SBSPSS/source/level/layertile3d.cpp
2001-01-17 22:19:53 +00:00

291 lines
7.6 KiB
C++

/***************************/
/*** 3d Tile Layer Class ***/
/***************************/
#include "system\global.h"
#include <DStructs.h>
#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; Y<PrimGridHeight; Y++)
{
for (int X=0; X<PrimGridWidth; X++)
{
sPrimGridElem3d *ThisElem=GetGridPos3d(X,Y);
// Tile prim
setTSprt16(&ThisElem->Prim);
setTSetShadeTex(&ThisElem->Prim,1);
// Table
ThisElem->Right=GetGridPos3d(X+1,Y);
ThisElem->Down=GetGridPos3d(X,Y+1);
}
}
UpdateWholeMap();
CreateRenderFlagTable();
}
/*****************************************************************************/
void CLayerTile3d::shutdown()
{
}
/*****************************************************************************/
void CLayerTile3d::CreateRenderFlagTable()
{
s16 *Ptr;
RenderFlagTable=(s16*) MemAlloc(SCREEN_TILE_WIDTH*SCREEN_TILE_HEIGHT*sizeof(s32),"RenderFlagTable");
Ptr=RenderFlagTable;
for (int Y=0; Y<SCREEN_TILE_HEIGHT; Y++)
{
for (int X=0; X<SCREEN_TILE_WIDTH; X++)
{
s16 Flag=1<<TILE3D_FLAGS_F;
if (X<(SCREEN_TILE_WIDTH/2)+1)
{
Flag|=1<<TILE3D_FLAGS_R;
}
if (X>(SCREEN_TILE_WIDTH/2)-1)
{
Flag|=1<<TILE3D_FLAGS_L;
}
if (Y<(SCREEN_TILE_HEIGHT/2)+1)
{
Flag|=1<<TILE3D_FLAGS_D;
}
if (Y>(SCREEN_TILE_HEIGHT/2)-1)
{
Flag|=1<<TILE3D_FLAGS_U;
}
*Ptr++=Flag;
}
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
// 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; i<SCREEN_TILE_WIDTH; i++)
{
// Tile prim
TSPRT_16 *Prim=&Grid->Prim;
/**/ 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; i<SCREEN_TILE_HEIGHT; i++)
{
// Tile prim
TSPRT_16 *Prim=&Grid->Prim;
/**/ 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;
sOT *ThisOT=OtPtr+LayerOT;
s16 *RenderFlags=RenderFlagTable;
// Setup shift bits of pos
TileY=-ShiftY;
BlkPos.vx=((-15*TILE_WIDTH)-ShiftX)*BLOCK_MULT;
// BlkPos.vy=((-8*TILE_HEIGHT)-ShiftY)*BLOCK_MULT;
BlkPos.vy=((-7*TILE_HEIGHT)-ShiftY)*BLOCK_MULT;
BlkXStore=BlkPos.vx;
// Render it!!
for (int Y=0; Y<SCREEN_TILE_HEIGHT; Y++)
{
sPrimGridElem *GridDown=(sPrimGridElem3d *)Grid->Down;
TileX=-ShiftX;
for (int X=0; X<SCREEN_TILE_WIDTH; X++)
{
TSPRT_16 *Prim=&Grid->Prim;
if (Prim->clut)
{ // Has 2d Data
/**/ Prim->x0=TileX;
/**/ Prim->y0=TileY;
addPrimNoCheck(ThisOT,Prim);
}
if (Grid->Flags)
{ // Has 3d Data
/**/ CMX_SetTransMtxXY(&BlkPos);
/**/ RenderBlock(Grid,*RenderFlags);
}
Grid=(sPrimGridElem3d *)Grid->Right;
TileX+=TILE_WIDTH;
BlkPos.vx+=TILE_WIDTH*BLOCK_MULT;
RenderFlags++;
}
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,s16 RenderFlags)
{
sTile *Tile=&TileList[Elem->Tile];
u32 Flags=Elem->Flags & RenderFlags;
sVtx *P0,*P1,*P2;
POLY_FT3 *TPrimPtr=(POLY_FT3*)GetPrimPtr();
u16 *TileTable=Tile->TileTable;
u32 T0,T1,T2;
sTri *TList=TriList+Tile->TriStart;
sOT *ThisOT=OtPtr+LayerOT;
Flags=0xff & RenderFlags;
// Flags=0xff;// & RenderFlags;
//--- Tris ---------------------------------------------------------------------------
for (int i=0; i<TILE3D_FLAGS_MAX; i++)
{
int TriCount=*TileTable++; // Get Tri Count
sTri *NextList=TList+TriCount;
if (Flags & 1)
{
while (TriCount--)
{
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
TList++;
addPrimNoCheck(ThisOT,TPrimPtr);
gte_stsxy3_ft3(TPrimPtr);
TPrimPtr++;
}
}
TList=NextList;
Flags>>=1;
}
SetPrimPtr((u8*)TPrimPtr);
}