Closes #4: Switch to GTE inline rendering functions

This commit is contained in:
ABelliqueux 2021-07-05 17:47:30 +02:00
parent 800be60cb6
commit 6e9ef23a2c
11 changed files with 105 additions and 76 deletions

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@ -17,7 +17,7 @@ typedef struct{
int pan, panv;
int tilt, tiltv;
int rol;
VECTOR pos;
SVECTOR pos;
SVECTOR rot;
SVECTOR dvs;
MATRIX mat;
@ -27,4 +27,4 @@ void getCameraXZ(int * x, int * z, int actorX, int actorZ, int angle, int distan
void getCameraXZY(int * x, int * z, int * y, int actorX, int actorZ, int actorY, int angle, int angleX, int distance);
void getCameraZY( int * z, int * y, int actorZ, int actorY, int angleX, int distance);
void applyCamera(CAMERA * cam);
void setCameraPos(CAMERA * camera, VECTOR pos, SVECTOR rot);
void setCameraPos(CAMERA * camera, SVECTOR pos, SVECTOR rot);

BIN
include/defines Normal file

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@ -22,8 +22,8 @@
// Ordering table
#define OT2LEN 8
#define OTLEN 768
#define PRIMBUFFLEN 4096 * sizeof(POLY_GT4) // Maximum number of POLY_GT3 primitives
#define OTLEN 4096
#define PRIMBUFFLEN 4096 * sizeof(POLY_GT4) // Maximum number of POLY_GT4 primitives
// Fog
#define FOG_NEAR 2300

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@ -18,6 +18,7 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
void set4VertexLerPos(MESH * mesh, long t);
void set4Prism(POLY_GT4 * poly4, MESH * mesh, DRAWENV * draw, char * db, int i);
void set4Tex(POLY_GT4 * poly4, MESH * mesh, DRAWENV * draw, long t, int i);
int set4Subdiv(MESH * mesh, POLY_GT4 * poly4, u_long * ot, long t, int i, char ** nextpri);
long interpolateQuad(POLY_GT4 * poly4, MESH * mesh, long t, long * Flag);
//2D drawing
void drawBG(CAMANGLE * camPtr, char ** nextpri, u_long * otdisc, char * db);

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@ -30,3 +30,21 @@
((v)->vx << 12) >> 8, \
((v)->vy << 12) >> 8, \
((v)->vz << 12) >> 8
// GTE Macros
#define gte_RotAverageNclip4(r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12) \
{ gte_ldv3(r1,r2,r3); \
gte_rtpt(); \
gte_stflg(r11); \
gte_nclip(); \
gte_stopz(r12); \
gte_stsxy3(r5,r6,r7); \
\
gte_ldv0(r4); \
gte_rtps(); \
gte_stsxy(r8); \
\
gte_stdp(r9); \
gte_avsz4(); \
gte_stotz(r10); }

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@ -6,6 +6,8 @@
#include <libgpu.h>
#include <libapi.h>
#include <libcd.h>
#include <inline_n.h>
#include <gtemac.h>
#include "../include/defines.h"
#include "../custom_types.h"

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@ -1,8 +1,8 @@
#include "level0.h"
CVECTOR level0_BGc = { 92, 218, 216, 0 };
CVECTOR level0_BGc = { 135, 232, 230, 0 };
VECTOR level0_BKc = { 88, 4, 0, 0 };
VECTOR level0_BKc = { 174, 174, 174, 0 };
CAMPOS level0_camPos_Camera = {
{ -770,459,623 },

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@ -1323,7 +1323,7 @@ VANIM level1_modelCylindre_anim = {
0,
0,
1,
1,
0,
{
//Frame 0
{ 3,35,47 },

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@ -1,3 +1,4 @@
#include "../include/psx.h"
#include "../include/camera.h"
#include "../include/math.h"
@ -22,12 +23,12 @@ void getCameraZY( int * z, int * y, int actorZ, int actorY, int angleX, int dist
void applyCamera( CAMERA * cam ) {
VECTOR vec; // Vector that holds the output values of the following instructions
RotMatrix_gte(&cam->rot, &cam->mat); // Convert rotation angle in psx units (360° == 4096) to rotation matrix)
ApplyMatrixLV(&cam->mat, &cam->pos, &vec); // Multiply matrix by vector pos and output to vec
gte_ApplyMatrix(&cam->mat, &cam->pos, &vec); // Multiply matrix by vector pos and output to vec
TransMatrix(&cam->mat, &vec); // Apply transform vector
SetRotMatrix(&cam->mat); // Set Rotation matrix
SetTransMatrix(&cam->mat); // Set Transform matrix
gte_SetRotMatrix(&cam->mat); // Set Rotation matrix
gte_SetTransMatrix(&cam->mat); // Set Transform matrix
};
void setCameraPos( CAMERA * camera, VECTOR pos, SVECTOR rot ) {
void setCameraPos( CAMERA * camera, SVECTOR pos, SVECTOR rot ) {
camera->pos = pos;
camera->rot = rot;
};

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@ -1,26 +1,28 @@
#include "../include/psx.h"
#include "../include/graphics.h"
#include "../include/math.h"
void enlightMesh(LEVEL * curLvl, MESH * mesh, SVECTOR * lgtang){
// Update light rotation on actor
MATRIX rotlgt, rotmesh, light;
// Find rotmat from actor angle
RotMatrix_gte(&mesh->rot, &rotmesh);
RotMatrix_gte(lgtang, &rotlgt);
MulMatrix0(&rotmesh, &rotlgt, &rotlgt);
MulMatrix0(curLvl->lgtmat, &rotlgt, &light);
SetLightMatrix(&light);
gte_MulMatrix0(&rotmesh, &rotlgt, &rotlgt);
gte_MulMatrix0(curLvl->lgtmat, &rotlgt, &light);
gte_SetLightMatrix(&light);
};
void transformMesh(CAMERA * camera, MESH * mesh){
MATRIX mat;
// Apply rotation matrix
// Find rotation matrix
RotMatrix_gte(&mesh->rot, &mat);
// Apply translation matrix
// Find translation matrix
TransMatrix(&mat, &mesh->pos);
// Compose matrix with cam
CompMatrix(&camera->mat, &mat, &mat);
gte_CompMatrix(&camera->mat, &mat, &mat);
// Set default rotation and translation matrices
SetRotMatrix(&mat);
SetTransMatrix(&mat);
gte_SetRotMatrix(&mat);
gte_SetTransMatrix(&mat);
//~ }
};
void drawPoly(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw) {
@ -41,6 +43,7 @@ void drawPoly(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
void set3VertexLerPos(MESH * mesh, long t){
// Find and set 3 interpolated vertex value
// TODO : Fix artifacts at meshes seams.
// TODO : Pre-calculate lerp positions at runtime (for i in nframes, do calc)
// Fixed point math precision
short precision = 12;
// Vertex 1
@ -100,14 +103,15 @@ long interpolateTri(POLY_GT3 * poly, MESH * mesh, long t, long * Flag){
// Find and set interpolated vertex value
set3VertexLerPos(mesh, t);
// Coord transformation from world space to screen space
nclip = RotAverageNclip3(
gte_RotAverageNclip3(
&mesh->tmesh->v[ mesh->index[t].order.vx ],
&mesh->tmesh->v[ mesh->index[t].order.vz ],
&mesh->tmesh->v[ mesh->index[t].order.vy ],
( long* ) &poly->x0, ( long* ) &poly->x1, ( long* ) &poly->x2,
&mesh->p,
&mesh->OTz,
Flag
&Flag,
&nclip
);
return nclip;
};
@ -131,7 +135,7 @@ long interpolateQuad(POLY_GT4 * poly4, MESH * mesh, long t, long * Flag){
// Find and set interpolated vertex value
set4VertexLerPos(mesh, t);
// Coord transformations
nclip = RotAverageNclip4(
gte_RotAverageNclip4(
&mesh->tmesh->v[ mesh->index[t].order.pad ],
&mesh->tmesh->v[ mesh->index[t].order.vz],
&mesh->tmesh->v[ mesh->index[t].order.vx ],
@ -139,7 +143,8 @@ long interpolateQuad(POLY_GT4 * poly4, MESH * mesh, long t, long * Flag){
( long* )&poly4->x0, ( long* )&poly4->x1, ( long* )&poly4->x2, ( long* )&poly4->x3,
&mesh->p,
&mesh->OTz,
Flag
&Flag,
&nclip
);
return nclip;
};
@ -206,15 +211,13 @@ void set3Tex(POLY_GT3 * poly, MESH * mesh, DRAWENV * draw, long t, int i){
setUV3(poly, mesh->tmesh->u[i].vx , mesh->tmesh->u[i].vy + mesh->tim->prect->y,
mesh->tmesh->u[i+2].vx, mesh->tmesh->u[i+2].vy + mesh->tim->prect->y,
mesh->tmesh->u[i+1].vx, mesh->tmesh->u[i+1].vy + mesh->tim->prect->y);
} else {
( (POLY_GT3 *) poly)->tpage = getTPage( 2,0,0,0 );
setUV3(poly, 0,0,0,0,0,0);
}
NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vx ], &mesh->tmesh->c[ i+0 ], mesh->p, &outCol);
NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vz ], &mesh->tmesh->c[ i+2 ], mesh->p, &outCol1);
NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vy ], &mesh->tmesh->c[ i+1 ], mesh->p, &outCol2);
gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vx ], &mesh->tmesh->c[ i+0 ], mesh->p, &outCol);
gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vz ], &mesh->tmesh->c[ i+2 ], mesh->p, &outCol1);
gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vy ], &mesh->tmesh->c[ i+1 ], mesh->p, &outCol2);
setRGB0(poly, outCol.r, outCol.g , outCol.b);
setRGB1(poly, outCol1.r, outCol1.g, outCol1.b);
setRGB2(poly, outCol2.r, outCol2.g, outCol2.b);
@ -244,63 +247,59 @@ void set4Tex(POLY_GT4 * poly4, MESH * mesh, DRAWENV * draw, long t, int i){
( (POLY_GT4 *) poly4)->tpage = getTPage( 2,0,0,0 );
setUV4(poly4, 0,0,0,0,0,0,0,0);
}
NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.pad ] , &mesh->tmesh->c[ i+3 ], mesh->p, &outCol);
NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vz ] , &mesh->tmesh->c[ i+2 ], mesh->p, &outCol1);
NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vx ] , &mesh->tmesh->c[ i+0 ], mesh->p, &outCol2);
NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vy ] , &mesh->tmesh->c[ i+1 ], mesh->p, &outCol3);
gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.pad ] , &mesh->tmesh->c[ i+3 ], mesh->p, &outCol);
gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vz ] , &mesh->tmesh->c[ i+2 ], mesh->p, &outCol1);
gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vx ] , &mesh->tmesh->c[ i+0 ], mesh->p, &outCol2);
gte_NormalColorDpq(&mesh->tmesh->n[ mesh->index[t].order.vy ] , &mesh->tmesh->c[ i+1 ], mesh->p, &outCol3);
setRGB0(poly4, outCol.r, outCol.g , outCol.b);
setRGB1(poly4, outCol1.r, outCol1.g, outCol1.b);
setRGB2(poly4, outCol2.r, outCol2.g, outCol2.b);
setRGB3(poly4, outCol3.r, outCol3.g, outCol3.b);
};
void set4Subdiv(void){
//(MESH * mesh, char ** nextpri, u_long * ot, long t, int i)
// FIXME : Polygon subdiv - is it working ?
// In main.c, l.141
int set4Subdiv(MESH * mesh, POLY_GT4 * poly4, u_long * ot, long t, int i, char ** nextpri){
//~ // FIXME : Poly subdiv
//~ DIVPOLYGON4 div4 = { 0 };
//~ div4.pih = SCREENXRES;
//~ div4.piv = SCREENYRES;
//~ div4.ndiv = 2;
//~ long OTc = 0;
//~ DIVPOLYGON3 div3 = { 0 };
//~ div3.pih = SCREENXRES;
//~ div3.piv = SCREENYRES;
//~ div3.ndiv = 1;
//
//~ long OTc = *mesh->OTz >> 4;
//~ div4.ndiv = 1;
//~ long OTc = mesh->OTz >> 4;
//~ FntPrint("OTC:%d", OTc);
//~ if (OTc < 4) {
//~ if (OTc > 1) div4.ndiv = 1; else div4.ndiv = 2;
//~ // if (OTc > 1) div4.ndiv = 1; else div4.ndiv = 2;
//~ DivideGT4(
//~ // Vertex coord
//~ &mesh->tmesh->v[ mesh->index[t].order.pad ],
//~ &mesh->tmesh->v[ mesh->index[t].order.vz ],
//~ &mesh->tmesh->v[ mesh->index[t].order.vx ],
//~ &mesh->tmesh->v[ mesh->index[t].order.vy ],
//~ mesh->tmesh->v[ mesh->index[t].order.pad ],
//~ mesh->tmesh->v[ mesh->index[t].order.vz ],
//~ mesh->tmesh->v[ mesh->index[t].order.vx ],
//~ mesh->tmesh->v[ mesh->index[t].order.vy ],
//~ // UV coord
//~ mesh->tmesh->u[i+3],
//~ mesh->tmesh->u[i+2],
//~ mesh->tmesh->u[i+0],
//~ mesh->tmesh->u[i+1],
//~ // Color
//~ mesh->tmesh->c[i],
//~ mesh->tmesh->c[i+1],
//~ mesh->tmesh->c[i+2],
//~ mesh->tmesh->c[i+3],
//~ mesh->tmesh->c[i+2],
//~ mesh->tmesh->c[i+0],
//~ mesh->tmesh->c[i+1],
//~ // Gpu packet
//~ poly4,
//~ &ot[db][*mesh->OTz],
//~ &ot[ mesh->OTz-4],
//~ &div4);
//~ // Increment primitive list pointer
//~ *nextpri += ( (sizeof(POLY_GT4) + 3) / 4 ) * (( 1 << ( div4.ndiv )) << ( div4.ndiv ));
//~ triCount = ((1<<(div4.ndiv))<<(div4.ndiv));
//~ } else if (OTc < 48) {
//~ return 0;
//~ // *nextpri += ( (sizeof(POLY_GT4) + 3) / 4 ) * (( 1 << ( div4.ndiv )) << ( div4.ndiv ));
//~ return ( (sizeof(POLY_GT4) * 4) );
//~ // triCount = ((1<<(div4.ndiv))<<(div4.ndiv));
//~ }
//~ else if (OTc < 48) {
//~ return (sizeof( POLY_GT4 ));
//~ }
return 0;
};
long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw, int t, int i) {
long nclip = 0;
int subSkip = 0;
// If mesh is quad
POLY_GT4 * poly4;
//~ for (int i = 0; i < (mesh->tmesh->len * 4); i += 4) {
@ -315,7 +314,7 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
interpolateQuad(poly4, mesh, t, Flag);
} else {
// No interpolation, use all vertices coordinates in anim data
nclip = RotAverageNclip4(
gte_RotAverageNclip4(
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.pad ],
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vz ],
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vx ],
@ -323,7 +322,8 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
( long* )&poly4->x0, ( long* )&poly4->x1, ( long* )&poly4->x2, ( long* )&poly4->x3,
&mesh->p,
&mesh->OTz,
Flag
&Flag,
&nclip
);
}
} else {
@ -331,12 +331,15 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
if (mesh->isSprite){
// Find inverse rotation matrix so that sprite always faces camera
MATRIX rot, invRot;
ReadRotMatrix(&rot);
gte_ReadRotMatrix(&rot);
TransposeMatrix(&rot, &invRot);
SetMulRotMatrix(&invRot);
//~ SetMulRotMatrix(&invRot);
gte_MulMatrix0(&rot, &invRot, &invRot);
gte_SetRotMatrix(&invRot);
}
// Use regular vertex coords
nclip = RotAverageNclip4(
gte_RotAverageNclip4(
&mesh->tmesh->v[ mesh->index[t].order.pad ],
&mesh->tmesh->v[ mesh->index[t].order.vz],
&mesh->tmesh->v[ mesh->index[t].order.vx ],
@ -344,7 +347,8 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
(long*)&poly4->x0, (long*)&poly4->x1, (long*)&poly4->x2, (long*)&poly4->x3,
&mesh->p,
&mesh->OTz,
Flag
&Flag,
&nclip
);
}
if (nclip > 0 && mesh->OTz > 0 && (mesh->p < 4096)) {
@ -395,24 +399,27 @@ long drawTri(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpri
} else {
// No interpolation
// Use the pre-calculated vertices coordinates from the animation data
nclip = RotAverageNclip3(
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vx ],
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vz ],
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vy ],
( long* ) &poly->x0, ( long* ) &poly->x1, ( long* ) &poly->x2,
&mesh->p,
&mesh->OTz,
Flag
);
gte_RotAverageNclip3(
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vx ],
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vz ],
&mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vy ],
( long* ) &poly->x0, ( long* ) &poly->x1, ( long* ) &poly->x2,
&mesh->p,
&mesh->OTz,
&Flag,
&nclip
);
}
} else {
// No animation
if (mesh->isSprite){
// Find inverse rotation matrix so that sprite always faces camera
MATRIX rot, invRot;
ReadRotMatrix(&rot);
gte_ReadRotMatrix(&rot);
TransposeMatrix(&rot, &invRot);
SetMulRotMatrix(&invRot);
//~ SetMulRotMatrix(&invRot);
gte_MulMatrix0(&rot, &invRot, &invRot);
gte_SetRotMatrix(&invRot);
}
// Use model's regular vertex coordinates
nclip = RotAverageNclip3(

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@ -37,7 +37,7 @@ u_long overlaySize = 0;
#include "../levels/level1.h"
// Levels
volatile u_char level = 0;
volatile u_char level = 1;
u_short levelWas = 0;
u_short levelHasChanged = 0;
// Overlay