Files
tyra-linux/src/engine/modules/vif_sender.cpp
T
2020-11-20 22:34:24 +01:00

166 lines
6.3 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/vif_sender.hpp"
#include <gs_gp.h>
#include <dma.h>
#include <gif_tags.h>
#include "../include/utils/math.hpp"
#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;
// ----
// Constructors/Destructors
// ----
VifSender::VifSender()
{
PRINT_LOG("Initializing VifSender");
PRINT_LOG("VifSender initialized!");
packets[0] = packet2_create_chain(VU1_PACKET_SIZE, P2_TYPE_NORMAL, true);
packets[1] = packet2_create_chain(VU1_PACKET_SIZE, P2_TYPE_NORMAL, true);
matricesPacket = packet2_create_chain(4, P2_TYPE_NORMAL, true);
context = 0;
setDoubleBuffer();
}
VifSender::~VifSender()
{
packet2_free(packets[0]);
packet2_free(packets[1]);
packet2_free(matricesPacket);
}
// ----
// Methods
// ----
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);
create_local_world(localWorld, position, rotation);
create_local_screen(localScreen, localWorld, t_renderData.worldView->data, t_renderData.perspective->data);
packet2_reset(matricesPacket, false);
vu_add_unpack_data(matricesPacket, 0, &localScreen, 8, 0);
vu_add_end_tag(matricesPacket);
dma_channel_send_packet2(matricesPacket, DMA_CHANNEL_VIF1, 1);
dma_channel_wait(DMA_CHANNEL_VIF1, 0);
}
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)
{
// we have to split 3D object into small parts, because of small memory of VU1
for (u32 i = 0; i < vertCount2;)
{
currPacket = packets[context];
packet2_reset(currPacket, false);
for (u8 j = 0; j < VU1_PACKAGES_PER_PACKET; j++) // how many "packages" per one packet
{
if (i != 0) // we have to go back to avoid the visual artifacts
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);
if (endI == vertCount2) // if there are no more vertices to draw, break
{
i = vertCount2;
break;
}
i += (VU1_PACKAGE_VERTS_PER_BUFF - 1);
i++;
}
vu_add_end_tag(currPacket);
dma_channel_send_packet2(currPacket, DMA_CHANNEL_VIF1, 1);
dma_channel_wait(DMA_CHANNEL_VIF1, 0);
context = !context;
}
}
void VifSender::setDoubleBuffer()
{
packet2_t *settings = packet2_create_chain(2, P2_TYPE_NORMAL, true);
vu_add_double_buffer_settings(settings, 8, 496);
vu_add_end_tag(settings);
dma_channel_send_packet2(settings, DMA_CHANNEL_VIF1, 1);
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)
{
const u32 vertCount = t_end - t_start;
vu_open_unpack(currPacket);
// TODO get this via screensettings
vu_unpack_add_float(currPacket, 2048.0F); // scale
vu_unpack_add_float(currPacket, 2048.0F); // scale
vu_unpack_add_float(currPacket, ((float)0xFFFFFF) / 32.0F); // scale
vu_unpack_add_u32(currPacket, vertCount); // vertex count
vu_unpack_add_set(currPacket, 1);
vu_unpack_add_lod(currPacket, &t_mesh.lod);
vu_unpack_add_texbuff_clut(currPacket, textureBuffer, &t_mesh.clut);
vu_unpack_add_prim_giftag(currPacket, t_prim, vertCount, DRAW_STQ2_REGLIST, 3, 0);
for (u8 j = 0; j < 4; j++)
vu_unpack_add_u32(currPacket, 128);
// 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
vu_unpack_add_float(currPacket, 0.0F);
vu_unpack_add_float(currPacket, 0.0F);
vu_unpack_add_float(currPacket, 0.0F);
vu_unpack_add_float(currPacket, 0.0F);
//// Clipping tests end
vu_close_unpack(currPacket);
vu_add_unpack_data(currPacket, 0, t_vertices + t_start, 2 * vertCount, 1);
vu_add_unpack_data(currPacket, 0, t_coordinates + t_start, 2 * vertCount, 1);
vu_add_start_program(currPacket, 0);
}