#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); }; void transformMesh(CAMERA * camera, MESH * mesh){ MATRIX mat; // Apply rotation matrix RotMatrix_gte(&mesh->rot, &mat); // Apply translation matrix TransMatrix(&mat, &mesh->pos); // Compose matrix with cam CompMatrix(&camera->mat, &mat, &mat); // Set default rotation and translation matrices SetRotMatrix(&mat); SetTransMatrix(&mat); //~ } }; //TODO : Break this monster in tiny bits ? void drawPoly(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw) { long nclip, t = 0; // FIXME : t is not incremented, thus always 0. It works if the mesh only has tris or quads, but won't work with mixed meshes. // mesh is POLY_GT3 ( triangle ) for (int i = 0; i < (mesh->totalVerts);) { if (mesh->index[t].code == 4) { t = drawTri(mesh, Flag, atime, camMode, nextpri, ot, db, draw, t, i); i += 3; } // If mesh is quad if (mesh->index[t].code == 8) { t = drawQuad(mesh, Flag, atime, camMode, nextpri, ot, db, draw, t, i); i += 4; } } }; void set3VertexLerPos(MESH * mesh, long t){ // Find and set 3 interpolated vertex value // TODO : Finish lerp anim implementation // Fixed point math precision short precision = 12; // Vertex 1 mesh->tmesh->v[ mesh->index[ t ].order.vx ].vx = lerpD( mesh->anim->data[mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[t].order.vx].vx << precision , mesh->anim->data[(mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[t].order.vx].vx << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.vx ].vz = lerpD( mesh->anim->data[mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[t].order.vx].vz << precision , mesh->anim->data[(mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[t].order.vx].vz << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.vx ].vy = lerpD( mesh->anim->data[mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[t].order.vx].vy << precision , mesh->anim->data[(mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[t].order.vx].vy << precision, mesh->anim->cursor << precision) >> precision; // Vertex 2 mesh->tmesh->v[ mesh->index[ t ].order.vz ].vx = lerpD( mesh->anim->data[mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[t].order.vz].vx << precision , mesh->anim->data[(mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[t].order.vz].vx << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.vz ].vz = lerpD( mesh->anim->data[mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[t].order.vz].vz << precision , mesh->anim->data[(mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[t].order.vz].vz << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.vz ].vy = lerpD( mesh->anim->data[mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[t].order.vz].vy << precision , mesh->anim->data[(mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[t].order.vz].vy << precision, mesh->anim->cursor << precision) >> precision; // Vertex 3 mesh->tmesh->v[ mesh->index[ t ].order.vy ].vx = lerpD( mesh->anim->data[mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[t].order.vy].vx << precision , mesh->anim->data[(mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[t].order.vy].vx << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.vy ].vz = lerpD( mesh->anim->data[mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[t].order.vy].vz << precision , mesh->anim->data[(mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[t].order.vy].vz << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.vy ].vy = lerpD( mesh->anim->data[mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[t].order.vy].vy << precision , mesh->anim->data[(mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[t].order.vy].vy << precision, mesh->anim->cursor << precision) >> precision; mesh->anim->cursor += 24 * mesh->anim->dir; }; void set4VertexLerPos(MESH * mesh, long t){ // Find and set 4 interpolated vertex value short precision = 12; // Vertex 1 mesh->tmesh->v[ mesh->index[ t ].order.vx ].vx = lerpD( mesh->anim->data[ mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[ t ].order.vx ].vx << precision , mesh->anim->data[ (mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[ t ].order.vx ].vx << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.vx ].vz = lerpD( mesh->anim->data[ mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[ t ].order.vx ].vz << precision , mesh->anim->data[ (mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[ t ].order.vx ].vz << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.vx ].vy = lerpD( mesh->anim->data[ mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[ t ].order.vx ].vy << precision , mesh->anim->data[ (mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[ t ].order.vx ].vy << precision, mesh->anim->cursor << precision) >> precision; // Vertex 2 mesh->tmesh->v[ mesh->index[ t ].order.vz ].vx = lerpD( mesh->anim->data[ mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[ t ].order.vz ].vx << precision , mesh->anim->data[ (mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[ t ].order.vz ].vx << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.vz ].vz = lerpD( mesh->anim->data[ mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[ t ].order.vz ].vz << precision , mesh->anim->data[ (mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[ t ].order.vz ].vz << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.vz ].vy = lerpD( mesh->anim->data[ mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[ t ].order.vz ].vy << precision , mesh->anim->data[ (mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[ t ].order.vz ].vy << precision, mesh->anim->cursor << precision) >> precision; // Vertex 3 mesh->tmesh->v[ mesh->index[ t ].order.vy ].vx = lerpD( mesh->anim->data[ mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[ t ].order.vy ].vx << precision , mesh->anim->data[ (mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[ t ].order.vy ].vx << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.vy ].vz = lerpD( mesh->anim->data[ mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[ t ].order.vy ].vz << precision , mesh->anim->data[ (mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[ t ].order.vy ].vz << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.vy ].vy = lerpD( mesh->anim->data[ mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[ t ].order.vy ].vy << precision , mesh->anim->data[ (mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[ t ].order.vy ].vy << precision, mesh->anim->cursor << precision) >> precision; // Vertex 4 mesh->tmesh->v[ mesh->index[ t ].order.pad ].vx = lerpD( mesh->anim->data[ mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[ t ].order.pad ].vx << precision , mesh->anim->data[ (mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[ t ].order.pad ].vx << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.pad ].vz = lerpD( mesh->anim->data[ mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[ t ].order.pad ].vz << precision , mesh->anim->data[ (mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[ t ].order.pad ].vz << precision, mesh->anim->cursor << precision) >> precision; mesh->tmesh->v[ mesh->index[ t ].order.pad ].vy = lerpD( mesh->anim->data[ mesh->anim->lerpCursor * mesh->anim->nvert + mesh->index[ t ].order.pad ].vy << precision , mesh->anim->data[ (mesh->anim->lerpCursor + 1) * mesh->anim->nvert + mesh->index[ t ].order.pad ].vy << precision, mesh->anim->cursor << precision) >> precision; mesh->anim->cursor += 2 * mesh->anim->dir; } long interpolateTri(POLY_GT3 * poly, MESH * mesh, long t, long * Flag){ long nclip = 0; // Ping pong //~ //if (mesh->anim->cursor > 4096 || mesh->anim->cursor < 0){ //~ // mesh->anim->dir *= -1; //~ //} // Find next keyframe if (mesh->anim->cursor > (1 << 12)) { // There are still keyframes to interpolate between if ( mesh->anim->lerpCursor < mesh->anim->nframes - 1 ) { mesh->anim->lerpCursor ++; mesh->anim->cursor = 0; } // We've reached last frame, go back to first frame if ( mesh->anim->lerpCursor == mesh->anim->nframes - 1 ) { mesh->anim->lerpCursor = 0; mesh->anim->cursor = 0; } } // Find and set interpolated vertex value set3VertexLerPos(mesh, t); // Coord transformation from world space to screen space nclip = 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 ); return nclip; }; long interpolateQuad(POLY_GT4 * poly4, MESH * mesh, long t, long * Flag){ long nclip = 0; // ping pong //~ if (mesh->anim->cursor > 4096 || mesh->anim->cursor < 0){ //~ mesh->anim->dir *= -1; //~ } short precision = 12; if ( mesh->anim->cursor > 1<anim->lerpCursor < mesh->anim->nframes - 1 ) { mesh->anim->lerpCursor ++; mesh->anim->cursor = 0; } if ( mesh->anim->lerpCursor == mesh->anim->nframes - 1 ) { mesh->anim->lerpCursor = 0; mesh->anim->cursor = 0; } } // Find and set interpolated vertex value set4VertexLerPos(mesh, t); // Coord transformations nclip = 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 ], &mesh->tmesh->v[ mesh->index[t].order.vy ], ( long* )&poly4->x0, ( long* )&poly4->x1, ( long* )&poly4->x2, ( long* )&poly4->x3, &mesh->p, &mesh->OTz, Flag ); return nclip; }; void set3Prism(POLY_GT3 * poly, MESH * mesh, DRAWENV * draw, int i){ // Transparency effect : // Use current DRAWENV clip as TPAGE instead of regular textures ( (POLY_GT3 *) poly )->tpage = getTPage( 2, 0, 0, 256 ); // Use projected coordinates (results from RotAverage...) as UV coords and clamp them to 0-255,0-224 -> 240 - 16 setUV3( poly, (poly->x0 < 0 ? 0 : poly->x0 > 255 ? 255 : poly->x0), (poly->y0 < 0 ? 0 : poly->y0 > 224 ? 224 : poly->y0), (poly->x1 < 0 ? 0 : poly->x1 > 255 ? 255 : poly->x1), (poly->y1 < 0 ? 0 : poly->y1 > 224 ? 224 : poly->y1), (poly->x2 < 0 ? 0 : poly->x2 > 255 ? 255 : poly->x2), (poly->y2 < 0 ? 0 : poly->y2 > 224 ? 224 : poly->y2) ); setRGB0(poly, mesh->tmesh->c[i].r, mesh->tmesh->c[i].g, mesh->tmesh->c[i].b); setRGB1(poly, mesh->tmesh->c[i+2].r, mesh->tmesh->c[i+2].g, mesh->tmesh->c[i+2].b); setRGB2(poly, mesh->tmesh->c[i+1].r, mesh->tmesh->c[i+1].g, mesh->tmesh->c[i+1].b); }; void set4Prism(POLY_GT4 * poly4, MESH * mesh, DRAWENV * draw, int i){ ( (POLY_GT4 *) poly4)->tpage = getTPage( 2, 0, 0, 256 ); // Use projected coordinates setUV4( poly4, (poly4->x0 < 0? 0 : poly4->x0 > 255? 255 : poly4->x0), (poly4->y0 < 0? 0 : poly4->y0 > 224? 224 : poly4->y0), (poly4->x1 < 0? 0 : poly4->x1 > 255? 255 : poly4->x1), (poly4->y1 < 0? 0 : poly4->y1 > 224? 224 : poly4->y1), (poly4->x2 < 0? 0 : poly4->x2 > 255? 255 : poly4->x2), (poly4->y2 < 0? 0 : poly4->y2 > 224? 224 : poly4->y2), (poly4->x3 < 0? 0 : poly4->x3 > 255? 255 : poly4->x3), (poly4->y3 < 0? 0 : poly4->y3 > 224? 224 : poly4->y3) ); setRGB0(poly4, mesh->tmesh->c[i+3].r, mesh->tmesh->c[i+3].g, mesh->tmesh->c[i+3].b); setRGB1(poly4, mesh->tmesh->c[i+2].r, mesh->tmesh->c[i+2].g, mesh->tmesh->c[i+2].b); setRGB2(poly4, mesh->tmesh->c[i+0].r, mesh->tmesh->c[i+0].g, mesh->tmesh->c[i+0].b); setRGB3(poly4, mesh->tmesh->c[i+1].r, mesh->tmesh->c[i+1].g, mesh->tmesh->c[i+1].b); }; void set3Tex(POLY_GT3 * poly, MESH * mesh, DRAWENV * draw, long t, int i){ CVECTOR outCol = { 0,0,0,0 }; CVECTOR outCol1 = { 0,0,0,0 }; CVECTOR outCol2 = { 0,0,0,0 }; // No transparency effect // Use regular TPAGE ( (POLY_GT3 *) poly )->tpage = getTPage(mesh->tim->mode&0x3, 0, mesh->tim->prect->x, mesh->tim->prect->y ); 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); 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); setRGB0(poly, outCol.r, outCol.g , outCol.b); setRGB1(poly, outCol1.r, outCol1.g, outCol1.b); setRGB2(poly, outCol2.r, outCol2.g, outCol2.b); }; void set4Tex(POLY_GT4 * poly4, MESH * mesh, DRAWENV * draw, long t, int i){ CVECTOR outCol = {0,0,0,0}; CVECTOR outCol1 = {0,0,0,0}; CVECTOR outCol2 = {0,0,0,0}; CVECTOR outCol3 = {0,0,0,0}; // Use regular TPAGE ( (POLY_GT4 *) poly4)->tpage = getTPage( mesh->tim->mode&0x3, 0, mesh->tim->prect->x, mesh->tim->prect->y ); // Use model UV coordinates setUV4( poly4, mesh->tmesh->u[i+3].vx, mesh->tmesh->u[i+3].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+0].vx, mesh->tmesh->u[i+0].vy + mesh->tim->prect->y, mesh->tmesh->u[i+1].vx, mesh->tmesh->u[i+1].vy + mesh->tim->prect->y ); 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); 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 //~ 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; //~ FntPrint("OTC:%d", OTc); //~ if (OTc < 4) { //~ 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 ], //~ // 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], //~ // Gpu packet //~ poly4, //~ &ot[db][*mesh->OTz], //~ &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; //~ } }; 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; // If mesh is quad POLY_GT4 * poly4; //~ for (int i = 0; i < (mesh->tmesh->len * 4); i += 4) { // if mesh is not part of BG, draw them, else, discard if ( !(mesh->isBG) || *camMode != 2 ) { poly4 = (POLY_GT4 *)*nextpri; // Vertex Anim if (mesh->isAnim){ // with interpolation if ( mesh->anim->interpolate ){ interpolateQuad(poly4, mesh, t, Flag); } else { // No interpolation, use all vertices coordinates in anim data nclip = 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 ], &mesh->anim->data[ atime % mesh->anim->nframes * mesh->anim->nvert + mesh->index[t].order.vy ], ( long* )&poly4->x0, ( long* )&poly4->x1, ( long* )&poly4->x2, ( long* )&poly4->x3, &mesh->p, &mesh->OTz, Flag ); } } else { // Mesh is sprite if (mesh->isSprite){ // Find inverse rotation matrix so that sprite always faces camera MATRIX rot, invRot; ReadRotMatrix(&rot); TransposeMatrix(&rot, &invRot); SetMulRotMatrix(&invRot); } // Use regular vertex coords nclip = 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 ], &mesh->tmesh->v[ mesh->index[t].order.vy ], (long*)&poly4->x0, (long*)&poly4->x1, (long*)&poly4->x2, (long*)&poly4->x3, &mesh->p, &mesh->OTz, Flag ); } if (nclip > 0 && mesh->OTz > 0 && (mesh->p < 4096)) { SetPolyGT4(poly4); // If tim mode == 0 | 1, set CLUT coordinates if ( (mesh->tim->mode & 0x3) < 2 ) { setClut(poly4, mesh->tim->crect->x, mesh->tim->crect->y ); } if (mesh->isSprite){ // Turn off shading on sprite SetShadeTex( poly4, 1 ); } // Transparency effect if (mesh->isPrism){ set4Prism(poly4, mesh, draw, i); } else { set4Tex(poly4, mesh, draw, t, i); } if ( (mesh->OTz > 0) /*&& (*mesh->OTz < OTLEN)*/ && (mesh->p < 4096) ) { AddPrim( &ot[ mesh->OTz-3 ], poly4 ); } *nextpri += sizeof( POLY_GT4 ); } t++; return t; } //~ } }; long drawTri(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw, int t, int i) { long nclip = 0; // mesh is POLY_GT3 ( triangle ) POLY_GT3 * poly; // len member == # vertices, but here it's # of triangle... So, for each tri * 3 vertices ... //~ for ( int i = 0; i < (mesh->tmesh->len * 3); i += 3 ) { // If mesh is not part of precalculated background, draw them, else, discard if ( !( mesh->isBG ) || *camMode != 2) { poly = (POLY_GT3 *)*nextpri; // If Vertex Anim flag is set, use it if (mesh->isAnim){ // If interpolation flag is set, use it if(mesh->anim->interpolate){ nclip = interpolateTri(poly, mesh, t, Flag); } 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 ); } } else { // No animation if (mesh->isSprite){ // Find inverse rotation matrix so that sprite always faces camera MATRIX rot, invRot; ReadRotMatrix(&rot); TransposeMatrix(&rot, &invRot); SetMulRotMatrix(&invRot); } // Use model's regular vertex coordinates nclip = 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 ); } // Do not draw invisible meshes if ( nclip > 0 && mesh->OTz > 0 && (mesh->p < 4096) ) { SetPolyGT3( poly ); // CLUT setup // If tim mode == 0 | 1 (4bits/8bits image), set CLUT coordinates if ( (mesh->tim->mode & 0x3 ) < 2){ setClut(poly, mesh->tim->crect->x, mesh->tim->crect->y); } if ( mesh->isSprite ) { SetShadeTex( poly, 1 ); } // If isPrism flag is set, use it // FIXME : Doesn't work with pre-rendered BGs if ( mesh->isPrism ) { set3Prism(poly, mesh, draw, i); } else { set3Tex(poly, mesh, draw, t, i); } if ( (mesh->OTz > 0) /*&& (*mesh->OTz < OTLEN)*/ && (mesh->p < 4096) ) { AddPrim(&ot[ mesh->OTz-2 ], poly); } *nextpri += sizeof(POLY_GT3); } t++; return t; } //~ } }; void drawBG(CAMANGLE * camPtr, char ** nextpri, u_long * otdisc, char * db) { // Draw BG image in two SPRT since max width == 256 px SPRT * sprt; DR_TPAGE * tpage; // Left part sprt = ( SPRT * ) *nextpri; setSprt( sprt ); setRGB0( sprt, 128, 128, 128 ); setXY0( sprt, 0, 0 ); setWH( sprt, 256, SCREENYRES ); setUV0( sprt, 0, 0 ); setClut( sprt, camPtr->BGtim->crect->x, camPtr->BGtim->crect->y ); addPrim( otdisc[ OT2LEN - 1 ], sprt ); *nextpri += sizeof( SPRT ); // Change TPAGE tpage = (DR_TPAGE *) *nextpri; setDrawTPage( tpage, 0, 1, getTPage( camPtr->BGtim->mode & 0x3, 0, camPtr->BGtim->prect->x, camPtr->BGtim->prect->y ) ); addPrim( otdisc[OT2LEN-1], tpage); *nextpri += sizeof(DR_TPAGE); // Right part sprt = ( SPRT * ) *nextpri; setSprt( sprt ); setRGB0( sprt, 128, 128, 128 ); setXY0( sprt, SCREENXRES - ( SCREENXRES - 256 ), 0 ); setWH( sprt, SCREENXRES - 256, SCREENYRES ); setUV0( sprt, 0, 0 ); setClut( sprt, camPtr->BGtim->crect->x, camPtr->BGtim->crect->y ); addPrim( otdisc[ OT2LEN-1 ], sprt ); *nextpri += sizeof( SPRT ); tpage = ( DR_TPAGE * ) *nextpri; // Change TPAGE setDrawTPage( tpage, 0, 1, getTPage( camPtr->BGtim->mode & 0x3, 0, // X offset width depends on TIM's mode camPtr->BGtim->prect->x + ( 64 << ( camPtr->BGtim->mode & 0x3 ) ), camPtr->BGtim->prect->y ) ); addPrim( otdisc[ OT2LEN-1 ], tpage ); *nextpri += sizeof( DR_TPAGE ); };