/***************************/ /*** 3d Tile Layer Class ***/ /***************************/ #include "system\global.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; #endif /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ CLayerTile3d::CLayerTile3d(sLevelHdr *LevelHdr,sLayerHdr *Hdr) : CLayerTile(LevelHdr,Hdr) { TileBank3d=LevelHdr->TileBank3d; TriList=LevelHdr->TriList; QuadList=LevelHdr->QuadList; VtxList=LevelHdr->VtxList; #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); } /*****************************************************************************/ void CLayerTile3d::shutdown() { #if defined(_SHOW_POLYZ_) Font->dump(); delete Font; #endif } /*****************************************************************************/ void CLayerTile3d::think(DVECTOR &MapPos) { MapXY.vx=MapPos.vx>>4; MapXY.vy=MapPos.vy>>4; // MapXY.vx-=SCREEN_TILE_ADJ_LEFT; // MapXY.vy-=SCREEN_TILE_ADJ_UP; ShiftX=(MapPos.vx & 15); ShiftY=(MapPos.vy & 15); RenderOfs.vx=RenderOfs.vy=0; if (MapXY.vx<0) { RenderOfs.vx=-MapXY.vx*BLOCK_MULT; MapXY.vx=0; } if (MapXY.vy<0) { RenderOfs.vy=-MapXY.vy*BLOCK_MULT; MapXY.vy=0; } if (MapXY.vx+SCREEN_TILE_WIDTH3D<=MapWidth) RenderW=SCREEN_TILE_WIDTH3D; else RenderW=MapWidth-MapXY.vx; if (MapXY.vy+SCREEN_TILE_HEIGHT3D<=MapHeight) RenderH=SCREEN_TILE_HEIGHT3D; else RenderH=MapHeight-MapXY.vy; } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ #if 1 void CLayerTile3d::render() { const int XOfs=-(BLOCK_MULT*15)-(SCREEN_TILE_ADJ_LEFT*BLOCK_MULT)+24; const int YOfs=-(BLOCK_MULT*7)-(SCREEN_TILE_ADJ_UP*BLOCK_MULT)+32; sTileMapElem *MapPtr=GetMapPos(); u8 *PrimPtr=GetPrimPtr(); POLY_FT3 *TPrimPtr=(POLY_FT3*)PrimPtr; sVtx *P0,*P1,*P2; u32 T0,T1,T2; s32 ClipZ; sOT *ThisOT; MATRIX &CamMtx=CGameScene::GetCamMtx(); VECTOR BlkPos; extern int RenderZ; SetGeomScreen(RenderZ); CamMtx.t[2]=RenderZ; SetTransMatrix(&CamMtx); SetIdentNoTrans(&CamMtx); SetRotMatrix(&CamMtx); // Setup Trans Matrix BlkPos.vx=XOfs-(ShiftX); BlkPos.vy=YOfs-(ShiftY); for (int Y=0; YTile]; int TriCount=Tile->TriCount; sTri *TList=&TriList[Tile->TriStart]; while (TriCount--) // Blank tiles rejected here (as no tri-count) { P0=&VtxList[TList->P0]; P1=&VtxList[TList->P1]; P2=&VtxList[TList->P2]; CMX_SetTransMtxXY(&BlkPos); 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 if (TList->OTOfs>MAX_OT-1) TList->OTOfs=MAX_OT-1; ThisOT=OtPtr+TList->OTOfs; TList++; gte_nclip_b(); gte_stsxy3_ft3(TPrimPtr); gte_stopz(&ClipZ); if (ClipZ<=0) { addPrim(ThisOT,TPrimPtr); TPrimPtr++; } } MapRow++; BlkPos.vx+=BLOCK_MULT; } MapPtr+=MapWidth; BlkPos.vx=BlkXOld; BlkPos.vy+=BLOCK_MULT; } SetPrimPtr((u8*)TPrimPtr); #if defined(_SHOW_POLYZ_) char Txt[256]; int TCount=((u8*)TPrimPtr-PrimPtr)/sizeof(POLY_FT3); int QCount=0; sprintf(Txt,"TC %i\nQC %i",TCount,QCount); Font->print( 128, 32, Txt); #endif } #else void CLayerTile3d::render() { /* const int XOfs=-(BLOCK_MULT*15)-(SCREEN_TILE_ADJ_LEFT*BLOCK_MULT); const int YOfs=-(BLOCK_MULT*7)-(SCREEN_TILE_ADJ_UP*BLOCK_MULT); sTileMapElem *MapPtr=GetMapPos(); u8 *PrimPtr=GetPrimPtr(); POLY_FT3 *TPrimPtr=(POLY_FT3*)PrimPtr; VECTOR BlkPos; //sOT *ThisOT=OtPtr+LayerOT; sVtx *P0,*P1,*P2; u32 T0,T1,T2; s32 ClipZ; // Setup Trans Matrix BlkPos.vx=XOfs-((MapXY.vx*BLOCK_MULT)+ShiftX); BlkPos.vy=YOfs-((MapXY.vy*BLOCK_MULT)+ShiftY); BlkPos.vx+=RenderOfs.vx; BlkPos.vy+=RenderOfs.vy; CMX_SetTransMtxXY(&BlkPos); for (int Y=0; Y0) { 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 int ZP=P0->vz>>5; if (ZP<-4) ZP=-4; if (ZP>8) ZP=8; sOT *ThisOT=OtPtr+(LayerOT+ZP); TList++; gte_nclip_b(); gte_stsxy3_ft3(TPrimPtr); gte_stopz(&ClipZ); if (ClipZ<=0) { addPrimNoCheck(ThisOT,TPrimPtr); // addPrim(ThisOT,TPrimPtr); TPrimPtr++; } TriCount--; } MapPtr+=MapWidth; } int PolyCount=((u8*)TPrimPtr-PrimPtr)/sizeof(POLY_FT3); SetPrimPtr((u8*)TPrimPtr); #if defined(_SHOW_POLYZ_) char Txt[256]; sprintf(Txt,"Poly Count=%i",PolyCount); Font->print( 32, 32, Txt); #endif */ } #endif