Merge pull request #2 from h4570/develop

Develop pull
This commit is contained in:
Michał Mostowik
2020-12-07 13:37:02 +01:00
committed by GitHub
8 changed files with 74 additions and 50 deletions
+1 -1
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@@ -17,7 +17,7 @@
struct LightBulb
{
Vector3 position;
u16 intensity;
u8 intensity;
};
#endif
+3 -2
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@@ -39,7 +39,8 @@ public:
Vector3 operator+(Vector3 v);
Vector3 operator-(const Vector3 &v);
Vector3 operator*(Vector3 &v);
Vector3 operator*(float t);
Vector3 operator*(const float &t);
void operator*=(const float &t);
Vector3 operator/(float t);
Vector3 operator-(void);
@@ -54,7 +55,7 @@ public:
void rotate(const Vector3 &v, u8 inversed = false);
void set(const float &t_x, const float &t_y, const float &t_z);
void copy(Vector3 &v);
float distanceTo(Vector3 &v);
float distanceTo(const Vector3 &v) const;
const void print() const;
};
+1 -1
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@@ -24,7 +24,7 @@ public:
~Light();
static u16 getLightsCount(u32 t_bulbsCount);
static void calculateLight(VECTOR *t_lightDirections, VECTOR *t_lightColors, int *t_lightTypes, LightBulb *t_bulbs, u32 t_bulbsCount, Vector3 t_objPosition);
static void calculateLight(VECTOR *t_lightDirections, VECTOR *t_lightColors, int *t_lightTypes, LightBulb *t_bulbs, u32 t_lightsCount, Vector3 t_objPosition);
private:
};
+27 -19
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@@ -45,8 +45,7 @@ void Vector3::setByLerp(const Vector3 &v1, const Vector3 &v2, const float &t_int
"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)
: "$8");
: "r"(&this->xyz), "r"(&v1.xyz), "r"(&v2.xyz), "f"(t_interp));
x *= t_scale;
y *= t_scale;
z *= t_scale;
@@ -120,7 +119,7 @@ Vector3 Vector3::operator*(Vector3 &v)
return res;
}
Vector3 Vector3::operator*(float t)
Vector3 Vector3::operator*(const float &t)
{
Vector3 result;
asm volatile(
@@ -130,11 +129,22 @@ Vector3 Vector3::operator*(float t)
"vmulx.xyz vf6, vf4, vf5 \n\t"
"sqc2 vf6, 0x0(%0) \n\t"
:
: "r"(result.xyz), "r"(this->xyz), "f"(t)
: "$8");
: "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 result;
@@ -164,8 +174,7 @@ u8 Vector3::shouldBeBackfaceCulled(const Vector3 *t_cameraPos, const Vector3 *v0
"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)
: "$2");
: "r"(t_cameraPos->xyz), "r"(v0->xyz), "r"(v1->xyz), "r"(v2->xyz));
return dot <= 0.0F;
}
@@ -190,12 +199,12 @@ float Vector3::length()
"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"
"mtc1 $2, %0 \n\t"
: "=f"(result)
: "r"(this->xyz)
: "$2");
: "r"(this->xyz));
return result;
// return Math::sqrt(x * x + y * y + z * z);
}
@@ -208,6 +217,7 @@ void Vector3::normalize()
"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"
"vwaitq \n\t"
@@ -230,8 +240,7 @@ float Vector3::innerProduct(Vector3 &v)
"qmfc2 $2, vf6 \n\t"
"mtc1 $2, %0 \n\t"
: "=f"(result)
: "r"(this->xyz), "r"(v.xyz)
: "$2");
: "r"(this->xyz), "r"(v.xyz));
return result;
// return (x * v.x + y * v.y + z * v.z);
}
@@ -294,11 +303,10 @@ void Vector3::copy(Vector3 &v)
"lq $6, 0x0(%1) \n\t"
"sq $6, 0x0(%0) \n\t"
:
: "r"(v.xyz), "r"(this->xyz)
: "$6");
: "r"(v.xyz), "r"(this->xyz));
}
float Vector3::distanceTo(Vector3 &v)
float Vector3::distanceTo(const Vector3 &v) const
{
register float result;
asm volatile( // VU0 Macro program
@@ -309,16 +317,16 @@ float Vector3::distanceTo(Vector3 &v)
"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"
"mtc1 $2, %0 \n\t"
: "=f"(result)
: "r"(this->xyz), "r"(v.xyz)
: "$2");
: "r"(this->xyz), "r"(v.xyz));
return result;
// return Math::sqrt((this->x - another.x) * (this->x - another.x) +
// (this->y - another.y) * (this->y - another.y) +
// (this->z - another.z) * (this->z - another.z));
// return Math::sqrt((this->x - v.x) * (this->x - v.x) +
// (this->y - v.y) * (this->y - v.y) +
// (this->z - v.z) * (this->z - v.z));
}
const void Vector3::print() const
+4 -4
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@@ -188,16 +188,16 @@ void GifSender::calc3DObject(Matrix t_perspective, Mesh &t_mesh, u32 vertexCount
VECTOR *lights = new VECTOR[vertexCount];
calculate_normals(normals, vertexCount, normals, localLight);
Light::calculateLight(lightDirections, lightColors, lightTypes, t_bulbs, t_bulbsCount, t_mesh.position);
Light::calculateLight(lightDirections, lightColors, lightTypes, t_bulbs, lightsCount, t_mesh.position);
calculate_lights(lights, vertexCount, normals, lightDirections, lightColors, lightTypes, lightsCount);
for (u32 i = 0; i < vertexCount; i++)
{
// Apply the light value to the colour.
colors[i][0] = (t_mesh.color.r * lights[i][0] / 128.0F);
colors[i][1] = (t_mesh.color.g * lights[i][1] / 128.0F);
colors[i][2] = (t_mesh.color.b * lights[i][2] / 128.0F);
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]);
vector_clamp(colors[i], colors[i], 0.00F, 1.99F);
}
+24 -19
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@@ -23,11 +23,13 @@ Light::~Light() {}
// ----
const u8 ADDITIONAL_LIGHTS = 1; // Ambient
const float LIGHT_MAX = 255.0F;
const float LIGHT_DIS_MOD = 4.0F;
u16 Light::getLightsCount(u32 t_bulbsCount) { return t_bulbsCount + ADDITIONAL_LIGHTS; }
/** Calculates lighting. Used in gifSender in object 3D calculations */
void Light::calculateLight(VECTOR *t_lightDirections, VECTOR *t_lightColors, int *t_lightTypes, LightBulb *t_bulbs, u32 t_bulbsCount, Vector3 t_objPosition)
void Light::calculateLight(VECTOR *t_lightDirections, VECTOR *t_lightColors, int *t_lightTypes, LightBulb *t_bulbs, u32 t_lightsCount, Vector3 t_objPosition)
{
// --- Ambient light
@@ -45,27 +47,30 @@ void Light::calculateLight(VECTOR *t_lightDirections, VECTOR *t_lightColors, int
// ---
for (u8 i = 0; i < t_bulbsCount; i++)
for (u8 i = 1; i < t_lightsCount; i++)
{
t_lightTypes[i + 1] = LIGHT_DIRECTIONAL;
Vector3 newLight = Vector3(t_objPosition.x - t_bulbs[i].position.x,
t_objPosition.y - t_bulbs[i].position.y,
t_objPosition.z - t_bulbs[i].position.z);
t_lightTypes[i] = LIGHT_DIRECTIONAL;
Vector3 newLight = Vector3(t_objPosition.x - t_bulbs[i - 1].position.x,
t_objPosition.y - t_bulbs[i - 1].position.y,
t_objPosition.z - t_bulbs[i - 1].position.z);
newLight.normalize();
newLight = newLight *
(.1F +
(t_bulbs[i].intensity / t_bulbs[i].position.distanceTo(t_objPosition)));
t_lightDirections[i][0] = newLight.x;
t_lightDirections[i][1] = newLight.y;
t_lightDirections[i][2] = newLight.z;
t_lightDirections[i][3] = 1.0F;
t_lightDirections[i + 1][0] = newLight.x;
t_lightDirections[i + 1][1] = newLight.y;
t_lightDirections[i + 1][2] = newLight.z;
t_lightDirections[i + 1][3] = 1.0F;
t_lightColors[i + 1][0] = 0.8F;
t_lightColors[i + 1][1] = 0.8F;
t_lightColors[i + 1][2] = 0.8F;
t_lightColors[i + 1][3] = 1.0F;
// Intensity range 0.0F - 1.0F
float intensity = t_bulbs[i - 1].intensity / LIGHT_MAX;
// Distance range 0.0F - LIGHT_MAX * LIGHT_DIS_MOD (1020.0F at this time)
float distance = t_bulbs[i - 1].position.distanceTo(t_objPosition);
// printf("Distance:%f\n", distance);
distance = distance > (LIGHT_MAX - LIGHT_DIS_MOD) * LIGHT_DIS_MOD ? LIGHT_MAX - LIGHT_DIS_MOD : distance;
intensity /= 1.0F + (distance / LIGHT_DIS_MOD); // intensity /= 1.0F - 251.0F
intensity /= 3.0F; // it looks better
t_lightColors[i][0] = intensity;
t_lightColors[i][1] = intensity;
t_lightColors[i][2] = intensity;
t_lightColors[i][3] = 1.0F;
}
}
+11 -4
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@@ -102,10 +102,17 @@ void Renderer::changeTexture(Texture *t_tex)
void Renderer::draw(Sprite &t_sprite)
{
texrect_t rect;
rect.t0.s = t_sprite.isFlippedHorizontally() ? 128.0F : 0.0F;
rect.t0.t = t_sprite.isFlippedVertically() ? 128.0F : 0.0F;
rect.t1.s = t_sprite.isFlippedHorizontally() ? 0.0F : 128.0F;
rect.t1.t = t_sprite.isFlippedVertically() ? 0.0F : 128.0F;
float texMax = t_sprite.size.x > t_sprite.size.y ? t_sprite.size.x : t_sprite.size.y;
float texS = texMax;
float texT = texMax;
if (t_sprite.size.x > t_sprite.size.y)
texT = texMax / (t_sprite.size.x / t_sprite.size.y);
else if (t_sprite.size.y > t_sprite.size.x)
texS = texMax / (t_sprite.size.y / t_sprite.size.x);
rect.t0.s = t_sprite.isFlippedHorizontally() ? texS : 0.0F;
rect.t0.t = t_sprite.isFlippedVertically() ? texT : 0.0F;
rect.t1.s = t_sprite.isFlippedHorizontally() ? 0.0F : texS;
rect.t1.t = t_sprite.isFlippedVertically() ? 0.0F : texT;
rect.color.r = t_sprite.color.r;
rect.color.g = t_sprite.color.g;
rect.color.b = t_sprite.color.b;
+3
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@@ -0,0 +1,3 @@
.vscode/
bin/**
fonts/**