/***************************/ /*** 3d Tile Layer Class ***/ /***************************/ #include "system\global.h" #include #include "utils\utils.h" #include "gfx\prim.h" #include "LayerTile.h" #include "LayerTile3d.h" /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ CLayerTile3d::CLayerTile3d(sLayerHdr *Hdr,sTile *TileList,sTri *TriList,sQuad *QuadList,sVtx *VtxList) : CLayerTile(Hdr,TileList,TriList,QuadList,VtxList) { } /*****************************************************************************/ CLayerTile3d::~CLayerTile3d() { } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void CLayerTile3d::init(DVECTOR &MapPos,int Shift,int Width,int Height) { int Size=Width*Height; ASSERT(Width>=SCREEN_TILE_WIDTH); ASSERT(Height>=SCREEN_TILE_HEIGHT); MapXYShift=Shift; PrimGridWidth=Width; PrimGridHeight=Height; PrimGrid=(sPrimGridElem3d*) MemAlloc(Size*sizeof(sPrimGridElem3d),"3d PrimGrid"); ASSERT(PrimGrid); MapX=0; MapY=0; for (int Y=0; YPrim); setTSetShadeTex(&ThisElem->Prim,1); // Table ThisElem->Right=GetGridPos3d(X+1,Y); ThisElem->Down=GetGridPos3d(X,Y+1); } } UpdateWholeMap(); } /*****************************************************************************/ void CLayerTile3d::shutdown() { } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ // Get (wrapped) PrimGrid pos sPrimGridElem3d *CLayerTile3d::GetGridPos3d(int X,int Y) { sPrimGridElem3d *ThisGrid=(sPrimGridElem3d*)PrimGrid; int Pos; /**/ X%=PrimGridWidth; /**/ Y%=PrimGridHeight; /**/ Pos=(X+(Y*PrimGridWidth)); /**/ return(ThisGrid+Pos); } /*****************************************************************************/ // Get (wrapped) Map pos sTileMapElem3d *CLayerTile3d::GetMapPos3d(int X,int Y) { sTileMapElem3d *ThisMap=(sTileMapElem3d*)Map; int Pos; /**/ X%=MapWidth; /**/ Y%=MapHeight; /**/ Pos=(X+(Y*MapWidth)); /**/ return(ThisMap+Pos); } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void CLayerTile3d::UpdateRow(int X,int Y) { sPrimGridElem3d *Grid=GetGridPos3d(X,Y); sTileMapElem3d *MapPtr=GetMapPos3d(X,Y); for (int i=0; iPrim; /**/ 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++; 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; iPrim; /**/ 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; } } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ #define BLOCK_MULT 16 void CLayerTile3d::render() { sPrimGridElem3d *Grid=GetGridPos3d(MapX,MapY); s16 TileX,TileY; VECTOR BlkPos; s32 BlkXStore; // Setup shift bits of pos TileY=-ShiftY; BlkPos.vx=((-15*TILE_WIDTH)-ShiftX)*BLOCK_MULT; BlkPos.vy=((-8*TILE_HEIGHT)-ShiftY)*BLOCK_MULT; BlkXStore=BlkPos.vx; // Render it!! for (int Y=0; YDown; TileX=-ShiftX; for (int X=0; XPrim; if (Prim->clut) { // Has 2d Data /**/ Prim->x0=TileX; /**/ Prim->y0=TileY; addPrimNoCheck(OtPtr,Prim); } if (Grid->Flags) { // Has 3d Data /**/ CMX_SetTransMtxXY(&BlkPos); /**/ RenderBlock(Grid); } Grid=(sPrimGridElem3d *)Grid->Right; TileX+=TILE_WIDTH; BlkPos.vx+=TILE_WIDTH*BLOCK_MULT; } Grid=(sPrimGridElem3d *)GridDown; 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 are split into facing strips, to reduce overdraw :o) // NOTE: Matrix already setup for block void CLayerTile3d::RenderBlock(sPrimGridElem3d *Elem) { sTile *Tile=&TileList[Elem->Tile]; u32 Flags=Elem->Flags; sVtx *P0,*P1,*P2; POLY_FT3 *TPrimPtr=(POLY_FT3*)GetPrimPtr(); u16 *TileTable=Tile->TileTable; u32 T0,T1,T2; sTri *TList=TriList+Tile->TriStart; //--- Tris --------------------------------------------------------------------------- for (int i=0; iP0]; 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 TList++; addPrimNoCheck(OtPtr,TPrimPtr); gte_stsxy3_ft3(TPrimPtr); TPrimPtr++; } } TList=NextList; Flags>>=1; } SetPrimPtr((u8*)TPrimPtr); }