This commit is contained in:
Daveo 2001-01-03 22:12:25 +00:00
parent 7cceaaac22
commit c9050e5b51
4 changed files with 206 additions and 231 deletions

View File

@ -10,36 +10,32 @@
#include "LayerTile.h"
const u32 XInc=16<<0;
const u32 YInc=16<<16;
const u32 XInc=16<<0;
const u32 YInc=16<<16;
/*****************************************************************************/
// Uses single buffer. Hopefully this will be adequate
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
CLayerTile::CLayerTile(sLayerHdr *Hdr,sTile *_TileList,sTri *_TriList,sQuad *_QuadList,sVtx *_VtxList)
{
LayerHdr=Hdr;
TileList=_TileList;
TriList=_TriList;
QuadList=_QuadList;
VtxList=_VtxList;
Map=(sTileMapElem*)MakePtr(Hdr,sizeof(sLayerHdr));
MapWidth=LayerHdr->Width;
MapHeight=LayerHdr->Height;
LayerHdr=Hdr;
TileList=_TileList;
TriList=_TriList;
QuadList=_QuadList;
VtxList=_VtxList;
Map=(sTileMapElem*)MakePtr(Hdr,sizeof(sLayerHdr));
MapWidth=LayerHdr->Width;
MapHeight=LayerHdr->Height;
}
/*****************************************************************************/
CLayerTile::~CLayerTile()
{
if (TileTable[0].Table) MemFree(TileTable[0].Table);
if (TileTable[1].Table) MemFree(TileTable[1].Table);
}
/*****************************************************************************/
sTileTable &CLayerTile::GetTileTable()
{
return(TileTable[FrameFlipFlag]);
MemFree(PrimGrid);
}
/*****************************************************************************/
@ -47,74 +43,43 @@ sTileTable &CLayerTile::GetTileTable()
/*****************************************************************************/
void CLayerTile::init(VECTOR &MapPos,int Shift,int Width,int Height)
{
int Size=Width*Height;
int Size=Width*Height;
ASSERT(Width>=SCREEN_TILE_WIDTH);
ASSERT(Height>=SCREEN_TILE_HEIGHT);
MapXYShift=Shift;
TileTableWidth=Width;
TileTableHeight=Height;
PrimGridWidth=Width;
PrimGridHeight=Height;
for (int Buffer=0; Buffer<2; Buffer++)
PrimGrid=(sPrimGridElem*) MemAlloc(Size*sizeof(sPrimGridElem),"2d PrimGrid");
ASSERT(PrimGrid);
MapX=0;
MapY=0;
for (int Y=0; Y<PrimGridHeight; Y++)
{
sTileTableElem *Table=(sTileTableElem*) MemAlloc(Size*sizeof(sTileTableElem),"2d TileTable");
TileTable[Buffer].Table=Table;
TileTable[Buffer].MapX=0;
TileTable[Buffer].MapY=0;
for (int Y=0; Y<Height; Y++)
for (int X=0; X<PrimGridWidth; X++)
{
for (int X=0; X<Width; X++)
{
sTileTableElem *ThisElem=&Table[X+(Y*Width)];
sPrimGridElem *ThisElem=GetGridPos(X,Y);
// Tile prim
TSPRT_16 *Prim=&ThisElem->Prim;
setTSprt16(Prim);
setTSetShadeTex(Prim,1);
setTSprt16(&ThisElem->Prim);
setTSetShadeTex(&ThisElem->Prim,1);
// Table
int TableR=(X+1) % Width;
int TableD=(Y+1) % Height;
ThisElem->Right=&Table[TableR+(Y*Width)];
ThisElem->Down=&Table[X+(TableD*Width)];
}
ThisElem->Right=GetGridPos(X+1,Y);
ThisElem->Down=GetGridPos(X,Y+1);
}
UpdateWholeMap(TileTable[Buffer]);
}
UpdateWholeMap();
}
/*****************************************************************************/
void CLayerTile::UpdateWholeMap(sTileTable &ThisTable)
// AS not critical, us row update routine for whole map
void CLayerTile::UpdateWholeMap()
{
sTileTableElem *Table=ThisTable.Table;
sTileMapElem *MapPtr=Map;
// Calc (wrapped) Map/Table pos
Table+=CalcTableOfs(ThisTable.MapX,ThisTable.MapY);
MapPtr+=CalcMapOfs(ThisTable.MapX,ThisTable.MapY);
for (int Y=0; Y<TileTableHeight; Y++)
{
sTileTableElem *TableDown=Table->Down;
sTileMapElem *MapDown=MapPtr+MapWidth;
for (int X=0; X<TileTableWidth; X++)
{
TSPRT_16 *Prim=&Table->Prim;
/**/ sTile *Tile=&TileList[MapPtr->Tile];
setTSprtTPage(Prim,Tile->TPage);
*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
Table->Tile=Tile;
Table->TileFlags=Tile->TriCount;
Table++;
MapPtr++;
}
Table=TableDown;
MapPtr=MapDown;
}
for (int Y=0; Y<PrimGridHeight; Y++)
{
UpdateRow(MapX,MapY+Y);
}
}
/*****************************************************************************/
@ -124,22 +89,29 @@ void CLayerTile::shutdown()
}
/*****************************************************************************/
int CLayerTile::CalcTableOfs(int X,int Y)
// Get (wrapped) PrimGrid pos
sPrimGridElem *CLayerTile::GetGridPos(int X,int Y)
{
/**/ X%=TileTableWidth;
/**/ Y%=TileTableHeight;
int Pos;
/**/ return(X+(Y*TileTableWidth));
/**/ X%=PrimGridWidth;
/**/ Y%=PrimGridHeight;
/**/ Pos=(X+(Y*PrimGridWidth));
/**/ return(PrimGrid+Pos);
}
/*****************************************************************************/
int CLayerTile::CalcMapOfs(int X,int Y)
// Get (wrapped) Map pos
sTileMapElem *CLayerTile::GetMapPos(int X,int Y)
{
int Pos;
/**/ X%=MapWidth;
/**/ Y%=MapHeight;
/**/ return(X+(Y*MapWidth));
/**/ Pos=(X+(Y*MapWidth));
/**/ return(Map+Pos);
}
@ -149,56 +121,45 @@ int CLayerTile::CalcMapOfs(int X,int Y)
void CLayerTile::think(VECTOR &MapPos)
{
// Update rows and Columns :o)
sTileTable &ThisTable=TileTable[FrameFlipFlag];
// As these are on the borders, they 'shouldnt' alter any being rendered
int XPos=MapPos.vx>>MapXYShift;
int YPos=MapPos.vy>>MapXYShift;
int ShiftX=15-(XPos&15);
int ShiftY=15-(YPos&15);
ThisTable.ShiftXY=ShiftY<<16 | ShiftX<<0;
int NewX=XPos>>4;
int NewY=YPos>>4;
int OldX=ThisTable.MapX;
int OldY=ThisTable.MapY;
if (NewX>OldX)
ShiftX=XPos & 15;
ShiftY=YPos & 15;
if (NewX>MapX)
{ // update right column
UpdateColumn(NewX+SCREEN_TILE_WIDTH-1,NewY,ThisTable);
UpdateColumn(NewX+SCREEN_TILE_WIDTH-1,MapY);
MapX=NewX;
}
else
if (NewX<OldX)
if (NewX<MapX)
{ // update left column
UpdateColumn(NewX,NewY,ThisTable);
UpdateColumn(NewX,MapY);
MapX=NewX;
}
if (NewY>OldY)
if (NewY>MapY)
{ // update bottom row
UpdateRow(NewX,NewY+SCREEN_TILE_HEIGHT-2,ThisTable);
UpdateRow(MapX,NewY+SCREEN_TILE_HEIGHT-1);
MapY=NewY;
}
else
if (NewY<OldY)
if (NewY<MapY)
{ // update top row
UpdateRow(NewX,NewY,ThisTable);
UpdateRow(MapX,NewY);
MapY=NewY;
}
ThisTable.MapX=NewX;
ThisTable.MapY=NewY;
ThisTable.MapX=NewX;
ThisTable.MapY=NewY;
}
/*****************************************************************************/
void CLayerTile::UpdateRow(int MapX,int MapY,sTileTable &ThisTable)
void CLayerTile::UpdateRow(int X,int Y)
{
sTileTableElem *Table=ThisTable.Table;
sTileMapElem *MapPtr=Map;
// Calc (wrapped) Map/Table pos
Table+=CalcTableOfs(MapX,MapY);
MapPtr+=CalcMapOfs(MapX,MapY);
sPrimGridElem *Table=GetGridPos(X,Y);
sTileMapElem *MapPtr=GetMapPos(X,Y);
for (int i=0; i<SCREEN_TILE_WIDTH; i++)
{
@ -207,23 +168,20 @@ sTileMapElem *MapPtr=Map;
/**/ sTile *Tile=&TileList[MapPtr->Tile];
/**/ setTSprtTPage(Prim,Tile->TPage);
*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
Table->Tile=Tile;
Table->TileFlags=Tile->TriCount;
MapPtr+=1;
/**/ Table->Tile=MapPtr->Tile;
/**/ Table->Flags=MapPtr->Flags;
// Next Elem
MapPtr++;
Table=Table->Right;
}
}
/*****************************************************************************/
void CLayerTile::UpdateColumn(int MapX,int MapY,sTileTable &ThisTable)
void CLayerTile::UpdateColumn(int X,int Y)
{
sTileTableElem *Table=ThisTable.Table;
sTileMapElem *MapPtr=Map;
// Calc (wrapped) Map/Table pos
Table+=CalcTableOfs(MapX,MapY);
MapPtr+=CalcMapOfs(MapX,MapY);
sPrimGridElem *Table=GetGridPos(X,Y);
sTileMapElem *MapPtr=GetMapPos(X,Y);
for (int i=0; i<SCREEN_TILE_HEIGHT; i++)
{
@ -232,10 +190,9 @@ sTileMapElem *MapPtr=Map;
/**/ sTile *Tile=&TileList[MapPtr->Tile];
/**/ setTSprtTPage(Prim,Tile->TPage);
*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
Table->Tile=Tile;
Table->TileFlags=Tile->TriCount;
/**/ Table->Tile=MapPtr->Tile;
/**/ Table->Flags=MapPtr->Flags;
// Next Elem
MapPtr+=MapWidth;
Table=Table->Down;
}
@ -246,155 +203,156 @@ sTileMapElem *MapPtr=Map;
/*****************************************************************************/
void CLayerTile::render()
{
sTileTable &ThisTable=TileTable[FrameFlipFlag];
sTileTableElem *Table=ThisTable.Table;
u32 XYPos;
sPrimGridElem *Table=GetGridPos(MapX,MapY);
s16 TileX,TileY;
// Setup shift bits of pos
XYPos=ThisTable.ShiftXY;
TileY=-ShiftY;
// Calc (wrapped) Start pos
Table+=CalcTableOfs(ThisTable.MapX,ThisTable.MapY);
// Render it!!
for (int TileY=0; TileY<SCREEN_TILE_HEIGHT; TileY++)
// Render it!!
for (int Y=0; Y<SCREEN_TILE_HEIGHT; Y++)
{
sTileTableElem *TableDown=Table->Down;
u32 XYPosDown=XYPos+YInc;
for (int TileX=0; TileX<SCREEN_TILE_WIDTH; TileX++)
sPrimGridElem *TableDown=Table->Down;
TileX=-ShiftX;
for (int X=0; X<SCREEN_TILE_WIDTH; X++)
{
TSPRT_16 *Prim=&Table->Prim;
if (Prim->clut)
{
*(u32*)&Prim->x0=XYPos;
/**/ Prim->x0=TileX;
/**/ Prim->y0=TileY;
/**/ AddPrim(OtPtr,Prim);
}
Table=Table->Right;
XYPos+=XInc;
TileX+=TILE_WIDTH;
}
Table=TableDown;
XYPos=XYPosDown;
TileY+=TILE_HEIGHT;
}
}
/*****************************************************************************/
void CLayerTile::renderSolid()
{
sTileTable &ThisTable=TileTable[FrameFlipFlag];
sTileTableElem *Table=ThisTable.Table;
u32 XYPos;
sPrimGridElem *Table=GetGridPos(MapX,MapY);
s16 TileX,TileY;
// Setup shift bits of pos
XYPos=ThisTable.ShiftXY;
TileY=-ShiftY;
// Calc (wrapped) Start pos
Table+=CalcTableOfs(ThisTable.MapX,ThisTable.MapY);
// Render it!!
for (int TileY=0; TileY<SCREEN_TILE_HEIGHT; TileY++)
// Render it!!
for (int Y=0; Y<SCREEN_TILE_HEIGHT; Y++)
{
sTileTableElem *TableDown=Table->Down;
u32 XYPosDown=XYPos+YInc;
for (int TileX=0; TileX<SCREEN_TILE_WIDTH; TileX++)
sPrimGridElem *TableDown=Table->Down;
TileX=-ShiftX;
for (int X=0; X<SCREEN_TILE_WIDTH; X++)
{
TSPRT_16 *Prim=&Table->Prim;
*(u32*)&Prim->x0=XYPos;
/**/ Prim->x0=TileX;
/**/ Prim->y0=TileY;
/**/ AddPrim(OtPtr,Prim);
Table=Table->Right;
XYPos+=XInc;
TileX+=TILE_WIDTH;
}
Table=TableDown;
XYPos=XYPosDown;
TileY+=TILE_HEIGHT;
}
}
/*****************************************************************************/
VECTOR asd={0,0,512};
#define BLOCK_MULT 16
void CLayerTile::render3d()
{
sTileTable &ThisTable=TileTable[FrameFlipFlag];
sTileTableElem *Table=ThisTable.Table;
u32 XYPos,XYPos3d;
MATRIX _Mtx,*Mtx=&_Mtx;
SetIdent(Mtx);
Mtx->t[2]=asd.vz;
gte_SetRotMatrix(Mtx);
sPrimGridElem *Table=GetGridPos(MapX,MapY);
s16 TileX,TileY;
VECTOR BlkPos;
s32 BlkXStore;
// Setup shift bits of pos
XYPos=ThisTable.ShiftXY;
TileY=-ShiftY;
BlkPos.vx=((-15*TILE_WIDTH)-ShiftX)*BLOCK_MULT;
BlkPos.vy=((-8*TILE_HEIGHT)-ShiftY)*BLOCK_MULT;
BlkXStore=BlkPos.vx;
// Calc (wrapped) Start pos
Table+=CalcTableOfs(ThisTable.MapX,ThisTable.MapY);
// Render it!!
for (int TileY=0; TileY<SCREEN_TILE_HEIGHT; TileY++)
// Render it!!
for (int Y=0; Y<SCREEN_TILE_HEIGHT; Y++)
{
sTileTableElem *TableDown=Table->Down;
u32 XYPosDown=XYPos+YInc;
for (int TileX=0; TileX<SCREEN_TILE_WIDTH; TileX++)
sPrimGridElem *TableDown=Table->Down;
TileX=-ShiftX;
for (int X=0; X<SCREEN_TILE_WIDTH; X++)
{
TSPRT_16 *Prim=&Table->Prim;
if (Prim->clut)
{ // 2d tile
*(u32*)&Prim->x0=XYPos;
{ // Has 2d Data
/**/ Prim->x0=TileX;
/**/ Prim->y0=TileY;
/**/ AddPrim(OtPtr,Prim);
}
if (Table->TileFlags)
{ // 3d tile
u32 SX=(ThisTable.ShiftXY &15);
u32 SY=(ThisTable.ShiftXY>>16);
Mtx->t[0]=((TileX-15)*16)+SX;
Mtx->t[1]=((TileY-10)*16)+SY;
gte_SetTransMatrix(Mtx);
RenderBlock(Table->Tile,Table->TileFlags);
if (Table->Flags)
{ // Has 3d Data
/**/ CMX_SetTransMtxXY(&BlkPos);
/**/ RenderBlock(Table);
}
Table=Table->Right;
XYPos+=XInc;
TileX+=TILE_WIDTH;
BlkPos.vx+=TILE_WIDTH*BLOCK_MULT;
}
Table=TableDown;
XYPos=XYPosDown;
TileY+=TILE_HEIGHT;
BlkPos.vx=BlkXStore;
BlkPos.vy+=TILE_HEIGHT*BLOCK_MULT;
}
}
/*****************************************************************************/
// NOTE: Tiles will be sorted by z order (cos they 'should' be simple objects
// NOTE: Tiles will be split into facing strips, to reduce overdraw :o)
// NOTE: Matrix already setup for tile
void CLayerTile::RenderBlock(sTile *Tile,u32 Flags)
// NOTE: Tiles are split into facing strips, to reduce overdraw :o)
// NOTE: Matrix already setup for block
void CLayerTile::RenderBlock(sPrimGridElem *Elem)
{
sTile *Tile=&TileList[Elem->Tile];
u32 Flags=Elem->Flags;
sVtx *P0,*P1,*P2;
s32 ClipZ=0;
POLY_FT3 *TPrimPtr=(POLY_FT3*)GetPrimPtr();
int TriCount=Tile->TriCount;
sTri *TList=TriList+Tile->TriList;
sTileTable *TileTable=Tile->TileTable;
u32 T0,T1,T2;
//--- Tris ---------------------------------------------------------------------------
while (TriCount--)
{
P0=&VtxList[TList->P0]; P1=&VtxList[TList->P1]; P2=&VtxList[TList->P2];
gte_ldv3(P0,P1,P2);
setPolyFT3(TPrimPtr);
setShadeTex(TPrimPtr,1);
setlen( TPrimPtr, GPU_PolyFT3Tag);
gte_rtpt_b();
T0=*(u32*)&TList->uv0; // Get UV0 & TPage
T1=*(u32*)&TList->uv1; // Get UV1 & Clut
T2=*(u16*)&TList->uv2; // Get UV2
*(u32*)&TPrimPtr->u0=T0; // Set UV0
*(u32*)&TPrimPtr->u1=T1; // Set UV1
*(u16*)&TPrimPtr->u2=T2; // Set UV2
for (int i=0; i<TILE3D_FLAGS_MAX; i++)
{
int TriCount=TileTable->TriCount;
sTri *TList=TriList+TileTable->TriList;
if (Flags & 1)
{
while (TriCount--)
{
P0=&VtxList[TList->P0]; P1=&VtxList[TList->P1]; P2=&VtxList[TList->P2];
gte_ldv3(P0,P1,P2);
/**/ setPolyFT3(TPrimPtr);
/**/ setShadeTex(TPrimPtr,1);
/**/ setlen(TPrimPtr, GPU_PolyFT3Tag);
gte_rtpt_b();
TList++;
addPrim(OtPtr,TPrimPtr);
gte_stsxy3_ft3(TPrimPtr);
TPrimPtr++;
}
T0=*(u32*)&TList->uv0; // Get UV0 & TPage
T1=*(u32*)&TList->uv1; // Get UV1 & Clut
T2=*(u16*)&TList->uv2; // Get UV2
*(u32*)&TPrimPtr->u0=T0; // Set UV0
*(u32*)&TPrimPtr->u1=T1; // Set UV1
*(u16*)&TPrimPtr->u2=T2; // Set UV2
TList++;
addPrim(OtPtr,TPrimPtr);
gte_stsxy3_ft3(TPrimPtr);
TPrimPtr++;
}
}
TileTable++;
Flags>>=1;
}
SetPrimPtr((u8*)TPrimPtr);
}

View File

@ -7,20 +7,13 @@
/*****************************************************************************/
struct sTileTableElem
struct sPrimGridElem
{
TSPRT_16 Prim;
sTile *Tile;
u32 TileFlags;
sTileTableElem *Right;
sTileTableElem *Down;
};
struct sTileTable
{
int MapX,MapY;
u32 ShiftXY;
sTileTableElem *Table;
u16 Tile;
u16 Flags;
sPrimGridElem *Right;
sPrimGridElem *Down;
};
/*****************************************************************************/
@ -56,16 +49,15 @@ virtual void render();
protected:
void UpdateWholeMap(sTileTable &ThisMap);
sTileTable &GetTileTable();
int CalcTableOfs(int X,int Y);
int CalcMapOfs(int X,int Y);
void UpdateRow(int MapX,int MapY,sTileTable &ThisMap);
void UpdateColumn(int MapX,int MapY,sTileTable &ThisMap);
void UpdateWholeMap();
sPrimGridElem *GetGridPos(int X,int Y);
sTileMapElem *GetMapPos(int X,int Y);
void UpdateRow(int MapX,int MapY);
void UpdateColumn(int MapX,int MapY);
void renderSolid();
void render3d();
void RenderBlock(sTile *Tile,u32 Flags);
void RenderBlock(sPrimGridElem *Elem);
sLayerHdr *LayerHdr;
sTile *TileList;
@ -75,8 +67,12 @@ protected:
sTileMapElem *Map;
int MapWidth,MapHeight,MapXYShift;
int TileTableWidth,TileTableHeight;
sTileTable TileTable[2]; // Double Buffered
int PrimGridWidth,PrimGridHeight;
int MapX,MapY;
u16 ShiftX,ShiftY;
sPrimGridElem *PrimGrid;
};

View File

@ -25,7 +25,7 @@ CLevel::CLevel()
}
MapPos.vx=0;
MapPos.vy=0;
MapPos.vy=0;
}
/*****************************************************************************/
@ -38,12 +38,22 @@ CLevel::~CLevel()
}
/*****************************************************************************/
int ZPos=6500;
void CLevel::init()
{
LevelHdr=(sLvlHdr *)CFileIO::loadFile(LEVEL04_LEVEL04_LVL,"Level Data");
TPLoadTex(LEVEL04_LEVEL04_TEX);
initLayers();
// Setup Constand Rot Matrix
MATRIX Mtx;
SetIdent(&Mtx);
Mtx.t[2]=ZPos;
SetRotMatrix(&Mtx);
SetTransMatrix(&Mtx);
}
/*****************************************************************************/

View File

@ -47,6 +47,17 @@
: \
: "r"( r0 ),"r"( r1 ))
/*****************************************************************************/
#define CMX_SetTransMtxXY(r0) __asm__ ( \
"lw $12, 0( %0 );" \
"lw $13, 4( %0 );" \
"ctc2 $12, $5;" \
"ctc2 $13, $6;" \
: \
: "r"( r0 ) \
: "$12", "$13" )
/*****************************************************************************/
/*** Smaller Translation Macros (no return flags) ****************************/
/*****************************************************************************/