/***************************/ /*** 3d Tile Layer Class ***/ /***************************/ #include "system\global.h" #include "system\vid.h" #include #include "utils\utils.h" #include "gfx\prim.h" #include "game\game.h" #include "LayerTile.h" #include "LayerTile3d.h" #if defined(__USER_sbart__) || defined(__USER_daveo__) #define _SHOW_POLYZ_ 1 #include "gfx\font.h" static FontBank *Font; int ShowPolyz=0; #endif static const int BLOCK_SIZE =16; static const int SCREEN_TILE_ADJ_U =2; static const int SCREEN_TILE_ADJ_D =1; static const int SCREEN_TILE_ADJ_L =3; static const int SCREEN_TILE_ADJ_R =3; static const int SCREEN_TILE3D_WIDTH =(INGAME_SCREENW/BLOCK_SIZE)+SCREEN_TILE_ADJ_L+SCREEN_TILE_ADJ_R; static const int SCREEN_TILE3D_HEIGHT =(INGAME_SCREENH/BLOCK_SIZE)+SCREEN_TILE_ADJ_U+SCREEN_TILE_ADJ_D; static const int RENDER_X_OFS =INGAME_SCREENOFS_X-(SCREEN_TILE_ADJ_L*BLOCK_SIZE)+INGAME_RENDER_OFS_X; static const int RENDER_Y_OFS =INGAME_SCREENOFS_Y-(SCREEN_TILE_ADJ_U*BLOCK_SIZE)+INGAME_RENDER_OFS_Y; static const int DeltaTableSizeX=SCREEN_TILE3D_WIDTH+1; static const int DeltaTableSizeY=SCREEN_TILE3D_HEIGHT+1; /*****************************************************************************/ // 0 LUF // 1 RUF // 2 LDF // 3 RDF // 4 LUB // 5 RUB // 6 LDB // 7 RDB sFlipTable FlipTable[4]= { /*00 <0*/ {{+4096,0,+4096,0}, { ((DVECTOR*)SCRATCH_RAM)+0, ((DVECTOR*)SCRATCH_RAM)+1, ((DVECTOR*)SCRATCH_RAM)+2, ((DVECTOR*)SCRATCH_RAM)+3, ((DVECTOR*)SCRATCH_RAM)+4, ((DVECTOR*)SCRATCH_RAM)+5, ((DVECTOR*)SCRATCH_RAM)+6, ((DVECTOR*)SCRATCH_RAM)+7, }, 0<<31}, /*01 >0*/ {{-4096,0,+4096,0}, { ((DVECTOR*)SCRATCH_RAM)+1, ((DVECTOR*)SCRATCH_RAM)+0, ((DVECTOR*)SCRATCH_RAM)+3, ((DVECTOR*)SCRATCH_RAM)+2, ((DVECTOR*)SCRATCH_RAM)+5, ((DVECTOR*)SCRATCH_RAM)+4, ((DVECTOR*)SCRATCH_RAM)+7, ((DVECTOR*)SCRATCH_RAM)+6, },1<<31}, /*10 >0*/ {{+4096,0,-4096,0}, { ((DVECTOR*)SCRATCH_RAM)+2, ((DVECTOR*)SCRATCH_RAM)+3, ((DVECTOR*)SCRATCH_RAM)+0, ((DVECTOR*)SCRATCH_RAM)+1, ((DVECTOR*)SCRATCH_RAM)+6, ((DVECTOR*)SCRATCH_RAM)+7, ((DVECTOR*)SCRATCH_RAM)+4, ((DVECTOR*)SCRATCH_RAM)+5, },1<<31}, /*11 <0*/ {{-4096,0,-4096,0}, { ((DVECTOR*)SCRATCH_RAM)+3, ((DVECTOR*)SCRATCH_RAM)+2, ((DVECTOR*)SCRATCH_RAM)+1, ((DVECTOR*)SCRATCH_RAM)+0, ((DVECTOR*)SCRATCH_RAM)+7, ((DVECTOR*)SCRATCH_RAM)+6, ((DVECTOR*)SCRATCH_RAM)+5, ((DVECTOR*)SCRATCH_RAM)+4, },0<<31} }; /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ CLayerTile3d::CLayerTile3d(sLevelHdr *LevelHdr,sLayerHdr *Hdr) : CLayerTile(LevelHdr,Hdr) { ElemBank3d=LevelHdr->ElemBank3d; TriList=LevelHdr->TriList; QuadList=LevelHdr->QuadList; VtxList=LevelHdr->VtxList; VtxIdxList=LevelHdr->VtxIdxList; #if defined(_SHOW_POLYZ_) Font=new ("PrimFont") FontBank; Font->initialise( &standardFont ); Font->setOt( 0 ); Font->setTrans(1); #endif } /*****************************************************************************/ CLayerTile3d::~CLayerTile3d() { } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void CLayerTile3d::init(DVECTOR &MapPos,int Shift) { CLayerTile::init(MapPos,Shift); CalcDelta(); } /*****************************************************************************/ void CLayerTile3d::shutdown() { #if defined(_SHOW_POLYZ_) Font->dump(); delete Font; #endif for (int i=0; i<16; i++) { MemFree(FTableX[i]); MemFree(FTableY[i]); MemFree(BTableX[i]); MemFree(BTableY[i]); } } /*****************************************************************************/ void CLayerTile3d::CalcDelta() { VECTOR BlkPos; SVECTOR Pnt={-BLOCK_SIZE/2,-BLOCK_SIZE/2,-BLOCK_SIZE*4}; s16 *FTab,*BTab; CGameScene::setCameraMtx(); for (int i=0; i<16; i++) { FTab=(s16*)MemAlloc(DeltaTableSizeX*sizeof(s16),"FTableXTable"); BTab=(s16*)MemAlloc(DeltaTableSizeX*sizeof(s16),"BTableXTable"); FTableX[i]=FTab; BTableX[i]=BTab; ASSERT(FTab); ASSERT(BTab); BlkPos.vx=RENDER_X_OFS-i; BlkPos.vy=RENDER_Y_OFS; for (int x=0; x>4; MapXY.vy=MapPos.vy>>4; MapXY.vx-=SCREEN_TILE_ADJ_L; MapXY.vy-=SCREEN_TILE_ADJ_U; ShiftX=(MapPos.vx & 15); ShiftY=(MapPos.vy & 15); RenderOfs.vx=RenderOfs.vy=0; DeltaFOfs.vx=DeltaFOfs.vy=0; DeltaBOfs.vx=DeltaBOfs.vy=0; if (MapXY.vx<0) { RenderOfs.vx=-MapXY.vx*BLOCK_SIZE; DeltaFOfs.vx=-MapXY.vx*DeltaF; DeltaBOfs.vx=-MapXY.vx*DeltaB; MapXY.vx=0; } if (MapXY.vy<0) { RenderOfs.vy=-MapXY.vy*BLOCK_SIZE; DeltaFOfs.vy=-MapXY.vy*DeltaF; DeltaBOfs.vy=-MapXY.vy*DeltaB; MapXY.vy=0; } if (MapXY.vx+SCREEN_TILE3D_WIDTH<=MapWidth) RenderW=SCREEN_TILE3D_WIDTH; else RenderW=MapWidth-MapXY.vx; if (MapXY.vy+SCREEN_TILE3D_HEIGHT<=MapHeight) RenderH=SCREEN_TILE3D_HEIGHT; else RenderH=MapHeight-MapXY.vy; } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void CLayerTile3d::CacheElemVtx(sElem3d *Elem) { int Count=Elem->VtxTriCount; sVtx *V0,*V1,*V2; u16 *IdxTable=&VtxIdxList[Elem->VtxIdxStart]; s32 *OutVtx=(s32*)SCRATCH_RAM; s32 *OutPtr; OutVtx+=8; V0=&VtxList[*IdxTable++]; V1=&VtxList[*IdxTable++]; V2=&VtxList[*IdxTable++]; gte_ldv3(V0,V1,V2); while (Count--) { gte_rtpt_b(); // 22 cycles // Preload next (when able) - Must check this V0=&VtxList[*IdxTable++]; V1=&VtxList[*IdxTable++]; V2=&VtxList[*IdxTable++]; OutPtr=OutVtx; OutVtx+=3; gte_ldv3(V0,V1,V2); gte_stsxy3c(OutPtr); // read XY back } } /*****************************************************************************/ void CLayerTile3d::render() { sTileMapElem *MapPtr=GetMapPos(); u8 *PrimPtr=GetPrimPtr(); u32 *XYList=(u32*)SCRATCH_RAM; u32 T0,T1,T2,T3; u32 P0,P1,P2,P3; s32 ClipZ; sOT *ThisOT; VECTOR BlkPos; DVECTOR *DP0,*DP1,*DP2,*DP3; s16 *DeltaFY=FTableY[ShiftY]; s16 *DeltaBY=BTableY[ShiftY]; #if defined(_SHOW_POLYZ_) s16 TCount=0,QCount=0; #endif // Setup Trans Matrix BlkPos.vx=RENDER_X_OFS-(ShiftX)+RenderOfs.vx; BlkPos.vy=RENDER_Y_OFS-(ShiftY)+RenderOfs.vy; for (int Y=0; YTile; u16 TileIdx=Tile>>2; u16 Flip=Tile&3; sFlipTable *FTab=&FlipTable[Flip]; sElem3d *Elem=&ElemBank3d[TileIdx]; int TriCount=Elem->TriCount; sTri *TList=&TriList[Elem->TriStart]; int QuadCount=Elem->QuadCount; sQuad *QList=&QuadList[Elem->QuadStart]; if (TriCount || QuadCount) // Blank tiles rejected here, to prevent over processing (as no tri-count) { CMX_SetTransMtxXY(&BlkPos); CMX_SetRotMatrixXY(&FTab->Mtx); // --- Cache Vtx ---------- // CacheElemVtx(Elem); { int Count=Elem->VtxTriCount; sVtx *V0,*V1,*V2; u16 *IdxTable=&VtxIdxList[Elem->VtxIdxStart]; s32 *OutVtx=(s32*)SCRATCH_RAM; s32 *OutPtr; OutVtx+=8; V0=&VtxList[*IdxTable++]; V1=&VtxList[*IdxTable++]; V2=&VtxList[*IdxTable++]; gte_ldv3(V0,V1,V2); while (Count--) { gte_rtpt_b(); // 22 cycles // Preload next (when able) - Must check this V0=&VtxList[*IdxTable++]; V1=&VtxList[*IdxTable++]; V2=&VtxList[*IdxTable++]; OutPtr=OutVtx; OutVtx+=3; gte_ldv3(V0,V1,V2); gte_stsxy3c(OutPtr); // read XY back } } s16 FL=DeltaFX[0]+DeltaFOfs.vx; s16 FR=DeltaFX[1]+DeltaFOfs.vx; s16 FU=DeltaFY[0]+DeltaFOfs.vy; s16 FD=DeltaFY[1]+DeltaFOfs.vy; DP0=FTab->DeltaTab[0]; DP1=FTab->DeltaTab[1]; DP2=FTab->DeltaTab[2]; DP3=FTab->DeltaTab[3]; DP0->vx=FL; DP0->vy=FU; DP1->vx=FR; DP1->vy=FU; DP2->vx=FL; DP2->vy=FD; DP3->vx=FR; DP3->vy=FD; s16 BL=DeltaBX[0]+DeltaBOfs.vx; s16 BR=DeltaBX[1]+DeltaBOfs.vx; s16 BU=DeltaBY[0]+DeltaBOfs.vy; s16 BD=DeltaBY[1]+DeltaBOfs.vy; DP0=FTab->DeltaTab[4]; DP1=FTab->DeltaTab[5]; DP2=FTab->DeltaTab[6]; DP3=FTab->DeltaTab[7]; DP0->vx=BL; DP0->vy=BU; DP1->vx=BR; DP1->vy=BU; DP2->vx=BL; DP2->vy=BD; DP3->vx=BR; DP3->vy=BD; // --- Render Tri's ------------- while (TriCount--) { POLY_FT3 *ThisPrim=(POLY_FT3*)PrimPtr; P0=XYList[TList->P0]; P1=XYList[TList->P1]; P2=XYList[TList->P2]; gte_ldsxy0(P0); gte_ldsxy1(P1); gte_ldsxy2(P2); setlen(ThisPrim, GPU_PolyFT3Tag); ThisPrim->code=TList->PolyCode; gte_nclip_b(); // 8 cycles setShadeTex(ThisPrim,1); #if defined(_SHOW_POLYZ_) if (ShowPolyz) {setShadeTex(ThisPrim,0);setRGB0(ThisPrim,127,0,0);} #endif T0=*(u32*)&TList->uv0; // Get UV0 & TPage T1=*(u32*)&TList->uv1; // Get UV1 & Clut T2=*(u32*)&TList->uv2; // Get UV2 *(u32*)&ThisPrim->u0=T0; // Set UV0 *(u32*)&ThisPrim->u1=T1; // Set UV1 *(u32*)&ThisPrim->u2=T2; // Set UV2 gte_stopz(&ClipZ); ThisOT=OtPtr+TList->OTOfs; ClipZ^=FTab->ClipCode; TList++; if (ClipZ<0) { *(u32*)&ThisPrim->x0=P0; // Set XY0 *(u32*)&ThisPrim->x1=P1; // Set XY1 *(u32*)&ThisPrim->x2=P2; // Set XY2 addPrim(ThisOT,ThisPrim); PrimPtr+=sizeof(POLY_FT3); #if defined(_SHOW_POLYZ_) TCount++; #endif } } // --- Render Quads ----------- while (QuadCount--) { POLY_FT4 *ThisPrim=(POLY_FT4*)PrimPtr; 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); setlen(ThisPrim, GPU_PolyFT4Tag); ThisPrim->code=QList->PolyCode; gte_nclip_b(); // 8 cycles setShadeTex(ThisPrim,1); #if defined(_SHOW_POLYZ_) if (ShowPolyz) {setShadeTex(ThisPrim,0);setRGB0(ThisPrim,0,127,0);} #endif 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 gte_stopz(&ClipZ); ThisOT=OtPtr+QList->OTOfs; ClipZ^=FTab->ClipCode; QList++; if (ClipZ<0) { *(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); PrimPtr+=sizeof(POLY_FT4); #if defined(_SHOW_POLYZ_) QCount++; #endif } } } MapRow++; BlkPos.vx+=BLOCK_SIZE; DeltaFX++; DeltaBX++; } MapPtr+=MapWidth; BlkPos.vx=BlkXOld; BlkPos.vy+=BLOCK_SIZE; DeltaFY++; DeltaBY++; } SetPrimPtr((u8*)PrimPtr); #if defined(_SHOW_POLYZ_) char Txt[256]; sprintf(Txt,"TC %i\nQC %i",TCount,QCount); Font->print( 128, 32, Txt); #endif }