This commit is contained in:
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d0780ad261
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6d989f8c1f
@ -1,6 +1,6 @@
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/******************************/
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/*** Solid Tile Layer Class ***/
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/******************************/
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/*************************/
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/*** Shade Layer Class ***/
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/*************************/
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#include "system\global.h"
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#include <DStructs.h>
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@ -20,7 +20,6 @@ CLayerBack::CLayerBack(sLayerHdr *Hdr,sTile *TileList,sTri *TriList,sQuad *QuadL
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Data=(sLayerShadeHdr*)MakePtr(Hdr,sizeof(sLayerHdr));
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ASSERT(Data->Count<=LAYER_SHADE_RGB_MAX);
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printf("%i Back Shades",Data->Count);
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BandCount=Data->Count-1;
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}
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@ -33,11 +32,12 @@ CLayerBack::~CLayerBack()
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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void CLayerBack::init(DVECTOR &MapPos,int Shift,int Width,int Height)
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void CLayerBack::init(DVECTOR &MapPos,int Shift)
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{
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MapXYShift=Shift;
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BandHeight=(Height*16)/(BandCount);
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BandHeight=(MapHeight*16)/(BandCount);
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if (BandHeight>=512) BandHeight=511;
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for (int i=0; i<BandCount; i++)
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{
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@ -47,7 +47,6 @@ void CLayerBack::init(DVECTOR &MapPos,int Shift,int Width,int Height)
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setRGB2(&Band[i],Data->Data[i+1].RGB[0],Data->Data[i+1].RGB[1],Data->Data[i+1].RGB[2]);
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setRGB3(&Band[i],Data->Data[i+1].RGB[0],Data->Data[i+1].RGB[1],Data->Data[i+1].RGB[2]);
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}
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}
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/*****************************************************************************/
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@ -56,9 +55,11 @@ void CLayerBack::shutdown()
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}
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/*****************************************************************************/
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extern DVECTOR TileMapOfs;
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void CLayerBack::think(DVECTOR &MapPos)
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{
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YOfs=MapPos.vy>>MapXYShift;
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YOfs+=TileMapOfs.vy;
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}
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/*****************************************************************************/
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@ -13,7 +13,7 @@ public:
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CLayerBack(sLayerHdr *Hdr,sTile *TileList,sTri *TriList,sQuad *QuadList,sVtx *VtxList);
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~CLayerBack();
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void init(DVECTOR &MapPos,int Shift,int Width,int Height);
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void init(DVECTOR &MapPos,int Shift);
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void shutdown();
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void think(DVECTOR &MapPos);
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void render();
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@ -15,6 +15,9 @@ const u32 YInc=16<<16;
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/*****************************************************************************/
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// Uses single buffer. Hopefully this will be adequate
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// Changed from strip scroll to whole map update (cos of camera)
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DVECTOR TileMapOfs={0,4}; // To line layers up :oP
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/*****************************************************************************/
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/*****************************************************************************/
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@ -25,12 +28,12 @@ CLayerTile::CLayerTile(sLayerHdr *Hdr,sTile *_TileList,sTri *_TriList,sQuad *_Qu
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MapWidth=LayerHdr->Width;
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MapHeight=LayerHdr->Height;
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printf("%i %i\n",MapWidth,MapHeight);
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TileList=_TileList;
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TriList=_TriList;
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QuadList=_QuadList;
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VtxList=_VtxList;
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Map=(sTileMapElem*)MakePtr(Hdr,sizeof(sLayerHdr));
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PrimGrid=0;
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}
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/*****************************************************************************/
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@ -41,80 +44,15 @@ CLayerTile::~CLayerTile()
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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void CLayerTile::init(DVECTOR &MapPos,int Shift,int Width,int Height)
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void CLayerTile::init(DVECTOR &MapPos,int Shift)
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{
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int Size=Width*Height;
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ASSERT(Width>=SCREEN_TILE_WIDTH);
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ASSERT(Height>=SCREEN_TILE_HEIGHT);
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MapXYShift=Shift;
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PrimGridWidth=Width;
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PrimGridHeight=Height;
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PrimGrid=(sPrimGridElem*) MemAlloc(Size*sizeof(sPrimGridElem),"2d PrimGrid");
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ASSERT(PrimGrid);
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MapX=0;
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MapY=0;
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for (int Y=0; Y<PrimGridHeight; Y++)
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{
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for (int X=0; X<PrimGridWidth; X++)
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{
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sPrimGridElem *ThisElem=GetGridPos(X,Y);
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// Tile prim
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setTSprt16(&ThisElem->Prim);
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setTSetShadeTex(&ThisElem->Prim,1);
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// Grid
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ThisElem->Right=GetGridPos(X+1,Y);
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ThisElem->Down=GetGridPos(X,Y+1);
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}
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}
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UpdateWholeMap();
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}
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/*****************************************************************************/
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// AS not time critical, use row update routine for whole map
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void CLayerTile::UpdateWholeMap()
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{
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for (int Y=0; Y<PrimGridHeight; Y++)
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{
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UpdateRow(MapX,MapY+Y);
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}
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MapXY=MapPos;
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}
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/*****************************************************************************/
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void CLayerTile::shutdown()
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{
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if (PrimGrid) MemFree(PrimGrid);
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}
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/*****************************************************************************/
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// Get (wrapped) PrimGrid pos
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sPrimGridElem *CLayerTile::GetGridPos(int X,int Y)
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{
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sPrimGridElem *ThisGrid=(sPrimGridElem *)PrimGrid;
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int Pos;
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/**/ X%=PrimGridWidth;
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/**/ Y%=PrimGridHeight;
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/**/ Pos=(X+(Y*PrimGridWidth));
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/**/ return(ThisGrid+Pos);
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}
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/*****************************************************************************/
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// Get (wrapped) Map pos
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sTileMapElem *CLayerTile::GetMapPos(int X,int Y)
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{
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sTileMapElem *ThisMap=(sTileMapElem *)Map;
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int Pos;
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/**/ X%=MapWidth;
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/**/ Y%=MapHeight;
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/**/ Pos=(X+(Y*MapWidth));
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/**/ return(ThisMap+Pos);
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}
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/*****************************************************************************/
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@ -122,86 +60,28 @@ int Pos;
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/*****************************************************************************/
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void CLayerTile::think(DVECTOR &MapPos)
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{
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// Update rows and Columns :o)
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// As these are on the borders, they 'shouldnt' alter any being rendered
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int XPos=MapPos.vx>>MapXYShift;
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int YPos=MapPos.vy>>MapXYShift;
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int NewX=XPos>>4;
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int NewY=YPos>>4;
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MapXY.vx=XPos>>4;
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MapXY.vy=YPos>>4;
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/**/ MapXY.vx+=TileMapOfs.vx;
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/**/ MapXY.vy+=TileMapOfs.vy;
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ShiftX=XPos & 15;
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ShiftY=YPos & 15;
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//!!#ifdef __USER_paul__
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MapX=NewX;
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MapY=NewY;
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UpdateWholeMap();
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/*
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#else
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if (NewX>MapX)
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{ // update right column
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UpdateColumn(NewX+SCREEN_TILE_WIDTH-1,MapY);
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MapX=NewX;
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}
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if (MapXY.vx+SCREEN_TILE_WIDTH<=MapWidth)
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RenderW=SCREEN_TILE_WIDTH;
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else
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if (NewX<MapX)
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{ // update left column
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UpdateColumn(NewX,MapY);
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MapX=NewX;
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}
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RenderW=MapWidth-MapXY.vx;
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if (NewY>MapY)
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{ // update bottom row
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UpdateRow(MapX,NewY+SCREEN_TILE_HEIGHT-1);
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MapY=NewY;
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}
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if (MapXY.vy+SCREEN_TILE_HEIGHT<=MapHeight)
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RenderH=SCREEN_TILE_HEIGHT;
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else
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if (NewY<MapY)
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{ // update top row
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UpdateRow(MapX,NewY);
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MapY=NewY;
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}
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#endif
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*/
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}
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RenderH=MapHeight-MapXY.vy;
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/*****************************************************************************/
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void CLayerTile::UpdateRow(int X,int Y)
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{
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sPrimGridElem *Grid=GetGridPos(X,Y);
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sTileMapElem *MapPtr=GetMapPos(X,Y);
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for (int i=0; i<SCREEN_TILE_WIDTH; i++)
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{
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// Tile prim
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TSPRT_16 *Prim=&Grid->Prim;
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/**/ sTile *Tile=&TileList[MapPtr->Tile];
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/**/ setTSprtTPage(Prim,Tile->TPage);
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*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
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// Next Elem
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MapPtr++;
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Grid=Grid->Right;
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}
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}
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/*****************************************************************************/
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void CLayerTile::UpdateColumn(int X,int Y)
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{
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sPrimGridElem *Grid=GetGridPos(X,Y);
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sTileMapElem *MapPtr=GetMapPos(X,Y);
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for (int i=0; i<SCREEN_TILE_HEIGHT; i++)
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{
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// Tile prim
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TSPRT_16 *Prim=&Grid->Prim;
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/**/ sTile *Tile=&TileList[MapPtr->Tile];
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/**/ setTSprtTPage(Prim,Tile->TPage);
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*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
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// Next Elem
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MapPtr+=MapWidth;
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Grid=Grid->Down;
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}
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}
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/*****************************************************************************/
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@ -209,32 +89,43 @@ sTileMapElem *MapPtr=GetMapPos(X,Y);
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/*****************************************************************************/
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void CLayerTile::render()
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{
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sPrimGridElem *Grid=GetGridPos(MapX,MapY);
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sTileMapElem *MapPtr=GetMapPos();
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u8 *PrimPtr=GetPrimPtr();
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s16 TileX,TileY;
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sOT *ThisOT=OtPtr+LayerOT;
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// Setup shift bits of pos
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TileY=-ShiftY;
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// Render it!!
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for (int Y=0; Y<SCREEN_TILE_HEIGHT; Y++)
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for (int Y=0; Y<RenderH; Y++)
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{
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sPrimGridElem *GridDown=Grid->Down;
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sTileMapElem *MapRow=MapPtr;
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TileX=-ShiftX;
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for (int X=0; X<SCREEN_TILE_WIDTH; X++)
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for (int X=0; X<RenderW; X++)
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{
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TSPRT_16 *Prim=&Grid->Prim;
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if (Prim->clut)
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/**/ sTile *Tile=&TileList[MapRow->Tile];
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if (Tile->Clut)
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{
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/**/ Prim->x0=TileX;
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/**/ Prim->y0=TileY;
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addPrimNoCheck(ThisOT,Prim);
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TSPRT_16 *SprPtr=(TSPRT_16*)PrimPtr;
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setTSprt16(SprPtr);
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setTSetShadeTex(SprPtr,1);
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/**/ SprPtr->x0=TileX;
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/**/ SprPtr->y0=TileY;
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/**/ setTSprtTPage(SprPtr,Tile->TPage);
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*(u32*)&SprPtr->u0=*(u32*)&Tile->u0; // copy uv AND clut
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addPrimNoCheck(ThisOT,SprPtr);
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PrimPtr+=sizeof(TSPRT_16);
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}
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Grid=Grid->Right;
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MapRow++;
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TileX+=TILE_WIDTH;
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}
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Grid=GridDown;
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MapPtr+=MapWidth;
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TileY+=TILE_HEIGHT;
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}
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SetPrimPtr(PrimPtr);
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}
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@ -9,20 +9,6 @@
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#include "gfx\prim.h"
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/*****************************************************************************/
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struct sPrimGridElem
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{
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TSPRT_16 Prim;
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sPrimGridElem *Right;
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sPrimGridElem *Down;
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};
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struct sPrimGridElem3d : public sPrimGridElem
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{
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u16 Tile;
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u16 Flags;
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};
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/*****************************************************************************/
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const s32 LayerOT=MAX_OT-1;
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@ -43,26 +29,23 @@ public:
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{
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TILE_WIDTH=16,
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TILE_HEIGHT=16,
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SCREEN_TILE_WIDTH=32,
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SCREEN_TILE_HEIGHT=16,
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SCREEN_TILE_WIDTH=34,
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SCREEN_TILE_HEIGHT=18,
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SCREEN_TILE_SIZE=SCREEN_TILE_WIDTH*SCREEN_TILE_HEIGHT
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};
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CLayerTile(sLayerHdr *Hdr,sTile *TileList,sTri *TriList,sQuad *QuadList,sVtx *VtxList);
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virtual ~CLayerTile();
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virtual void init(DVECTOR &MapPos,int Shift,int Width=SCREEN_TILE_WIDTH,int Height=SCREEN_TILE_HEIGHT);
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virtual void init(DVECTOR &MapPos,int Shift);
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virtual void shutdown();
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virtual void think(DVECTOR &MapPos);
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virtual void render();
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int GetMapOfs() {return(MapXY.vx+(MapXY.vy*MapWidth));}
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virtual sTileMapElem *GetMapPos() {return(Map+GetMapOfs());}
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protected:
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virtual void UpdateWholeMap();
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virtual void UpdateRow(int MapX,int MapY);
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virtual void UpdateColumn(int MapX,int MapY);
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sPrimGridElem *GetGridPos(int X,int Y);
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sTileMapElem *GetMapPos(int X,int Y);
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sLayerHdr *LayerHdr;
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sTile *TileList;
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@ -71,14 +54,12 @@ virtual void UpdateColumn(int MapX,int MapY);
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sVtx *VtxList;
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int MapWidth,MapHeight,MapXYShift;
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int PrimGridWidth,PrimGridHeight;
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int RenderW,RenderH;
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int MapX,MapY;
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DVECTOR MapXY;
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u16 ShiftX,ShiftY;
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sTileMapElem *Map;
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sPrimGridElem *PrimGrid;
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};
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@ -28,44 +28,17 @@ CLayerTile3d::~CLayerTile3d()
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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void CLayerTile3d::init(DVECTOR &MapPos,int Shift,int Width,int Height)
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void CLayerTile3d::init(DVECTOR &MapPos,int Shift)
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{
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int Size=Width*Height;
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ASSERT(Width>=SCREEN_TILE_WIDTH);
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ASSERT(Height>=SCREEN_TILE_HEIGHT);
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MapXYShift=Shift;
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PrimGridWidth=Width;
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PrimGridHeight=Height;
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PrimGrid=(sPrimGridElem3d*) MemAlloc(Size*sizeof(sPrimGridElem3d),"3d PrimGrid");
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ASSERT(PrimGrid);
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MapX=0;
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MapY=0;
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for (int Y=0; Y<PrimGridHeight; Y++)
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{
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for (int X=0; X<PrimGridWidth; X++)
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{
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sPrimGridElem3d *ThisElem=GetGridPos3d(X,Y);
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// Tile prim
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setTSprt16(&ThisElem->Prim);
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setTSetShadeTex(&ThisElem->Prim,1);
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// Table
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ThisElem->Right=GetGridPos3d(X+1,Y);
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ThisElem->Down=GetGridPos3d(X,Y+1);
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}
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}
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UpdateWholeMap();
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CLayerTile::init(MapPos,Shift);
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CreateRenderFlagTable();
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}
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/*****************************************************************************/
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void CLayerTile3d::shutdown()
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{
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MemFree(RenderFlagTable);
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MemFree(PrimGrid);
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}
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/*****************************************************************************/
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@ -103,83 +76,6 @@ s16 *Ptr;
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}
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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// Get (wrapped) PrimGrid pos
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sPrimGridElem3d *CLayerTile3d::GetGridPos3d(int X,int Y)
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{
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sPrimGridElem3d *ThisGrid=(sPrimGridElem3d*)PrimGrid;
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int Pos;
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/**/ X%=PrimGridWidth;
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/**/ Y%=PrimGridHeight;
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/**/ Pos=(X+(Y*PrimGridWidth));
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/**/ return(ThisGrid+Pos);
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}
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/*****************************************************************************/
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// Get (wrapped) Map pos
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sTileMapElem3d *CLayerTile3d::GetMapPos3d(int X,int Y)
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{
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sTileMapElem3d *ThisMap=(sTileMapElem3d*)Map;
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int Pos;
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/**/ X%=MapWidth;
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/**/ Y%=MapHeight;
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/**/ Pos=(X+(Y*MapWidth));
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/**/ return(ThisMap+Pos);
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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void CLayerTile3d::UpdateRow(int X,int Y)
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{
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sPrimGridElem3d *Grid=GetGridPos3d(X,Y);
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sTileMapElem3d *MapPtr=GetMapPos3d(X,Y);
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for (int i=0; i<SCREEN_TILE_WIDTH; i++)
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{
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// Tile prim
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TSPRT_16 *Prim=&Grid->Prim;
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/**/ sTile *Tile=&TileList[MapPtr->Tile];
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/**/ setTSprtTPage(Prim,Tile->TPage);
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*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
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/**/ Grid->Tile=MapPtr->Tile;
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/**/ Grid->Flags=MapPtr->Flags;
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// Next Elem
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MapPtr++;
|
||||
Grid=(sPrimGridElem3d *)Grid->Right;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/*****************************************************************************/
|
||||
void CLayerTile3d::UpdateColumn(int X,int Y)
|
||||
{
|
||||
sPrimGridElem3d *Grid=GetGridPos3d(X,Y);
|
||||
sTileMapElem3d *MapPtr=GetMapPos3d(X,Y);
|
||||
|
||||
for (int i=0; i<SCREEN_TILE_HEIGHT; i++)
|
||||
{
|
||||
// Tile prim
|
||||
TSPRT_16 *Prim=&Grid->Prim;
|
||||
/**/ sTile *Tile=&TileList[MapPtr->Tile];
|
||||
/**/ setTSprtTPage(Prim,Tile->TPage);
|
||||
*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
|
||||
/**/ Grid->Tile=MapPtr->Tile;
|
||||
/**/ Grid->Flags=MapPtr->Flags;
|
||||
// Next Elem
|
||||
MapPtr+=MapWidth;
|
||||
Grid=(sPrimGridElem3d *)Grid->Down;
|
||||
}
|
||||
}
|
||||
|
||||
/*****************************************************************************/
|
||||
/*****************************************************************************/
|
||||
/*****************************************************************************/
|
||||
@ -187,52 +83,58 @@ sTileMapElem3d *MapPtr=GetMapPos3d(X,Y);
|
||||
|
||||
void CLayerTile3d::render()
|
||||
{
|
||||
sPrimGridElem3d *Grid=GetGridPos3d(MapX,MapY);
|
||||
sTileMapElem3d *MapPtr=GetMapPos3d();
|
||||
u8 *PrimPtr=GetPrimPtr();
|
||||
s16 TileX,TileY;
|
||||
VECTOR BlkPos;
|
||||
s32 BlkXStore;
|
||||
sOT *ThisOT=OtPtr+LayerOT;
|
||||
s16 *RenderFlags=RenderFlagTable;
|
||||
|
||||
|
||||
// Setup shift bits of pos
|
||||
TileY=-ShiftY;
|
||||
BlkPos.vx=((-15*TILE_WIDTH)-ShiftX)*BLOCK_MULT;
|
||||
// BlkPos.vy=((-8*TILE_HEIGHT)-ShiftY)*BLOCK_MULT;
|
||||
BlkPos.vy=((-7*TILE_HEIGHT)-ShiftY)*BLOCK_MULT;
|
||||
BlkXStore=BlkPos.vx;
|
||||
|
||||
// Render it!!
|
||||
for (int Y=0; Y<SCREEN_TILE_HEIGHT; Y++)
|
||||
for (int Y=0; Y<RenderH; Y++)
|
||||
{
|
||||
sPrimGridElem *GridDown=(sPrimGridElem3d *)Grid->Down;
|
||||
sTileMapElem3d *MapRow=MapPtr;
|
||||
TileX=-ShiftX;
|
||||
|
||||
for (int X=0; X<SCREEN_TILE_WIDTH; X++)
|
||||
for (int X=0; X<RenderW; X++)
|
||||
{
|
||||
TSPRT_16 *Prim=&Grid->Prim;
|
||||
if (Prim->clut)
|
||||
{ // Has 2d Data
|
||||
/**/ Prim->x0=TileX;
|
||||
/**/ Prim->y0=TileY;
|
||||
addPrimNoCheck(ThisOT,Prim);
|
||||
/**/ sTile *Tile=&TileList[MapRow->Tile];
|
||||
|
||||
if (Tile->Clut)
|
||||
{
|
||||
TSPRT_16 *SprPtr=(TSPRT_16*)PrimPtr;
|
||||
setTSprt16(SprPtr);
|
||||
setTSetShadeTex(SprPtr,1);
|
||||
/**/ SprPtr->x0=TileX;
|
||||
/**/ SprPtr->y0=TileY;
|
||||
/**/ setTSprtTPage(SprPtr,Tile->TPage);
|
||||
*(u32*)&SprPtr->u0=*(u32*)&Tile->u0; // copy uv AND clut
|
||||
addPrimNoCheck(ThisOT,SprPtr);
|
||||
PrimPtr+=sizeof(TSPRT_16);
|
||||
}
|
||||
if (Grid->Flags)
|
||||
if (MapRow->Flags)
|
||||
{ // Has 3d Data
|
||||
/**/ CMX_SetTransMtxXY(&BlkPos);
|
||||
/**/ RenderBlock(Grid,*RenderFlags);
|
||||
CMX_SetTransMtxXY(&BlkPos);
|
||||
PrimPtr=RenderBlock(Tile,MapRow->Flags & *RenderFlags,PrimPtr);
|
||||
}
|
||||
Grid=(sPrimGridElem3d *)Grid->Right;
|
||||
MapRow++;
|
||||
TileX+=TILE_WIDTH;
|
||||
BlkPos.vx+=TILE_WIDTH*BLOCK_MULT;
|
||||
RenderFlags++;
|
||||
}
|
||||
Grid=(sPrimGridElem3d *)GridDown;
|
||||
MapPtr+=MapWidth;
|
||||
TileY+=TILE_HEIGHT;
|
||||
BlkPos.vx=BlkXStore;
|
||||
BlkPos.vy+=TILE_HEIGHT*BLOCK_MULT;
|
||||
}
|
||||
|
||||
SetPrimPtr(PrimPtr);
|
||||
}
|
||||
|
||||
/*****************************************************************************/
|
||||
@ -240,27 +142,22 @@ s16 *RenderFlags=RenderFlagTable;
|
||||
// NOTE: Tiles are split into facing strips, to reduce overdraw :o)
|
||||
// NOTE: Matrix already setup for block
|
||||
|
||||
void CLayerTile3d::RenderBlock(sPrimGridElem3d *Elem,s16 RenderFlags)
|
||||
u8 *CLayerTile3d::RenderBlock(sTile *Tile,s16 RenderFlags,u8 *PrimPtr)
|
||||
{
|
||||
sTile *Tile=&TileList[Elem->Tile];
|
||||
u32 Flags=Elem->Flags & RenderFlags;
|
||||
sVtx *P0,*P1,*P2;
|
||||
POLY_FT3 *TPrimPtr=(POLY_FT3*)GetPrimPtr();
|
||||
POLY_FT3 *TPrimPtr=(POLY_FT3*)PrimPtr;
|
||||
u16 *TileTable=Tile->TileTable;
|
||||
u32 T0,T1,T2;
|
||||
sTri *TList=TriList+Tile->TriStart;
|
||||
sOT *ThisOT=OtPtr+LayerOT;
|
||||
|
||||
Flags=0xff & RenderFlags;
|
||||
// Flags=0xff;// & RenderFlags;
|
||||
|
||||
//--- Tris ---------------------------------------------------------------------------
|
||||
|
||||
for (int i=0; i<TILE3D_FLAGS_MAX; i++)
|
||||
{
|
||||
int TriCount=*TileTable++; // Get Tri Count
|
||||
sTri *NextList=TList+TriCount;
|
||||
// if (Flags & 1)
|
||||
// if (RenderFlags & 1)
|
||||
{
|
||||
while (TriCount--)
|
||||
{
|
||||
@ -285,8 +182,8 @@ sOT *ThisOT=OtPtr+LayerOT;
|
||||
}
|
||||
}
|
||||
TList=NextList;
|
||||
Flags>>=1;
|
||||
RenderFlags>>=1;
|
||||
}
|
||||
SetPrimPtr((u8*)TPrimPtr);
|
||||
}
|
||||
return((u8*)TPrimPtr);
|
||||
|
||||
}
|
||||
|
@ -13,19 +13,15 @@ public:
|
||||
CLayerTile3d(sLayerHdr *Hdr,sTile *TileList,sTri *TriList,sQuad *QuadList,sVtx *VtxList);
|
||||
~CLayerTile3d();
|
||||
|
||||
void init(DVECTOR &MapPos,int Shift,int Width,int Height);
|
||||
void init(DVECTOR &MapPos,int Shift);
|
||||
void shutdown();
|
||||
void render();
|
||||
|
||||
sTileMapElem3d *GetMapPos3d() {return(((sTileMapElem3d*)Map)+GetMapOfs());}
|
||||
|
||||
protected:
|
||||
void CreateRenderFlagTable();
|
||||
void UpdateRow(int MapX,int MapY);
|
||||
void UpdateColumn(int MapX,int MapY);
|
||||
|
||||
sPrimGridElem3d *GetGridPos3d(int X,int Y);
|
||||
sTileMapElem3d *GetMapPos3d(int X,int Y);
|
||||
|
||||
void RenderBlock(sPrimGridElem3d *Elem,s16 RenderFlags);
|
||||
u8 *RenderBlock(sTile *Tile,s16 RenderFlags,u8 *PrimPtr);
|
||||
|
||||
s16 *RenderFlagTable;
|
||||
|
||||
|
@ -13,7 +13,6 @@
|
||||
#include "level\level.h"
|
||||
#include "level\layertile.h"
|
||||
#include "level\layerback.h"
|
||||
#include "level\layertilesolid.h"
|
||||
#include "level\layertile3d.h"
|
||||
#include "level\layercollision.h"
|
||||
|
||||
|
@ -149,7 +149,7 @@ int MAP3D_CENTRE_Y=500;
|
||||
int MAP3D_BLOCKSTEPSIZE=315;
|
||||
|
||||
int MAP2D_CENTRE_X=-256;
|
||||
int MAP2D_CENTRE_Y=-136;
|
||||
int MAP2D_CENTRE_Y=-136-(4*16);
|
||||
int MAP2D_BLOCKSTEPSIZE=16;
|
||||
|
||||
int CAMERA_SCROLLLIMIT=8; // SB is this many tiles off centre at most
|
||||
|
Loading…
Reference in New Issue
Block a user