SBSPSS/source/level/layertile3d.cpp
2001-08-29 18:15:17 +00:00

511 lines
14 KiB
C++

/***************************/
/*** 3d Tile Layer Class ***/
/***************************/
#include "system\global.h"
#include "system\vid.h"
#include <DStructs.h>
#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;
#if defined(__TERRITORY_EUR__)
static const int SCREEN_TILE_ADJ_U =2;
static const int SCREEN_TILE_ADJ_D =3; // Extra 2 lines needed, cos of extra height & perspective :o(
static const int SCREEN_TILE_ADJ_L =3;
static const int SCREEN_TILE_ADJ_R =3;
#else
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;
#endif
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<DeltaTableSizeX; x++)
{
s32 Tmp;
DVECTOR O;
CMX_SetTransMtxXY(&BlkPos);
Pnt.vz=-BLOCK_SIZE*4;
RotTransPers(&Pnt,(s32*)&O,&Tmp,&Tmp);
*Tab++=O.vx;
Pnt.vz=+BLOCK_SIZE*4;
RotTransPers(&Pnt,(s32*)&O,&Tmp,&Tmp);
*Tab++=O.vx;
BlkPos.vx+=BLOCK_SIZE;
}
Tab=(s16*)MemAlloc(DeltaTableSizeY*2*sizeof(s16),"DeltaYTable");
DeltaTableY[i]=Tab;
ASSERT(Tab);
BlkPos.vx=RENDER_X_OFS;
BlkPos.vy=RENDER_Y_OFS-i;
for (int y=0; y<DeltaTableSizeY; y++)
{
s32 Tmp;
DVECTOR O;
CMX_SetTransMtxXY(&BlkPos);
Pnt.vz=-BLOCK_SIZE*4;
RotTransPers(&Pnt,(s32*)&O,&Tmp,&Tmp);
*Tab++=O.vy;
Pnt.vz=+BLOCK_SIZE*4;
RotTransPers(&Pnt,(s32*)&O,&Tmp,&Tmp);
*Tab++=O.vy;
BlkPos.vy+=BLOCK_SIZE;
}
}
DeltaF=DeltaTableX[0][(1*2)+0]-DeltaTableX[0][(0*2)+0];
DeltaB=DeltaTableY[0][(1*2)+1]-DeltaTableY[0][(0*2)+1];
}
/*****************************************************************************/
void CLayerTile3d::think(DVECTOR &MapPos)
{
MapXY.vx=MapPos.vx>>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; Y<RenderH; Y++)
{
sTileMapElem *MapRow=MapPtr;
u8 *RGBRow=RGBMapPtr;
s32 BlkXOld=BlkPos.vx;
s16 *DeltaTabX=DeltaTableX[ShiftX];
for (int X=0; X<RenderW; X++)
{
u16 Tile=MapRow->Tile;
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
}