added manual calcs of model-view-proj matrix
This commit is contained in:
@@ -41,13 +41,13 @@ Engine::~Engine() {}
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void Engine::setDefaultScreen()
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{
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screen.projectionScale = 4096.0F;
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screen.nearPlaneDist = 2.0F;
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screen.farPlaneDist = 2000.0F;
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screen.fov = 60.0F;
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screen.aspectRatio = 4.0F / 3.0F;
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screen.width = 640.0F;
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screen.height = 480.0F;
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screen.aspectRatio = screen.width / screen.height;
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screen.projectionScale = 4096.0F; // PS2 have 4k drawing area
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}
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void Engine::init(Game *t_game, u32 t_gifPacketSize)
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@@ -85,58 +85,70 @@ public:
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*/
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inline void unit() { identity(); };
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/** Create translation matrix. */
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inline void translation(const Vector3 &t_val)
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/** Translate matrix. */
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inline void translate(const Vector3 &t_val)
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{
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identity();
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translate(t_val);
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Matrix temp = Matrix(true);
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temp.translation(t_val);
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cross(this->data, temp.data, this->data);
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}
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/** Create rotation matrix. */
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inline void rotation(const Vector3 &t_val)
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/** Rotate matrix. */
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inline void rotate(const Vector3 &t_val)
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{
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identity();
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Matrix temp = Matrix();
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Matrix temp = Matrix(true);
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temp.rotationZ(t_val.z);
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cross(this->data, temp.data, this->data);
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temp.identity();
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temp.rotateX(t_val.x);
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operator*=(temp);
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temp.rotationY(t_val.y);
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cross(this->data, temp.data, this->data);
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temp.identity();
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temp.rotateY(t_val.y);
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operator*=(temp);
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temp.identity();
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temp.rotateZ(t_val.z);
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operator*=(temp);
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temp.rotationX(t_val.x);
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cross(this->data, temp.data, this->data);
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}
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/** Create X rotation matrix. */
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inline void rotationX(const float &t_radians)
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/** Rotate matrix by X. */
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inline void rotateX(const float &t_radians)
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{
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identity();
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rotateX(t_radians);
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Matrix temp = Matrix(true);
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temp.rotationX(t_radians);
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cross(this->data, temp.data, this->data);
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}
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/** Create Y rotation matrix. */
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inline void rotationY(const float &t_radians)
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/** Rotate matrix by Y. */
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inline void rotateY(const float &t_radians)
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{
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identity();
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rotateY(t_radians);
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Matrix temp = Matrix(true);
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temp.rotationY(t_radians);
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cross(this->data, temp.data, this->data);
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}
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/** Create Z rotation matrix. */
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inline void rotationZ(const float &t_radians)
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/** Rotate matrix by Z. */
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inline void rotateZ(const float &t_radians)
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{
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identity();
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rotateZ(t_radians);
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Matrix temp = Matrix(true);
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temp.rotationZ(t_radians);
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cross(this->data, temp.data, this->data);
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}
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/** Create angle rotation matrix. */
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void rotationByAngle(const float &t_angle, const Vector3 &t_axis);
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/** Rotate matrix by angle. */
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void rotateByAngle(const float &t_angle, const Vector3 &t_axis)
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{
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Matrix temp;
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temp.rotationByAngle(t_angle, t_axis);
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cross(this->data, temp.data, this->data);
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}
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/** Create scale matrix. */
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void setScale(const Vector3 &t_val);
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/** Scale matrix. */
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void scale(const Vector3 &t_val)
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{
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Matrix temp = Matrix(true);
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temp.setScale(t_val);
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cross(this->data, temp.data, this->data);
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}
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/**
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* Create perspective projection matrix.
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@@ -161,12 +173,14 @@ public:
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const void print() const;
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private:
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void rotateX(const float &t_radians);
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void rotateY(const float &t_radians);
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void rotateZ(const float &t_radians);
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void translate(const Vector3 &t_val);
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void cross(float res[16], const float a[16], const float b[16]) const;
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void rotationX(const float &t_radians);
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void rotationY(const float &t_radians);
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void rotationZ(const float &t_radians);
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void rotationByAngle(const float &t_angle, const Vector3 &t_axis);
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void translation(const Vector3 &t_val);
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void setScale(const Vector3 &t_val);
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void setCamera(const float t_pos[4], const float t_vz[4], const float t_vy[4]);
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void cross(float res[16], const float a[16], const float b[16]) const;
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};
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#endif
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@@ -22,10 +22,18 @@ struct RenderData
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{
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LightBulb *bulbs;
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u16 bulbsCount;
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/** Camera (lookAt) */
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Matrix *worldView;
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/** Perspective projection */
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Matrix *perspective;
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/**
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* Camera matrix (glLookAt)
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* OpenGL name: View
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* Sony name: World view
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*/
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Matrix *view;
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/**
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* Projection matrix (glPerspective)
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* OpenGL name: Projection
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* Sony name: View screen
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*/
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Matrix *projection;
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Vector3 *cameraPosition;
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Plane *frustumPlanes;
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prim_t *prim;
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@@ -31,10 +31,10 @@ public:
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Plane planes[6];
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/**
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* Projection matrix
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* View matrix
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* Set by lookAt() method.
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*/
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Matrix worldView;
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Matrix view;
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protected:
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/** Pointer to screen settings */
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@@ -42,7 +42,7 @@ protected:
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/**
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* Adaption of OpenGL lookAt camera.
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* Calculates worldView matrix and update frustum planes
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* Calculates view matrix and update frustum planes
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* Should be called every frame.
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*/
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void lookAt(Vector3 &t_target);
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@@ -39,6 +39,16 @@ private:
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void drawVertices(Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *textureBuffer);
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packet2_t *packets[2] __attribute__((aligned(64)));
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packet2_t *currPacket;
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/**
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* OpenGL name: Model
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* Sony name: local world
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*/
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Matrix model;
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/**
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* OpenGL name: ModelViewProjection
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* Sony name: local screen
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*/
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Matrix modelViewProj;
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u8 context;
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packet2_t *matricesPacket __attribute__((aligned(64)));
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VECTOR position, rotation;
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@@ -93,47 +93,6 @@ void Matrix::identity()
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: "r"(this->data));
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}
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void Matrix::rotationByAngle(const float &t_angle, const Vector3 &t_axis)
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{
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Vector3 localAxis = Vector3(t_axis);
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localAxis.normalize();
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float x = localAxis.x;
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float y = localAxis.y;
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float z = localAxis.z;
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float c = Math::cos(t_angle);
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float s = Math::sin(t_angle);
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this->data[0] = x * x * (1 - c) + c;
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this->data[1] = y * x * (1 - c) + z * s;
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this->data[2] = x * z * (1 - c) - y * s;
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this->data[3] = 0.0F;
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this->data[4] = x * y * (1 - c) - z * s;
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this->data[5] = y * y * (1 - c) + c;
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this->data[6] = y * z * (1 - c) + x * s;
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this->data[7] = 0.0F;
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this->data[8] = x * z * (1 - c) + y * s;
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this->data[9] = y * z * (1 - c) - x * s;
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this->data[10] = z * z * (1 - c) + c;
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this->data[11] = 0.0F;
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this->data[12] = 0.0F;
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this->data[13] = 0.0F;
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this->data[14] = 0.0F;
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this->data[15] = 1.0F;
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}
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void Matrix::setScale(const Vector3 &t_val)
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{
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this->identity();
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this->data[0] = t_val.x;
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this->data[5] = t_val.y;
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this->data[10] = t_val.z;
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this->data[15] = 1.0F;
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}
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void Matrix::setPerspective(const ScreenSettings &t_screen)
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{
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float fovYdiv2 = Math::HALF_ANG2RAD * t_screen.fov;
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@@ -232,10 +191,8 @@ const void Matrix::print() const
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// Private
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// ----
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void Matrix::rotateX(const float &t_radians)
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void Matrix::rotationX(const float &t_radians)
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{
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Matrix temp = Matrix();
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temp.identity();
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float c = Math::cos(t_radians);
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float s = Math::sin(t_radians);
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this->data[5] = c; // 1,1
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@@ -244,10 +201,8 @@ void Matrix::rotateX(const float &t_radians)
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this->data[10] = c; // 2,2
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}
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void Matrix::rotateY(const float &t_radians)
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void Matrix::rotationY(const float &t_radians)
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{
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Matrix temp = Matrix();
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temp.identity();
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float c = Math::cos(t_radians);
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float s = Math::sin(t_radians);
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this->data[0] = c; // 0,0
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@@ -256,10 +211,8 @@ void Matrix::rotateY(const float &t_radians)
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this->data[10] = c; // 2,2
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}
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void Matrix::rotateZ(const float &t_radians)
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void Matrix::rotationZ(const float &t_radians)
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{
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Matrix temp = Matrix();
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temp.identity();
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float c = Math::cos(t_radians);
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float s = Math::sin(t_radians);
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this->data[0] = c; // 0,0
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@@ -268,11 +221,51 @@ void Matrix::rotateZ(const float &t_radians)
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this->data[5] = c; // 1,1
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}
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void Matrix::translate(const Vector3 &t_val)
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void Matrix::rotationByAngle(const float &t_angle, const Vector3 &t_axis)
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{
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this->data[12] += t_val.x; // 3,0
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this->data[13] += t_val.y; // 3,1
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this->data[14] += t_val.z; // 3,2
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Vector3 localAxis = Vector3(t_axis);
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localAxis.normalize();
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float x = localAxis.x;
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float y = localAxis.y;
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float z = localAxis.z;
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float c = Math::cos(t_angle);
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float s = Math::sin(t_angle);
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this->data[0] = x * x * (1 - c) + c;
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this->data[1] = y * x * (1 - c) + z * s;
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this->data[2] = x * z * (1 - c) - y * s;
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this->data[3] = 0.0F;
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this->data[4] = x * y * (1 - c) - z * s;
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this->data[5] = y * y * (1 - c) + c;
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this->data[6] = y * z * (1 - c) + x * s;
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this->data[7] = 0.0F;
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this->data[8] = x * z * (1 - c) + y * s;
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this->data[9] = y * z * (1 - c) - x * s;
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this->data[10] = z * z * (1 - c) + c;
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this->data[11] = 0.0F;
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this->data[12] = 0.0F;
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this->data[13] = 0.0F;
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this->data[14] = 0.0F;
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this->data[15] = 1.0F;
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}
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void Matrix::translation(const Vector3 &t_val)
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{
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this->data[12] = t_val.x; // 3,0
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this->data[13] = t_val.y; // 3,1
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this->data[14] = t_val.z; // 3,2
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}
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void Matrix::setScale(const Vector3 &t_val)
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{
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this->data[0] = t_val.x;
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this->data[5] = t_val.y;
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this->data[10] = t_val.z;
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this->data[15] = 1.0F;
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}
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void Matrix::setCamera(const float t_pos[4], const float t_vz[4], const float t_vy[4])
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@@ -41,7 +41,7 @@ CameraBase::CameraBase(ScreenSettings *t_screen, Vector3 *t_position)
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void CameraBase::lookAt(Vector3 &t_target)
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{
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updatePlanes(t_target);
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worldView.lookAt(*p_position, t_target);
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view.lookAt(*p_position, t_target);
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}
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void CameraBase::updatePlanes(Vector3 t_target)
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@@ -130,12 +130,7 @@ void GifSender::addClear(zbuffer_t *t_zBuffer, color_t *t_rgb)
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packet2_chain_close_tag(currentPacket);
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}
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/** Adds 3D objects to current packet
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* @param worldView Matrix
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* @param perspective Matrix with .setPerpsective() used [clone of gluPerspective]
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* @param objects3D Array of 3D objects pointers
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* @param amount Amount of 3D objects
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*/
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/** Adds meshes to current packet */
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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)
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{
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packet2_chain_open_cnt(currentPacket, 0, 0, 0);
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@@ -145,7 +140,7 @@ void GifSender::addObject(RenderData *t_renderData, Mesh &t_mesh, u32 vertexCoun
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xyz = new xyz_t[vertexCount];
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rgbaq = new color_t[vertexCount];
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st = new texel_t[vertexCount];
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calc3DObject(*t_renderData->perspective, t_mesh, vertexCount, vertices, normals, coordinates, t_renderData, t_bulbs, t_bulbsCount);
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calc3DObject(*t_renderData->projection, t_mesh, vertexCount, vertices, normals, coordinates, t_renderData, t_bulbs, t_bulbsCount);
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addCurrentCalcs(vertexCount);
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delete[] xyz;
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delete[] rgbaq;
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@@ -155,10 +150,7 @@ void GifSender::addObject(RenderData *t_renderData, Mesh &t_mesh, u32 vertexCoun
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}
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/** Calculates 3D object data into xyz, rgbq, st
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* After it addCurrentSTQ() can be done
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* @param worldView Matrix
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* @param perspective Matrix with .setPerpsective() used [clone of gluPerspective]
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* @param mesh 3D object
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* After it addCurrentCalcs() can be done
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*/
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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)
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{
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@@ -176,7 +168,7 @@ void GifSender::calc3DObject(Matrix t_perspective, Mesh &t_mesh, u32 vertexCount
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create_local_light(localLight, rotation);
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// I cant put perspective from renderData here. ee-gcc bug?
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create_local_screen(localScreen, localWorld, t_renderData->worldView->data, t_perspective.data);
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create_local_screen(localScreen, localWorld, t_renderData->view->data, t_perspective.data);
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if (SHOULD_BE_LIGHTED)
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{
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@@ -51,7 +51,7 @@ Renderer::Renderer(u32 t_packetSize, ScreenSettings *t_screen)
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gifSender = new GifSender(t_packetSize, t_screen, &light);
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vifSender = new VifSender(&light);
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perspective.setPerspective(*t_screen);
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renderData.perspective = &perspective;
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renderData.projection = &perspective;
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PRINT_LOG("Renderer initialized!");
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}
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@@ -277,7 +277,8 @@ void Renderer::draw(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
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if (!t_mesh.isDataLoaded())
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PRINT_ERR("Can't draw, because no mesh data was loaded!");
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camRotation.rotation(-t_mesh.rotation);
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camRotation.identity();
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camRotation.rotate(-t_mesh.rotation);
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Vector3 rotatedCamera = Vector3(camRotation * *renderData.cameraPosition);
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if (t_mesh.getCurrentAnimationFrame() != t_mesh.getNextAnimationFrame())
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@@ -287,9 +288,9 @@ void Renderer::draw(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
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if (t_mesh.shouldBeFrustumCulled && !t_mesh.getMaterial(i).isInFrustum(renderData.frustumPlanes, t_mesh.position))
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return;
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u32 vertCount = t_mesh.getMaterial(i).getFacesCount();
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VECTOR __attribute__((aligned(16))) vertices[vertCount];
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VECTOR __attribute__((aligned(16))) normals[vertCount];
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VECTOR __attribute__((aligned(16))) coordinates[vertCount];
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VECTOR vertices[vertCount] __attribute__((aligned(16)));
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VECTOR normals[vertCount] __attribute__((aligned(16)));
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VECTOR coordinates[vertCount] __attribute__((aligned(16)));
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Texture *tex = textureRepo.getByMesh(t_mesh.getId(), t_mesh.getMaterial(i).getId());
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changeTexture(tex);
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vertCount = t_mesh.getDrawData(i, vertices, normals, coordinates, rotatedCamera);
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@@ -305,7 +306,7 @@ void Renderer::draw(Mesh &t_mesh) { draw(t_mesh, NULL, 0); }
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void Renderer::setCameraDefinitions(Matrix *t_worldView, Vector3 *t_cameraPos, Plane *t_planes)
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{
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renderData.worldView = t_worldView;
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renderData.view = t_worldView;
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renderData.cameraPosition = t_cameraPos;
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renderData.frustumPlanes = t_planes;
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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.
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user