added manual calcs of model-view-proj matrix

This commit is contained in:
h4570
2020-12-24 12:45:09 +01:00
parent 91934df5e8
commit b4fe16dccc
13 changed files with 156 additions and 135 deletions
+2 -2
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@@ -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)
+51 -37
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@@ -85,58 +85,70 @@ public:
*/
inline void unit() { identity(); };
/** Create translation matrix. */
inline void translation(const Vector3 &t_val)
/** Translate matrix. */
inline void translate(const Vector3 &t_val)
{
identity();
translate(t_val);
Matrix temp = Matrix(true);
temp.translation(t_val);
cross(this->data, temp.data, this->data);
}
/** Create rotation matrix. */
inline void rotation(const Vector3 &t_val)
/** Rotate matrix. */
inline void rotate(const Vector3 &t_val)
{
identity();
Matrix temp = Matrix();
Matrix temp = Matrix(true);
temp.rotationZ(t_val.z);
cross(this->data, temp.data, this->data);
temp.identity();
temp.rotateX(t_val.x);
operator*=(temp);
temp.rotationY(t_val.y);
cross(this->data, temp.data, this->data);
temp.identity();
temp.rotateY(t_val.y);
operator*=(temp);
temp.identity();
temp.rotateZ(t_val.z);
operator*=(temp);
temp.rotationX(t_val.x);
cross(this->data, temp.data, this->data);
}
/** Create X rotation matrix. */
inline void rotationX(const float &t_radians)
/** Rotate matrix by X. */
inline void rotateX(const float &t_radians)
{
identity();
rotateX(t_radians);
Matrix temp = Matrix(true);
temp.rotationX(t_radians);
cross(this->data, temp.data, this->data);
}
/** Create Y rotation matrix. */
inline void rotationY(const float &t_radians)
/** Rotate matrix by Y. */
inline void rotateY(const float &t_radians)
{
identity();
rotateY(t_radians);
Matrix temp = Matrix(true);
temp.rotationY(t_radians);
cross(this->data, temp.data, this->data);
}
/** Create Z rotation matrix. */
inline void rotationZ(const float &t_radians)
/** Rotate matrix by Z. */
inline void rotateZ(const float &t_radians)
{
identity();
rotateZ(t_radians);
Matrix temp = Matrix(true);
temp.rotationZ(t_radians);
cross(this->data, temp.data, this->data);
}
/** Create angle rotation matrix. */
void rotationByAngle(const float &t_angle, const Vector3 &t_axis);
/** 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);
}
/** Create scale matrix. */
void setScale(const Vector3 &t_val);
/** 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.
@@ -161,12 +173,14 @@ public:
const void print() const;
private:
void rotateX(const float &t_radians);
void rotateY(const float &t_radians);
void rotateZ(const float &t_radians);
void translate(const Vector3 &t_val);
void cross(float res[16], const float a[16], const float b[16]) const;
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 -4
View File
@@ -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;
+3 -3
View File
@@ -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);
+10
View File
@@ -39,6 +39,16 @@ private:
void drawVertices(Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *textureBuffer);
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;
+47 -54
View File
@@ -93,47 +93,6 @@ void Matrix::identity()
: "r"(this->data));
}
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::setScale(const Vector3 &t_val)
{
this->identity();
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::setPerspective(const ScreenSettings &t_screen)
{
float fovYdiv2 = Math::HALF_ANG2RAD * t_screen.fov;
@@ -232,10 +191,8 @@ const void Matrix::print() const
// Private
// ----
void Matrix::rotateX(const float &t_radians)
void Matrix::rotationX(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
@@ -244,10 +201,8 @@ void Matrix::rotateX(const float &t_radians)
this->data[10] = c; // 2,2
}
void Matrix::rotateY(const float &t_radians)
void Matrix::rotationY(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
@@ -256,10 +211,8 @@ void Matrix::rotateY(const float &t_radians)
this->data[10] = c; // 2,2
}
void Matrix::rotateZ(const float &t_radians)
void Matrix::rotationZ(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
@@ -268,11 +221,51 @@ void Matrix::rotateZ(const float &t_radians)
this->data[5] = c; // 1,1
}
void Matrix::translate(const Vector3 &t_val)
void Matrix::rotationByAngle(const float &t_angle, const Vector3 &t_axis)
{
this->data[12] += t_val.x; // 3,0
this->data[13] += t_val.y; // 3,1
this->data[14] += t_val.z; // 3,2
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])
+1 -1
View File
@@ -41,7 +41,7 @@ CameraBase::CameraBase(ScreenSettings *t_screen, Vector3 *t_position)
void CameraBase::lookAt(Vector3 &t_target)
{
updatePlanes(t_target);
worldView.lookAt(*p_position, t_target);
view.lookAt(*p_position, t_target);
}
void CameraBase::updatePlanes(Vector3 t_target)
+4 -12
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@@ -130,12 +130,7 @@ 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
*/
/** 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)
{
packet2_chain_open_cnt(currentPacket, 0, 0, 0);
@@ -145,7 +140,7 @@ void GifSender::addObject(RenderData *t_renderData, Mesh &t_mesh, u32 vertexCoun
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);
addCurrentCalcs(vertexCount);
delete[] xyz;
delete[] rgbaq;
@@ -155,10 +150,7 @@ 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)
{
@@ -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)
{
+7 -6
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@@ -51,7 +51,7 @@ Renderer::Renderer(u32 t_packetSize, ScreenSettings *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!");
}
@@ -277,7 +277,8 @@ void Renderer::draw(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
if (!t_mesh.isDataLoaded())
PRINT_ERR("Can't draw, because no mesh data was loaded!");
camRotation.rotation(-t_mesh.rotation);
camRotation.identity();
camRotation.rotate(-t_mesh.rotation);
Vector3 rotatedCamera = Vector3(camRotation * *renderData.cameraPosition);
if (t_mesh.getCurrentAnimationFrame() != t_mesh.getNextAnimationFrame())
@@ -287,9 +288,9 @@ void Renderer::draw(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
if (t_mesh.shouldBeFrustumCulled && !t_mesh.getMaterial(i).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];
VECTOR vertices[vertCount] __attribute__((aligned(16)));
VECTOR normals[vertCount] __attribute__((aligned(16)));
VECTOR coordinates[vertCount] __attribute__((aligned(16)));
Texture *tex = textureRepo.getByMesh(t_mesh.getId(), t_mesh.getMaterial(i).getId());
changeTexture(tex);
vertCount = t_mesh.getDrawData(i, vertices, normals, coordinates, rotatedCamera);
@@ -305,7 +306,7 @@ 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;
}
+13 -13
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@@ -68,22 +68,22 @@ void VifSender::uploadMicroProgram()
dma_channel_send_packet2(packet2, DMA_CHANNEL_VIF1, 1);
packet2_free(packet2);
}
#include <fastmath.h>
void VifSender::sendMatrices(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)
Matrix model;
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;
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_unpack_data(matricesPacket, 0, &modelViewProj.data, 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);
+1 -1
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@@ -34,7 +34,7 @@ Dolphin::~Dolphin()
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();
+2 -2
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@@ -38,7 +38,7 @@ Floors::~Floors()
void Floors::onInit()
{
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();
@@ -61,7 +61,7 @@ void Floors::onUpdate()
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);
engine->renderer->draw(floorManager->floors[i].mesh, lightManager.bulbs, lightManager.bulbsCount);
ui->render(engine->renderer); // 2D rendering ist LAST step, because layers gonna play there.
}
+3
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@@ -30,14 +30,17 @@ Enemy::Enemy(TextureRepository *t_texRepo)
meshes[0].loadMD2("meshes/enemy/", "poss_head", 0.3F, false);
meshes[0].rotation.x = -1.566F;
meshes[0].rotation.z = 1.566F;
meshes[0].shouldBeFrustumCulled = false;
meshes[1].loadMD2("meshes/enemy/", "poss_body", 0.3F, false);
meshes[1].rotation.x = -1.566F;
meshes[1].rotation.z = 1.566F;
meshes[1].shouldBeFrustumCulled = false;
meshes[2].loadMD2("meshes/enemy/", "poss_weapon", 0.3F, false);
meshes[2].rotation.x = -1.566F;
meshes[2].rotation.z = 1.566F;
meshes[2].shouldBeFrustumCulled = false;
Vector3 initPos = Vector3(0.00F, 40.00F, 0.00F);
setPosition(initPos);