REDRIVER2/src_rebuild/Game/C/draw.c
2020-12-28 14:51:40 +06:00

1264 lines
26 KiB
C

#include "driver2.h"
#include "draw.h"
#include "main.h"
#include "map.h"
#include "models.h"
#include "system.h"
#include "camera.h"
#include "mission.h"
#include "cell.h"
#include "tile.h"
#include "objanim.h"
#include "texture.h"
#include "cars.h"
#include "debris.h"
#include "ASM/rndrasm.h"
#include "INLINE_C.H"
#include <string.h>
MATRIX aspect =
{
{
{ 6553, 0, 0 },
{ 0, 4096, 0 },
{ 0, 0, 4096 }
},
{ 0, 0, 0 }
};
MATRIX identity =
{
{
{ 4096, 0, 0 },
{ 0, 4096, 0 },
{ 0, 0, 4096 }
},
{ 0, 0, 0 }
};
int PolySizes[56] = {
8, 12, 16, 24,
20, 20, 28, 32,
8, 12, 16, 16,
0, 0, 0, 0,
12, 12, 12, 16,
20, 20, 24, 24,
0, 0, 0, 0,
0, 0, 0, 0,
8, 12, 16, 24,
20, 24, 28, 32,
0, 0, 0, 0,
0, 0, 0, 0,
12, 12, 12, 16,
20, 20, 24, 24,
};
SVECTOR day_vectors[4] =
{
{ 62404, 2520, 783, 0 },
{ 62404, 2520, 783, 0 },
{ 63172, 2364, 2364, 0 },
{ 62404, 2520, 783, 0 }
};
SVECTOR night_vectors[4] =
{
{ 3132, 2520, 783, 0 },
{ 3132, 2520, 783, 0 },
{ 63172, 2364, 63172, 0 },
{ 3132, 2520, 783, 0 }
};
SVECTOR day_colours[4] =
{
{ 3200, 3200, 3200, 0 },
{ 3200, 3200, 3200, 0 },
{ 3200, 3200, 3200, 0 },
{ 3200, 3200, 3200, 0 }
};
SVECTOR night_colours[4] =
{
{ 880, 880, 905, 0 },
{ 880, 880, 905, 0 },
{ 880, 880, 905, 0 },
{ 880, 880, 905, 0 }
};
void* model_object_ptrs[MAX_DRAWN_BUILDINGS];
void* model_tile_ptrs[MAX_DRAWN_TILES];
void* anim_obj_buffer[MAX_DRAWN_ANIMATING];
void* spriteList[MAX_DRAWN_SPRITES];
u_int planeColours[8];
MATRIX inv_camera_matrix;
MATRIX face_camera;
MATRIX2 CompoundMatrix[64];
uint farClip2Player = 36000;
int goFaster = 0; // [A] was 1
int fasterToggle = 0;
//int current_object_computed_value = 0;
int combointensity;
char CurrentPVS[444]; // 20*20+4
MATRIX2 matrixtable[64];
int setupYet = 0;
int gDrawDistance = 441;
// offset: 0x1f800020
_pct plotContext;
// [D] [T] [A]
void addSubdivSpriteShadow(POLYFT4* src, SVECTOR* verts, int z)
{
int m;
m = 4;
MVERTEX subdiVerts[5][5];
plotContext.colour = 0x2E000000;
plotContext.flags = PLOT_INV_CULL;
plotContext.clut = texture_cluts[src->texture_set][src->texture_id] << 0x10;
plotContext.tpage = texture_pages[src->texture_set] << 0x10;
if (z > 3200)
m = 1; //2;
plotContext.ot += 28;
copyVector(&subdiVerts[0][0], &verts[src->v0]);
subdiVerts[0][0].uv.val = *(ushort*)&src->uv0;
copyVector(&subdiVerts[0][1], &verts[src->v1]);
subdiVerts[0][1].uv.val = *(ushort*)&src->uv1;
copyVector(&subdiVerts[0][2], &verts[src->v3]);
subdiVerts[0][2].uv.val = *(ushort*)&src->uv3;
copyVector(&subdiVerts[0][3], &verts[src->v2]);
subdiVerts[0][3].uv.val = *(ushort*)&src->uv2;
makeMesh((MVERTEX(*)[5][5])subdiVerts, m, m);
drawMesh((MVERTEX(*)[5][5])subdiVerts, m, m, &plotContext);
plotContext.ot -= 28;
}
MATRIX shadowMatrix;
// [D] [T] [A]
void DrawSprites(PACKED_CELL_OBJECT** sprites, int numFound)
{
int i;
int z;
uint spriteColour;
uint lightdd;
unsigned char lightLevel;
MODEL* model;
PACKED_CELL_OBJECT* pco;
PACKED_CELL_OBJECT** list;
int numShadows;
int count;
MVERTEX subdiVerts[5][5];
lightdd = FIXEDH(camera_matrix.m[2][0] * day_vectors[GameLevel].vx) +
FIXEDH(camera_matrix.m[2][1] * day_vectors[GameLevel].vy) +
FIXEDH(camera_matrix.m[2][2] * day_vectors[GameLevel].vz) + 0x1000 * 0xc00;
lightLevel = (lightdd >> 0x12) + 0x20U & 0xff;
if (gWeather > 0 && gTimeOfDay == 1)
{
lightLevel = (lightLevel * 2 * NightAmbient) >> 8 & 0xff;
}
if (gTimeOfDay == 0)
{
lightLevel = (lightLevel * 2 * NightAmbient) >> 8;
}
else if (gTimeOfDay == 2)
{
lightLevel = (lightLevel * 2 * NightAmbient) >> 8;
}
else if (gTimeOfDay == 3)
{
if (GameLevel == 0)
lightLevel *= 2; // [A] level bug - Chicago trees lit wrong
else
lightLevel /= 3;
}
spriteColour = lightLevel << 0x10 | lightLevel << 8 | 0x2c000000 | lightLevel;
i = 2;
do {
shadowMatrix.m[i][0] = inv_camera_matrix.m[i][2];
shadowMatrix.m[i][1] = -inv_camera_matrix.m[i][0];
shadowMatrix.m[i][2] = inv_camera_matrix.m[i][0];
i--;
} while (i >= 0);
plotContext.primptr = current->primptr;
plotContext.ptexture_pages = (ushort(*)[128])texture_pages;
plotContext.ptexture_cluts = (ushort(*)[128][32])texture_cluts;
plotContext.polySizes = PolySizes;
plotContext.ot = current->ot;
list = sprites;
plotContext.colour = spriteColour;
plotContext.current = current;
numShadows = 0;
count = numFound - 1;
while (count != -1)
{
pco = *list;
list++;
int modelnumber = (pco->value >> 6) | (pco->pos.vy & 1) << 10;
model = modelpointers[modelnumber];
plotContext.colour = spriteColour;
if ((pco->value & 0x3f) == 63 || (gTimeOfDay == 3 && modelnumber == 945)) // [A] Vegas tree fix
plotContext.colour = 0x2c808080;
plotContext.scribble[0] = pco->pos.vx;
plotContext.scribble[1] = (pco->pos.vy << 0x10) >> 0x11;
plotContext.scribble[2] = pco->pos.vz;
z = Apply_InvCameraMatrixAndSetMatrix((VECTOR_NOPAD*)plotContext.scribble, (MATRIX2*)&face_camera);
if (z < 1000)
{
POLYFT4* src;
SVECTOR* verts;
int numPolys;
numPolys = (uint)model->num_polys;
src = (POLYFT4*)model->poly_block;
verts = (SVECTOR*)model->vertices;
plotContext.flags |= 4;
while (numPolys--, numPolys >= 0)
{
plotContext.clut = texture_cluts[src->texture_set][src->texture_id] << 0x10;
plotContext.tpage = texture_pages[src->texture_set] << 0x10;
copyVector(&subdiVerts[0][0], &verts[src->v0]);
subdiVerts[0][0].uv.val = *(ushort*)&src->uv0;
copyVector(&subdiVerts[0][1], &verts[src->v1]);
subdiVerts[0][1].uv.val = *(ushort*)&src->uv1;
copyVector(&subdiVerts[0][2], &verts[src->v3]);
subdiVerts[0][2].uv.val = *(ushort*)&src->uv3;
copyVector(&subdiVerts[0][3], &verts[src->v2]);
subdiVerts[0][3].uv.val = *(ushort*)&src->uv2;
makeMesh((MVERTEX(*)[5][5])subdiVerts, 4, 4);
drawMesh((MVERTEX(*)[5][5])subdiVerts, 4, 4, &plotContext);
src++;
}
plotContext.flags &= ~4;
}
else
{
plotContext.ot -= 133;
Tile1x1(model);
plotContext.ot += 133;
}
count--;
#ifdef PSX
#define MAX_TREE_SHADOW_DISTANCE 7000
#else
#define MAX_TREE_SHADOW_DISTANCE 14000
#endif
if (wetness == 0 && gTimeOfDay != 3 &&
(pco->value & 0x20) == 0 &&
z < MAX_TREE_SHADOW_DISTANCE &&
numShadows < 40)
{
gte_SetRotMatrix(&shadowMatrix);
addSubdivSpriteShadow((POLYFT4*)model->poly_block, (SVECTOR*)model->vertices, z);
if (model->num_polys == 2)
addSubdivSpriteShadow((POLYFT4*)(model->poly_block + sizeof(POLYFT4)), (SVECTOR*)model->vertices, z);
gte_SetRotMatrix(&face_camera);
numShadows++;
}
}
current->primptr = plotContext.primptr;
}
// [D] [T]
void SetupPlaneColours(uint ambient)
{
uint r;
uint g;
uint b;
if ((gWeather - 1U > 1) && gTimeOfDay != 0 && gTimeOfDay != 2)
{
if (gTimeOfDay == 1)
{
b = ambient & 0xff;
g = ambient >> 8 & 0xff;
r = ambient >> 0x10 & 0xff;
planeColours[1] = (r * 0x78 >> 7) << 0x10 | (g * 0x78 >> 7) << 8 | b * 0x78 >> 7;
planeColours[2] = (r * 0x67 >> 7) << 0x10 | (g * 0x67 >> 7) << 8 | b * 0x67 >> 7;
planeColours[3] = (r * 0xd >> 5) << 0x10 | (g * 0xd >> 5) << 8 | b * 0xd >> 5;
planeColours[0] = r << 0x10 | g << 8 | b;
planeColours[4] = (r * 3 >> 3) << 0x10 | (g * 3 >> 3) << 8 | b * 3 >> 3;
planeColours[5] = planeColours[3];
planeColours[6] = planeColours[2];
planeColours[7] = planeColours[1];
return;
}
planeColours[0] = ambient;
planeColours[1] = ambient;
planeColours[2] = ambient;
planeColours[3] = ambient;
planeColours[4] = ambient;
planeColours[5] = ambient;
planeColours[6] = ambient;
planeColours[7] = ambient;
return;
}
planeColours[0] = ambient;
planeColours[1] = ambient + 0x10101;
planeColours[2] = ambient + 0x30303;
planeColours[3] = ambient + 0x80808;
planeColours[4] = ambient + 0xa0a0a;
planeColours[5] = ambient + 0x80808;
planeColours[6] = ambient + 0x30303;
planeColours[7] = ambient + 0x10101;
}
// [D] [T]
void SetupDrawMapPSX(void)
{
int region_x1;
int region_z1;
int current_barrel_region_x1;
int current_barrel_region_z1;
int theta;
current_cell_x = (camera_position.vx + units_across_halved) / MAP_CELL_SIZE;
current_cell_z = (camera_position.vz + units_down_halved) / MAP_CELL_SIZE;
region_x1 = current_cell_x / MAP_REGION_SIZE;
region_z1 = current_cell_z / MAP_REGION_SIZE;
current_barrel_region_x1 = (region_x1 & 1);
current_barrel_region_z1 = (region_z1 & 1);
GetPVSRegionCell2(
current_barrel_region_x1 + current_barrel_region_z1 * 2,
region_x1 + region_z1 * cells_across / MAP_REGION_SIZE,
(current_cell_z % MAP_REGION_SIZE) * MAP_REGION_SIZE + (current_cell_x % MAP_REGION_SIZE),
CurrentPVS);
for (theta = 0; theta < 64; theta++)
MulMatrix0(&inv_camera_matrix, (MATRIX*)&matrixtable[theta], (MATRIX*)&CompoundMatrix[theta]);
InitFrustrumMatrix();
SetFrustrumMatrix();
setupYet = 1;
}
MATRIX frustrum_matrix;
// [D] [T]
void InitFrustrumMatrix(void)
{
int a;
a = -camera_angle.vy;
frustrum_matrix.m[0][1] = 0;
frustrum_matrix.m[0][0] = rcossin_tbl[(a & 0xfffU) * 2];
frustrum_matrix.m[0][2] = rcossin_tbl[(a & 0xfffU) * 2 + 1];
a = (FrAng - 1024) - camera_angle.vy;
frustrum_matrix.m[1][1] = 0;
frustrum_matrix.m[1][0] = rcossin_tbl[(a & 0xfff) * 2];
frustrum_matrix.m[1][2] = rcossin_tbl[(a & 0xfff) * 2 + 1];
a = -(FrAng - 1024) - camera_angle.vy;
frustrum_matrix.m[2][1] = 0;
frustrum_matrix.m[2][0] = rcossin_tbl[(a & 0xfff) * 2];
frustrum_matrix.m[2][2] = rcossin_tbl[(a & 0xfff) * 2 + 1];
frustrum_matrix.t[0] = -80;
}
// [D] [T]
void SetFrustrumMatrix(void)
{
gte_SetLightMatrix(&frustrum_matrix);
}
// [D] [T]
void Set_Inv_CameraMatrix(void)
{
gte_SetColorMatrix(&inv_camera_matrix);
}
// [D] [T] [A]
void CalcObjectRotationMatrices(void)
{
int i;
int angle;
MATRIX* m;
angle = 0;
for (i = 0; i < 64; i++)
{
// simpler and faster method
m = (MATRIX*)&matrixtable[i];
m->m[0][0] = ONE; m->m[0][1] = 0; m->m[0][2] = 0;
m->m[1][0] = 0; m->m[1][1] = ONE; m->m[1][2] = 0;
m->m[2][0] = 0; m->m[2][1] = 0; m->m[2][2] = ONE;
RotMatrixY(angle, m);
angle += 64;
}
}
// [D] [T]
void PlotMDL_less_than_128(MODEL* model)
{
RenderModel(model, (MATRIX*)0x0, (VECTOR*)0x0, 0, 0, 0, 0);
}
int gForceLowDetailCars = 0;
int num_cars_drawn = 0;
// [D] [T]
void DrawAllTheCars(int view)
{
static int car_distance[MAX_CARS]; // offset 0x0
CAR_DATA* cars_to_draw[MAX_CARS];
int dx, dz;
int dist;
int i, j;
CAR_DATA* cp;
int num_cars_to_draw;
int spacefree;
num_cars_drawn = 0;
num_cars_to_draw = 0;
cp = &car_data[MAX_CARS - 1];
do {
if (cp->controlType != CONTROL_TYPE_NONE &&
PositionVisible((VECTOR*)cp->hd.where.t))
{
// XZ distance estimation
dx = ABS(camera_position.vx - cp->hd.where.t[0]);
dz = ABS(camera_position.vz - cp->hd.where.t[2]);
if (dx < dz)
dist = dz + dx / 2;
else
dist = dx + dz / 2;
if (dist < 16000)
{
car_distance[num_cars_to_draw] = dx + dz;
cars_to_draw[num_cars_to_draw] = cp;
num_cars_to_draw++;
}
}
cp--;
} while (cp >= car_data);
if (num_cars_to_draw != 0)
{
gForceLowDetailCars = 0;
// sort cars by distance
i = 1;
while (i < num_cars_to_draw)
{
cp = cars_to_draw[i];
dist = car_distance[i];
j = i - 1;
while (dist < car_distance[j])
{
car_distance[i] = car_distance[j];
cars_to_draw[i] = cars_to_draw[j];
if (j == 0)
break;
j--;
}
cars_to_draw[i] = cp;
car_distance[i] = dist;
i++;
}
i = 0;
spacefree = (num_cars_to_draw - 1) * 2000;
while (i < num_cars_to_draw)
{
// Don't exceed draw buffers
if ((int)(current->primtab + (-3000 - (int)(current->primptr - PRIMTAB_SIZE))) < 5800)
return;
// make cars look uglier
if ((int)(current->primtab + (-3000 - (int)(current->primptr - PRIMTAB_SIZE)) - spacefree) < 5800)
gForceLowDetailCars = 1;
if (cars_to_draw[i]->controlType == CONTROL_TYPE_PLAYER)
gForceLowDetailCars = 0;
DrawCar(cars_to_draw[i], view);
spacefree -= 2000;
i++;
}
}
}
// [D] [T]
u_int normalIndex(SVECTOR* verts, uint vidx)
{
SVECTOR* v0;
SVECTOR* v1;
SVECTOR* v2;
int ny;
int y;
int th23;
int x;
int nz;
int nx;
SVECTOR p;
SVECTOR q;
v0 = verts + (vidx & 0xff);
v1 = verts + (vidx >> 8 & 0xff);
v2 = verts + (vidx >> 16 & 0xff);
p.vz = v1->vz - v0->vz;
q.vz = v2->vz - v0->vz;
p.vy = v1->vy - v0->vy;
q.vy = v2->vy - v0->vy;
p.vx = v1->vx - v0->vx;
q.vx = v2->vx - v0->vx;
nx = p.vy * q.vz - p.vz * q.vy;
nz = p.vx * q.vy - p.vy * q.vx;
x = nx + (nz >> 3);
y = nz - (x >> 2);
x += (y >> 3);
if (x < y)
{
if (x + y < 1)
th23 = y < 0 ? 5 : 4;
else
th23 = x < 0 ? 3 : 2;
}
else
{
if (x + y < 1)
th23 = x < 0 ? 6 : 7;
else
th23 = 0 < y ? 1 : 0;
}
th23 *= 4;
ny = p.vz * q.vx - p.vx * q.vz;
nx = ABS(nx);
nz = ABS(nz);
if (nx + nz < ny)
th23 += 1;
if (nx + nz < -ny)
th23 = th23 & 0x1f | 2;
else
th23 = th23 & 0x1f;
return th23 | 0x80;
}
// [D] [T] [A] custom
void PlotBuildingModelSubdivNxN(MODEL* model, int rot, _pct* pc, int n)
{
int opz;
int diff, minZ, maxZ;
int Z;
PL_POLYFT4* polys;
int i;
int r;
u_char temp;
u_char ptype;
POLY_FT4* prims;
SVECTOR* srcVerts;
MVERTEX subdiVerts[5][5];
int combo;
srcVerts = (SVECTOR*)model->vertices;
polys = (PL_POLYFT4*)model->poly_block;
combo = combointensity;
// transparent object flag
if (pc->flags & PLOT_TRANSPARENT)
combo |= 0x2000000;
i = model->num_polys;
while (i > 0)
{
// iterate through polygons
// with skipping
ptype = polys->id & 0x1f;
if ((ptype & 0x1) == 0 && ptype != 8) // is FT3 triangle?
{
temp = polys->uv2.v;
polys->uv3.u = polys->uv2.u;
polys->uv3.v = temp;
polys->v3 = polys->v2;
polys->id |= 1;
ptype |= 1;
}
if (ptype != 11 && ptype != 21 && ptype != 23)
{
polys = (PL_POLYFT4*)((char*)polys + pc->polySizes[ptype]);
i--;
continue;
}
// perform transform
gte_ldv3(&srcVerts[polys->v0], &srcVerts[polys->v1], &srcVerts[polys->v3]);
gte_rtpt();
// get culling value
gte_nclip();
gte_stopz(&opz);
r = rot;
if (pc->flags & (PLOT_INV_CULL | PLOT_NO_CULL))
{
if (opz < 0)
r = rot + 32 & 63;
if (pc->flags & PLOT_NO_CULL)
opz = 1; // no culling
else // PLOT_FRONT_CULL
opz = -opz; // front face
}
if (ptype == 21 || (pc->flags & PLOT_NO_SHADE))
{
pc->colour = combo & 0x2ffffffU | 0x2c000000;
}
else
{
temp = polys->th;
if ((polys->th & 0x80) == 0) // cache normal index if it were not
temp = polys->th = normalIndex(srcVerts, *(uint*)&polys->v0);
pc->colour = pc->f4colourTable[(r >> 3) * 4 - temp & 31];
}
if (opz > 0)
{
gte_stsz3(&pc->scribble[0], &pc->scribble[1], &pc->scribble[2]);
pc->tpage = (*pc->ptexture_pages)[polys->texture_set] << 0x10;
if ((pc->flags & PLOT_CUSTOM_PALETTE) == 0) // [A] custom palette flag - for pedestrian heads
pc->clut = (*pc->ptexture_cluts)[polys->texture_set][polys->texture_id] << 0x10;
minZ = pc->scribble[2];
if (pc->scribble[1] < minZ)
minZ = pc->scribble[1];
if (pc->scribble[0] < minZ)
minZ = pc->scribble[0];
maxZ = pc->scribble[2];
if (maxZ < pc->scribble[1])
maxZ = pc->scribble[1];
diff = maxZ - minZ;
if (maxZ < pc->scribble[0])
diff = pc->scribble[0] - minZ;
ushort uv0, uv1, uv2, uv3;
// [A] special case
if(ptype == 23)
{
POLYGT4* pgt4 = (POLYGT4*)polys;
uv0 = *(ushort*)&pgt4->uv0;
uv1 = *(ushort*)&pgt4->uv1;
uv2 = *(ushort*)&pgt4->uv2;
uv3 = *(ushort*)&pgt4->uv3;
}
else
{
uv0 = *(ushort*)&polys->uv0;
uv1 = *(ushort*)&polys->uv1;
uv2 = *(ushort*)&polys->uv2;
uv3 = *(ushort*)&polys->uv3;
}
if (n == 0 || diff << 2 <= minZ - 350)
{
prims = (POLY_FT4*)pc->primptr;
setPolyFT4(prims);
*(uint*)&prims->r0 = pc->colour;
// retrieve first three verts
gte_stsxy3(&prims->x0, &prims->x1, &prims->x2);
// translate 4th vert and get OT Z value
gte_ldv0(&srcVerts[polys->v2]);
gte_rtps();
gte_avsz4();
gte_stotz(&Z);
gte_stsxy(&prims->x3);
prims->tpage = pc->tpage >> 0x10;
prims->clut = pc->clut >> 0x10;
*(ushort*)&prims->u0 = uv0;
*(ushort*)&prims->u1 = uv1;
*(ushort*)&prims->u2 = uv3;
*(ushort*)&prims->u3 = uv2;
addPrim(pc->ot + (Z >> 1), prims);
pc->primptr += sizeof(POLY_FT4);
}
else
{
r = n;
if (n == 1)
{
if (minZ - 150 < (diff << 1))
r = 4;
else
r = 2;
}
copyVector(&subdiVerts[0][0], &srcVerts[polys->v0]);
subdiVerts[0][0].uv.val = uv0;
copyVector(&subdiVerts[0][1], &srcVerts[polys->v1]);
subdiVerts[0][1].uv.val = uv1;
copyVector(&subdiVerts[0][2], &srcVerts[polys->v3]);
subdiVerts[0][2].uv.val = uv3;
copyVector(&subdiVerts[0][3], &srcVerts[polys->v2]);
subdiVerts[0][3].uv.val = uv2;
makeMesh((MVERTEX(*)[5][5])subdiVerts, r, r);
drawMesh((MVERTEX(*)[5][5])subdiVerts, r, r, pc);
}
}
polys = (PL_POLYFT4*)((char*)polys + pc->polySizes[ptype]);
i--;
}
}
// [D] [T]
int DrawAllBuildings(CELL_OBJECT** objects, int num_buildings)
{
int mat;
int zbias;
int drawlimit;
MODEL* model;
OTTYPE* ot;
CELL_OBJECT* cop;
int i;
int prev_mat;
prev_mat = -1;
for (i = 0; i < 8; i++)
{
plotContext.f4colourTable[i * 4 + 0] = planeColours[i] | 0x2C000000;
plotContext.f4colourTable[i * 4 + 1] = planeColours[0] | 0x2C000000;
plotContext.f4colourTable[i * 4 + 2] = planeColours[5] | 0x2C000000;
plotContext.f4colourTable[i * 4 + 3] = planeColours[0] | 0x2C000000; // default: 0x2C00F0F0
}
plotContext.current = current;
plotContext.ptexture_pages = &texture_pages;
plotContext.ptexture_cluts = &texture_cluts;
plotContext.polySizes = PolySizes;
plotContext.flags = 0;
plotContext.primptr = plotContext.current->primptr;
ot = plotContext.current->ot + 8;
i = 0;
while (i < num_buildings)
{
cop = (CELL_OBJECT*)*objects;
mat = cop->yang;
if (prev_mat == mat)
{
Apply_InvCameraMatrixSetTrans(&cop->pos);
}
else
{
Apply_InvCameraMatrixAndSetMatrix(&cop->pos, &CompoundMatrix[mat]);
prev_mat = mat;
}
model = modelpointers[cop->type];
zbias = model->zBias - 64;
if (zbias < 0)
zbias = 0;
plotContext.ot = ot + zbias * 4;
PlotBuildingModelSubdivNxN(model, cop->yang, &plotContext, 1);
drawlimit = (int)current->primptr - (int)current->primtab;
if (PRIMTAB_SIZE - drawlimit < 60000)
break;
i++;
objects++;
}
// advance primitive buffer
current->primptr = plotContext.primptr;
return 0;
}
// [D] [T]
void RenderModel(MODEL* model, MATRIX* matrix, VECTOR* pos, int zBias, int flags, int subdiv, int nrot)
{
int i;
if (matrix != NULL)
{
MATRIX comb;
gte_SetTransVector(pos);
MulMatrix0(&inv_camera_matrix, matrix, &comb);
SetRotMatrix(&comb);
}
zBias /= 8;
zBias += (model->zBias - 64);
plotContext.ot = current->ot;
if (zBias > 0)
plotContext.ot += (zBias * 4);
for (i = 0; i < 8; i++)
{
plotContext.f4colourTable[i * 4 + 0] = planeColours[i] | 0x2C000000;
plotContext.f4colourTable[i * 4 + 1] = planeColours[0] | 0x2C000000;
plotContext.f4colourTable[i * 4 + 2] = planeColours[5] | 0x2C000000;
plotContext.f4colourTable[i * 4 + 3] = planeColours[0] | 0x2C000000; // default: 0x2C00F0F0
}
plotContext.ptexture_pages = &texture_pages;
plotContext.ptexture_cluts = &texture_cluts;
plotContext.polySizes = PolySizes;
plotContext.flags = flags;
plotContext.current = current;
plotContext.primptr = plotContext.current->primptr;
if ((current->primtab - (current->primptr - PRIMTAB_SIZE)) > 56000)
PlotBuildingModelSubdivNxN(model, nrot, &plotContext, subdiv);
// advance primitive buffer
current->primptr = plotContext.primptr;
}
// [D] [T]
void DrawMapPSX(int* comp_val)
{
int dir;
PACKED_CELL_OBJECT* ppco;
int distScale;
int cellx;
int cellz;
CELL_OBJECT* cop;
MODEL* model;
int hloop;
int vloop;
int backPlane;
CELL_ITERATOR ci;
MATRIX mRotStore;
int cellxpos;
int cellzpos;
char* PVS_ptr;
int tiles_found;
int other_models_found;
int sprites_found;
int anim_objs_found;
static int treecount = 0;
static int alleycount = 0;
int rightcos;
int rightsin;
int leftcos;
int leftsin;
int backcos;
int backsin;
int rightPlane;
int leftPlane;
int farClipLimit;
int backAng;
int leftAng;
int rightAng;
int i;
int current_object_computed_value;
backPlane = 6144;
rightPlane = -6144;
leftPlane = 6144;
farClipLimit = 80000;
// setup planes
rightAng = camera_angle.vy - FrAng & 0xfff;
leftAng = camera_angle.vy + FrAng & 0xfff;
backAng = camera_angle.vy + 0x400U & 0xfff;
rightcos = rcossin_tbl[rightAng * 2 + 1];
rightsin = rcossin_tbl[rightAng * 2];
leftcos = rcossin_tbl[leftAng * 2 + 1];
leftsin = rcossin_tbl[leftAng * 2];
backcos = rcossin_tbl[backAng * 2 + 1];
backsin = rcossin_tbl[backAng * 2];
if (NumPlayers == 2)
{
farClipLimit = farClip2Player;
}
tiles_found = 0;
sprites_found = 0;
goFaster = goFaster ^ fasterToggle;
current_object_computed_value = *comp_val;
other_models_found = 0;
anim_objs_found = 0;
if (setupYet == 0)
{
SetupDrawMapPSX();
setupYet = 0;
}
cellzpos = current_cell_z;
cellxpos = current_cell_x;
// clean cell cache
ClearCopUsage();
PVS_ptr = CurrentPVS + 220;
vloop = 0;
hloop = 0;
dir = 0;
if (NumPlayers == 2)
distScale = goFaster & 31 | 1;
else
distScale = goFaster & 31;
i = (gDrawDistance >> distScale) - 1; // [A]
// walk through all cells
while (i >= 0)
{
if (ABS(hloop) + ABS(vloop) < 21)
{
// clamped vis values
int vis_h = MIN(MAX(hloop, -9), 10);
int vis_v = MIN(MAX(vloop, -9), 10);
cellx = cellxpos + hloop;
cellz = cellzpos + vloop;
if (rightPlane < 0 &&
leftPlane > 0 &&
backPlane < farClipLimit && // check planes
cellx > -1 && cellx < cells_across && // check cell ranges
cellz > -1 && cellz < cells_down &&
PVS_ptr[vis_v * pvs_square + vis_h]) // check PVS table
{
ppco = GetFirstPackedCop(cellx, cellz, &ci, 1);
// walk each cell object in cell
while (ppco != NULL)
{
model = modelpointers[(ppco->value >> 6) | ((ppco->pos).vy & 1) << 10];
if (FrustrumCheck16(ppco, model->bounding_sphere) != -1)
{
// sprity type
if (model->shape_flags & SHAPE_FLAG_SMASH_SPRITE)
{
if (sprites_found < MAX_DRAWN_SPRITES)
spriteList[sprites_found++] = ppco;
if ((model->flags2 & MODEL_FLAG_ANIMOBJ) && anim_objs_found < 20)
{
cop = UnpackCellObject(ppco, &ci.nearCell);
anim_obj_buffer[anim_objs_found++] = cop;
}
if (model->flags2 & MODEL_FLAG_TREE)
{
if (treecount == 0)
{
cop = UnpackCellObject(ppco, &ci.nearCell);
ground_debris[groundDebrisIndex] = *cop;
if (groundDebrisIndex < MAX_GROUND_DEBRIS - 1)
groundDebrisIndex++;
else
groundDebrisIndex = 0;
}
if (treecount < 15)
treecount++;
else
treecount = 0;
}
}
else
{
int modelNumber;
modelNumber = ppco->value & 0x3f;
if (modelNumber > 0)
{
MATRIX2* cmat;
cmat = &CompoundMatrix[modelNumber];
if (cmat->computed != current_object_computed_value)
{
cmat->computed = current_object_computed_value;
gte_ReadRotMatrix(&mRotStore);
gte_sttr(mRotStore.t);
MulMatrix0(&inv_camera_matrix, (MATRIX*)&matrixtable[modelNumber], (MATRIX*)cmat);
gte_SetRotMatrix(&mRotStore);
}
}
if ((model->shape_flags & (SHAPE_FLAG_SUBSURFACE | SHAPE_FLAG_ALLEYWAY)) ||
(model->flags2 & (MODEL_FLAG_SIDEWALK | MODEL_FLAG_GRASS)))
{
if (model->flags2 & MODEL_FLAG_ALLEY)
{
alleycount++;
if (alleycount == 13)
{
cop = UnpackCellObject(ppco, &ci.nearCell);
ground_debris[groundDebrisIndex] = *cop;
if (groundDebrisIndex < MAX_GROUND_DEBRIS - 1)
groundDebrisIndex++;
else
groundDebrisIndex = 0;
alleycount = 0;
}
}
if (tiles_found < MAX_DRAWN_TILES)
model_tile_ptrs[tiles_found++] = ppco;
}
else
{
cop = UnpackCellObject(ppco, &ci.nearCell);
if (other_models_found < MAX_DRAWN_BUILDINGS)
model_object_ptrs[other_models_found++] = cop;
if ((model->flags2 & MODEL_FLAG_ANIMOBJ) && anim_objs_found < MAX_DRAWN_ANIMATING)
anim_obj_buffer[anim_objs_found++] = cop;
}
}
}
ppco = GetNextPackedCop(&ci);
}
}
}
if (dir == 0)
{
leftPlane += leftcos;
backPlane += backcos;
rightPlane += rightcos;
hloop++;
if (hloop + vloop == 1)
dir = 1;
}
else if (dir == 1)
{
leftPlane += leftsin;
backPlane += backsin;
rightPlane += rightsin;
vloop++;
//PVS_ptr += pvs_square;
if (hloop == vloop)
dir = 2;
}
else if (dir == 2)
{
hloop--;
leftPlane -= leftcos;
backPlane -= backcos;
rightPlane -= rightcos;
if (hloop + vloop == 0)
dir = 3;
}
else
{
leftPlane -= leftsin;
backPlane -= backsin;
rightPlane -= rightsin;
vloop--;
//PVS_ptr -= pvs_square;
if (hloop == vloop)
dir = 0;
}
i--;
}
#if 0
char tempBuf[512];
SetTextColour(255, 255, 0);
sprintf(tempBuf, "Buildings: %d", other_models_found);
PrintString(tempBuf, 10, 60);
sprintf(tempBuf, "Sprites: %d", sprites_found);
PrintString(tempBuf, 10, 75);
sprintf(tempBuf, "Tiles: %d", tiles_found);
PrintString(tempBuf, 10, 90);
sprintf(tempBuf, "Anims: %d", anim_objs_found);
PrintString(tempBuf, 10, 105);
sprintf(tempBuf, "TOTAL: %d", other_models_found + sprites_found + tiles_found + anim_objs_found);
PrintString(tempBuf, 10, 120);
#endif
SetupPlaneColours(combointensity);
if (sprites_found)
DrawSprites((PACKED_CELL_OBJECT**)spriteList, sprites_found);
if (tiles_found)
DrawTILES((PACKED_CELL_OBJECT**)model_tile_ptrs, tiles_found);
if (other_models_found)
DrawAllBuildings((CELL_OBJECT**)model_object_ptrs, other_models_found);
if (anim_objs_found)
DrawAllAnimatingObjects((CELL_OBJECT**)anim_obj_buffer, anim_objs_found);
}