Files
tyra-linux/src/engine/modules/gif_sender.cpp
T
2020-11-16 23:15:07 +01:00

257 lines
9.1 KiB
C++

/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#include "../include/modules/gif_sender.hpp"
#include "../include/utils/math.hpp"
#include "../include/utils/debug.hpp"
#include "../include/modules/light.hpp"
#include <kernel.h>
#include <dma.h>
#include <draw.h>
#include <stdio.h>
#include <malloc.h>
#include <dma_tags.h>
#include <gs_psm.h>
// ----
// Constructors/Destructors
// ----
/** Initializes vars and creates data transfer packets
* @param packetSize Size of data packet, should be increased when more data will be rendered
*/
GifSender::GifSender(u32 t_packetSize, ScreenSettings *t_screen) : screen(t_screen)
{
PRINT_LOG("Initializing GifSender");
packetSize = t_packetSize;
packets[0] = spacket_create(t_packetSize, SPACKET_NORMAL);
packets[1] = spacket_create(t_packetSize, SPACKET_NORMAL);
PRINT_LOG("GifSender initialized!");
}
/** Releases packets memory */
GifSender::~GifSender()
{
spacket_free(packets[0]);
spacket_free(packets[1]);
}
// ----
// Methods
// ----
#include <gif_tags.h>
#include <gs_gp.h>
/** Send texture via GIF */
void GifSender::sendTexture(MeshTexture &texture, texbuffer_t *t_texBuffer)
{
spacket_t *spacket = spacket_create(15, SPACKET_NORMAL);
spacket_update(
spacket,
draw_texture_transfer(
spacket->base,
texture.getData(),
texture.getWidth(),
texture.getHeight(), GS_PSM_24,
t_texBuffer->address,
t_texBuffer->width));
spacket_chain_open_cnt(spacket, 0, 0, 0);
spacket_update(spacket, draw_texture_wrapping(spacket->next, 0, texture.getWrapSettings()));
spacket_chain_close_tag(spacket);
spacket_update(spacket, draw_texture_flush(spacket->next));
spacket_send_chain(spacket, DMA_CHANNEL_GIF, true, true);
spacket_free(spacket);
}
void GifSender::sendClear(zbuffer_t *t_zBuffer)
{
spacket_t *spacket = spacket_create(36, SPACKET_NORMAL);
spacket_chain_open_end(spacket, 0, 0);
spacket_update(spacket, draw_disable_tests(spacket->next, 0, t_zBuffer));
spacket_update(spacket, draw_clear(spacket->next, 0,
2048.0F - (screen->width / 2), 2048.0F - (screen->height / 2),
screen->width, screen->height,
0x10, 0x10, 0x10));
spacket_update(spacket, draw_enable_tests(spacket->next, 0, t_zBuffer));
spacket_update(spacket, draw_finish(spacket->next));
spacket_chain_close_tag(spacket);
spacket_send_chain(spacket, DMA_CHANNEL_GIF, true, true);
spacket_free(spacket);
}
/** Used in game loop.
* Switches current packet to next one
*/
void GifSender::initPacket(u8 t_context)
{
currentPacket = packets[t_context];
spacket_reset(currentPacket, false);
isAnyObjectAdded = false;
}
/** Sends packet to GIF. */
void GifSender::sendPacket()
{
if (isAnyObjectAdded)
{
spacket_chain_open_end(currentPacket, 0, 0);
spacket_update(currentPacket, draw_finish(currentPacket->next));
spacket_chain_close_tag(currentPacket);
}
spacket_send_chain(currentPacket, DMA_CHANNEL_GIF, true, true);
}
/** Adds clear screen to current packet */
void GifSender::addClear(zbuffer_t *t_zBuffer)
{
spacket_chain_open_cnt(currentPacket, 0, 0, 0);
spacket_update(currentPacket, draw_disable_tests(currentPacket->next, 0, t_zBuffer));
spacket_update(currentPacket, draw_clear(currentPacket->next, 0,
2048.0F - (screen->width / 2), 2048.0F - (screen->height / 2),
screen->width, screen->height,
0x10, 0x10, 0x10));
spacket_update(currentPacket, draw_enable_tests(currentPacket->next, 0, t_zBuffer));
spacket_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)
{
spacket_chain_open_cnt(currentPacket, 0, 0, 0);
spacket_update(currentPacket, draw_texture_sampling(currentPacket->next, 0, &t_mesh.lod));
spacket_update(currentPacket, draw_texturebuffer(currentPacket->next, 0, textureBuffer, &t_mesh.clut));
spacket_update(currentPacket, draw_prim_start(currentPacket->next, 0, t_renderData->prim, &t_mesh.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);
addCurrentCalcs(vertexCount);
delete[] xyz;
delete[] rgbaq;
delete[] st;
spacket_update(currentPacket, draw_prim_end(currentPacket->next, 3, DRAW_STQ_REGLIST));
spacket_chain_close_tag(currentPacket);
}
/** 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
*/
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)
{
VECTOR *colors = new VECTOR[vertexCount];
VECTOR position, rotation;
vec3ToNative(position, t_mesh.position, 1.0F);
vec3ToNative(rotation, t_mesh.rotation, 1.0F);
create_local_world(localWorld, position, rotation);
const u8 SHOULD_BE_LIGHTED = t_bulbs != NULL && t_mesh.shouldBeLighted;
if (SHOULD_BE_LIGHTED)
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);
if (SHOULD_BE_LIGHTED)
{
const u16 lightsCount = Light::getLightsCount(t_bulbsCount);
VECTOR *lightDirections = new VECTOR[lightsCount];
VECTOR *lightColors = new VECTOR[lightsCount];
int *lightTypes = new int[lightsCount];
VECTOR *lights = new VECTOR[vertexCount];
calculate_normals(normals, vertexCount, normals, localLight);
Light::calculateLight(lightDirections, lightColors, lightTypes, t_bulbs, t_bulbsCount, 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);
vector_clamp(colors[i], colors[i], 0.00F, 1.99F);
}
delete[] lightDirections;
delete[] lightColors;
delete[] lightTypes;
delete[] lights;
}
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;
}
calculate_vertices(vertices, vertexCount, vertices, localScreen);
convertCalcs(vertexCount, vertices, colors, coordinates, t_mesh.color);
delete[] colors;
}
void GifSender::convertCalcs(u32 t_vertexCount, VECTOR *t_vertices, VECTOR *t_colors, VECTOR *t_sts, color_t &t_color)
{
// TODO get this via screensettings
const s32 centerX = ftoi4(2048);
const s32 centerY = ftoi4(2048);
const u32 maxZ = ftoi4(((float)0xFFFFFF) / 32.0F);
float q = 1.00F;
for (u32 i = 0; i < t_vertexCount; i++)
{
xyz[i].x = (u16)((t_vertices[i][0] + 1.0F) * centerX);
xyz[i].y = (u16)((t_vertices[i][1] + 1.0F) * centerY);
xyz[i].z = (u32)((t_vertices[i][2] + 1.0F) * maxZ);
if (t_vertices[i][3])
q = 1 / t_vertices[i][3];
st[i].s = t_sts[i][0] * q;
st[i].t = t_sts[i][1] * q;
rgbaq[i].r = (u8)(t_colors[i][0] * 128.0F);
rgbaq[i].g = (u8)(t_colors[i][1] * 128.0F);
rgbaq[i].b = (u8)(t_colors[i][2] * 128.0F);
rgbaq[i].a = t_color.a;
rgbaq[i].q = q;
}
}
/** Update q's double words. It may look strange, but this workaround
* use's a 64-bit pointer to simplify adding data to the packet.
*/
void GifSender::addCurrentCalcs(u32 &t_vertexCount)
{
for (u32 i = 0; i < t_vertexCount; i++)
{
spacket_add_dword(currentPacket, rgbaq[i].rgbaq);
spacket_add_dword(currentPacket, st[i].uv);
spacket_add_dword(currentPacket, xyz[i].xyz);
}
spacket_align_to_qw(currentPacket);
}