SBSPSS/source/gfx/actor.cpp

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/******************/
/*** Actor Bank ***/
/******************/
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#include "system\vid.h"
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#include "system\global.h"
#include "mem\memory.h"
#include "fileio\fileio.h"
#include "utils\utils.h"
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#include "gfx\prim.h"
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#include "gfx\actor.h"
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#include "gfx\otpos.h"
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#include "gfx\animtex.h"
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#include "game\game.h"
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#include <dstructs.h>
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/*****************************************************************************/
const int BBOX_ADJ=4;
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/*****************************************************************************/
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CActorCache CActorPool::Cache;
sActorPool *CActorPool::ActorList,*CActorPool::LastActor;
/*****************************************************************************/
/*** Cache *******************************************************************/
/*****************************************************************************/
CActorCache::CActorCache()
{
for (int i=0;i<CACHE_TYPE_MAX; i++)
{
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SlotList[i].ListMem=0;
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}
}
/*****************************************************************************/
CActorCache::~CActorCache()
{
}
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/*****************************************************************************/
int CActorCache::ReAllocSlot(int W,int H)
{
int i;
int Slot=-1;
int SlotW=+32000,SlotH=+32000;
// Find best slot which fits in
for (i=0;i<SlotCount; i++)
{
int ThisW=(SlotList[i].Width-W);
int ThisH=(SlotList[i].Height-H);
if (ThisW<SlotW || ThisH<SlotH)
{
Slot=i;
SlotW=ThisW;
SlotH=ThisH;
}
}
if (SlotList[Slot].Width<W)
{
SlotList[Slot].Width=W;
}
if (SlotList[Slot].Height<H)
{
SlotList[Slot].Height=H;
}
return(Slot);
}
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/*****************************************************************************/
int CActorCache::GetSlot(int W,int H)
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{
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int i;
int Slot=0;
W=GetSizeType(W);
H=GetSizeType(H);
for (i=0; i<SlotCount && !Slot; i++)
{ // Slot exist?
if (SlotList[i].Width==W && SlotList[i].Height==H) Slot=i;
}
if (!Slot)
{ // Use New Slot
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if (SlotCount>=CACHE_TYPE_MAX)
{ // No free slots, grab an existing one, and alter size to fit
Slot=ReAllocSlot(W,H);
}
else
{
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Slot=SlotCount;
SlotList[Slot].Width=W;
SlotList[Slot].Height=H;
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SlotCount++;
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}
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}
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// SlotList[Slot].RefCount++;
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return(Slot);
}
/*****************************************************************************/
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sPoolNode *CActorCache::RemoveHeadNode(sNodeList *RootNode)
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{
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sPoolNode *ThisNode=RootNode->Head;
sPoolNode *NextNode=ThisNode->Next;
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RootNode->Head=NextNode;
ThisNode->Next=0;
if (NextNode)
{
NextNode->Prev=0;
}
else
{ // Its Tail Node
RootNode->Tail=0;
}
return(ThisNode);
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}
/*****************************************************************************/
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void CActorCache::RemoveNode(sPoolNode *ThisNode,sNodeList *RootNode)
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{
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sPoolNode *PrevNode=ThisNode->Prev;
sPoolNode *NextNode=ThisNode->Next;
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if (PrevNode)
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{ // Not Head Node
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PrevNode->Next=NextNode;
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}
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else
{ // Head Node
RootNode->Head=NextNode;
}
if (NextNode)
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{ // Not Tail Node
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NextNode->Prev=PrevNode;
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}
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else
{ // Tail Node
RootNode->Tail=PrevNode;
}
ThisNode->Next=0;
ThisNode->Prev=0;
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}
/*****************************************************************************/
// Add node to end of list
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void CActorCache::AddNode(sPoolNode *ThisNode,sNodeList *RootNode)
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{
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sPoolNode *TailNode=RootNode->Tail;
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if (TailNode)
{
TailNode->Next=ThisNode;
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}
else
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{ // List is empty
RootNode->Head=ThisNode;
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}
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ThisNode->Prev=TailNode;
ThisNode->Next=0;
ASSERT(ThisNode);
RootNode->Tail=ThisNode;
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}
/*****************************************************************************/
// Add node list to end of list
void CActorCache::AddNodeList(sNodeList *Src,sNodeList *Dst)
{
sPoolNode *SrcHead=Src->Head;
sPoolNode *SrcTail=Src->Tail;
sPoolNode *DstHead=Dst->Head;
sPoolNode *DstTail=Dst->Tail;
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/*
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if (!SrcHead) return;
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if (DstTail)
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{
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DstTail->Next=SrcHead;
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}
else
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{ // List is empty
Dst->Head=SrcHead;
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}
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SrcHead->Prev=DstTail;
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Dst->Tail=SrcTail;
Src->Head=0;
Src->Tail=0;
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*/
while(SrcHead)
{
sPoolNode *Next=SrcHead->Next;
AddNode(SrcHead,Dst);
SrcHead=Next;
}
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}
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/*****************************************************************************/
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int CActorCache::ReserveSlot(int W,int H,int FrameCount)
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{
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int Slot=GetSlot(W,H);
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// SlotList[Slot].FrameCount+=FrameCount;
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return(Slot);
}
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/*****************************************************************************/
void CActorCache::AllocCache()
{
int TPW=CACHE_W/SlotCount;
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int MaxW=0;
int MaxH=0;
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TPW=1;
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ASSERT(SlotCount<=CACHE_W);
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for (int i=0; i<SlotCount; i++)
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{
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if (MaxW<SlotList[i].Width) MaxW=SlotList[i].Width;
if (MaxH<SlotList[i].Height) MaxH=SlotList[i].Height;
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InitCache(i,TPW);
}
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CPakTex::Init(MaxW*MaxH);
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}
/*****************************************************************************/
// This needs improving to 'grab' free areas left from bigger grabs (YIKES!)
void CActorCache::InitCache(int Slot,int TPW)
{
sPoolSlot *ThisSlot=&SlotList[Slot];
int W=(TPW*(TPAGE_W))/ThisSlot->Width;
int H=(TPAGE_H)/ThisSlot->Height;
int Total=W*H;
sPoolNode *List;
// Init List
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ThisSlot->SlotCount=Total;
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ThisSlot->ListMem=(u8*)MemAlloc(Total*sizeof(sPoolNode),"CacheNodeList");
List=(sPoolNode*)ThisSlot->ListMem;
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// Create List Entries
for (int Y=0; Y<H; Y++)
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{
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for (int X=0; X<W; X++)
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{
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int U=(X*ThisSlot->Width);
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int V=(Y*ThisSlot->Height);
int TexX=(CACHE_X+CurrentTPX+(U>>2));
int TexY=(CACHE_Y+V);
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List->Frame=0;
List->DstRect.x=TexX;
List->DstRect.y=TexY;
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List->U=U&255;
List->V=V&255;
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List->TPage=getTPage(0,0,TexX,TexY);
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AddNode(List,&ThisSlot->NodeList);
List++;
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}
}
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CurrentTPX+=(TPW*TPAGE_W)>>2;
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}
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/*****************************************************************************/
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void CActorCache::Reset()
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{
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// Free and init lists
for (int i=0;i<CACHE_TYPE_MAX; i++)
{
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if (SlotList[i].ListMem) MemFree(SlotList[i].ListMem);
SlotList[i].ListMem=0;
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SlotList[i].NodeList.Head=0;
SlotList[i].NodeList.Tail=0;
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// SlotList[i].RefCount=0;
// SlotList[i].FrameCount=0;
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SlotList[i].Width=0;
SlotList[i].Height=0;
}
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CPakTex::Shutdown();
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CurrentTPX=0;
CurrentPalette=0;
SlotCount=0;
// Clear VRam
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RECT R={CACHE_X,CACHE_Y,TPAGE_W*CACHE_W,TPAGE_H*CACHE_H};
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ClearImage(&R,0,255,0);
}
/*****************************************************************************/
void CActorCache::LoadPalette(sActorPool *Actor)
{
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if (!Actor->ActorGfx->Clut)
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{
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RECT R;
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int PalNo;
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if (Actor->Filename==ACTORS_SPONGEBOB_SBK)
{
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PalNo=0;
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}
else
{
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PalNo=CurrentPalette+1;
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}
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int X=PalNo%CACHE_W;
int Y=PalNo/CACHE_W;
R.x=CACHE_PALX+(X*CACHE_PALW);
R.y=CACHE_PALY-Y;
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R.w=CACHE_PALW;
R.h=CACHE_PALH;
DrawSync(0);
LoadImage( &R, (u32*)Actor->ActorGfx->Palette);
Actor->ActorGfx->Clut=getClut(R.x,R.y);
CurrentPalette++;
}
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}
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/*****************************************************************************/
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/*****************************************************************************/
/*****************************************************************************/
void CActorPool::Init()
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{
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ActorList=0;
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Cache.Reset();
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}
/*****************************************************************************/
void CActorPool::Reset()
{
sActorPool *List=ActorList;
while (List)
{
sActorPool *Next=List->Next;
if (List->Filename!=ACTORS_SPONGEBOB_SBK)
{
MemFree(List->ActorGfx);
delete List;
}
else
{
List->Next=0;
}
List=Next;
}
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LastActor=ActorList;
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Cache.Reset();
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}
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/*****************************************************************************/
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void CActorPool::SetUpCache()
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{
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Cache.AllocCache();
// SetUp Actors
sActorPool *List=ActorList;
while (List)
{
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List->GlobalCache=Cache.GetSlotList(List->CacheSlot);
List->LocalCache.Head=0;
List->LocalCache.Tail=0;
List->LastCache.Head=0;
List->LastCache.Tail=0;
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List=List->Next;
}
}
/*****************************************************************************/
sActorPool *CActorPool::FindActor(FileEquate Filename)
{
sActorPool *List=ActorList;
while (List)
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{
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if (List->ActorGfx && List->Filename==Filename) return(List);
List=List->Next;
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}
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return(0);
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}
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/*****************************************************************************/
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CActorGfx *CActorPool::GetActor(FileEquate Filename)
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{
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sActorPool *ThisActor;
CActorGfx *NewActor;
int TotalFrames=0;
bool NewFlag=false;
// Find Actor in Pool
ThisActor=FindActor(Filename);
if (!ThisActor)
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{
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ThisActor=LoadActor(Filename);
NewFlag=true;
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}
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NewActor=new ("CActorGfx") CActorGfx(ThisActor);
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if (NewFlag)
{
TotalFrames=NewActor->GetTotalFrameCount();
}
ThisActor->CacheSlot=Cache.ReserveSlot(ThisActor->ActorGfx->MaxW,ThisActor->ActorGfx->MaxH,TotalFrames);
return(NewActor);
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}
/*****************************************************************************/
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sActorPool *CActorPool::LoadActor(FileEquate Filename)
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{
int i;
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int TotalFrames=0;
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sSpriteAnimBank *Spr=(sSpriteAnimBank*)CFileIO::loadFile(Filename,"ActorGfx");
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Spr->AnimList=(sSpriteAnim*) MakePtr(Spr,(int)Spr->AnimList);
Spr->FrameList=(sSpriteFrameGfx*) MakePtr(Spr,(int)Spr->FrameList);
Spr->Palette=(u8*) MakePtr(Spr,(int)Spr->Palette);
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// FixUp AnimList
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for (i=0; i<Spr->AnimCount; i++)
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{
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sSpriteAnim *ThisAnim=&Spr->AnimList[i];
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ThisAnim->Anim=(sSpriteFrame*) MakePtr(Spr,(int)ThisAnim->Anim);
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TotalFrames+=ThisAnim->FrameCount;
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}
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// FixUp FrameList (not blank ones)
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for (i=0; i<Spr->FrameCount; i++)
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{
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sSpriteFrameGfx *ThisFrame=&Spr->FrameList[i];
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if (ThisFrame->PAKSpr)
{
ThisFrame->PAKSpr=(u8*) MakePtr(Spr,(int)ThisFrame->PAKSpr);
}
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}
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// Store it
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sActorPool *NewActor;
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NewActor=new ("ActorPool") sActorPool();
NewActor->Filename=Filename;
NewActor->ActorGfx=Spr;
AddActor(NewActor);
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return(NewActor);
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}
/*****************************************************************************/
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void CActorPool::AddActor(sActorPool *NewActor)
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{
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// Insert into list
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if (!LastActor)
{ // Empty List
ActorList=NewActor;
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}
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else
{
LastActor->Next=NewActor;
}
NewActor->Next=0;
Cache.LoadPalette(NewActor);
LastActor=NewActor;
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}
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/*****************************************************************************/
void CActorPool::CleanUpCache()
{
sActorPool *Actor=ActorList;
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while (Actor)
{
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Actor->LastCache.Head=Actor->LocalCache.Head;
Actor->LastCache.Tail=Actor->LocalCache.Tail;
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CActorCache::AddNodeList(&Actor->LocalCache ,Actor->GlobalCache);
Actor->LocalCache.Head=0;
Actor->LocalCache.Tail=0;
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ASSERT(Actor->GlobalCache->Head);
ASSERT(Actor->GlobalCache->Tail);
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Actor=Actor->Next;
}
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}
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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/*****************************************************************************/
CActorGfx::CActorGfx(sActorPool *ThisActor)
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{
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setActor(ThisActor);
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}
/*****************************************************************************/
CActorGfx::~CActorGfx()
{
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}
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/*****************************************************************************/
void CActorGfx::setActor(sActorPool *ThisActor)
{
PoolEntry=ThisActor;
OtPos=OTPOS__ACTOR_POS;
}
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/*****************************************************************************/
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sPoolNode *CActorGfx::CacheFrame(int Anim,int Frame)
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{
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sPoolNode *ThisNode,*FindNode;
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// Calc Frame Ptrs
sSpriteAnimBank *SpriteBank=PoolEntry->ActorGfx;
sSpriteAnim *ThisAnim=SpriteBank->AnimList+Anim;
CurrentFrame=&ThisAnim->Anim[Frame];
CurrentFrameGfx=&SpriteBank->FrameList[CurrentFrame->FrameIdx];
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if (!CurrentFrameGfx->PAKSpr) return(0); // Blank Frame
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// Try to find Pre-cached sprite
ThisNode=0;
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// Check Local Cache
FindNode=PoolEntry->LocalCache.Head;
while (FindNode)
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{ // Try local Cache (From Head forward)
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if (FindNode->Frame==CurrentFrameGfx)
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{
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ThisNode=FindNode;
break;
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}
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FindNode=FindNode->Next;
}
// Check Last Cache
if (!ThisNode)
{
FindNode=PoolEntry->LastCache.Head;
while (FindNode)
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{
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if (FindNode->Frame==CurrentFrameGfx)
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{
ThisNode=FindNode;
CActorCache::RemoveNode(ThisNode,PoolEntry->GlobalCache);
CActorCache::AddNode(ThisNode,&PoolEntry->LocalCache);
break;
}
if (FindNode==PoolEntry->LastCache.Tail) break;
FindNode=FindNode->Next;
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}
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}
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// Check Global Cache (From Tail back)
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if (!ThisNode)
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{
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FindNode=PoolEntry->GlobalCache->Tail;
while (FindNode)
{
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if (FindNode->Frame==CurrentFrameGfx)
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{
ThisNode=FindNode;
CActorCache::RemoveNode(ThisNode,PoolEntry->GlobalCache);
CActorCache::AddNode(ThisNode,&PoolEntry->LocalCache);
break;
}
FindNode=FindNode->Prev;
}
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}
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// Could not find it, get new
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if (!ThisNode)
{ // Not cached frame
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ThisNode=CActorCache::RemoveHeadNode(PoolEntry->GlobalCache);
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ASSERT(ThisNode);
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CActorCache::AddNode(ThisNode,&PoolEntry->LocalCache);
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ThisNode->Frame=CurrentFrameGfx;
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ThisNode->DstRect.w=CurrentFrameGfx->W>>2; // div 4 cos 16 color
ThisNode->DstRect.h=CurrentFrameGfx->H;
CPakTex::Add(CurrentFrameGfx->PAKSpr,&ThisNode->DstRect);
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}
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return(ThisNode);
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}
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/*****************************************************************************/
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void CActorGfx::SetUpFT4(POLY_FT4 *Ft4,sPoolNode *Node,int X,int Y,bool XFlip,bool YFlip)
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{
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u8 W=CurrentFrameGfx->W-1;
u8 H=CurrentFrameGfx->H-1;
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u8 U=Node->U;
u8 V=Node->V;
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int AspectX0,AspectX1;
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if (XFlip)
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{
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X-=CurrentFrame->XOfs;
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X-=W;
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Ft4->u0=U+W;
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Ft4->u1=U;//-1;//
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Ft4->u2=U+W;
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Ft4->u3=U;//-1;//
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AspectX0=CurrentFrameGfx->AspectX1;
AspectX1=CurrentFrameGfx->AspectX0;
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}
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else
{
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X+=CurrentFrame->XOfs;
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Ft4->u0=U;
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Ft4->u1=U+W;
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Ft4->u2=U;
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Ft4->u3=U+W;
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AspectX0=CurrentFrameGfx->AspectX0;
AspectX1=CurrentFrameGfx->AspectX1;
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}
if (YFlip)
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{
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Y-=CurrentFrame->YOfs;
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Y-=H;
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Ft4->v0=V+H;
Ft4->v1=V+H;
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Ft4->v2=V-1;//
Ft4->v3=V-1;//
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}
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else
{
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Y+=CurrentFrame->YOfs;
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Ft4->v0=V;
Ft4->v1=V;
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Ft4->v2=V+H;
Ft4->v3=V+H;
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}
setXYWH(Ft4,X,Y,W,H);
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#if INGAME_SCREENW==512
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// Correct Aspect
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Ft4->x0-=AspectX0;
Ft4->x1+=AspectX1;
Ft4->x2-=AspectX0;
Ft4->x3+=AspectX1;
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#endif
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}
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/*****************************************************************************/
POLY_FT4 *CActorGfx::Render(DVECTOR &Pos,int Anim,int Frame,bool XFlip,bool YFlip)
{
sPoolNode *ThisNode=CacheFrame(Anim,Frame);
POLY_FT4 *Ft4=GetPrimFT4();
SetUpFT4(Ft4,ThisNode,Pos.vx,Pos.vy,XFlip,YFlip);
Ft4->tpage=ThisNode->TPage;
Ft4->clut=PoolEntry->ActorGfx->Clut;
setShadeTex(Ft4,1);
setRGB0(Ft4,127,127,127);
addPrim(OtPtr+OtPos,Ft4);
// Set BBox
// Sizes now depend on aspect corrected sizes, so get sizes back from poly
int BBoxW=Ft4->x1-Ft4->x0;
int BBoxH=Ft4->y2-Ft4->y0;
int HalfW=BBoxW>>1;
BBox.XMin=-HalfW+BBOX_ADJ;
BBox.XMax=+HalfW-BBOX_ADJ;
BBox.YMin=-BBoxH+BBOX_ADJ;
BBox.YMax=0-BBOX_ADJ;
return(Ft4);
}
/*****************************************************************************/
static const VECTOR ZeroPos={0,0,0};
static const int ScaleXAspect=2050; // Odd hard coded number, sorry
POLY_FT4 *CActorGfx::RotateScale(POLY_FT4 *Ft4,DVECTOR &Pos,int Angle,int XScale,int YScale)
{
MATRIX Mtx;
VECTOR Scale;
int ScaleInc=Angle&1023;
int Quad=0;
XScale+=ScaleXAspect;
Angle&=4095;
Quad=Angle>>10;
switch(Quad)
{
case 0:
ScaleInc=+ScaleInc;
break;
case 1:
ScaleInc=1023-ScaleInc;
break;
case 2:
ScaleInc=+ScaleInc;
break;
case 3:
ScaleInc=1023-ScaleInc;
break;
}
Scale.vx=XScale-(ScaleInc*2);
Scale.vy=YScale+(ScaleInc*2);
Scale.vz=ONE;
SetIdentNoTrans(&Mtx);
ScaleMatrix(&Mtx,&Scale);
RotMatrixZ(Angle,&Mtx);
gte_SetRotMatrix(&Mtx);
CMX_SetTransMtxXY(&ZeroPos);
SVECTOR I,O;
s32 Tmp;
I.vz=0;
I.vy=-CurrentFrameGfx->H;
I.vx=-CurrentFrameGfx->W0; RotTransSV(&I,&O,&Tmp); Ft4->x0=O.vx; Ft4->y0=O.vy;
I.vx=+CurrentFrameGfx->W1; RotTransSV(&I,&O,&Tmp); Ft4->x1=O.vx; Ft4->y1=O.vy;
I.vy=0;
I.vx=-CurrentFrameGfx->W0; RotTransSV(&I,&O,&Tmp); Ft4->x2=O.vx; Ft4->y2=O.vy;
I.vx=+CurrentFrameGfx->W1; RotTransSV(&I,&O,&Tmp); Ft4->x3=O.vx; Ft4->y3=O.vy;
// Adjust BBox
int XMin,XMax;
int YMin,YMax;
XMin=Ft4->x0;
if (XMin>Ft4->x1) XMin=Ft4->x1;
if (XMin>Ft4->x2) XMin=Ft4->x2;
if (XMin>Ft4->x3) XMin=Ft4->x3;
XMax=Ft4->x0;
if (XMax<Ft4->x1) XMax=Ft4->x1;
if (XMax<Ft4->x2) XMax=Ft4->x2;
if (XMax<Ft4->x3) XMax=Ft4->x3;
YMin=Ft4->y0;
if (YMin>Ft4->y1) YMin=Ft4->y1;
if (YMin>Ft4->y2) YMin=Ft4->y2;
if (YMin>Ft4->y3) YMin=Ft4->y3;
YMax=Ft4->y0;
if (YMax<Ft4->y1) YMax=Ft4->y1;
if (YMax<Ft4->y2) YMax=Ft4->y2;
if (YMax<Ft4->y3) YMax=Ft4->y3;
BBox.XMin=XMin+BBOX_ADJ;
BBox.XMax=XMax-BBOX_ADJ;
BBox.YMin=YMin+BBOX_ADJ;
BBox.YMax=YMax-BBOX_ADJ;
Ft4->x0+=Pos.vx; Ft4->y0+=Pos.vy;
Ft4->x1+=Pos.vx; Ft4->y1+=Pos.vy;
Ft4->x2+=Pos.vx; Ft4->y2+=Pos.vy;
Ft4->x3+=Pos.vx; Ft4->y3+=Pos.vy;
return(Ft4);
}
/*****************************************************************************/
void CActorGfx::getFrameOffsets(int _anim,int _frame,int *_x,int *_y)
{
sSpriteAnimBank *SpriteBank;
sSpriteAnim *ThisAnim;
sSpriteFrame *pFrame;
SpriteBank=PoolEntry->ActorGfx;
ThisAnim=SpriteBank->AnimList+_anim;
pFrame=&ThisAnim->Anim[_frame];
*_x=pFrame->XOfs;
*_y=pFrame->YOfs;
}
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/*****************************************************************************/
/*****************************************************************************/
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
sModel *CModelGfx::ModelTable;
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sElem3d *CModelGfx::ElemBank;
sTri *CModelGfx::TriList;
sQuad *CModelGfx::QuadList;
sVtx *CModelGfx::VtxList;
u16 *CModelGfx::VtxIdxList;
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/*****************************************************************************/
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void CModelGfx::SetData(sLevelHdr *LevelHdr)
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{
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ModelTable=LevelHdr->ModelList;
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ElemBank=LevelHdr->ElemBank3d;
TriList=LevelHdr->TriList;
QuadList=LevelHdr->QuadList;
VtxList=LevelHdr->VtxList;
VtxIdxList=LevelHdr->VtxIdxList;
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}
/*****************************************************************************/
void CModelGfx::SetModel(int Type)
{
Model=&CModelGfx::ModelTable[Type];
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Elem=&ElemBank[Model->ElemID];
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}
/*****************************************************************************/
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static const int ElemXMin=-(16/2);
static const int ElemXMax=+(16/2);
static const int ElemYMin=-(16/2);
static const int ElemYMax=+(16/2);
static const int ElemZMin=-(16*4);
static const int ElemZMax=+(16*4);
static VECTOR VtxTable[8]=
{
{ElemXMin,ElemYMin,ElemZMin}, // FLU
{ElemXMax,ElemYMin,ElemZMin}, // FRU
{ElemXMin,ElemYMax,ElemZMin}, // FLD
{ElemXMax,ElemYMax,ElemZMin}, // FRD
{ElemXMin,ElemYMin,ElemZMax}, // BLU
{ElemXMax,ElemYMin,ElemZMax}, // BRU
{ElemXMin,ElemYMax,ElemZMax}, // BLD
{ElemXMax,ElemYMax,ElemZMax}, // BRD
};
/*****************************************************************************/
void CModelGfx::RenderTile(DVECTOR &Pos,int TileID)
{
sElem3d *ThisElem=&ElemBank[TileID];
u32 *XYList=(u32*)SCRATCH_RAM;
u32 *OutVtx=XYList;
VECTOR *V0,*V1,*V2,*InVtx=VtxTable;
VECTOR RenderPos;
MATRIX Mtx;
SetIdentNoTrans(&Mtx);
RenderPos.vx=(INGAME_SCREENOFS_X)+Pos.vx;
RenderPos.vy=(INGAME_SCREENOFS_Y)+Pos.vy;
gte_SetRotMatrix(&Mtx);
CMX_SetTransMtxXY(&RenderPos);
V0=InVtx++;
V1=InVtx++;
V2=InVtx++;
gte_ldv3(V0,V1,V2);
for (int i=0; i<(int)((sizeof(VtxTable)/sizeof(VECTOR))+1); i++)
{
u32 *OutPtr;
gte_rtpt(); // 22 cycles
V0=InVtx++;
V1=InVtx++;
V2=InVtx++;
gte_ldv3(V0,V1,V2);
OutPtr=OutVtx;
OutVtx+=3;
gte_stsxy3c(OutPtr); // read XY back
}
XYList+=8;
RenderElem(ThisElem,Pos,0,0,0,XYList);
}
/*****************************************************************************/
void CModelGfx::RenderElem(sElem3d *ThisElem,DVECTOR &Pos,SVECTOR *Angle,VECTOR *Scale,s32 ClipFlag,u32 *TransBuffer)
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{
u8 *PrimPtr=GetPrimPtr();
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u32 T0,T1,T2,T3;
u32 P0,P1,P2,P3;
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s32 ClipZ;
sOT *ThisOT;
VECTOR RenderPos;
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MATRIX Mtx;
u32 const *XYList=(u32*)SCRATCH_RAM;
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// If has scale && angle then need to use PSX scale matrix, otherwise, force values
if (Angle)
{
RotMatrix_gte(Angle,&Mtx);
if (Scale)
{
ScaleMatrix(&Mtx,Scale);
}
}
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else
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{
if (Scale)
{
SetIdentNoTrans(&Mtx,Scale);
}
else
{
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SetIdentNoTrans(&Mtx);
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}
}
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RenderPos.vx=(INGAME_SCREENOFS_X)+Pos.vx;
RenderPos.vy=(INGAME_SCREENOFS_Y)+Pos.vy;
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gte_SetRotMatrix(&Mtx);
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CMX_SetTransMtxXY(&RenderPos);
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// --- Cache Vtx ----------
{
int Count=ThisElem->VtxTriCount;
sVtx *V0,*V1,*V2;
u16 *IdxTable=&VtxIdxList[ThisElem->VtxIdxStart];
V0=&VtxList[*IdxTable++];
V1=&VtxList[*IdxTable++];
V2=&VtxList[*IdxTable++];
gte_ldv3(V0,V1,V2);
while (Count--)
{
u32 *OutPtr;
gte_rtpt_b(); // 22 cycles
// Preload next (when able) - Must check this
V0=&VtxList[*IdxTable++];
V1=&VtxList[*IdxTable++];
V2=&VtxList[*IdxTable++];
OutPtr=TransBuffer;
TransBuffer+=3;
gte_ldv3(V0,V1,V2);
gte_stsxy3c(OutPtr); // read XY back
}
}
// --- Render Tri's -------------
int TriCount=ThisElem->TriCount;
sTri *TList=&TriList[ThisElem->TriStart];
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while (TriCount--)
{
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POLY_GT3 *ThisPrim=(POLY_GT3*)PrimPtr;
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P0=XYList[TList->P0];
P1=XYList[TList->P1];
P2=XYList[TList->P2];
gte_ldsxy0(P0);
gte_ldsxy1(P1);
gte_ldsxy2(P2);
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setlen(ThisPrim, GPU_PolyGT3Tag);
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ThisPrim->code=TList->PolyCode;
gte_nclip_b(); // 8 cycles
setShadeTex(ThisPrim,1);
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T0=*(u32*)&TList->uv0; // Get UV0 & TPage
T1=*(u32*)&TList->uv1; // Get UV1 & Clut
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T2=*(u32*)&TList->uv2; // Get UV2
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*(u32*)&ThisPrim->u0=T0; // Set UV0
*(u32*)&ThisPrim->u1=T1; // Set UV1
*(u32*)&ThisPrim->u2=T2; // Set UV2
gte_stopz(&ClipZ);
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ThisOT=OtPtr+TList->OTOfs;
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ClipZ|=ClipFlag; // <-- Evil!!
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TList++;
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if (ClipZ<0)
{
*(u32*)&ThisPrim->x0=P0; // Set XY0
*(u32*)&ThisPrim->x1=P1; // Set XY1
*(u32*)&ThisPrim->x2=P2; // Set XY2
addPrim(ThisOT,ThisPrim);
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PrimPtr+=sizeof(POLY_GT3);
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}
}
// --- Render Quads -----------
int QuadCount=ThisElem->QuadCount;
sQuad *QList=&QuadList[ThisElem->QuadStart];
while (QuadCount--)
{
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POLY_GT4 *ThisPrim=(POLY_GT4*)PrimPtr;
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P0=XYList[QList->P0];
P1=XYList[QList->P1];
P2=XYList[QList->P2];
P3=XYList[QList->P3];
gte_ldsxy0(P0);
gte_ldsxy1(P1);
gte_ldsxy2(P2);
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setlen(ThisPrim, GPU_PolyGT4Tag);
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ThisPrim->code=QList->PolyCode;
gte_nclip_b(); // 8 cycles
setShadeTex(ThisPrim,1);
T0=*(u32*)&QList->uv0; // Get UV0 & TPage
T1=*(u32*)&QList->uv1; // Get UV1 & Clut
T2=*(u32*)&QList->uv2; // Get UV2
T3=*(u32*)&QList->uv3; // Get UV2
*(u32*)&ThisPrim->u0=T0; // Set UV0
*(u32*)&ThisPrim->u1=T1; // Set UV1
*(u32*)&ThisPrim->u2=T2; // Set UV2
*(u32*)&ThisPrim->u3=T3; // Set UV2
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gte_stopz(&ClipZ);
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ThisOT=OtPtr+QList->OTOfs;
ClipZ|=ClipFlag; // <-- Evil!!
QList++;
if (ClipZ<0)
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{
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*(u32*)&ThisPrim->x0=P0; // Set XY0
*(u32*)&ThisPrim->x1=P1; // Set XY1
*(u32*)&ThisPrim->x2=P2; // Set XY2
*(u32*)&ThisPrim->x3=P3; // Set XY3
addPrim(ThisOT,ThisPrim);
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PrimPtr+=sizeof(POLY_GT4);
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}
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}
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SetPrimPtr(PrimPtr);
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}
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