony name: local world
|
||||
*/
|
||||
Matrix model;
|
||||
/**
|
||||
* OpenGL name: ModelViewProjection
|
||||
* Sony name: local screen
|
||||
*/
|
||||
Matrix modelViewProj;
|
||||
u8 context;
|
||||
packet2_t *matricesPacket __attribute__((aligned(64)));
|
||||
VECTOR position, rotation;
|
||||
u32 vertCount;
|
||||
};
|
||||
|
||||
@@ -14,6 +14,7 @@
|
||||
#include <tamtypes.h>
|
||||
#include <math3d.h>
|
||||
#include "../models/math/vector3.hpp"
|
||||
#include <fastmath.h>
|
||||
|
||||
class Vector3; // Forward definition
|
||||
|
||||
@@ -24,16 +25,15 @@ class Math
|
||||
{
|
||||
|
||||
public:
|
||||
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 HALF_PI = 1.5707963267948966192313216916398F;
|
||||
constexpr static float HALF_ANG2RAD = 3.14159265358979323846F / 360.0F;
|
||||
constexpr static float ANG2RAD = 3.14159265358979323846F / 180.0F;
|
||||
constexpr static float PI = 3.1415926535897932384626433832795F;
|
||||
constexpr static float HALF_PI = 1.5707963267948966192313216916398F;
|
||||
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 tan(float x) { return sin(x) / cos(x); }
|
||||
static float sqrt(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; }
|
||||
|
||||
@@ -244,6 +244,8 @@ void DffLoader::readGeometryExtension(MeshFrame *o_frame, char **materialNames,
|
||||
{
|
||||
u32 facesCount = readDwordFromArrayLE(t_buffer, t_ptrPos);
|
||||
u32 materialIndex = readDwordFromArrayLE(t_buffer, t_ptrPos);
|
||||
o_frame->getMaterial(i).setSTsPresent(true);
|
||||
o_frame->getMaterial(i).setNormalsPresent(true);
|
||||
o_frame->getMaterial(i).allocateFaces(facesCount);
|
||||
o_frame->getMaterial(i).setName(materialNames[materialIndex]);
|
||||
for (u32 j = 0; j < facesCount; j++)
|
||||
|
||||
@@ -138,6 +138,8 @@ MeshFrame *MD2Loader::load(u32 &o_framesCount, char *t_subpath, char *t_nameWith
|
||||
{
|
||||
for (u32 x = 0; x < framesCount; x++)
|
||||
{
|
||||
resultFrames[x].getMaterial(0).setSTsPresent(true);
|
||||
resultFrames[x].getMaterial(0).setNormalsPresent(true);
|
||||
resultFrames[x].getMaterial(0).setVertexFace((i * 3) + j, triangle->index_xyz[j]);
|
||||
resultFrames[x].getMaterial(0).setSTFace((i * 3) + j, triangle->index_st[j]);
|
||||
resultFrames[x].getMaterial(0).setNormalFace((i * 3) + j, triangle->index_xyz[j]);
|
||||
|
||||
@@ -36,6 +36,8 @@ void ObjLoader::load(MeshFrame *o_result, char *t_filename, float t_scale, u8 t_
|
||||
fseek(file, 0, SEEK_SET);
|
||||
u32 verticesI = 0, cordsI = 0, normalsI = 0, faceI = 0, vertexIndex[3], coordIndex[3], normalIndex[3];
|
||||
s16 materialsI = -1;
|
||||
Vector3 vector = Vector3();
|
||||
Point point = Point();
|
||||
while (1)
|
||||
{
|
||||
char lineHeader[128]; // read the first word of the line
|
||||
@@ -44,13 +46,11 @@ void ObjLoader::load(MeshFrame *o_result, char *t_filename, float t_scale, u8 t_
|
||||
{
|
||||
if (strcmp(lineHeader, "v") == 0)
|
||||
{
|
||||
Vector3 vector = Vector3();
|
||||
fscanf(file, "%f %f %f\n", &vector.x, &vector.y, &vector.z);
|
||||
o_result->setVertex(verticesI++, vector * t_scale);
|
||||
}
|
||||
else if (strcmp(lineHeader, "vt") == 0)
|
||||
{
|
||||
Point point = Point();
|
||||
fscanf(file, "%f %f\n", &point.x, &point.y);
|
||||
if (t_invertT)
|
||||
point.y = 1.0F - point.y;
|
||||
@@ -58,7 +58,6 @@ void ObjLoader::load(MeshFrame *o_result, char *t_filename, float t_scale, u8 t_
|
||||
}
|
||||
else if (strcmp(lineHeader, "vn") == 0)
|
||||
{
|
||||
Vector3 vector = Vector3();
|
||||
fscanf(file, "%f %f %f\n", &vector.x, &vector.y, &vector.z);
|
||||
o_result->setNormal(normalsI++, vector);
|
||||
}
|
||||
@@ -71,32 +70,117 @@ void ObjLoader::load(MeshFrame *o_result, char *t_filename, float t_scale, u8 t_
|
||||
}
|
||||
else if (strcmp(lineHeader, "f") == 0)
|
||||
{
|
||||
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n",
|
||||
&vertexIndex[0], &coordIndex[0], &normalIndex[0],
|
||||
&vertexIndex[1], &coordIndex[1], &normalIndex[1],
|
||||
&vertexIndex[2], &coordIndex[2], &normalIndex[2]);
|
||||
if (matches != 9)
|
||||
PRINT_ERR(".obj can't be read by this simple parser. Try exporting with other options");
|
||||
else
|
||||
int *x = &res; // random assignment, to disable compilation warning
|
||||
fpos_t 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);
|
||||
fsetpos(file, &start);
|
||||
int newerMatches = 0;
|
||||
|
||||
switch (matches)
|
||||
{
|
||||
/** Vs, VTs and VNs all set */
|
||||
case 9:
|
||||
{
|
||||
fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n",
|
||||
&vertexIndex[0], &coordIndex[0], &normalIndex[0],
|
||||
&vertexIndex[1], &coordIndex[1], &normalIndex[1],
|
||||
&vertexIndex[2], &coordIndex[2], &normalIndex[2]);
|
||||
}
|
||||
break;
|
||||
/** Loaded only two digits (V, VT) succesfuly. Not setting VN. */
|
||||
case 2:
|
||||
{
|
||||
fscanf(file, "%d/%d/ %d/%d/ %d/%d/\n",
|
||||
&vertexIndex[0], &coordIndex[0],
|
||||
&vertexIndex[1], &coordIndex[1],
|
||||
&vertexIndex[2], &coordIndex[2]);
|
||||
}
|
||||
break;
|
||||
/** Only V set. Checking for existance of VT or VN. */
|
||||
case 1:
|
||||
{
|
||||
/** Check for existance of V/// configuration.. */
|
||||
newerMatches = fscanf(file, "%d/// %d/// %d///\n", x, x, x);
|
||||
fsetpos(file, &start);
|
||||
if (newerMatches == 3)
|
||||
{
|
||||
/** Configuration confirmed. */
|
||||
fscanf(file, "%d/// %d/// %d///\n", &vertexIndex[0], &vertexIndex[1], &vertexIndex[2]);
|
||||
}
|
||||
else
|
||||
{
|
||||
/** Failed, checking configuration V//VN */
|
||||
newerMatches = fscanf(file, "%d//%d %d//%d %d//%d", x, x, x, x, x, x);
|
||||
fsetpos(file, &start);
|
||||
if (newerMatches == 6)
|
||||
{
|
||||
/** Configuration confirmed. */
|
||||
newerMatches = fscanf(file, "%d//%d %d//%d %d//%d",
|
||||
&vertexIndex[0], &normalIndex[0],
|
||||
&vertexIndex[1], &normalIndex[1],
|
||||
&vertexIndex[2], &normalIndex[2]);
|
||||
}
|
||||
else
|
||||
{
|
||||
/**Unknown configuration.*/
|
||||
PRINT_ERR("Unknown .obj face for .obj file!");
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
PRINT_ERR("Unknown faces format in .obj file!");
|
||||
break;
|
||||
}
|
||||
|
||||
if (matches == 9 || matches == 2 || matches == 1)
|
||||
{
|
||||
o_result->getMaterial(materialsI).setVertexFace(faceI, vertexIndex[0] - 1);
|
||||
o_result->getMaterial(materialsI).setVertexFace(faceI + 1, vertexIndex[1] - 1);
|
||||
o_result->getMaterial(materialsI).setVertexFace(faceI + 2, vertexIndex[2] - 1);
|
||||
|
||||
}
|
||||
if (matches == 9 || matches == 2)
|
||||
{
|
||||
o_result->getMaterial(materialsI).setSTFace(faceI, coordIndex[0] - 1);
|
||||
o_result->getMaterial(materialsI).setSTFace(faceI + 1, coordIndex[1] - 1);
|
||||
o_result->getMaterial(materialsI).setSTFace(faceI + 2, coordIndex[2] - 1);
|
||||
o_result->getMaterial(materialsI).setSTsPresent(true);
|
||||
}
|
||||
|
||||
if (matches == 9)
|
||||
{
|
||||
o_result->getMaterial(materialsI).setNormalFace(faceI, normalIndex[0] - 1);
|
||||
o_result->getMaterial(materialsI).setNormalFace(faceI + 1, normalIndex[1] - 1);
|
||||
o_result->getMaterial(materialsI).setNormalFace(faceI + 2, normalIndex[2] - 1);
|
||||
o_result->getMaterial(materialsI).setNormalsPresent(true);
|
||||
faceI += 3;
|
||||
}
|
||||
else if (matches == 2)
|
||||
{
|
||||
faceI += 2;
|
||||
}
|
||||
else if (matches == 1)
|
||||
{
|
||||
if (newerMatches == 3)
|
||||
{
|
||||
faceI += 1;
|
||||
}
|
||||
else if (newerMatches == 6)
|
||||
{
|
||||
o_result->getMaterial(materialsI).setNormalFace(faceI, normalIndex[0] - 1);
|
||||
o_result->getMaterial(materialsI).setNormalFace(faceI + 1, normalIndex[1] - 1);
|
||||
o_result->getMaterial(materialsI).setNormalFace(faceI + 2, normalIndex[2] - 1);
|
||||
o_result->getMaterial(materialsI).setNormalsPresent(true);
|
||||
faceI += 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
o_result->calculateBoundingBoxes();
|
||||
fclose(file);
|
||||
delete[] path;
|
||||
|
||||
@@ -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);
|
||||
delete[] path_part1;
|
||||
delete[] path_part2;
|
||||
|
||||
FILE *file = fopen(path, "rb");
|
||||
|
||||
if (file == NULL)
|
||||
{
|
||||
PRINT_ERR("Failed to load .png file!");
|
||||
return;
|
||||
}
|
||||
PRINT_ERR("Failed to open .png file!");
|
||||
|
||||
png_structp png_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);
|
||||
|
||||
if (!png_ptr)
|
||||
{
|
||||
printf("PNG Read Struct Init Failed\n");
|
||||
fclose(file);
|
||||
return;
|
||||
}
|
||||
PRINT_ERR("PNG struct info init failed(1)!");
|
||||
|
||||
info_ptr = png_create_info_struct(png_ptr);
|
||||
|
||||
if (!info_ptr)
|
||||
{
|
||||
printf("PNG Info Struct Init Failed\n");
|
||||
fclose(file);
|
||||
png_destroy_read_struct(&png_ptr, (png_infopp)NULL, (png_infopp)NULL);
|
||||
return;
|
||||
}
|
||||
PRINT_ERR("PNG struct info init failed(2)!");
|
||||
|
||||
if (setjmp(png_jmpbuf(png_ptr)))
|
||||
{
|
||||
printf("Got PNG Error!\n");
|
||||
png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp)NULL);
|
||||
fclose(file);
|
||||
return;
|
||||
}
|
||||
PRINT_ERR("PNG reader fatal error!");
|
||||
|
||||
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;
|
||||
break;
|
||||
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);
|
||||
printf("PNGLoader - width: %d | height: %d\n", width, height);
|
||||
|
||||
if (type == TEX_TYPE_RGBA)
|
||||
{
|
||||
int row_bytes = png_get_rowbytes(png_ptr, info_ptr);
|
||||
png_byte *row_pointers[height];
|
||||
size_t 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];
|
||||
|
||||
for (row = 0; row < height; row++)
|
||||
row_pointers[row] = new png_byte[row_bytes];
|
||||
png_read_image(png_ptr, row_pointers);
|
||||
|
||||
png_read_image(png_ptr, row_pointers);
|
||||
u32 x = 0;
|
||||
|
||||
struct pixel
|
||||
for (i = 0; i < height; i++)
|
||||
for (j = 0; j < width; j++)
|
||||
{
|
||||
u8 r, g, b, a;
|
||||
};
|
||||
|
||||
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]);
|
||||
if (type == TEX_TYPE_RGBA)
|
||||
{
|
||||
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]);
|
||||
o_texture.setData(x + 3, ((int)row_pointers[i][4 * j + 3] * 128 / 255));
|
||||
x += 4;
|
||||
}
|
||||
}
|
||||
|
||||
for (row = 0; row < height; row++)
|
||||
delete row_pointers[row];
|
||||
}
|
||||
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]);
|
||||
else if (type == TEX_TYPE_RGB)
|
||||
x += 3;
|
||||
}
|
||||
}
|
||||
|
||||
for (row = 0; row < height; row++)
|
||||
delete row_pointers[row];
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("This texture depth is not supported yet!\n");
|
||||
return;
|
||||
}
|
||||
for (row = 0; row < height; row++)
|
||||
delete[] row_pointers[row];
|
||||
|
||||
// Texture->Filter = GS_FILTER_NEAREST;
|
||||
png_read_end(png_ptr, NULL);
|
||||
png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp)NULL);
|
||||
|
||||
|
||||
+273
-225
@@ -17,11 +17,16 @@
|
||||
// Constructors/Destructors
|
||||
// ----
|
||||
|
||||
/** Create by specifying all points */
|
||||
Matrix::Matrix(float m11, float m12, float m13, float m14,
|
||||
float m21, float m22, float m23, float m24,
|
||||
float m31, float m32, float m33, float m34,
|
||||
float m41, float m42, float m43, float m44)
|
||||
Matrix::Matrix()
|
||||
{
|
||||
for (u8 i = 0; i < 16; i++)
|
||||
data[i] = 0.0F;
|
||||
}
|
||||
|
||||
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[1] = m12;
|
||||
@@ -44,206 +49,51 @@ Matrix::Matrix(float m11, float m12, float m13, float m14,
|
||||
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];
|
||||
data[1] = v.data[1];
|
||||
data[2] = v.data[2];
|
||||
data[3] = v.data[3];
|
||||
|
||||
data[4] = v.data[4];
|
||||
data[5] = v.data[5];
|
||||
data[6] = v.data[6];
|
||||
data[7] = v.data[7];
|
||||
|
||||
data[8] = v.data[8];
|
||||
data[9] = v.data[9];
|
||||
data[10] = v.data[10];
|
||||
data[11] = v.data[11];
|
||||
|
||||
data[12] = v.data[12];
|
||||
data[13] = v.data[13];
|
||||
data[14] = v.data[14];
|
||||
data[15] = v.data[15];
|
||||
float a[4] = {v.x, v.y, v.z, 1.0F};
|
||||
float res[4];
|
||||
asm volatile(
|
||||
"lqc2 $vf4, 0x00(%1) \n\t"
|
||||
"lqc2 $vf5, 0x10(%1) \n\t"
|
||||
"lqc2 $vf6, 0x20(%1) \n\t"
|
||||
"lqc2 $vf7, 0x30(%1) \n\t"
|
||||
"lqc2 $vf8, 0x00(%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, 0x00(%0) \n\t"
|
||||
:
|
||||
: "r"(res), "r"(this->data), "r"(a));
|
||||
return Vector3(res[0], res[1], res[2]);
|
||||
}
|
||||
|
||||
// ----
|
||||
// Functions
|
||||
// ----
|
||||
|
||||
void Matrix::identity()
|
||||
{
|
||||
asm volatile(
|
||||
"vsub.xyzw vf4, vf0, vf0 \n\t"
|
||||
"vadd.w vf4, vf4, vf0 \n\t"
|
||||
"vmr32.xyzw vf5, vf4 \n\t"
|
||||
"vmr32.xyzw vf6, vf5 \n\t"
|
||||
"vmr32.xyzw vf7, vf6 \n\t"
|
||||
"sqc2 vf4, 0x30(%0) \n\t"
|
||||
"sqc2 vf5, 0x20(%0) \n\t"
|
||||
"sqc2 vf6, 0x10(%0) \n\t"
|
||||
"sqc2 vf7, 0x0(%0) \n\t"
|
||||
"vsub.xyzw $vf4, $vf0, $vf0 \n\t"
|
||||
"vadd.w $vf4, $vf4, $vf0 \n\t"
|
||||
"vmr32.xyzw $vf5, $vf4 \n\t"
|
||||
"vmr32.xyzw $vf6, $vf5 \n\t"
|
||||
"vmr32.xyzw $vf7, $vf6 \n\t"
|
||||
"sqc2 $vf4, 0x30(%0) \n\t"
|
||||
"sqc2 $vf5, 0x20(%0) \n\t"
|
||||
"sqc2 $vf6, 0x10(%0) \n\t"
|
||||
"sqc2 $vf7, 0x0(%0) \n\t"
|
||||
:
|
||||
: "r"(this->data));
|
||||
}
|
||||
|
||||
void Matrix::translate(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::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)
|
||||
void Matrix::setPerspective(const ScreenSettings &t_screen)
|
||||
{
|
||||
float fovYdiv2 = Math::HALF_ANG2RAD * t_screen.fov;
|
||||
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;
|
||||
}
|
||||
|
||||
/** Create a view matrix that transforms coordinates in
|
||||
* 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)
|
||||
void Matrix::lookAt(const Vector3 &t_position, const 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;
|
||||
camForward.normalize();
|
||||
camRight = t_up * camForward;
|
||||
camRight.normalize();
|
||||
camUp = camForward * camRight;
|
||||
// Vector3 camForward, camUp, camRight;
|
||||
// Vector3 t_up = Vector3(0.0F, 1.0F, 0.0F);
|
||||
// camForward = t_position - t_target;
|
||||
// camForward.normalize();
|
||||
// camRight = t_up * camForward;
|
||||
// camRight.normalize();
|
||||
// camUp = camForward * camRight;
|
||||
|
||||
data[0] = camRight.x;
|
||||
data[4] = camRight.y;
|
||||
data[8] = camRight.z;
|
||||
data[12] = -camRight.innerProduct(t_position);
|
||||
// data[0] = camRight.x;
|
||||
// data[4] = camRight.y;
|
||||
// data[8] = camRight.z;
|
||||
// data[12] = -camRight.innerProduct(t_position);
|
||||
|
||||
data[1] = camUp.x;
|
||||
data[5] = camUp.y;
|
||||
data[9] = camUp.z;
|
||||
data[13] = -camUp.innerProduct(t_position);
|
||||
// data[1] = camUp.x;
|
||||
// data[5] = camUp.y;
|
||||
// data[9] = camUp.z;
|
||||
// data[13] = -camUp.innerProduct(t_position);
|
||||
|
||||
data[2] = camForward.x;
|
||||
data[6] = camForward.y;
|
||||
data[10] = camForward.z;
|
||||
data[14] = -camForward.innerProduct(t_position);
|
||||
// data[2] = camForward.x;
|
||||
// data[6] = camForward.y;
|
||||
// data[10] = camForward.z;
|
||||
// data[14] = -camForward.innerProduct(t_position);
|
||||
|
||||
data[3] = 0;
|
||||
data[7] = 0;
|
||||
data[11] = 0;
|
||||
data[15] = 1;
|
||||
// data[3] = 0;
|
||||
// data[7] = 0;
|
||||
// data[11] = 0;
|
||||
// data[15] = 1;
|
||||
}
|
||||
|
||||
const void Matrix::print() const
|
||||
@@ -321,3 +186,186 @@ const void Matrix::print() const
|
||||
data[8], data[9], data[10], data[11],
|
||||
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");
|
||||
}
|
||||
|
||||
+152
-233
@@ -9,108 +9,59 @@
|
||||
*/
|
||||
|
||||
#include "../../include/models/math/vector3.hpp"
|
||||
|
||||
#include "../../include/utils/math.hpp"
|
||||
#include <stdio.h>
|
||||
|
||||
// ----
|
||||
// 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()
|
||||
{
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 0;
|
||||
x = 0.0F;
|
||||
y = 0.0F;
|
||||
z = 0.0F;
|
||||
}
|
||||
|
||||
Vector3::~Vector3() {}
|
||||
|
||||
// ----
|
||||
// Methods
|
||||
// Operators
|
||||
// ----
|
||||
|
||||
Vector3 Vector3::operator+(Vector3 v)
|
||||
Vector3 Vector3::operator+(const Vector3 &v) const
|
||||
{
|
||||
Vector3 result;
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 vf4, 0x0(%1) \n\t"
|
||||
"lqc2 vf5, 0x0(%2) \n\t"
|
||||
"vadd.xyz vf6, vf4, vf5 \n\t"
|
||||
"sqc2 vf6, 0x0(%0) \n\t"
|
||||
"lqc2 $vf4, 0x0(%1) \n\t"
|
||||
"lqc2 $vf5, 0x0(%2) \n\t"
|
||||
"vadd.xyz $vf6, $vf4, $vf5 \n\t"
|
||||
"sqc2 $vf6, 0x0(%0) \n\t"
|
||||
:
|
||||
: "r"(result.xyz), "r"(this->xyz), "r"(v.xyz));
|
||||
return result;
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator-(const Vector3 &v)
|
||||
Vector3 Vector3::operator-(const Vector3 &v) const
|
||||
{
|
||||
Vector3 result;
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 vf4, 0x0(%1) \n\t"
|
||||
"lqc2 vf5, 0x0(%2) \n\t"
|
||||
"vsub.xyz vf6, vf4, vf5 \n\t"
|
||||
"sqc2 vf6, 0x0(%0) \n\t"
|
||||
"lqc2 $vf4, 0x0(%1) \n\t"
|
||||
"lqc2 $vf5, 0x0(%2) \n\t"
|
||||
"vsub.xyz $vf6, $vf4, $vf5 \n\t"
|
||||
"sqc2 $vf6, 0x0(%0) \n\t"
|
||||
:
|
||||
: "r"(result.xyz), "r"(this->xyz), "r"(v.xyz));
|
||||
return result;
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator-(void)
|
||||
{
|
||||
Vector3 result;
|
||||
result.x = -x;
|
||||
result.y = -y;
|
||||
result.z = -z;
|
||||
return result;
|
||||
}
|
||||
|
||||
/** Also called "cross product" */
|
||||
Vector3 Vector3::operator*(Vector3 &v)
|
||||
Vector3 Vector3::operator*(const Vector3 &v) const
|
||||
{
|
||||
Vector3 res;
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 vf4, 0x0(%1) \n\t" // vf4 = this
|
||||
"lqc2 vf5, 0x0(%2) \n\t" // vf5 = v
|
||||
"vopmula.xyz ACC, vf4, vf5 \n\t"
|
||||
"vopmsub.xyz vf8, vf5, vf4 \n\t"
|
||||
"vsub.w vf8, vf00, vf00 \n\t"
|
||||
"sqc2 vf8, 0x0(%0) \n\t" // vf8 = res
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 $vf4, 0x0(%1) \n\t" // $vf4 = this
|
||||
"lqc2 $vf5, 0x0(%2) \n\t" // $vf5 = v
|
||||
"vopmula.xyz $ACC, $vf4, $vf5 \n\t"
|
||||
"vopmsub.xyz $vf8, $vf5, $vf4 \n\t"
|
||||
"vsub.w $vf8, $vf0, $vf0 \n\t"
|
||||
"sqc2 $vf8, 0x0(%0) \n\t" // $vf8 = res
|
||||
:
|
||||
: "r"(res.xyz), "r"(this->xyz), "r"(v.xyz));
|
||||
// result.x = y * v.z - z * v.y;
|
||||
@@ -119,33 +70,21 @@ Vector3 Vector3::operator*(Vector3 &v)
|
||||
return res;
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator*(const float &t)
|
||||
Vector3 Vector3::operator*(const float &t) const
|
||||
{
|
||||
Vector3 result;
|
||||
asm volatile(
|
||||
"lqc2 vf4, 0x0(%1) \n\t"
|
||||
"lqc2 $vf4, 0x0(%1) \n\t"
|
||||
"mfc1 $8, %2 \n\t"
|
||||
"qmtc2 $8, vf5 \n\t"
|
||||
"vmulx.xyz vf6, vf4, vf5 \n\t"
|
||||
"sqc2 vf6, 0x0(%0) \n\t"
|
||||
"qmtc2 $8, $vf5 \n\t"
|
||||
"vmulx.xyz $vf6, $vf4, $vf5 \n\t"
|
||||
"sqc2 $vf6, 0x0(%0) \n\t"
|
||||
:
|
||||
: "r"(result.xyz), "r"(this->xyz), "f"(t));
|
||||
return result;
|
||||
}
|
||||
|
||||
void Vector3::operator*=(const float &t)
|
||||
{
|
||||
asm volatile(
|
||||
"lqc2 vf4, 0x0(%0) \n\t"
|
||||
"mfc1 $8, %1 \n\t"
|
||||
"qmtc2 $8, vf5 \n\t"
|
||||
"vmulx.xyz vf4, vf4, vf5 \n\t"
|
||||
"sqc2 vf4, 0x0(%0) \n\t"
|
||||
:
|
||||
: "r"(this->xyz), "f"(t));
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator/(float t)
|
||||
Vector3 Vector3::operator/(const float &t) const
|
||||
{
|
||||
Vector3 result;
|
||||
result.x = x / t;
|
||||
@@ -154,54 +93,78 @@ Vector3 Vector3::operator/(float t)
|
||||
return result;
|
||||
}
|
||||
|
||||
u8 Vector3::shouldBeBackfaceCulled(const Vector3 *t_cameraPos, const Vector3 *v0, const Vector3 *v1, const Vector3 *v2)
|
||||
void Vector3::operator+=(const Vector3 &t)
|
||||
{
|
||||
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"(v0->xyz), "r"(v1->xyz), "r"(v2->xyz));
|
||||
return dot <= 0.0F;
|
||||
}
|
||||
|
||||
/** Checks intersection with given square */
|
||||
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;
|
||||
}
|
||||
|
||||
/** 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
|
||||
"lqc2 vf4, 0x0(%1) \n\t"
|
||||
"vmul.xyz vf5, vf4, vf4 \n\t"
|
||||
"vaddy.x vf5, vf5, vf5 \n\t"
|
||||
"vaddz.x vf5, vf5, vf5 \n\t"
|
||||
"vsqrt Q , vf5x \n\t"
|
||||
"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)
|
||||
{
|
||||
asm volatile(
|
||||
"lqc2 $vf4, 0x0(%0) \n\t"
|
||||
"mfc1 $8, %1 \n\t"
|
||||
"qmtc2 $8, $vf5 \n\t"
|
||||
"vmulx.xyz $vf4, $vf4, $vf5 \n\t"
|
||||
"sqc2 $vf4, 0x0(%0) \n\t"
|
||||
:
|
||||
: "r"(this->xyz), "f"(t));
|
||||
}
|
||||
|
||||
// ----
|
||||
// Functions
|
||||
// ----
|
||||
|
||||
void Vector3::set(const Vector3 &v)
|
||||
{
|
||||
asm volatile( // VU0 Macro program
|
||||
"lq $6, 0x0(%1) \n\t"
|
||||
"sq $6, 0x0(%0) \n\t"
|
||||
:
|
||||
: "r"(this->xyz), "r"(v.xyz));
|
||||
}
|
||||
|
||||
void Vector3::set(const float &t_x, const float &t_y, const float &t_z)
|
||||
{
|
||||
x = t_x;
|
||||
y = t_y;
|
||||
z = t_z;
|
||||
}
|
||||
|
||||
float Vector3::innerProduct(const Vector3 &v) const
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
float Vector3::length() const
|
||||
{
|
||||
float result;
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 $vf4, 0x0(%1) \n\t"
|
||||
"vmul.xyz $vf5, $vf4, $vf4 \n\t"
|
||||
"vaddy.x $vf5, $vf5, $vf5 \n\t"
|
||||
"vaddz.x $vf5, $vf5, $vf5 \n\t"
|
||||
"vsqrt $Q , $vf5x \n\t"
|
||||
"vwaitq \n\t"
|
||||
"vaddq.x vf8, vf0, Q \n\t"
|
||||
"qmfc2 $2, vf8 \n\t"
|
||||
"vaddq.x $vf8, $vf0, $Q \n\t"
|
||||
"qmfc2 $2, $vf8 \n\t"
|
||||
"mtc1 $2, %0 \n\t"
|
||||
: "=f"(result)
|
||||
: "r"(this->xyz));
|
||||
@@ -212,114 +175,35 @@ float Vector3::length()
|
||||
void Vector3::normalize()
|
||||
{
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 vf4, 0x0(%0) \n\t"
|
||||
"vmul.xyz vf5, vf4, vf4 \n\t"
|
||||
"vaddy.x vf5, vf5, vf5 \n\t"
|
||||
"vaddz.x vf5, vf5, vf5 \n\t"
|
||||
"vrsqrt Q, vf0w, vf5x \n\t"
|
||||
"lqc2 $vf4, 0x0(%0) \n\t"
|
||||
"vmul.xyz $vf5, $vf4, $vf4 \n\t"
|
||||
"vaddy.x $vf5, $vf5, $vf5 \n\t"
|
||||
"vaddz.x $vf5, $vf5, $vf5 \n\t"
|
||||
"vrsqrt $Q, $vf0w, $vf5x \n\t"
|
||||
"vwaitq \n\t"
|
||||
"vsub.xyz vf6, vf0, vf0 \n\t"
|
||||
"vaddw.xyz vf6, vf6, vf4 \n\t"
|
||||
"vsub.xyz $vf6, $vf0, $vf0 \n\t"
|
||||
"vaddw.xyz $vf6, $vf6, $vf4 \n\t"
|
||||
"vwaitq \n\t"
|
||||
"vmulq.xyz vf6, vf4, Q \n\t"
|
||||
"sqc2 vf6, 0x0(%0) \n\t"
|
||||
"vmulq.xyz $vf6, $vf4, $Q \n\t"
|
||||
"sqc2 $vf6, 0x0(%0) \n\t"
|
||||
:
|
||||
: "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
|
||||
{
|
||||
register float result;
|
||||
asm volatile( // VU0 Macro program
|
||||
"lqc2 vf4, 0x0(%1) \n\t"
|
||||
"lqc2 vf5, 0x0(%2) \n\t"
|
||||
"vsub.xyz vf6, vf4, vf5 \n\t"
|
||||
"vmul.xyz vf7, vf6, vf6 \n\t"
|
||||
"vaddy.x vf7, vf7, vf7 \n\t"
|
||||
"vaddz.x vf7, vf7, vf7 \n\t"
|
||||
"vsqrt Q , vf7x \n\t"
|
||||
"lqc2 $vf4, 0x0(%1) \n\t"
|
||||
"lqc2 $vf5, 0x0(%2) \n\t"
|
||||
"vsub.xyz $vf6, $vf4, $vf5 \n\t"
|
||||
"vmul.xyz $vf7, $vf6, $vf6 \n\t"
|
||||
"vaddy.x $vf7, $vf7, $vf7 \n\t"
|
||||
"vaddz.x $vf7, $vf7, $vf7 \n\t"
|
||||
"vsqrt $Q , $vf7x \n\t"
|
||||
"vwaitq \n\t"
|
||||
"vaddq.x vf8, vf0, Q \n\t"
|
||||
"qmfc2 $2, vf8 \n\t"
|
||||
"vaddq.x $vf8, $vf0, $Q \n\t"
|
||||
"qmfc2 $2, $vf8 \n\t"
|
||||
"mtc1 $2, %0 \n\t"
|
||||
: "=f"(result)
|
||||
: "r"(this->xyz), "r"(v.xyz));
|
||||
@@ -329,7 +213,42 @@ float Vector3::distanceTo(const Vector3 &v) const
|
||||
// (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);
|
||||
}
|
||||
|
||||
+67
-71
@@ -28,6 +28,7 @@ Mesh::Mesh()
|
||||
shouldBeFrustumCulled = true;
|
||||
shouldBeBackfaceCulled = false;
|
||||
shouldBeLighted = false;
|
||||
_areFramesAllocated = false;
|
||||
_isMother = false;
|
||||
scale = 1.0F;
|
||||
framesCount = 0;
|
||||
@@ -40,13 +41,12 @@ Mesh::Mesh()
|
||||
animState.isStayFrameSet = false;
|
||||
animState.nextFrame = 0;
|
||||
animState.speed = 0.1F;
|
||||
setDefaultColor();
|
||||
setDefaultLODAndClut();
|
||||
}
|
||||
|
||||
Mesh::~Mesh()
|
||||
{
|
||||
if (_isMother)
|
||||
if (_areFramesAllocated)
|
||||
delete[] frames;
|
||||
}
|
||||
|
||||
@@ -59,6 +59,7 @@ void Mesh::loadObj(char *t_subfolder, char *t_objFile, const float &t_scale, con
|
||||
ObjLoader loader = ObjLoader();
|
||||
framesCount = 1;
|
||||
frames = new MeshFrame[framesCount];
|
||||
_areFramesAllocated = true;
|
||||
char *part1 = String::createConcatenated(t_subfolder, t_objFile); // "folder/object"
|
||||
char *finalPath = String::createConcatenated(part1, ".obj"); // "folder/object.obj"
|
||||
loader.load(&frames[0], finalPath, t_scale, t_invertT);
|
||||
@@ -78,6 +79,7 @@ void Mesh::loadObj(char *t_subfolder, char *t_objFile, const float &t_scale, con
|
||||
ObjLoader loader = ObjLoader();
|
||||
framesCount = t_framesCount;
|
||||
frames = new MeshFrame[framesCount];
|
||||
_areFramesAllocated = true;
|
||||
char *part1 = String::createConcatenated(t_subfolder, t_objFile); // "folder/object"
|
||||
char *part2 = String::createConcatenated(part1, "_"); // "folder/object_"
|
||||
for (u32 i = 0; i < framesCount; i++)
|
||||
@@ -105,6 +107,7 @@ void Mesh::loadDff(char *t_subfolder, char *t_dffFile, const float &t_scale, con
|
||||
char *dffPath = String::createConcatenated(part1, ".dff");
|
||||
framesCount = 1;
|
||||
frames = new MeshFrame[1];
|
||||
_areFramesAllocated = true;
|
||||
loader.load(frames, dffPath, t_scale, t_invertT);
|
||||
delete[] part1;
|
||||
delete[] dffPath;
|
||||
@@ -120,8 +123,11 @@ void Mesh::loadMD2(char *t_subfolder, char *t_md2File, const float &t_scale, con
|
||||
|
||||
void Mesh::loadFrom(const Mesh &t_mesh)
|
||||
{
|
||||
frames = t_mesh.frames;
|
||||
framesCount = t_mesh.framesCount;
|
||||
frames = new MeshFrame[framesCount];
|
||||
_areFramesAllocated = true;
|
||||
for (u32 i = 0; i < framesCount; i++)
|
||||
frames[i].copyFrom(&t_mesh.getFrame(i));
|
||||
}
|
||||
|
||||
void Mesh::playAnimation(const u32 &t_startFrame, const u32 &t_endFrame)
|
||||
@@ -189,7 +195,7 @@ u32 Mesh::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals
|
||||
asm volatile(
|
||||
// VU0 macro program:
|
||||
// Load vector with 1.0F values to VF21
|
||||
"lqc2 vf21, 0x0(%0) \n\t" // load "one vec"
|
||||
"lqc2 $vf21, 0x0(%0) \n\t" // load "one vec"
|
||||
:
|
||||
: "r"(ONE_VEC));
|
||||
|
||||
@@ -215,34 +221,34 @@ u32 Mesh::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals
|
||||
// Calculate lerp() and store data into calc3Vectors
|
||||
|
||||
// Vertex 0
|
||||
"lqc2 vf4, 0x0(%3) \n\t" // vf4 = v1
|
||||
"lqc2 vf5, 0x0(%6) \n\t" // vf5 = v2
|
||||
"mfc1 $10, %9 \n\t" // vf6 = t
|
||||
"qmtc2 $10, 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
|
||||
"lqc2 $vf4, 0x0(%3) \n\t" // $vf4 = v1
|
||||
"lqc2 $vf5, 0x0(%6) \n\t" // $vf5 = v2
|
||||
"mfc1 $10, %9 \n\t" // $vf6 = t
|
||||
"qmtc2 $10, $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
|
||||
|
||||
// Vertex 1
|
||||
"lqc2 vf4, 0x0(%4) \n\t" // vf4 = v1
|
||||
"lqc2 vf5, 0x0(%7) \n\t" // vf5 = v2
|
||||
"mfc1 $10, %9 \n\t" // vf6 = t
|
||||
"qmtc2 $10, 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(%1) \n\t" // v0 = vf9
|
||||
"lqc2 $vf4, 0x0(%4) \n\t" // $vf4 = v1
|
||||
"lqc2 $vf5, 0x0(%7) \n\t" // $vf5 = v2
|
||||
"mfc1 $10, %9 \n\t" // $vf6 = t
|
||||
"qmtc2 $10, $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(%1) \n\t" // v0 = $vf9
|
||||
|
||||
// Vertex 2
|
||||
"lqc2 vf4, 0x0(%5) \n\t" // vf4 = v1
|
||||
"lqc2 vf5, 0x0(%8) \n\t" // vf5 = v2
|
||||
"mfc1 $10, %9 \n\t" // vf6 = t
|
||||
"qmtc2 $10, 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(%2) \n\t" // v0 = vf9
|
||||
"lqc2 $vf4, 0x0(%5) \n\t" // $vf4 = v1
|
||||
"lqc2 $vf5, 0x0(%8) \n\t" // $vf5 = v2
|
||||
"mfc1 $10, %9 \n\t" // $vf6 = t
|
||||
"qmtc2 $10, $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(%2) \n\t" // v0 = $vf9
|
||||
|
||||
:
|
||||
: "r"(calc3Vectors[0].xyz),
|
||||
@@ -262,12 +268,12 @@ u32 Mesh::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals
|
||||
asm volatile(
|
||||
// VU0 macro program
|
||||
// Copy 0,1,2 vertices
|
||||
"lqc2 vf1, 0x0(%3) \n\t" // load vert
|
||||
"lqc2 vf2, 0x0(%4) \n\t" // load normal
|
||||
"lqc2 vf3, 0x0(%5) \n\t" // load st
|
||||
"sqc2 vf1, 0x0(%0) \n\t" // store vert
|
||||
"sqc2 vf2, 0x0(%1) \n\t" // store normal
|
||||
"sqc2 vf3, 0x0(%2) \n\t" // store st
|
||||
"lqc2 $vf1, 0x0(%3) \n\t" // load vert
|
||||
"lqc2 $vf2, 0x0(%4) \n\t" // load normal
|
||||
"lqc2 $vf3, 0x0(%5) \n\t" // load st
|
||||
"sqc2 $vf1, 0x0(%0) \n\t" // store vert
|
||||
"sqc2 $vf2, 0x0(%1) \n\t" // store normal
|
||||
"sqc2 $vf3, 0x0(%2) \n\t" // store st
|
||||
:
|
||||
: "r"(calc3Vectors[0].xyz),
|
||||
"r"(calc3Vectors[1].xyz),
|
||||
@@ -286,37 +292,37 @@ u32 Mesh::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals
|
||||
// Copy data and set vert/normal "w" and st "z"+"w" to 1.0F
|
||||
|
||||
// Vertex 0
|
||||
"lqc2 vf1, 0x0(%3) \n\t" // load vert
|
||||
"lqc2 vf2, 0x0(%4) \n\t" // load normal
|
||||
"lqc2 vf3, 0x0(%5) \n\t" // load st
|
||||
"vadd.w vf1, vf20, vf21 \n\t" // set vert.w to 1.0F
|
||||
"vadd.w vf2, vf20, vf21 \n\t" // set normal.W to 1.0F
|
||||
"vadd.zw vf3, vf20, vf21 \n\t" // set st.zw to 1.0F
|
||||
"sqc2 vf1, 0x0(%0) \n\t" // store vert
|
||||
"sqc2 vf2, 0x0(%1) \n\t" // store normal
|
||||
"sqc2 vf3, 0x0(%2) \n\t" // store st
|
||||
"lqc2 $vf1, 0x0(%3) \n\t" // load vert
|
||||
"lqc2 $vf2, 0x0(%4) \n\t" // load normal
|
||||
"lqc2 $vf3, 0x0(%5) \n\t" // load st
|
||||
"vadd.w $vf1, $vf20, $vf21 \n\t" // set vert.w to 1.0F
|
||||
"vadd.w $vf2, $vf20, $vf21 \n\t" // set normal.W to 1.0F
|
||||
"vadd.zw $vf3, $vf20, $vf21 \n\t" // set st.zw to 1.0F
|
||||
"sqc2 $vf1, 0x0(%0) \n\t" // store vert
|
||||
"sqc2 $vf2, 0x0(%1) \n\t" // store normal
|
||||
"sqc2 $vf3, 0x0(%2) \n\t" // store st
|
||||
|
||||
// Vertex 1
|
||||
"lqc2 vf1, 0x0(%9) \n\t" // load vert
|
||||
"lqc2 vf2, 0x0(%10) \n\t" // load normal
|
||||
"lqc2 vf3, 0x0(%11) \n\t" // load st
|
||||
"vadd.w vf1, vf20, vf21 \n\t" // set vert.w to 1.0F
|
||||
"vadd.w vf2, vf20, vf21 \n\t" // set normal.W to 1.0F
|
||||
"vadd.zw vf3, vf20, vf21 \n\t" // set st.zw to 1.0F
|
||||
"sqc2 vf1, 0x0(%6) \n\t" // store vert
|
||||
"sqc2 vf2, 0x0(%7) \n\t" // store normal
|
||||
"sqc2 vf3, 0x0(%8) \n\t" // store st
|
||||
"lqc2 $vf1, 0x0(%9) \n\t" // load vert
|
||||
"lqc2 $vf2, 0x0(%10) \n\t" // load normal
|
||||
"lqc2 $vf3, 0x0(%11) \n\t" // load st
|
||||
"vadd.w $vf1, $vf20, $vf21 \n\t" // set vert.w to 1.0F
|
||||
"vadd.w $vf2, $vf20, $vf21 \n\t" // set normal.W to 1.0F
|
||||
"vadd.zw $vf3, $vf20, $vf21 \n\t" // set st.zw to 1.0F
|
||||
"sqc2 $vf1, 0x0(%6) \n\t" // store vert
|
||||
"sqc2 $vf2, 0x0(%7) \n\t" // store normal
|
||||
"sqc2 $vf3, 0x0(%8) \n\t" // store st
|
||||
|
||||
// Vertex 2
|
||||
"lqc2 vf1, 0x0(%15) \n\t" // load vert
|
||||
"lqc2 vf2, 0x0(%16) \n\t" // load normal
|
||||
"lqc2 vf3, 0x0(%17) \n\t" // load st
|
||||
"vadd.w vf1, vf20, vf21 \n\t" // set vert.w to 1.0F
|
||||
"vadd.w vf2, vf20, vf21 \n\t" // set normal.W to 1.0F
|
||||
"vadd.zw vf3, vf20, vf21 \n\t" // set st.zw to 1.0F
|
||||
"sqc2 vf1, 0x0(%12) \n\t" // store vert
|
||||
"sqc2 vf2, 0x0(%13) \n\t" // store normal
|
||||
"sqc2 vf3, 0x0(%14) \n\t" // store st
|
||||
"lqc2 $vf1, 0x0(%15) \n\t" // load vert
|
||||
"lqc2 $vf2, 0x0(%16) \n\t" // load normal
|
||||
"lqc2 $vf3, 0x0(%17) \n\t" // load st
|
||||
"vadd.w $vf1, $vf20, $vf21 \n\t" // set vert.w to 1.0F
|
||||
"vadd.w $vf2, $vf20, $vf21 \n\t" // set normal.W to 1.0F
|
||||
"vadd.zw $vf3, $vf20, $vf21 \n\t" // set st.zw to 1.0F
|
||||
"sqc2 $vf1, 0x0(%12) \n\t" // store vert
|
||||
"sqc2 $vf2, 0x0(%13) \n\t" // store normal
|
||||
"sqc2 $vf3, 0x0(%14) \n\t" // store st
|
||||
|
||||
:
|
||||
: "r"(o_vertices[addedFaces]),
|
||||
@@ -375,16 +381,6 @@ u8 Mesh::isInFrustum(Plane *t_frustumPlanes)
|
||||
return boxResult;
|
||||
}
|
||||
|
||||
/** Set's default object color + no transparency */
|
||||
void Mesh::setDefaultColor()
|
||||
{
|
||||
color.r = 0x80;
|
||||
color.g = 0x80;
|
||||
color.b = 0x80;
|
||||
color.a = 0x80;
|
||||
color.q = 1.0F;
|
||||
}
|
||||
|
||||
/** Sets texture level of details settings and CLUT settings */
|
||||
void Mesh::setDefaultLODAndClut()
|
||||
{
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
||||
*/
|
||||
|
||||
#include <cstdlib>
|
||||
#include "../include/models/mesh_frame.hpp"
|
||||
#include "../include/utils/debug.hpp"
|
||||
|
||||
@@ -17,6 +18,7 @@
|
||||
|
||||
MeshFrame::MeshFrame()
|
||||
{
|
||||
id = rand() % 1000000;
|
||||
vertexCount = 0;
|
||||
stsCount = 0;
|
||||
normalsCount = 0;
|
||||
@@ -25,19 +27,23 @@ MeshFrame::MeshFrame()
|
||||
_areVerticesAllocated = false;
|
||||
_areNormalsAllocated = false;
|
||||
_areMaterialsAllocated = false;
|
||||
_isMother = true;
|
||||
}
|
||||
|
||||
MeshFrame::~MeshFrame()
|
||||
{
|
||||
if (_areSTsAllocated)
|
||||
delete[] sts;
|
||||
if (_areVerticesAllocated)
|
||||
delete[] vertices;
|
||||
if (_areNormalsAllocated)
|
||||
delete[] normals;
|
||||
if (_isMother)
|
||||
{
|
||||
if (_areSTsAllocated)
|
||||
delete[] sts;
|
||||
if (_areVerticesAllocated)
|
||||
delete[] vertices;
|
||||
if (_areNormalsAllocated)
|
||||
delete[] normals;
|
||||
delete boundingBoxObj;
|
||||
}
|
||||
if (_areMaterialsAllocated)
|
||||
delete[] materials;
|
||||
delete boundingBoxObj;
|
||||
}
|
||||
|
||||
// ----
|
||||
@@ -94,14 +100,12 @@ void MeshFrame::allocateMaterials(const u32 &t_val)
|
||||
|
||||
void MeshFrame::calculateBoundingBoxes()
|
||||
{
|
||||
Vector3 boundingBox[8];
|
||||
if (!_areVerticesAllocated)
|
||||
{
|
||||
PRINT_ERR("Can't calculate bounding box, because vertices were not allocated!");
|
||||
return;
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < materialsCount; i++)
|
||||
materials->calculateBoundingBox(vertices, vertexCount);
|
||||
|
||||
float lowX, lowY, lowZ, hiX, hiY, hiZ;
|
||||
lowX = hiX = vertices[0].x;
|
||||
lowY = hiY = vertices[0].y;
|
||||
@@ -124,6 +128,7 @@ void MeshFrame::calculateBoundingBoxes()
|
||||
hiZ = vertices[i].z;
|
||||
}
|
||||
|
||||
Vector3 boundingBox[8];
|
||||
boundingBox[0].set(lowX, lowY, lowZ);
|
||||
boundingBox[1].set(lowX, lowY, hiZ);
|
||||
boundingBox[2].set(lowX, hiY, lowZ);
|
||||
@@ -135,7 +140,30 @@ void MeshFrame::calculateBoundingBoxes()
|
||||
boundingBox[7].set(hiX, hiY, hiZ);
|
||||
_isBoundingBoxCalculated = true;
|
||||
|
||||
//BoundingBox is declared on the heap to prevent any ill-formed default
|
||||
//constructor instantiated BoundingBox objects.
|
||||
// BoundingBox is declared on the heap to prevent any ill-formed default
|
||||
// constructor instantiated BoundingBox objects.
|
||||
boundingBoxObj = new BoundingBox(boundingBox);
|
||||
}
|
||||
|
||||
void MeshFrame::copyFrom(MeshFrame *t_refCopy)
|
||||
{
|
||||
vertexCount = t_refCopy->vertexCount;
|
||||
stsCount = t_refCopy->stsCount;
|
||||
normalsCount = t_refCopy->normalsCount;
|
||||
materialsCount = t_refCopy->materialsCount;
|
||||
materials = new MeshMaterial[materialsCount];
|
||||
for (u32 i = 0; i < materialsCount; i++)
|
||||
materials[i].copyFrom(&t_refCopy->materials[i]);
|
||||
_areSTsAllocated = true;
|
||||
_areVerticesAllocated = true;
|
||||
_areNormalsAllocated = true;
|
||||
_areMaterialsAllocated = true;
|
||||
vertices = t_refCopy->vertices;
|
||||
sts = t_refCopy->sts;
|
||||
normals = t_refCopy->normals;
|
||||
|
||||
boundingBoxObj = t_refCopy->boundingBoxObj;
|
||||
_isBoundingBoxCalculated = true;
|
||||
|
||||
_isMother = false;
|
||||
}
|
||||
|
||||
@@ -25,18 +25,25 @@ MeshMaterial::MeshMaterial()
|
||||
_isNameSet = false;
|
||||
_areFacesAllocated = false;
|
||||
_isBoundingBoxCalculated = false;
|
||||
_areSTsPresent = false;
|
||||
_areNormalsPresent = false;
|
||||
_isMother = true;
|
||||
setDefaultColor();
|
||||
}
|
||||
|
||||
MeshMaterial::~MeshMaterial()
|
||||
{
|
||||
if (_areFacesAllocated)
|
||||
if (_isMother)
|
||||
{
|
||||
delete[] vertexFaces;
|
||||
delete[] stFaces;
|
||||
delete[] normalFaces;
|
||||
if (_areFacesAllocated)
|
||||
{
|
||||
delete[] vertexFaces;
|
||||
delete[] stFaces;
|
||||
delete[] normalFaces;
|
||||
}
|
||||
if (_isNameSet)
|
||||
delete[] name;
|
||||
}
|
||||
if (_isNameSet)
|
||||
delete[] name;
|
||||
}
|
||||
|
||||
// ----
|
||||
@@ -102,7 +109,6 @@ u8 MeshMaterial::isInFrustum(Plane *t_frustumPlanes, const Vector3 &position)
|
||||
|
||||
void MeshMaterial::calculateBoundingBox(Vector3 *t_vertices, u32 t_vertCount)
|
||||
{
|
||||
Vector3 boundingBox[8];
|
||||
float lowX, lowY, lowZ, hiX, hiY, hiZ;
|
||||
lowX = hiX = t_vertices[vertexFaces[0]].x;
|
||||
lowY = hiY = t_vertices[vertexFaces[0]].y;
|
||||
@@ -124,6 +130,8 @@ void MeshMaterial::calculateBoundingBox(Vector3 *t_vertices, u32 t_vertCount)
|
||||
if (hiZ < t_vertices[vertexFaces[i]].z)
|
||||
hiZ = t_vertices[vertexFaces[i]].z;
|
||||
}
|
||||
|
||||
Vector3 boundingBox[8];
|
||||
boundingBox[0].set(lowX, lowY, lowZ);
|
||||
boundingBox[1].set(lowX, lowY, hiZ);
|
||||
boundingBox[2].set(lowX, hiY, lowZ);
|
||||
@@ -139,3 +147,32 @@ void MeshMaterial::calculateBoundingBox(Vector3 *t_vertices, u32 t_vertCount)
|
||||
//constructor instantiated BoundingBox objects.
|
||||
boundingBoxObj = new BoundingBox(boundingBox);
|
||||
}
|
||||
|
||||
void MeshMaterial::copyFrom(MeshMaterial *t_refCopy)
|
||||
{
|
||||
_isNameSet = true;
|
||||
name = t_refCopy->name;
|
||||
|
||||
_isBoundingBoxCalculated = true;
|
||||
boundingBoxObj = t_refCopy->boundingBoxObj;
|
||||
|
||||
vertexFaces = t_refCopy->vertexFaces;
|
||||
stFaces = t_refCopy->stFaces;
|
||||
normalFaces = t_refCopy->normalFaces;
|
||||
facesCount = t_refCopy->facesCount;
|
||||
_areSTsPresent = t_refCopy->_areSTsPresent;
|
||||
_areNormalsPresent = t_refCopy->_areNormalsPresent;
|
||||
_areFacesAllocated = true;
|
||||
|
||||
_isMother = false;
|
||||
}
|
||||
|
||||
/** Set's default object color + no transparency */
|
||||
void MeshMaterial::setDefaultColor()
|
||||
{
|
||||
color.r = 0x80;
|
||||
color.g = 0x80;
|
||||
color.b = 0x80;
|
||||
color.a = 0x80;
|
||||
color.q = 1.0F;
|
||||
}
|
||||
|
||||
@@ -82,18 +82,9 @@ void Texture::setWrapSettings(const WrapSettings t_horizontal, const WrapSetting
|
||||
wrapSettings.vertical = t_vertical;
|
||||
}
|
||||
|
||||
void Texture::addLink(const u32 &t_meshId, const u32 &t_materialId)
|
||||
void Texture::addLink(const u32 &t_id)
|
||||
{
|
||||
TextureLink link;
|
||||
link.materialId = t_materialId;
|
||||
link.meshOrSpriteId = t_meshId;
|
||||
texLinks.push_back(link);
|
||||
}
|
||||
|
||||
void Texture::addLink(const u32 &t_spriteId)
|
||||
{
|
||||
TextureLink link;
|
||||
link.materialId = 0;
|
||||
link.meshOrSpriteId = t_spriteId;
|
||||
link.id = t_id;
|
||||
texLinks.push_back(link);
|
||||
}
|
||||
|
||||
@@ -89,24 +89,25 @@ void Audio::setSongVolume(const u8 &t_vol)
|
||||
|
||||
u32 Audio::addSongListener(AudioListener *t_listener)
|
||||
{
|
||||
AudioListenerRef ref;
|
||||
ref.id = rand() % 1000000;
|
||||
ref.listener = t_listener;
|
||||
AudioListenerRef *ref = new AudioListenerRef;
|
||||
ref->id = rand() % 1000000;
|
||||
ref->listener = t_listener;
|
||||
songListeners.push_back(ref);
|
||||
return ref.id;
|
||||
return ref->id;
|
||||
}
|
||||
|
||||
void Audio::removeSongListener(const u32 &t_id)
|
||||
{
|
||||
s32 index = -1;
|
||||
for (u32 i = 0; i < songListeners.size(); i++)
|
||||
if (songListeners[i].id == t_id)
|
||||
if (songListeners[i]->id == t_id)
|
||||
{
|
||||
index = i;
|
||||
break;
|
||||
}
|
||||
if (index == -1)
|
||||
PRINT_ERR("Cant remove listener because given id was not found!");
|
||||
delete songListeners[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)
|
||||
{
|
||||
PRINT_LOG("Creating audio thread");
|
||||
fileService = t_fileService;
|
||||
// fileService = t_fileService;
|
||||
extern void *_gp;
|
||||
thread.func = (void *)Audio::mainThread;
|
||||
thread.stack = threadStack;
|
||||
@@ -177,6 +178,20 @@ void Audio::startThread(FileService *t_fileService)
|
||||
/** Main thread loop */
|
||||
void Audio::threadLoop()
|
||||
{
|
||||
// ---
|
||||
// TODO - bug here, GCC11 is doing some optimizations and this method probably think that
|
||||
// "songPlaying" is false + on real PS2 I see that program tries to turn on this
|
||||
// method as rarely as possible (slow, flickering sound). On GCC 3.2.3 this one was fine lol!.
|
||||
if (songPlaying) // HACK1 - im not proud of that
|
||||
songPlaying = 1;
|
||||
if (songLoaded)
|
||||
songLoaded = 1;
|
||||
if (hack == 1) // HACK2 - lets give some work to gcc lol
|
||||
hack = 2;
|
||||
else
|
||||
hack = 1;
|
||||
// ---
|
||||
|
||||
if (!songPlaying || !songLoaded)
|
||||
return;
|
||||
if (songFinished)
|
||||
@@ -186,7 +201,7 @@ void Audio::threadLoop()
|
||||
{
|
||||
printf("Running again.\n");
|
||||
for (u32 i = 0; i < getSongListenersCount(); i++)
|
||||
songListeners[i].listener->onAudioFinish();
|
||||
songListeners[i]->listener->onAudioFinish();
|
||||
rewindSongToStart();
|
||||
}
|
||||
else
|
||||
@@ -202,7 +217,7 @@ void Audio::threadLoop()
|
||||
WaitSema(fillbufferSema); // wait until previous chunk wasn't finished
|
||||
audsrv_play_audio(wavChunk, chunkReadStatus);
|
||||
for (u32 i = 0; i < getSongListenersCount(); i++)
|
||||
songListeners[i].listener->onAudioTick();
|
||||
songListeners[i]->listener->onAudioTick();
|
||||
}
|
||||
|
||||
chunkReadStatus = fread(wavChunk, 1, sizeof(wavChunk), wav);
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
// Constructors/Destructors
|
||||
// ----
|
||||
|
||||
CameraBase::CameraBase(ScreenSettings *t_screen, Vector3 *t_position, Vector3 *t_up)
|
||||
CameraBase::CameraBase(ScreenSettings *t_screen, Vector3 *t_position)
|
||||
: screen(t_screen)
|
||||
{
|
||||
PRINT_LOG("Initializing frustum");
|
||||
@@ -30,7 +30,7 @@ CameraBase::CameraBase(ScreenSettings *t_screen, Vector3 *t_position, Vector3 *t
|
||||
farHeight = tang * farPlaneDist;
|
||||
farWidth = farHeight * screen->aspectRatio;
|
||||
p_position = t_position;
|
||||
p_up = t_up;
|
||||
up.set(0.0F, 1.0F, 0.0F);
|
||||
PRINT_LOG("CameraBase initialized!");
|
||||
}
|
||||
|
||||
@@ -41,7 +41,7 @@ CameraBase::CameraBase(ScreenSettings *t_screen, Vector3 *t_position, Vector3 *t
|
||||
void CameraBase::lookAt(Vector3 &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)
|
||||
@@ -51,7 +51,7 @@ void CameraBase::updatePlanes(Vector3 t_target)
|
||||
Z = *p_position - t_target;
|
||||
Z.normalize();
|
||||
// X axis of camera of given "up" vector and Z axis
|
||||
X = *p_up * Z;
|
||||
X = up * Z;
|
||||
X.normalize();
|
||||
// the real "up" vector is the cross product of Z and X
|
||||
Y = Z * X;
|
||||
|
||||
@@ -130,22 +130,17 @@ void GifSender::addClear(zbuffer_t *t_zBuffer, color_t *t_rgb)
|
||||
packet2_chain_close_tag(currentPacket);
|
||||
}
|
||||
|
||||
/** Adds 3D objects 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)
|
||||
/** Adds meshes to current packet */
|
||||
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, color_t *t_color)
|
||||
{
|
||||
packet2_chain_open_cnt(currentPacket, 0, 0, 0);
|
||||
packet2_update(currentPacket, draw_texture_sampling(currentPacket->next, 0, &t_mesh.lod));
|
||||
packet2_update(currentPacket, draw_texturebuffer(currentPacket->next, 0, textureBuffer, &t_mesh.clut));
|
||||
packet2_update(currentPacket, draw_prim_start(currentPacket->next, 0, t_renderData->prim, &t_mesh.color));
|
||||
packet2_update(currentPacket, draw_prim_start(currentPacket->next, 0, t_renderData->prim, t_color));
|
||||
xyz = new xyz_t[vertexCount];
|
||||
rgbaq = new color_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, t_color);
|
||||
addCurrentCalcs(vertexCount);
|
||||
delete[] xyz;
|
||||
delete[] rgbaq;
|
||||
@@ -155,12 +150,9 @@ void GifSender::addObject(RenderData *t_renderData, Mesh &t_mesh, u32 vertexCoun
|
||||
}
|
||||
|
||||
/** Calculates 3D object data into xyz, rgbq, st
|
||||
* After it addCurrentSTQ() can be done
|
||||
* @param worldView Matrix
|
||||
* @param perspective Matrix with .setPerpsective() used [clone of gluPerspective]
|
||||
* @param mesh 3D object
|
||||
* After it addCurrentCalcs() can be done
|
||||
*/
|
||||
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, color_t *t_color)
|
||||
{
|
||||
VECTOR *colors = new VECTOR[vertexCount];
|
||||
VECTOR position, rotation;
|
||||
@@ -176,7 +168,7 @@ void GifSender::calc3DObject(Matrix t_perspective, Mesh &t_mesh, u32 vertexCount
|
||||
create_local_light(localLight, rotation);
|
||||
|
||||
// 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)
|
||||
{
|
||||
@@ -195,9 +187,9 @@ void GifSender::calc3DObject(Matrix t_perspective, Mesh &t_mesh, u32 vertexCount
|
||||
for (u32 i = 0; i < vertexCount; i++)
|
||||
{
|
||||
// Apply the light value to the colour.
|
||||
colors[i][0] = (t_mesh.color.r * lights[i][0]);
|
||||
colors[i][1] = (t_mesh.color.g * lights[i][1]);
|
||||
colors[i][2] = (t_mesh.color.b * lights[i][2]);
|
||||
colors[i][0] = (t_color->r * lights[i][0]);
|
||||
colors[i][1] = (t_color->g * lights[i][1]);
|
||||
colors[i][2] = (t_color->b * lights[i][2]);
|
||||
vector_clamp(colors[i], colors[i], 0.00F, 1.99F);
|
||||
}
|
||||
|
||||
@@ -209,14 +201,14 @@ void GifSender::calc3DObject(Matrix t_perspective, Mesh &t_mesh, u32 vertexCount
|
||||
else
|
||||
for (u32 i = 0; i < vertexCount; i++)
|
||||
{
|
||||
colors[i][0] = t_mesh.color.r / 128.0F;
|
||||
colors[i][1] = t_mesh.color.g / 128.0F;
|
||||
colors[i][2] = t_mesh.color.b / 128.0F;
|
||||
colors[i][0] = t_color->r / 128.0F;
|
||||
colors[i][1] = t_color->g / 128.0F;
|
||||
colors[i][2] = t_color->b / 128.0F;
|
||||
}
|
||||
|
||||
calculate_vertices(vertices, vertexCount, vertices, localScreen);
|
||||
|
||||
convertCalcs(vertexCount, vertices, colors, coordinates, t_mesh.color);
|
||||
convertCalcs(vertexCount, vertices, colors, coordinates, *t_color);
|
||||
|
||||
delete[] colors;
|
||||
}
|
||||
|
||||
+109
-72
@@ -13,8 +13,6 @@
|
||||
#include <dma.h>
|
||||
#include <graph.h>
|
||||
#include <packet.h>
|
||||
#include <draw.h>
|
||||
#include <gs_psm.h>
|
||||
#include "../include/utils/debug.hpp"
|
||||
#include "../include/utils/math.hpp"
|
||||
|
||||
@@ -22,6 +20,9 @@
|
||||
// Constructors/Destructors
|
||||
// ----
|
||||
|
||||
static const float GS_CENTER = 4096.0F;
|
||||
static const float SCREEN_CENTER = GS_CENTER / 2.0F;
|
||||
|
||||
/** Initialize DMA<->GIF channel
|
||||
* Allocate buffers
|
||||
* Initialize screen
|
||||
@@ -35,23 +36,23 @@ Renderer::Renderer(u32 t_packetSize, ScreenSettings *t_screen)
|
||||
PRINT_LOG("Initializing renderer");
|
||||
dma_channel_initialize(DMA_CHANNEL_GIF, NULL, 0); // Initialize DMA to enable data transfer
|
||||
dma_channel_fast_waits(DMA_CHANNEL_GIF);
|
||||
screen = t_screen;
|
||||
context = 0;
|
||||
isTextureVRAMAllocated = false;
|
||||
isVSyncEnabled = true;
|
||||
isFrameEmpty = false;
|
||||
lastTextureId = 0;
|
||||
flipPacket = packet2_create(4, P2_TYPE_UNCACHED_ACCL, P2_MODE_NORMAL, 0);
|
||||
allocateBuffers(t_screen->width, t_screen->height);
|
||||
initDrawingEnv(t_screen->width, t_screen->height);
|
||||
allocateBuffers((int)t_screen->width, (int)t_screen->height);
|
||||
initDrawingEnv();
|
||||
setPrim();
|
||||
worldColor.r = 0x10;
|
||||
worldColor.g = 0x10;
|
||||
worldColor.b = 0x10;
|
||||
screen = t_screen;
|
||||
gifSender = new GifSender(t_packetSize, t_screen, &light);
|
||||
vifSender = new VifSender(&light);
|
||||
perspective.setPerspective(*t_screen);
|
||||
renderData.perspective = &perspective;
|
||||
renderData.projection = &perspective;
|
||||
PRINT_LOG("Renderer initialized!");
|
||||
}
|
||||
|
||||
@@ -104,7 +105,7 @@ void Renderer::changeTexture(Texture *t_tex)
|
||||
|
||||
void Renderer::draw(Sprite &t_sprite)
|
||||
{
|
||||
Texture *texture = textureRepo.getBySprite(t_sprite.getId());
|
||||
Texture *texture = textureRepo.getBySpriteOrMesh(t_sprite.getId());
|
||||
texrect_t rect;
|
||||
float sizeX, sizeY;
|
||||
if (t_sprite.getMode() == MODE_REPEAT)
|
||||
@@ -142,7 +143,7 @@ void Renderer::draw(Sprite &t_sprite)
|
||||
beginFrameIfNeeded();
|
||||
changeTexture(texture);
|
||||
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_gs_add_texbuff_clut(packet2, &textureBuffer, &t_sprite.clut);
|
||||
draw_enable_blending();
|
||||
@@ -151,7 +152,8 @@ void Renderer::draw(Sprite &t_sprite)
|
||||
draw_primitive_xyoffset(
|
||||
packet2->next,
|
||||
0,
|
||||
(2048 - (screen->width / 2)), (2048 - (screen->height / 2))));
|
||||
SCREEN_CENTER - (screen->width / 2.0F),
|
||||
SCREEN_CENTER - (screen->height / 2.0F)));
|
||||
draw_disable_blending();
|
||||
packet2_update(packet2, draw_finish(packet2->next));
|
||||
dma_channel_wait(DMA_CHANNEL_GIF, 0);
|
||||
@@ -160,14 +162,14 @@ void Renderer::draw(Sprite &t_sprite)
|
||||
}
|
||||
|
||||
/** Initializes drawing environment (1st app packet) */
|
||||
void Renderer::initDrawingEnv(float t_screenW, float t_screenH)
|
||||
void Renderer::initDrawingEnv()
|
||||
{
|
||||
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_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));
|
||||
dma_channel_send_packet2(packet2, DMA_CHANNEL_GIF, true);
|
||||
dma_channel_wait(DMA_CHANNEL_GIF, 0);
|
||||
@@ -198,106 +200,141 @@ void Renderer::setWorldColor(const color_t &t_rgb)
|
||||
}
|
||||
|
||||
/** 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].height = (u16)t_screenH;
|
||||
frameBuffers[0].width = (unsigned int)t_screenW;
|
||||
frameBuffers[0].height = (unsigned int)t_screenH;
|
||||
frameBuffers[0].mask = 0;
|
||||
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].psm = GS_PSM_32;
|
||||
frameBuffers[0].address = graph_vram_allocate(t_screenW, t_screenH, frameBuffers[0].psm, GRAPH_ALIGN_PAGE);
|
||||
|
||||
frameBuffers[1].width = (u16)t_screenW;
|
||||
frameBuffers[1].height = (u16)t_screenH;
|
||||
frameBuffers[1].width = (unsigned int)t_screenW;
|
||||
frameBuffers[1].height = (unsigned int)t_screenH;
|
||||
frameBuffers[1].mask = 0;
|
||||
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].psm = GS_PSM_32;
|
||||
frameBuffers[1].address = graph_vram_allocate(t_screenW, t_screenH, frameBuffers[1].psm, GRAPH_ALIGN_PAGE);
|
||||
|
||||
zBuffer.enable = DRAW_ENABLE;
|
||||
zBuffer.mask = 0;
|
||||
zBuffer.method = ZTEST_METHOD_GREATER_EQUAL;
|
||||
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!");
|
||||
|
||||
// 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
|
||||
|
||||
void Renderer::drawByPath3(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||
{
|
||||
for (u16 i = 0; i < t_amount; i++)
|
||||
drawByPath3(t_meshes[i], t_bulbs, t_bulbsCount);
|
||||
}
|
||||
// Obsolete
|
||||
// void Renderer::drawByPath3(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||
// {
|
||||
// for (u16 i = 0; i < t_amount; i++)
|
||||
// drawByPath3(t_meshes[i], t_bulbs, t_bulbsCount);
|
||||
// }
|
||||
|
||||
void Renderer::drawByPath3(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||
{
|
||||
beginFrameIfNeeded();
|
||||
if (!t_mesh.isDataLoaded())
|
||||
PRINT_ERR("Can't draw, because no mesh data was loaded!");
|
||||
if (t_mesh.getCurrentAnimationFrame() != t_mesh.getNextAnimationFrame())
|
||||
t_mesh.animate();
|
||||
for (u32 i = 0; i < t_mesh.getMaterialsCount(); i++)
|
||||
{
|
||||
if (t_mesh.shouldBeFrustumCulled && !t_mesh.getMaterial(i).isInFrustum(renderData.frustumPlanes, t_mesh.position))
|
||||
return;
|
||||
Texture *tex = textureRepo.getByMesh(t_mesh.getId(), t_mesh.getMaterial(i).getId());
|
||||
changeTexture(tex);
|
||||
gifSender->initPacket(context);
|
||||
u32 vertCount = t_mesh.getMaterial(i).getFacesCount();
|
||||
VECTOR *vertices = new VECTOR[vertCount];
|
||||
VECTOR *normals = new VECTOR[vertCount];
|
||||
VECTOR *coordinates = new VECTOR[vertCount];
|
||||
vertCount = t_mesh.getDrawData(i, vertices, normals, coordinates, *renderData.cameraPosition);
|
||||
gifSender->addObject(&renderData, t_mesh, vertCount, vertices, normals, coordinates, t_bulbs, t_bulbsCount, &textureBuffer);
|
||||
gifSender->sendPacket();
|
||||
delete[] vertices;
|
||||
delete[] normals;
|
||||
delete[] coordinates;
|
||||
}
|
||||
}
|
||||
// Obsolete
|
||||
// void Renderer::drawByPath3(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||
// {
|
||||
// beginFrameIfNeeded();
|
||||
// if (!t_mesh.isDataLoaded())
|
||||
// PRINT_ERR("Can't draw, because no mesh data was loaded!");
|
||||
// if (t_mesh.getCurrentAnimationFrame() != t_mesh.getNextAnimationFrame())
|
||||
// t_mesh.animate();
|
||||
// for (u32 i = 0; i < t_mesh.getMaterialsCount(); i++)
|
||||
// {
|
||||
// MeshMaterial *material = &t_mesh.getMaterial(i);
|
||||
// if (t_mesh.shouldBeFrustumCulled && !material->isInFrustum(renderData.frustumPlanes, t_mesh.position))
|
||||
// return;
|
||||
// Texture *tex = textureRepo.getBySpriteOrMesh(material->getId());
|
||||
// changeTexture(tex);
|
||||
// gifSender->initPacket(context);
|
||||
// u32 vertCount = material->getFacesCount();
|
||||
// VECTOR *vertices = new VECTOR[vertCount];
|
||||
// VECTOR *normals = new VECTOR[vertCount];
|
||||
// VECTOR *coordinates = new VECTOR[vertCount];
|
||||
// vertCount = t_mesh.getDrawData(i, vertices, normals, coordinates, *renderData.cameraPosition);
|
||||
// gifSender->addObject(&renderData, t_mesh, vertCount, vertices, normals, coordinates, t_bulbs, t_bulbsCount, &textureBuffer, &material->color);
|
||||
// gifSender->sendPacket();
|
||||
// delete[] vertices;
|
||||
// delete[] normals;
|
||||
// delete[] coordinates;
|
||||
// }
|
||||
// }
|
||||
|
||||
void Renderer::drawByPath3(Mesh *t_meshes, u16 t_amount) { drawByPath3(t_meshes, t_amount, NULL, 0); }
|
||||
// Obsolete
|
||||
// void Renderer::drawByPath3(Mesh *t_meshes, u16 t_amount) { drawByPath3(t_meshes, t_amount, NULL, 0); }
|
||||
|
||||
void Renderer::drawByPath3(Mesh &t_mesh) { drawByPath3(t_mesh, NULL, 0); }
|
||||
// Obsolete
|
||||
// void Renderer::drawByPath3(Mesh &t_mesh) { drawByPath3(t_mesh, NULL, 0); }
|
||||
|
||||
/// --- 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)
|
||||
{
|
||||
for (u16 i = 0; i < t_amount; i++)
|
||||
draw(t_meshes[i], t_bulbs, 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++)
|
||||
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)
|
||||
{
|
||||
beginFrameIfNeeded();
|
||||
vifSender->sendMatrices(renderData, t_mesh.position, t_mesh.rotation);
|
||||
vifSender->calcMatrix(renderData, t_mesh.position, t_mesh.rotation);
|
||||
if (!t_mesh.isDataLoaded())
|
||||
PRINT_ERR("Can't draw, because no mesh data was loaded!");
|
||||
|
||||
Vector3 rotatedCamera = Vector3(*renderData.cameraPosition);
|
||||
rotatedCamera.rotate(t_mesh.rotation, true);
|
||||
camRotation.identity();
|
||||
camRotation.rotate(-t_mesh.rotation);
|
||||
Vector3 rotatedCamera = Vector3(camRotation * *renderData.cameraPosition);
|
||||
|
||||
if (t_mesh.getCurrentAnimationFrame() != t_mesh.getNextAnimationFrame())
|
||||
t_mesh.animate();
|
||||
for (u32 i = 0; i < t_mesh.getMaterialsCount(); i++)
|
||||
{
|
||||
if (t_mesh.shouldBeFrustumCulled && !t_mesh.getMaterial(i).isInFrustum(renderData.frustumPlanes, t_mesh.position))
|
||||
MeshMaterial *material = &t_mesh.getMaterial(i);
|
||||
if (t_mesh.shouldBeFrustumCulled && !material->isInFrustum(renderData.frustumPlanes, t_mesh.position))
|
||||
return;
|
||||
u32 vertCount = t_mesh.getMaterial(i).getFacesCount();
|
||||
VECTOR __attribute__((aligned(16))) vertices[vertCount];
|
||||
VECTOR __attribute__((aligned(16))) normals[vertCount];
|
||||
VECTOR __attribute__((aligned(16))) coordinates[vertCount];
|
||||
Texture *tex = textureRepo.getByMesh(t_mesh.getId(), t_mesh.getMaterial(i).getId());
|
||||
u32 vertCount = material->getFacesCount();
|
||||
VECTOR vertices[vertCount] __attribute__((aligned(16)));
|
||||
VECTOR normals[vertCount] __attribute__((aligned(16)));
|
||||
VECTOR coordinates[vertCount] __attribute__((aligned(16)));
|
||||
Texture *tex = textureRepo.getBySpriteOrMesh(material->getId());
|
||||
changeTexture(tex);
|
||||
vertCount = t_mesh.getDrawData(i, vertices, normals, coordinates, rotatedCamera);
|
||||
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer);
|
||||
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer, &material->color, !material->areSTsPresent());
|
||||
}
|
||||
}
|
||||
|
||||
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); }
|
||||
|
||||
@@ -305,7 +342,7 @@ void Renderer::draw(Mesh &t_mesh) { draw(t_mesh, NULL, 0); }
|
||||
|
||||
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.frustumPlanes = t_planes;
|
||||
}
|
||||
|
||||
@@ -57,7 +57,7 @@ void TextureRepository::addByMesh(char *t_path, Mesh &mesh, TextureFormat t_form
|
||||
else
|
||||
pngLoader.load(*texture, t_path, mesh.getMaterial(i).getName(), ".png");
|
||||
texture->setName(mesh.getMaterial(i).getName());
|
||||
texture->addLink(mesh.getId(), mesh.getMaterial(i).getId());
|
||||
texture->addLink(mesh.getMaterial(i).getId());
|
||||
textures.push_back(texture);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,8 +17,10 @@
|
||||
#include "../include/utils/debug.hpp"
|
||||
|
||||
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_PACKET_SIZE = 128;
|
||||
const u32 VU1_PACKAGES_PER_PACKET = 9;
|
||||
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
|
||||
@@ -31,24 +33,24 @@ extern u32 VU1Draw3D_CodeEnd __attribute__((section(".vudata")));
|
||||
|
||||
VifSender::VifSender(Light *t_light)
|
||||
{
|
||||
light = t_light;
|
||||
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_fast_waits(DMA_CHANNEL_VIF1);
|
||||
uploadMicroProgram();
|
||||
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);
|
||||
matricesPacket = packet2_create(4, P2_TYPE_NORMAL, P2_MODE_CHAIN, true);
|
||||
context = 0;
|
||||
setDoubleBuffer();
|
||||
setDoubleBufferAddStaticData();
|
||||
PRINT_LOG("VifSender initialized!");
|
||||
}
|
||||
|
||||
VifSender::~VifSender()
|
||||
{
|
||||
packet2_free(packets[0]);
|
||||
packet2_free(packets[1]);
|
||||
packet2_free(matricesPacket);
|
||||
}
|
||||
|
||||
// ----
|
||||
@@ -69,27 +71,19 @@ void VifSender::uploadMicroProgram()
|
||||
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);
|
||||
vec3ToNative(rotation, t_rotation, 1.0F);
|
||||
MATRIX localWorld, localScreen;
|
||||
create_local_world(localWorld, position, rotation);
|
||||
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_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);
|
||||
model.identity();
|
||||
model.rotate(t_rotation);
|
||||
model.translate(t_position);
|
||||
|
||||
modelViewProj.identity();
|
||||
modelViewProj = model * modelViewProj;
|
||||
modelViewProj = *t_renderData.view * modelViewProj;
|
||||
modelViewProj = *t_renderData.projection * modelViewProj;
|
||||
}
|
||||
|
||||
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, color_t *t_color, u8 t_rgbaOnly)
|
||||
{
|
||||
// we have to split 3D object into small parts, because of small memory of VU1
|
||||
|
||||
@@ -103,7 +97,7 @@ void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 ver
|
||||
i -= 3;
|
||||
|
||||
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, t_color, t_rgbaOnly);
|
||||
if (endI == vertCount2) // if there are no more vertices to draw, break
|
||||
{
|
||||
i = vertCount2;
|
||||
@@ -119,82 +113,138 @@ 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_utils_vu_add_double_buffer(settings, 8, 496);
|
||||
packet2_t *settings = packet2_create(10, P2_TYPE_NORMAL, P2_MODE_CHAIN, true);
|
||||
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);
|
||||
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);
|
||||
packet2_free(settings);
|
||||
}
|
||||
|
||||
/** 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, color_t *t_color, u8 t_rgbaOnly)
|
||||
{
|
||||
const u32 vertCount = t_end - t_start;
|
||||
u32 vif_added_bytes = 0;
|
||||
packet2_utils_vu_open_unpack(currPacket, 0, 1);
|
||||
// TODO get this via screensettings
|
||||
packet2_add_float(currPacket, 2048.0F); // scale
|
||||
packet2_add_float(currPacket, 2048.0F); // scale
|
||||
packet2_add_float(currPacket, ((float)0xFFFFFF) / 32.0F); // scale
|
||||
packet2_add_u32(currPacket, vertCount); // vertex count
|
||||
packet2_utils_gif_add_set(currPacket, 1);
|
||||
lastVertCount = vertCount;
|
||||
isLastRGBAOnly = t_rgbaOnly;
|
||||
packet2_utils_vu_open_unpack(currPacket, 0, true);
|
||||
packet2_add_data(currPacket, modelViewProj.data, 4);
|
||||
packet2_add_u32(currPacket, t_addDrawWait); // Draw finish?
|
||||
packet2_add_u32(currPacket, vertCount); // Vertex count
|
||||
packet2_add_u32(currPacket, vertCount / 3); // Triangles count
|
||||
packet2_add_u32(currPacket, t_rgbaOnly); // 0 = STQ+RGBA, 1 = RGBA
|
||||
packet2_utils_gs_add_lod(currPacket, &t_mesh.lod);
|
||||
packet2_utils_gs_add_texbuff_clut(currPacket, textureBuffer, &t_mesh.clut);
|
||||
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.g);
|
||||
packet2_add_u32(currPacket, t_mesh.color.b);
|
||||
packet2_add_u32(currPacket, t_mesh.color.a);
|
||||
|
||||
// Clipping tests start
|
||||
|
||||
// // 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;
|
||||
packet2_utils_vu_add_unpack_data(currPacket, vif_added_bytes, t_coordinates + t_start, vertCount, 1);
|
||||
vif_added_bytes += vertCount;
|
||||
packet2_utils_gs_add_texbuff_clut(currPacket, t_texBuff, &t_mesh.clut);
|
||||
if (t_rgbaOnly)
|
||||
packet2_utils_gs_add_prim_giftag(currPacket, t_prim, vertCount, DRAW_RGBAQ_REGLIST, 2, 0);
|
||||
else
|
||||
packet2_utils_gs_add_prim_giftag(currPacket, t_prim, vertCount, DRAW_STQ2_REGLIST, 3, 0);
|
||||
packet2_add_u32(currPacket, t_color->r);
|
||||
packet2_add_u32(currPacket, t_color->g);
|
||||
packet2_add_u32(currPacket, t_color->b);
|
||||
packet2_add_u32(currPacket, t_color->a);
|
||||
u32 vif_added_bytes = packet2_utils_vu_close_unpack(currPacket);
|
||||
packet2_utils_vu_add_unpack_data(currPacket, vif_added_bytes, t_vertices + t_start, vertCount, true);
|
||||
if (!t_rgbaOnly)
|
||||
{
|
||||
vif_added_bytes += vertCount;
|
||||
packet2_utils_vu_add_unpack_data(currPacket, vif_added_bytes, t_coordinates + t_start, vertCount, true);
|
||||
}
|
||||
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]->getMaterial(0).color.r);
|
||||
packet2_add_u32(currMPacket, t_meshes[i]->getMaterial(0).color.g);
|
||||
packet2_add_u32(currMPacket, t_meshes[i]->getMaterial(0).color.b);
|
||||
packet2_add_u32(currMPacket, t_meshes[i]->getMaterial(0).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, isLastRGBAOnly); // 0 = STQ+RGBA, 1 = RGBA
|
||||
}
|
||||
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, isLastRGBAOnly); // 0 = STQ+RGBA, 1 = RGBA
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
||||
@@ -11,7 +11,6 @@
|
||||
#include "../include/utils/math.hpp"
|
||||
|
||||
#include <math.h>
|
||||
#include <fastmath.h>
|
||||
|
||||
float Math::cos(float x)
|
||||
{
|
||||
@@ -72,16 +71,6 @@ float Math::cos(float x)
|
||||
return r;
|
||||
}
|
||||
|
||||
float Math::sqrt(float x)
|
||||
{
|
||||
float r;
|
||||
__asm__ volatile(
|
||||
"sqrt.s %0, %1 \n\t"
|
||||
: "=&f"(r)
|
||||
: "f"(x));
|
||||
return r;
|
||||
}
|
||||
|
||||
float Math::invSqrt(float x) { return 1.0F / sqrt(x); }
|
||||
|
||||
/** Converts Vector3 to PS2SDK's Vector4 */
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
#include "../include/utils/string.hpp"
|
||||
#include "../include/utils/debug.hpp"
|
||||
#include <stdio.h>
|
||||
#define CHAR_BIT 8
|
||||
|
||||
char *String::createU32ToString(u32 a)
|
||||
{
|
||||
|
||||
@@ -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 +1,190 @@
|
||||
; ______ ____ ___
|
||||
; | \/ ____| |___|
|
||||
; | | | \ | |
|
||||
;---------------------------
|
||||
; 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
|
||||
; - Split this program into two (RBA/STQ), so we can get better performance
|
||||
|
||||
#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
|
||||
ilw.w rgba_only, 4(double_buffer) ; RGBA (1) or STQ+RGBA (0)
|
||||
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, prim_tag_l
|
||||
sqi gif_set_tag, (dest_address++) ;
|
||||
sqi gif_draw_finish_tag, (dest_address++) ; do draw_finish is needed
|
||||
prim_tag_l:
|
||||
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 //////////////////
|
||||
vec1:
|
||||
VectorLoad{ vertex, vertex_data, 0 }
|
||||
MatrixXForm{ xformed_vertex, matrix, vertex }
|
||||
VectorClip{ gs_vertex, xformed_vertex }
|
||||
VectorPerspectiveDivide{ xformed_vertex }
|
||||
VectorAddGSScales{ gs_vertex, xformed_vertex, gs_scale }
|
||||
|
||||
ibgtz rgba_only, vec_1_rgba
|
||||
|
||||
vec_1_stq_rgba:
|
||||
VectorLoad{ stq1, stq_data, 0 }
|
||||
VectorTexturePerspectiveCorrection{ pers_stq, stq1 }
|
||||
VectorStore{ pers_stq, dest_address, 0 }
|
||||
VectorStore{ rgba, dest_address, 1 }
|
||||
VectorStore{ gs_vertex, dest_address, 2 }
|
||||
ibeq vi00, vi00, vec2
|
||||
|
||||
vec_1_rgba:
|
||||
VectorStore{ rgba, dest_address, 0 }
|
||||
VectorStore{ gs_vertex, dest_address, 1 }
|
||||
|
||||
;////////////////////////////////////////////
|
||||
|
||||
;//////////////// VERTEX 2 //////////////////
|
||||
vec2:
|
||||
VectorLoad{ vertex, vertex_data, 1 }
|
||||
MatrixXForm{ xformed_vertex, matrix, vertex }
|
||||
VectorClip{ gs_vertex, xformed_vertex }
|
||||
VectorPerspectiveDivide{ xformed_vertex }
|
||||
VectorAddGSScales{ gs_vertex, xformed_vertex, gs_scale }
|
||||
|
||||
ibgtz rgba_only, vec_2_rgba
|
||||
|
||||
vec_2_stq_rgba:
|
||||
VectorLoad{ stq2, stq_data, 1 }
|
||||
VectorTexturePerspectiveCorrection{ pers_stq, stq2 }
|
||||
VectorStore{ pers_stq, dest_address, 3 }
|
||||
VectorStore{ rgba, dest_address, 4 }
|
||||
VectorStore{ gs_vertex, dest_address, 5 }
|
||||
ibeq vi00, vi00, vec3
|
||||
|
||||
vec_2_rgba:
|
||||
VectorStore{ rgba, dest_address, 2 }
|
||||
VectorStore{ gs_vertex, dest_address, 3 }
|
||||
|
||||
;////////////////////////////////////////////
|
||||
|
||||
;//////////////// VERTEX 3 //////////////////
|
||||
vec3:
|
||||
VectorLoad{ vertex, vertex_data, 2 }
|
||||
MatrixXForm{ xformed_vertex, matrix, vertex }
|
||||
VectorClip{ gs_vertex, xformed_vertex }
|
||||
VectorPerspectiveDivide{ xformed_vertex }
|
||||
VectorAddGSScales{ gs_vertex, xformed_vertex, gs_scale }
|
||||
|
||||
fcand vi01, 0x03FFFF
|
||||
iaddiu new_adc_bit, vi01, 0x7FFF
|
||||
mfir.w gs_vertex, new_adc_bit
|
||||
|
||||
ibgtz rgba_only, vec_3_rgba
|
||||
|
||||
vec_3_stq_rgba:
|
||||
VectorLoad{ stq3, stq_data, 2 }
|
||||
VectorTexturePerspectiveCorrection{ pers_stq, stq3 }
|
||||
VectorStore{ pers_stq, dest_address, 6 }
|
||||
VectorStore{ rgba, dest_address, 7 }
|
||||
VectorStore{ gs_vertex, dest_address, 8 }
|
||||
iaddiu dest_address, dest_address, 9 // Loop control
|
||||
ibeq vi00, vi00, loop_ctrl
|
||||
|
||||
vec_3_rgba:
|
||||
VectorStore{ rgba, dest_address, 4 }
|
||||
VectorStore{ gs_vertex, dest_address, 5 }
|
||||
iaddiu dest_address, dest_address, 6 // Loop control
|
||||
|
||||
;////////////////////////////////////////////
|
||||
|
||||
;////////////// LOOP CONTROL ////////////////
|
||||
loop_ctrl:
|
||||
iaddiu vertex_data, vertex_data, 3
|
||||
iaddiu stq_data, stq_data, 3
|
||||
|
||||
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
|
||||
+119
-45
@@ -11,63 +11,137 @@
|
||||
.global VU1Draw3D_CodeEnd
|
||||
VU1Draw3D_CodeStart:
|
||||
__v_draw3D_vcl_4:
|
||||
; _LNOPT_w=[ normal2 ] 23 [23 0] 23 [__v_draw3D_vcl_4]
|
||||
NOP lq VF01,0(VI00)
|
||||
NOP xtop VI02
|
||||
; _LNOPT_w=[ normal2 ] 27 [27 0] 27 [__v_draw3D_vcl_4]
|
||||
NOP xtop VI06
|
||||
NOP lq VF02,1(VI00)
|
||||
NOP lq VF06,1(VI02)
|
||||
NOP lq VF09,2(VI02)
|
||||
NOP lq VF08,3(VI02)
|
||||
NOP lq VF07,4(VI02)
|
||||
NOP lq VF03,2(VI00)
|
||||
NOP iaddiu VI03,VI02,0x00000007
|
||||
NOP ilw.w VI07,0(VI02)
|
||||
NOP lq VF04,3(VI00)
|
||||
NOP lq VF01,0(VI00)
|
||||
NOP ilw.x VI01,4(VI06)
|
||||
NOP ilw.y VI08,4(VI06)
|
||||
NOP lq VF03,0(VI06)
|
||||
NOP lq VF04,1(VI06)
|
||||
NOP lq VF08,5(VI06)
|
||||
NOP lq VF10,6(VI06)
|
||||
NOP lq VF05,2(VI06)
|
||||
NOP lq VF06,3(VI06)
|
||||
NOP iaddiu VI04,VI06,0x00000009
|
||||
NOP iadd VI05,VI04,VI08
|
||||
NOP ilw.z VI02,4(VI06)
|
||||
NOP iadd VI07,VI05,VI08
|
||||
NOP loi 0x44fff000
|
||||
NOP ilw.w VI03,4(VI06)
|
||||
NOP lq VF07,7(VI06)
|
||||
NOP sqi VF02,(VI07++)
|
||||
NOP sqi VF08,(VI07++)
|
||||
NOP sqi VF02,(VI07++)
|
||||
NOP lq VF08,8(VI06)
|
||||
NOP iadd VI06,VI05,VI08
|
||||
addi.xy VF09,VF00,I loi 0x492aaaaa
|
||||
NOP fcset 0
|
||||
NOP lq.xyz VF05,0(VI02)
|
||||
NOP iadd VI04,VI03,VI07
|
||||
NOP iadd VI06,VI04,VI07
|
||||
NOP sqi VF06,(VI06++)
|
||||
NOP sqi VF09,(VI06++)
|
||||
NOP sqi VF06,(VI06++)
|
||||
NOP sqi VF08,(VI06++)
|
||||
NOP lq VF06,5(VI02)
|
||||
NOP iadd VI05,VI04,VI07
|
||||
NOP sqi VF07,(VI06++)
|
||||
NOP iadd VI07,VI02,VI07
|
||||
vertexLoop:
|
||||
; _LNOPT_w=[ normal2 ] 21 [31 14] 31 [vertexLoop]
|
||||
NOP lq VF07,0(VI03)
|
||||
mulax ACC,VF01,VF07x sq VF06,1(VI06) ; STALL_LATENCY ?3
|
||||
madday ACC,VF02,VF07y lq VF08,0(VI04)
|
||||
maddaz ACC,VF03,VF07z iaddiu VI06,VI06,0x00000003
|
||||
maddw VF07,VF04,VF07w NOP
|
||||
clipw.xyz VF07xyz,VF07w div Q,VF00w,VF07w ; STALL_LATENCY ?3
|
||||
NOP iblez VI01,prim_tag_l
|
||||
addi.z VF09,VF00,I sqi VF10,(VI07++)
|
||||
; _LNOPT_w=[ normal2 ] 2 [2 0] 2 [__v_draw3D_vcl_5]
|
||||
NOP sqi VF02,(VI07++)
|
||||
NOP sqi VF01,(VI07++)
|
||||
prim_tag_l:
|
||||
; _LNOPT_w=[ normal2 ] 4 [4 0] 4 [prim_tag_l]
|
||||
NOP iaddiu VI08,VI00,0x00007fff
|
||||
NOP sqi VF07,(VI07++)
|
||||
NOP iaddiu VI08,VI08,0x00000001
|
||||
NOP iaddiu VI09,VI00,0
|
||||
triangle_loop:
|
||||
; _LNOPT_w=[ normal2 ] 11 [27 0] 27 [triangle_loop]
|
||||
NOP lq VF02,0(VI04)
|
||||
mulax ACC,VF03,VF02x mfir.w VF01,VI08 ; STALL_LATENCY ?3
|
||||
madday ACC,VF04,VF02y NOP
|
||||
maddaz ACC,VF05,VF02z NOP
|
||||
maddw VF02,VF06,VF02w NOP
|
||||
clipw.xyz VF02xyz,VF02w div Q,VF00w,VF02w ; STALL_LATENCY ?3
|
||||
mulq.xyz VF02,VF02,Q waitq ; STALL_LATENCY ?6
|
||||
mulaw.xyz ACC,VF09,VF00w NOP
|
||||
madd.xyz VF02,VF02,VF09 NOP ; STALL_LATENCY ?2
|
||||
NOP ibgtz VI03,vec_1_rgba
|
||||
ftoi4.xyz VF01,VF02 NOP ; STALL_LATENCY ?2
|
||||
; _LNOPT_w=[ normal2 ] 5 [9 0] 9 [vec_1_stq_rgba]
|
||||
NOP lq VF02,0(VI05)
|
||||
mulq VF01,VF02,Q sq VF01,2(VI07) ; STALL_LATENCY ?3
|
||||
NOP sq VF08,1(VI07)
|
||||
NOP b vec2
|
||||
NOP sq VF01,0(VI07) ; STALL_LATENCY ?1
|
||||
vec_1_rgba:
|
||||
; _LNOPT_w=[ normal2 ] 4 [2 0] 4 [vec_1_rgba]
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP sq VF08,0(VI07)
|
||||
NOP sq VF01,1(VI07)
|
||||
vec2:
|
||||
; _LNOPT_w=[ normal2 ] 11 [27 0] 27 [vec2]
|
||||
NOP lq VF02,1(VI04)
|
||||
mulax ACC,VF03,VF02x mfir.w VF01,VI08 ; STALL_LATENCY ?3
|
||||
madday ACC,VF04,VF02y NOP
|
||||
maddaz ACC,VF05,VF02z NOP
|
||||
maddw VF02,VF06,VF02w NOP
|
||||
clipw.xyz VF02xyz,VF02w div Q,VF00w,VF02w ; STALL_LATENCY ?3
|
||||
mulq.xyz VF02,VF02,Q waitq ; STALL_LATENCY ?6
|
||||
mulaw.xyz ACC,VF09,VF00w NOP
|
||||
madd.xyz VF02,VF02,VF09 NOP ; STALL_LATENCY ?2
|
||||
NOP ibgtz VI03,vec_2_rgba
|
||||
ftoi4.xyz VF01,VF02 NOP ; STALL_LATENCY ?2
|
||||
; _LNOPT_w=[ normal2 ] 5 [9 0] 9 [vec_2_stq_rgba]
|
||||
NOP lq VF02,1(VI05)
|
||||
mulq VF01,VF02,Q sq VF01,5(VI07) ; STALL_LATENCY ?3
|
||||
NOP sq VF08,4(VI07)
|
||||
NOP b vec3
|
||||
NOP sq VF01,3(VI07) ; STALL_LATENCY ?1
|
||||
vec_2_rgba:
|
||||
; _LNOPT_w=[ normal2 ] 4 [2 0] 4 [vec_2_rgba]
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP sq VF08,2(VI07)
|
||||
NOP sq VF01,3(VI07)
|
||||
vec3:
|
||||
; _LNOPT_w=[ normal2 ] 13 [27 0] 27 [vec3]
|
||||
NOP lq VF01,2(VI04)
|
||||
mulax ACC,VF03,VF01x NOP ; STALL_LATENCY ?3
|
||||
madday ACC,VF04,VF01y NOP
|
||||
maddaz ACC,VF05,VF01z NOP
|
||||
maddw VF01,VF06,VF01w NOP
|
||||
clipw.xyz VF01xyz,VF01w div Q,VF00w,VF01w ; STALL_LATENCY ?3
|
||||
mulq.xyz VF01,VF01,Q waitq ; STALL_LATENCY ?6
|
||||
mulaw.xyz ACC,VF09,VF00w NOP
|
||||
madd.xyz VF01,VF01,VF09 fcand VI01,262143 ; STALL_LATENCY ?2
|
||||
NOP iaddiu VI01,VI01,0x00007fff
|
||||
NOP mfir.w VF01,VI01
|
||||
NOP ibgtz VI03,vec_3_rgba
|
||||
ftoi4.xyz VF01,VF01 NOP
|
||||
; _LNOPT_w=[ normal2 ] 6 [9 0] 9 [vec_3_stq_rgba]
|
||||
NOP lq VF02,2(VI05)
|
||||
mulq VF01,VF02,Q sq VF01,8(VI07) ; STALL_LATENCY ?3
|
||||
NOP sq VF08,7(VI07)
|
||||
NOP iaddiu VI07,VI07,0x00000009
|
||||
NOP b loop_ctrl
|
||||
NOP sq VF01,-3(VI07)
|
||||
vec_3_rgba:
|
||||
; _LNOPT_w=[ normal2 ] 4 [3 0] 4 [vec_3_rgba]
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
mulq.xyz VF07,VF07,Q fcand VI01,262143
|
||||
mulaw.xyz ACC,VF05,VF00w iaddiu VI03,VI03,0x00000001
|
||||
madd.xyz VF07,VF07,VF05 iaddiu VI04,VI04,0x00000001 ; STALL_LATENCY ?2
|
||||
mulq VF08,VF08,Q isubiu VI07,VI07,1
|
||||
ftoi4.xyz VF07,VF07 iaddiu VI01,VI01,0x00007fff ; STALL_LATENCY ?2
|
||||
NOP isw.w VI01,-1(VI06)
|
||||
NOP sq VF08,-3(VI06)
|
||||
NOP ibne VI07,VI02,vertexLoop
|
||||
NOP sq.xyz VF07,-1(VI06)
|
||||
; _LNOPT_w=[ normal2 ] 3 [1 0] 3 [__v_draw3D_vcl_7]
|
||||
NOP xgkick VI05
|
||||
NOP sq VF08,4(VI07)
|
||||
NOP iaddiu VI07,VI07,0x00000006
|
||||
NOP sq VF01,-1(VI07)
|
||||
loop_ctrl:
|
||||
; _LNOPT_w=[ normal2 ] 4 [4 0] 4 [loop_ctrl]
|
||||
NOP iaddiu VI09,VI09,0x00000001
|
||||
NOP iaddiu VI04,VI04,0x00000003
|
||||
NOP ibne VI09,VI02,triangle_loop
|
||||
NOP iaddiu VI05,VI05,0x00000003
|
||||
; _LNOPT_w=[ normal2 ] 3 [1 0] 3 [__v_draw3D_vcl_21]
|
||||
NOP xgkick VI06
|
||||
NOP[E] NOP
|
||||
NOP NOP
|
||||
.align 4
|
||||
VU1Draw3D_CodeEnd:
|
||||
; iCount=47
|
||||
; iCount=103
|
||||
; register stats:
|
||||
; 8 VU User integer
|
||||
; 10 VU User floating point
|
||||
; 10 VU User integer
|
||||
; 11 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/1.31.2/samples/dolphin/assets.zip)
|
||||
|
||||
### Screenshot
|
||||
|
||||
[![Dolphin screenshot][dolphin-screenshot]](#)
|
||||
|
||||
[dolphin-screenshot]: http://apgcglz.cluster028.hosting.ovh.net/tyra/1.31.2/samples/dolphin/dolphin.gif
|
||||
@@ -12,14 +12,11 @@
|
||||
|
||||
#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;
|
||||
up.x = 0.0F;
|
||||
up.y = 1.0F;
|
||||
up.z = 0.0F;
|
||||
}
|
||||
|
||||
Camera::~Camera() {}
|
||||
@@ -43,12 +40,7 @@ void Camera::rotate(Pad &t_pad)
|
||||
horizontalLevel -= 0.08;
|
||||
else if (t_pad.rJoyH >= 200)
|
||||
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.y = CAMERA_Y;
|
||||
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.y = unitCirclePosition.y + t_mesh.position.y;
|
||||
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:
|
||||
Vector3 position,up, unitCirclePosition;
|
||||
Vector3 position, up, unitCirclePosition;
|
||||
float horizontalLevel, verticalLevel;
|
||||
|
||||
Camera(ScreenSettings *t_screen);
|
||||
@@ -34,7 +34,6 @@ public:
|
||||
|
||||
protected:
|
||||
Vector3 *getPosition() { return &position; };
|
||||
Vector3 *getUp() { return &up; };
|
||||
ScreenSettings screen;
|
||||
};
|
||||
|
||||
|
||||
@@ -11,14 +11,12 @@
|
||||
#include "dolphin.hpp"
|
||||
#include "utils/math.hpp"
|
||||
|
||||
const u8 WATER_TILE_SCALE = 5;
|
||||
const u8 WATER_SIZE = 100;
|
||||
|
||||
float Dolphin::engineFPS = 60.0F;
|
||||
const float WATER_TILE_SCALE = 6.0F;
|
||||
const u8 WATER_SIZE = 4;
|
||||
const u8 MINES_COUNT = 15;
|
||||
const u8 OYSTERS_COUNT = 5;
|
||||
|
||||
float Dolphin::engineFPS = 60.F;
|
||||
|
||||
Dolphin::Dolphin(Engine *t_engine) : engine(t_engine), camera(&engine->screen)
|
||||
{
|
||||
oysters = new Collectible[OYSTERS_COUNT];
|
||||
@@ -29,12 +27,13 @@ Dolphin::~Dolphin()
|
||||
{
|
||||
delete[] oysters;
|
||||
delete[] mines;
|
||||
delete[] waterDrawList;
|
||||
}
|
||||
|
||||
void Dolphin::onInit()
|
||||
{
|
||||
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.playSong();
|
||||
@@ -73,11 +72,25 @@ void Dolphin::onInit()
|
||||
printf("Loaded.\n");
|
||||
|
||||
printf("Loading water...\n");
|
||||
water.loadObj("water/", "water", WATER_TILE_SCALE, false);
|
||||
water.position.set(0, WATER_LEVEL, 0);
|
||||
texRepo->addByMesh("water/", water, BMP);
|
||||
water.shouldBeFrustumCulled = false;
|
||||
water.shouldBeBackfaceCulled = false;
|
||||
|
||||
u32 spiralOffset = (u32)sqrt(WATER_TILES_COUNT);
|
||||
waterDrawList = new Mesh *[WATER_TILES_COUNT];
|
||||
calcSpiral(spiralOffset, spiralOffset);
|
||||
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->getBySpriteOrMesh(water[0].getMaterial(0).getId())->addLink(water[i].getMaterial(0).getId());
|
||||
waterDrawList[i] = &water[i];
|
||||
}
|
||||
|
||||
printf("Loading seabed...\n");
|
||||
seabed.loadObj("seabed/", "seabed", 10.0F, false);
|
||||
@@ -96,7 +109,6 @@ void Dolphin::onInit()
|
||||
waterbox.position.y = -100.F;
|
||||
|
||||
printf("Loading oyster dff\n");
|
||||
//oysters[0].loadDff("oyster/", "oyster", 1.F, false);
|
||||
oysters[0].mesh.loadObj("oyster/", "oyster", 10.F, false);
|
||||
printf("Loaded.");
|
||||
oysters[0].mesh.shouldBeBackfaceCulled = false;
|
||||
@@ -110,14 +122,12 @@ void Dolphin::onInit()
|
||||
oysters[i].mesh.loadFrom(oysters[0].mesh);
|
||||
oysters[i].mesh.shouldBeBackfaceCulled = false;
|
||||
oysters[i].mesh.shouldBeFrustumCulled = false;
|
||||
texRepo->getByMesh(oysters[0].mesh.getId(), oysters[0].mesh.getMaterial(0).getId())
|
||||
->addLink(oysters[i].mesh.getId(), oysters[i].mesh.getMaterial(0).getId());
|
||||
texRepo->getBySpriteOrMesh(oysters[0].mesh.getMaterial(0).getId())->addLink(oysters[i].mesh.getMaterial(0).getId());
|
||||
oysters[i].mesh.position.set(i * -100, 5.0F, i * -100);
|
||||
}
|
||||
|
||||
printf("Loading mine .obj\n");
|
||||
mines[0].mesh.loadObj("mine/", "mine", 10.F, false);
|
||||
printf("Loaded.");
|
||||
mines[0].mesh.shouldBeBackfaceCulled = false;
|
||||
mines[0].mesh.shouldBeFrustumCulled = false;
|
||||
mines[0].mesh.position.set(5, -15, 32);
|
||||
@@ -129,13 +139,13 @@ void Dolphin::onInit()
|
||||
mines[i].mesh.loadFrom(mines[0].mesh);
|
||||
mines[i].mesh.shouldBeBackfaceCulled = false;
|
||||
mines[i].mesh.shouldBeFrustumCulled = false;
|
||||
texRepo->getByMesh(mines[0].mesh.getId(), mines[0].mesh.getMaterial(0).getId())
|
||||
->addLink(mines[i].mesh.getId(), mines[i].mesh.getMaterial(0).getId());
|
||||
texRepo->getBySpriteOrMesh(mines[0].mesh.getMaterial(0).getId())->addLink(mines[i].mesh.getMaterial(0).getId());
|
||||
mines[i].mesh.position.set(i * -10, 0.0F, i * -68);
|
||||
}
|
||||
|
||||
Texture *pLifeTex = texRepo->add("2d/", "life", PNG);
|
||||
//pLifeTex->addLink(lifeSprites[0].getId());
|
||||
// pLifeTex->addLink(lifeSprites[0].getId());
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
lifeSprites[i].size.set(64.0F, 64.0F);
|
||||
@@ -164,12 +174,13 @@ void Dolphin::onUpdate()
|
||||
engine->renderer->draw(gameOver);
|
||||
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;
|
||||
float zDist = player.mesh.position.z - water.position.z;
|
||||
Dolphin::engineFPS = engine->fps;
|
||||
// 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)
|
||||
xDist *= -1;
|
||||
if (zDist < 0)
|
||||
@@ -177,8 +188,11 @@ void Dolphin::onUpdate()
|
||||
if (xDist > WATER_SIZE * WATER_TILE_SCALE / 4 ||
|
||||
zDist > WATER_SIZE * WATER_TILE_SCALE / 4)
|
||||
{
|
||||
water.position.x = (player.mesh.position.x / WATER_SIZE) * WATER_SIZE;
|
||||
water.position.z = (player.mesh.position.z / WATER_SIZE) * WATER_SIZE;
|
||||
for (size_t i = 0; i < WATER_TILES_COUNT; i++)
|
||||
{
|
||||
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++)
|
||||
@@ -188,7 +202,7 @@ void Dolphin::onUpdate()
|
||||
float dist = vecDist.length();
|
||||
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();
|
||||
player.setLife(player.getLifes() + 1);
|
||||
engine->audio.setADPCMVolume(30, 3);
|
||||
@@ -204,11 +218,11 @@ void Dolphin::onUpdate()
|
||||
|
||||
if (dist < 20.F && !mines[i].getExplosionTicks())
|
||||
{
|
||||
printf("Vecdist %f,%f,%f\n", vecDist.x, vecDist.y, vecDist.z);
|
||||
printf("Explode %d Dist %d\n", i, dist);
|
||||
printf("Vecdist: %f,%f,%f\n", vecDist.x, vecDist.y, vecDist.z);
|
||||
printf("Explode:%d Dist:%f\n", i, dist);
|
||||
mines[i].explode();
|
||||
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.playADPCM(boomSound, Mine::lastSoundBuffer);
|
||||
Mine::lastSoundBuffer = Mine::lastSoundBuffer == 4 ? 5 : 4;
|
||||
@@ -220,35 +234,34 @@ void Dolphin::onUpdate()
|
||||
|
||||
player.update(engine->pad);
|
||||
camera.update(engine->pad, player.mesh);
|
||||
|
||||
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);
|
||||
|
||||
engine->renderer->draw(island);
|
||||
engine->renderer->draw(water);
|
||||
engine->renderer->draw(waterDrawList, WATER_TILES_COUNT);
|
||||
engine->renderer->draw(skybox);
|
||||
engine->renderer->draw(waterbox);
|
||||
engine->renderer->draw(seabed);
|
||||
|
||||
for (u8 i = 0; i < OYSTERS_COUNT; i++)
|
||||
{
|
||||
if (oysters[i].isActive())
|
||||
{
|
||||
engine->renderer->draw(oysters[i].mesh);
|
||||
}
|
||||
}
|
||||
|
||||
for (u8 i = 0; i < MINES_COUNT; i++)
|
||||
{
|
||||
if (mines[i].getExplosionTicks() < MINE_EXPLOSION_TICKS)
|
||||
engine->renderer->draw(mines[i].mesh);
|
||||
}
|
||||
|
||||
for (u8 i = 0; i < player.getLifes(); i++)
|
||||
{
|
||||
engine->renderer->draw(lifeSprites[i]);
|
||||
}
|
||||
|
||||
engine->renderer->draw(player.mesh);
|
||||
|
||||
if (camera.position.y < WATER_LEVEL)
|
||||
{
|
||||
engine->renderer->draw(waterOverlay);
|
||||
engine->audio.setADPCMVolume(0, 0); //Surface ambient
|
||||
engine->audio.setADPCMVolume(65, 1); //Underwater ambient
|
||||
engine->audio.setADPCMVolume(0, 0); // Surface ambient
|
||||
engine->audio.setADPCMVolume(65, 1); // Underwater ambient
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -256,3 +269,28 @@ void Dolphin::onUpdate()
|
||||
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;
|
||||
|
||||
private:
|
||||
/*DO NOT TOUCH ORDER OF DECLARATION!
|
||||
GCC BUG CAUSES RENDERING TO FAIL IN ANY OTHER ORDER OF DECLARATION!*/
|
||||
void calcSpiral(int X, int Y);
|
||||
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 island;
|
||||
Mesh skybox;
|
||||
@@ -49,7 +56,7 @@ private:
|
||||
Collectible *oysters;
|
||||
TextureRepository *texRepo;
|
||||
Sprite waterOverlay;
|
||||
Mesh water;
|
||||
Mesh water[WATER_TILES_COUNT];
|
||||
Mesh waterbox;
|
||||
Sprite lifeSprites[3];
|
||||
Sprite gameOver;
|
||||
|
||||
@@ -25,10 +25,6 @@ Collectible::Collectible()
|
||||
bDisappearing = false;
|
||||
}
|
||||
|
||||
Collectible::~Collectible()
|
||||
{
|
||||
}
|
||||
|
||||
void Collectible::disappear()
|
||||
{
|
||||
bDisappearing = true;
|
||||
|
||||
@@ -21,7 +21,6 @@ public:
|
||||
float rotation;
|
||||
Mesh mesh;
|
||||
Collectible();
|
||||
~Collectible();
|
||||
void update();
|
||||
void disappear();
|
||||
void setActive(const u8 &b) { bActive = b; }
|
||||
|
||||
@@ -20,10 +20,6 @@ Mine::Mine()
|
||||
explosionTicks = 0;
|
||||
}
|
||||
|
||||
Mine::~Mine()
|
||||
{
|
||||
}
|
||||
|
||||
void Mine::update()
|
||||
{
|
||||
if (bExploding && explosionTicks < MINE_EXPLOSION_TICKS)
|
||||
|
||||
@@ -24,7 +24,6 @@ public:
|
||||
void explode() { bExploding = true; }
|
||||
void update();
|
||||
Mine();
|
||||
~Mine();
|
||||
const u8 &getExplosionTicks() { return explosionTicks; }
|
||||
|
||||
private:
|
||||
|
||||
@@ -28,10 +28,6 @@ Player::Player()
|
||||
lifes = 3;
|
||||
}
|
||||
|
||||
Player::~Player()
|
||||
{
|
||||
}
|
||||
|
||||
void Player::init(Engine *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)
|
||||
{
|
||||
printf("Cross\n");
|
||||
mesh.setAnimSpeed(0.8F);
|
||||
mesh.setAnimSpeed(1.0F);
|
||||
mesh.playAnimation(14, 58, 0);
|
||||
}
|
||||
|
||||
@@ -72,19 +67,10 @@ void Player::update(Pad &t_pad)
|
||||
bIsJumping = true;
|
||||
else
|
||||
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)
|
||||
{
|
||||
mesh.setAnimSpeed(0.05F);
|
||||
printf("Swim animation\n");
|
||||
mesh.playAnimation(1, 14, 0);
|
||||
}
|
||||
if (mesh.getCurrentAnimationFrame() == 42)
|
||||
@@ -101,7 +87,7 @@ void Player::update(Pad &t_pad)
|
||||
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 +=
|
||||
Math::cos(mesh.rotation.z) * velocity * (bIsJumping + 1);
|
||||
mesh.position.x +=
|
||||
|
||||
@@ -25,7 +25,6 @@ public:
|
||||
float gravity, velocity, lift;
|
||||
Mesh mesh;
|
||||
Player();
|
||||
~Player();
|
||||
void init(Engine *t_engine);
|
||||
void update(Pad &t_pad);
|
||||
const u8 &isJumping() { return bIsJumping; }
|
||||
|
||||
@@ -1,14 +1,19 @@
|
||||
## Floors sample
|
||||
|
||||
### Description
|
||||
|
||||
Simple demo which shows lighting using PATH3, and player movement and animation.
|
||||
### Features
|
||||
- Box collision
|
||||
- 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
|
||||
[Download](http://apgcglz.cluster028.hosting.ovh.net/tyra/1.1.0/samples/floors/assets.zip)
|
||||
[Download](http://apgcglz.cluster028.hosting.ovh.net/tyra/1.31.2/samples/floors/assets.zip)
|
||||
|
||||
### 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/1.31.2/samples/floors/floors.gif
|
||||
|
||||
@@ -19,13 +19,10 @@ const float CAMERA_Y = 30.0F;
|
||||
// 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");
|
||||
verticalLevel = 80.0F;
|
||||
up.x = 0.0F;
|
||||
up.y = 1.0F;
|
||||
up.z = 0.0F;
|
||||
PRINT_LOG("Camera initialized!");
|
||||
}
|
||||
|
||||
|
||||
@@ -35,7 +35,6 @@ public:
|
||||
|
||||
protected:
|
||||
Vector3 *getPosition() { return &position; };
|
||||
Vector3 *getUp() { return &up; };
|
||||
ScreenSettings screen;
|
||||
};
|
||||
|
||||
|
||||
@@ -37,17 +37,17 @@ Floors::~Floors()
|
||||
|
||||
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();
|
||||
engine->renderer->setCameraDefinitions(&camera.worldView, &camera.unitCirclePosition, camera.planes);
|
||||
engine->renderer->setCameraDefinitions(&camera.view, &camera.unitCirclePosition, camera.planes);
|
||||
engine->audio.addSongListener(this);
|
||||
engine->audio.loadSong("sounds/mafikizolo-loot.wav");
|
||||
engine->audio.playSong();
|
||||
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()
|
||||
@@ -60,8 +60,11 @@ void Floors::onUpdate()
|
||||
player->update(engine->pad, camera, *floorManager, *enemy);
|
||||
engine->renderer->draw(player->mesh);
|
||||
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.
|
||||
}
|
||||
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
|
||||
#include <utils/math.hpp>
|
||||
#include <utils/debug.hpp>
|
||||
#include <stdlib.h>
|
||||
|
||||
// ----
|
||||
// Constructors/Destructors
|
||||
@@ -22,17 +23,17 @@
|
||||
*/
|
||||
FloorManager::FloorManager(int t_floorAmount, TextureRepository *t_texRepo)
|
||||
{
|
||||
meshes = new Mesh *[t_floorAmount];
|
||||
texRepo = t_texRepo;
|
||||
floorAmount = t_floorAmount;
|
||||
spirals = new Point[t_floorAmount];
|
||||
int floorSpiralMaxOffset = (int)Math::sqrt(t_floorAmount);
|
||||
int floorSpiralMaxOffset = (int)sqrt(t_floorAmount);
|
||||
calcSpiral(floorSpiralMaxOffset, floorSpiralMaxOffset);
|
||||
initFloors();
|
||||
trick = 0.0F;
|
||||
trickMode = 0;
|
||||
isTimeForChangeTriggerColor = true;
|
||||
isTimeForChangeDefaultColor = true;
|
||||
audioOffset = audioMode = audioTick = 0;
|
||||
audioOffset = audioMode = audioTick = trickMode = 0;
|
||||
}
|
||||
|
||||
FloorManager::~FloorManager()
|
||||
@@ -85,12 +86,14 @@ void FloorManager::initFloors()
|
||||
floors[0].mesh.loadObj("meshes/floor/", "floor", 3.0F, false);
|
||||
floors[0].mesh.shouldBeFrustumCulled = true;
|
||||
floors[0].mesh.shouldBeLighted = true;
|
||||
meshes[0] = &floors[0].mesh;
|
||||
texRepo->addByMesh("meshes/floor/", floors[0].mesh, BMP);
|
||||
for (u16 i = 1; i < floorAmount; i++)
|
||||
{
|
||||
floors[i].mesh.shouldBeFrustumCulled = true;
|
||||
floors[i].init(floors[0].mesh, spirals[i], i);
|
||||
texRepo->getByMesh(floors[0].mesh.getId(), floors[0].mesh.getMaterial(0).getId())
|
||||
->addLink(floors[i].mesh.getId(), floors[i].mesh.getMaterial(0).getId());
|
||||
texRepo->getBySpriteOrMesh(floors[0].mesh.getMaterial(0).getId())->addLink(floors[i].mesh.getMaterial(0).getId());
|
||||
meshes[i] = &floors[i].mesh;
|
||||
}
|
||||
PRINT_LOG("Floors initialized!");
|
||||
}
|
||||
@@ -120,18 +123,18 @@ void FloorManager::update(Player &t_player)
|
||||
for (u16 i = 0; i < floorAmount; i++)
|
||||
{
|
||||
floors[i].animate(t_player);
|
||||
|
||||
MeshMaterial *material = &floors[i].mesh.getMaterial(0);
|
||||
if (floors[i].isByAudioTriggered)
|
||||
{
|
||||
floors[i].mesh.color.r = trigColor.r;
|
||||
floors[i].mesh.color.g = trigColor.g;
|
||||
floors[i].mesh.color.b = trigColor.b;
|
||||
material->color.r = trigColor.r;
|
||||
material->color.g = trigColor.g;
|
||||
material->color.b = trigColor.b;
|
||||
}
|
||||
else
|
||||
{
|
||||
floors[i].mesh.color.r = defaultColor.r;
|
||||
floors[i].mesh.color.g = defaultColor.g;
|
||||
floors[i].mesh.color.b = defaultColor.b;
|
||||
material->color.r = defaultColor.r;
|
||||
material->color.g = defaultColor.g;
|
||||
material->color.b = defaultColor.b;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,8 +31,10 @@ public:
|
||||
u16 floorAmount;
|
||||
void update(Player &t_player);
|
||||
void onAudioTick();
|
||||
Mesh **getMeshes() { return meshes; }
|
||||
|
||||
private:
|
||||
Mesh **meshes;
|
||||
TextureRepository *texRepo;
|
||||
u8 audioOffset, audioMode;
|
||||
u32 audioTick;
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
#include <modules/gif_sender.hpp>
|
||||
#include <utils/debug.hpp>
|
||||
#include <utils/math.hpp>
|
||||
#include <stdlib.h>
|
||||
|
||||
// ----
|
||||
// Constructors/Destructors
|
||||
@@ -26,30 +27,25 @@ Enemy::Enemy(TextureRepository *t_texRepo)
|
||||
PRINT_LOG("Creating enemy object");
|
||||
|
||||
meshes = new Mesh[getMeshesCount()];
|
||||
drawMeshes = new Mesh *[getMeshesCount()];
|
||||
|
||||
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].rotation.x = -1.566F;
|
||||
meshes[1].rotation.z = 1.566F;
|
||||
|
||||
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);
|
||||
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;
|
||||
|
||||
PRINT_LOG("Enemy object created!");
|
||||
|
||||
@@ -24,7 +24,7 @@ public:
|
||||
Enemy(TextureRepository *t_texRepo);
|
||||
~Enemy();
|
||||
|
||||
inline Mesh *getMeshes() const { return meshes; }
|
||||
inline Mesh **getMeshes() const { return drawMeshes; }
|
||||
inline u8 getMeshesCount() const { return 3; }
|
||||
inline Vector3 getPosition() const { return position; }
|
||||
void setPosition(const Vector3 &t_vec);
|
||||
@@ -35,6 +35,8 @@ public:
|
||||
private:
|
||||
/** 0 - head, 1 - body, 2 - weapon */
|
||||
Mesh *meshes;
|
||||
/** Only for draw() method. */
|
||||
Mesh **drawMeshes;
|
||||
const Floor *currentFloor;
|
||||
Vector3 position, currFloorMin, currFloorMax;
|
||||
u8 isKilled;
|
||||
|
||||
@@ -211,13 +211,13 @@ FloorsCheck *Player::checkFloors(const FloorManager &t_floorManager, const Vecto
|
||||
for (u32 i = 0; i < t_floorManager.floorAmount; i++)
|
||||
{
|
||||
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->currFloorMin.set(min);
|
||||
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->willCollideFloorMin.set(min);
|
||||
|
||||
@@ -66,13 +66,13 @@ void Ui::update(const Player &player)
|
||||
if (!isTask1Done && player.getJumpCount() >= 10)
|
||||
{
|
||||
isTask1Done = true;
|
||||
grayCheckboxTex->removeLinkBySprite(task1Checkbox.getId());
|
||||
grayCheckboxTex->removeLinkById(task1Checkbox.getId());
|
||||
blueCheckboxTex->addLink(task1Checkbox.getId());
|
||||
}
|
||||
if (!isTask2Done && player.getKilledEnemiesCount() >= 10)
|
||||
{
|
||||
isTask2Done = true;
|
||||
grayCheckboxTex->removeLinkBySprite(task2Checkbox.getId());
|
||||
grayCheckboxTex->removeLinkById(task2Checkbox.getId());
|
||||
blueCheckboxTex->addLink(task2Checkbox.getId());
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user