/***************************/ /*** 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 1 #if defined(__USER_sbart__) // || defined(__USER_daveo__) #define _SHOW_POLYZ_ 1 #include "gfx\font.h" static FontBank *Font; int ShowPolyz=0; #endif #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; /*****************************************************************************/ // now uses a single delta table for front and back (interleaved) to reduce register use // 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,u8 *_RGBMap,u8 *_RGBTable) : CLayerTile(LevelHdr,Hdr) { ElemBank3d=LevelHdr->ElemBank3d; TriList=LevelHdr->TriList; QuadList=LevelHdr->QuadList; VtxList=LevelHdr->VtxList; VtxIdxList=LevelHdr->VtxIdxList; RGBMap=_RGBMap; RGBTable=_RGBTable; #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(DeltaTableX[i]); MemFree(DeltaTableY[i]); } } /*****************************************************************************/ void CLayerTile3d::CalcDelta() { VECTOR BlkPos; SVECTOR Pnt={-BLOCK_SIZE/2,-BLOCK_SIZE/2,-BLOCK_SIZE*4}; s16 *Tab; CGameScene::setCameraMtx(); for (int i=0; i<16; i++) { Tab=(s16*)MemAlloc(DeltaTableSizeX*2*sizeof(s16),"DeltaTableXTable"); DeltaTableX[i]=Tab; ASSERT(Tab); 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() { int MapOfs=GetMapOfs(); sTileMapElem *MapPtr=Map+MapOfs; u8 *RGBMapPtr=RGBMap+MapOfs; u8 *PrimPtr=GetPrimPtr(); u8 const *XYList=(u8*)SCRATCH_RAM; u32 T0,T1,T2,T3; s32 ClipZ; sOT *ThisOT; VECTOR BlkPos; DVECTOR *DP0,*DP1,*DP2,*DP3; s16 *DeltaTabY=DeltaTableY[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; sElem3d *Elem=&ElemBank3d[TileIdx]; int TriCount=Elem->TriCount; int QuadCount=Elem->QuadCount; int RGBOfs=*RGBRow++; if (TriCount || QuadCount) // Blank tiles rejected here, to prevent over processing (as no tri-count) { sFlipTable *FTab=&FlipTable[Tile&3]; u8 *RGB=&RGBTable[RGBOfs*(16*4)]; CMX_SetTransMtxXY(&BlkPos); CMX_SetRotMatrixXY(&FTab->Mtx); // --- Cache Vtx ---------- { 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=DeltaTabX[(0*2)+0]+DeltaFOfs.vx; s16 FR=DeltaTabX[(1*2)+0]+DeltaFOfs.vx; s16 FU=DeltaTabY[(0*2)+0]+DeltaFOfs.vy; s16 FD=DeltaTabY[(1*2)+0]+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=DeltaTabX[(0*2)+1]+DeltaBOfs.vx; s16 BR=DeltaTabX[(1*2)+1]+DeltaBOfs.vx; s16 BU=DeltaTabY[(0*2)+1]+DeltaBOfs.vy; s16 BD=DeltaTabY[(1*2)+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 ------------- sTri *TList=&TriList[Elem->TriStart]; while (TriCount--) { POLY_GT3 *ThisPrim=(POLY_GT3*)PrimPtr; T0=*(u32*)(XYList+TList->P0); T1=*(u32*)(XYList+TList->P1); T2=*(u32*)(XYList+TList->P2); gte_ldsxy0(T0); gte_ldsxy1(T1); gte_ldsxy2(T2); setlen(ThisPrim, GPU_PolyGT3Tag); gte_nclip_b(); // 8 cycles *(u32*)&ThisPrim->x0=T0; // Set XY0 *(u32*)&ThisPrim->x1=T1; // Set XY1 *(u32*)&ThisPrim->x2=T2; // Set XY2 T0=*(u32*)&TList->uv0; // Get UV0 & TPage T1=*(u32*)&TList->uv1; // Get UV1 & Clut T2=*(u32*)&TList->uv2; // Get UV2 gte_stopz(&ClipZ); ThisOT=OtPtr+TList->OTOfs; ClipZ^=FTab->ClipCode; if (ClipZ<0) { *(u32*)&ThisPrim->u0=T0; // Set UV0 *(u32*)&ThisPrim->u1=T1; // Set UV1 *(u32*)&ThisPrim->u2=T2; // Set UV2 { // lighting T0=*(u32*)&RGB[TList->C0]; T1=*(u32*)&RGB[TList->C1]; T2=*(u32*)&RGB[TList->C2]; *(u32*)&ThisPrim->r0=T0; *(u32*)&ThisPrim->r1=T1; *(u32*)&ThisPrim->r2=T2; } #if defined(_SHOW_POLYZ_) if (ShowPolyz) {setRGB0(ThisPrim,127,0,0); setRGB1(ThisPrim,255,0,0); setRGB2(ThisPrim,255,0,0); TCount++;} #endif ThisPrim->code=TList->PolyCode; addPrim(ThisOT,ThisPrim); PrimPtr+=sizeof(POLY_GT3); } TList++; } // --- Render Quads ----------- sQuad *QList=&QuadList[Elem->QuadStart]; while (QuadCount--) { POLY_GT4 *ThisPrim=(POLY_GT4*)PrimPtr; T0=*(u32*)(XYList+QList->P0); T1=*(u32*)(XYList+QList->P1); T2=*(u32*)(XYList+QList->P2); gte_ldsxy0(T0); gte_ldsxy1(T1); gte_ldsxy2(T2); setlen(ThisPrim, GPU_PolyGT4Tag); gte_nclip_b(); // 8 cycles T3=*(u32*)(XYList+QList->P3); *(u32*)&ThisPrim->x0=T0; // Set XY0 *(u32*)&ThisPrim->x1=T1; // Set XY1 *(u32*)&ThisPrim->x2=T2; // Set XY2 *(u32*)&ThisPrim->x3=T3; // Set XY3 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 gte_stopz(&ClipZ); ThisOT=OtPtr+QList->OTOfs; ClipZ^=FTab->ClipCode; if (ClipZ<0) { *(u32*)&ThisPrim->u0=T0; // Set UV0 *(u32*)&ThisPrim->u1=T1; // Set UV1 *(u32*)&ThisPrim->u2=T2; // Set UV2 *(u32*)&ThisPrim->u3=T3; // Set UV2 { // Lighting T0=*(u32*)&RGB[QList->C0]; T1=*(u32*)&RGB[QList->C1]; T2=*(u32*)&RGB[QList->C2]; T3=*(u32*)&RGB[QList->C3]; *(u32*)&ThisPrim->r0=T0; *(u32*)&ThisPrim->r1=T1; *(u32*)&ThisPrim->r2=T2; *(u32*)&ThisPrim->r3=T3; } #if defined(_SHOW_POLYZ_) if (ShowPolyz) {setRGB0(ThisPrim,0,127,0);setRGB1(ThisPrim,0,255,0); setRGB2(ThisPrim,0,255,0); setRGB3(ThisPrim,0,255,0); QCount++;} #endif ThisPrim->code=QList->PolyCode; addPrim(ThisOT,ThisPrim); PrimPtr+=sizeof(POLY_GT4); } QList++; } } MapRow++; BlkPos.vx+=BLOCK_SIZE; DeltaTabX+=2; } MapPtr+=MapWidth; RGBMapPtr+=MapWidth; BlkPos.vx=BlkXOld; BlkPos.vy+=BLOCK_SIZE; DeltaTabY+=2; } SetPrimPtr((u8*)PrimPtr); #if defined(_SHOW_POLYZ_) char Txt[256]; sprintf(Txt,"TC %i\nQC %i",TCount,QCount); Font->print( 128, 32, Txt); #endif }