834 lines
19 KiB
C++
834 lines
19 KiB
C++
/******************/
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/*** Actor Bank ***/
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/******************/
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#include "system\global.h"
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#include "mem\memory.h"
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#include "fileio\fileio.h"
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#include "utils\utils.h"
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#include "utils\pak.h"
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#include "gfx\prim.h"
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#include "gfx\actor.h"
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#include "gfx\otpos.h"
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#include <dstructs.h>
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/*****************************************************************************/
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CActorCache CActorPool::Cache;
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sActorPool *CActorPool::ActorList,*CActorPool::LastActor;
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u8 *CActorCache::UnpackBuffer;
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/*****************************************************************************/
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/*** Cache *******************************************************************/
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/*****************************************************************************/
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CActorCache::CActorCache()
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{
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for (int i=0;i<CACHE_TYPE_MAX; i++)
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{
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SlotList[i].ListMem=0;
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}
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UnpackBuffer=0;
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}
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/*****************************************************************************/
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CActorCache::~CActorCache()
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{
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}
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/*****************************************************************************/
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int CActorCache::GetSizeType(int Size)
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{
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// if (Size<= 16) return(16);
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// if (Size<= 32) return(32);
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// if (Size<= 64) return(64);
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// if (Size<=128) return(128);
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// if (Size<=256) return(256);
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return((Size+15)&-16);
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// Size>>=4;
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// Size<<=4;
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// return(Size);
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ASSERT(!"SPRITE SIZE NOT SUPPORTED");
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return(-1);
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}
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/*****************************************************************************/
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int CActorCache::ReAllocSlot(int W,int H)
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{
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int i;
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int Slot=-1;
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int SlotW=+32000,SlotH=+32000;
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// Find best slot which fits in
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// ASSERT(!"ReAlloc");
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for (i=0;i<SlotCount; i++)
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{
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int ThisW=(SlotList[i].Width-W);
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int ThisH=(SlotList[i].Height-H);
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if (ThisW<SlotW || ThisH<SlotH)
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{
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Slot=i;
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SlotW=ThisW;
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SlotH=ThisH;
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}
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}
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if (SlotList[Slot].Width<W)
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{
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// printf("Adjusted Slot Width from %i to %i\n",SlotList[Slot].Width,W);
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SlotList[Slot].Width=W;
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}
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if (SlotList[Slot].Height<H)
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{
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// printf("Adjusted Slot Height from %i to %i\n",SlotList[Slot].Height,H);
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SlotList[Slot].Height=H;
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}
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return(Slot);
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}
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/*****************************************************************************/
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int CActorCache::GetSlot(int W,int H)
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{
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int i;
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int Slot=0;
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W=GetSizeType(W);
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H=GetSizeType(H);
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for (i=0; i<SlotCount && !Slot; i++)
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{ // Slot exist?
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if (SlotList[i].Width==W && SlotList[i].Height==H) Slot=i;
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}
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if (!Slot)
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{ // Use New Slot
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if (SlotCount>=CACHE_TYPE_MAX)
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{ // No free slots, grab an existing one, and alter size to fit
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Slot=ReAllocSlot(W,H);
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}
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else
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{
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Slot=SlotCount;
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SlotList[Slot].Width=W;
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SlotList[Slot].Height=H;
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SlotCount++;
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}
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}
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SlotList[Slot].RefCount++;
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return(Slot);
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}
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/*****************************************************************************/
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sPoolNode *CActorCache::RemoveHeadNode(sNodeList *Root)
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{
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sPoolNode *Node=Root->Head;
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sPoolNode *Next=Node->Next;
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Root->Head=Node->Next;
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Next->Prev=0;
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Node->Next=0;
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return(Node);
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}
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/*****************************************************************************/
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void CActorCache::RemoveNode(sPoolNode *Node,sNodeList *Root)
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{
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sPoolNode *Prev=Node->Prev;
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sPoolNode *Next=Node->Next;
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if (Prev)
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{ // Not Head Node
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Prev->Next=Node->Next;
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}
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if (Next)
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{ // Not Tail Node
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Next->Prev=Node->Prev;
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}
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}
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/*****************************************************************************/
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// Add node to end of list
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void CActorCache::AddNode(sPoolNode *Node,sNodeList *Root)
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{
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sPoolNode *Prev=Root->Tail;
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sPoolNode *Next=0;
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if (Prev)
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{ // Not Head Node
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Prev->Next=Node;
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}
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else
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{
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Root->Head=Node;
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}
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Node->Prev=Prev;
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Node->Next=0;
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Root->Tail=Node;
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}
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/*****************************************************************************/
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// Add node list to end of list
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void CActorCache::AddNodeList(sNodeList *Src,sNodeList *Dst)
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{
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sPoolNode *SrcHead=Src->Head;
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sPoolNode *SrcTail=Src->Tail;
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sPoolNode *DstHead=Dst->Head;
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sPoolNode *DstTail=Dst->Tail;
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if (!SrcHead) return;
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if (!DstTail)
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{
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Dst->Head=SrcHead;
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SrcHead->Prev=0;
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}
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else
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{
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DstTail->Next=SrcHead;
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SrcHead->Prev=DstTail;
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}
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SrcTail->Next=0;
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Dst->Tail=SrcTail;
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Src->Head=0;
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Src->Tail=0;
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}
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/*****************************************************************************/
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int CActorCache::ReserveSlot(int W,int H,int FrameCount)
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{
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int Slot=GetSlot(W,H);
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SlotList[Slot].FrameCount+=FrameCount;
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return(Slot);
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}
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/*****************************************************************************/
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void CActorCache::AllocCache()
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{
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int TPW=CACHE_W/SlotCount;
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int MaxW=0;
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int MaxH=0;
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/* if (TPW<1) */TPW=1;
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ASSERT(SlotCount<=CACHE_W);
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for (int i=0; i<SlotCount; i++)
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{
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if (MaxW<SlotList[i].Width) MaxW=SlotList[i].Width;
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if (MaxH<SlotList[i].Height) MaxH=SlotList[i].Height;
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InitCache(i,TPW);
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}
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UnpackBuffer=(u8*)MemAlloc(MaxW*MaxH,"UnpackBuffer");
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}
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/*****************************************************************************/
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// This needs improving to 'grab' free areas left from bigger grabs (YIKES!)
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void CActorCache::InitCache(int Slot,int TPW)
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{
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sPoolSlot *ThisSlot=&SlotList[Slot];
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int W=(TPW*(TPAGE_W))/ThisSlot->Width;
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int H=(TPAGE_H)/ThisSlot->Height;
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int Total=W*H;
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sPoolNode *List;
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// Init List
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ThisSlot->ListMem=(u8*)MemAlloc(Total*sizeof(sPoolNode),"CacheNodeList");
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List=(sPoolNode*)ThisSlot->ListMem;
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// Create List Entries
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for (int Y=0; Y<H; Y++)
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{
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for (int X=0; X<W; X++)
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{
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int U=(X*ThisSlot->Width);
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int V=Y*ThisSlot->Height;
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int TexX=CACHE_X+CurrentTPX+(U>>2);
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int TexY=CACHE_Y+V;
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List->Actor=0;
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List->TexX=TexX;
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List->TexY=TexY;
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List->U=U&255;
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List->V=V&255;
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List->TPage=getTPage(0,0,TexX,TexY);
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AddNode(List,&ThisSlot->NodeList);
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List++;
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}
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}
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CurrentTPX+=(TPW*TPAGE_W)>>2;
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}
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/*****************************************************************************/
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void CActorCache::Reset()
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{
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// Free and init lists
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for (int i=0;i<CACHE_TYPE_MAX; i++)
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{
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if (SlotList[i].ListMem) MemFree(SlotList[i].ListMem);
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SlotList[i].ListMem=0;
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SlotList[i].NodeList.Head=0;
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SlotList[i].NodeList.Tail=0;
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SlotList[i].RefCount=0;
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SlotList[i].FrameCount=0;
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SlotList[i].Width=0;
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SlotList[i].Height=0;
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}
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if (UnpackBuffer) MemFree(UnpackBuffer);
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UnpackBuffer=0;
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CurrentTPX=0;
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CurrentPalette=0;
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SlotCount=0;
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// Clear VRam
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RECT R={CACHE_X,CACHE_Y,TPAGE_W*CACHE_W,TPAGE_H*CACHE_H};
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ClearImage(&R,0,255,0);
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}
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/*****************************************************************************/
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void CActorCache::LoadPalette(sActorPool *Actor)
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{
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if (!Actor->ActorGfx->Clut)
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{ // Cheap bodge at mo
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RECT R;
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int X=CurrentPalette%(((CACHE_W*TPAGE_W)/CACHE_PALW));
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int Y=CurrentPalette/(((CACHE_W*TPAGE_W)/CACHE_PALW)-1);
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if (Actor->Filename==ACTORS_SPONGEBOB_SBK)
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{
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R.x=512;
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R.y=511;
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}
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else
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{
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R.x=CACHE_PALX+(CurrentPalette*CACHE_PALW);
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R.y=CACHE_PALY-Y;
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}
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R.w=CACHE_PALW;
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R.h=CACHE_PALH;
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DrawSync(0);
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LoadImage( &R, (u32*)Actor->ActorGfx->Palette);
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Actor->ActorGfx->Clut=getClut(R.x,R.y);
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CurrentPalette++;
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}
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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void CActorPool::Init()
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{
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ActorList=0;
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Cache.Reset();
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}
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/*****************************************************************************/
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void CActorPool::Reset()
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{
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sActorPool *List=ActorList;
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while (List)
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{
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sActorPool *Next=List->Next;
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if (List->Filename!=ACTORS_SPONGEBOB_SBK)
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{
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MemFree(List->ActorGfx);
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delete List;
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}
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else
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{
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List->Next=0;
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}
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List=Next;
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}
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LastActor=ActorList;
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Cache.Reset();
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}
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/*****************************************************************************/
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void CActorPool::SetUpCache()
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{
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Cache.AllocCache();
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// SetUp Actors
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sActorPool *List=ActorList;
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while (List)
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{
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List->PoolCache=Cache.GetSlotList(List->CacheSlot);
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List->ActorCache.Head=0;
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List->ActorCache.Tail=0;
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List=List->Next;
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}
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}
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/*****************************************************************************/
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sActorPool *CActorPool::FindActor(FileEquate Filename)
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{
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sActorPool *List=ActorList;
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while (List)
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{
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if (List->ActorGfx && List->Filename==Filename) return(List);
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List=List->Next;
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}
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return(0);
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}
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/*****************************************************************************/
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CActorGfx *CActorPool::GetActor(FileEquate Filename)
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{
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sActorPool *ThisActor;
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CActorGfx *NewActor;
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int TotalFrames=0;
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bool NewFlag=false;
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// Find Actor in Pool
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ThisActor=FindActor(Filename);
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if (!ThisActor)
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{
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ThisActor=LoadActor(Filename);
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NewFlag=true;
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}
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NewActor=new ("CActorGfx") CActorGfx(ThisActor);
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if (NewFlag)
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{
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TotalFrames=NewActor->GetTotalFrameCount();
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}
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ThisActor->CacheSlot=Cache.ReserveSlot(ThisActor->ActorGfx->MaxW,ThisActor->ActorGfx->MaxH,TotalFrames);
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return(NewActor);
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}
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/*****************************************************************************/
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sActorPool *CActorPool::LoadActor(FileEquate Filename)
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{
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int i;
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int TotalFrames=0;
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sSpriteAnimBank *Spr=(sSpriteAnimBank*)CFileIO::loadFile(Filename,"ActorGfx");
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Spr->AnimList=(sSpriteAnim*) MakePtr(Spr,(int)Spr->AnimList);
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Spr->FrameList=(sSpriteFrame*) MakePtr(Spr,(int)Spr->FrameList);
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Spr->Palette=(u8*) MakePtr(Spr,(int)Spr->Palette);
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// FixUp AnimList
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for (i=0; i<Spr->AnimCount; i++)
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{
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sSpriteAnim *ThisAnim=&Spr->AnimList[i];
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ThisAnim->Anim=(u16*) MakePtr(Spr,(int)ThisAnim->Anim);
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TotalFrames+=ThisAnim->FrameCount;
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}
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// FixUp FrameList
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for (i=0; i<Spr->FrameCount; i++)
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{
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sSpriteFrame *ThisFrame=&Spr->FrameList[i];
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ThisFrame->PAKSpr=(u8*) MakePtr(Spr,(int)ThisFrame->PAKSpr);
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}
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// Store it
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sActorPool *NewActor;
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NewActor=new ("ActorPool") sActorPool();
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NewActor->Filename=Filename;
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NewActor->ActorGfx=Spr;
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AddActor(NewActor);
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return(NewActor);
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}
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/*****************************************************************************/
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void CActorPool::AddActor(sActorPool *NewActor)
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{
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// Insert into list
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if (!LastActor)
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{ // Empty List
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ActorList=NewActor;
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}
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else
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{
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LastActor->Next=NewActor;
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}
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NewActor->Next=0;
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Cache.LoadPalette(NewActor);
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LastActor=NewActor;
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}
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/*****************************************************************************/
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void CActorPool::CleanUpCache()
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{
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sActorPool *Actor=ActorList;
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while (Actor)
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{
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CActorCache::AddNodeList(&Actor->ActorCache ,Actor->PoolCache);
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Actor=Actor->Next;
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}
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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CActorGfx::CActorGfx(sActorPool *ThisActor)
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{
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PoolEntry=ThisActor;
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ShadowXOfs=DEF_SHADOW_OFS;
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ShadowYOfs=DEF_SHADOW_OFS;
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ShadowFlag=false;
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}
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/*****************************************************************************/
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CActorGfx::~CActorGfx()
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{
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}
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/*****************************************************************************/
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sSpriteFrame *CActorGfx::GetFrame(int Anim,int Frame)
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{
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sSpriteAnim *ThisAnim=PoolEntry->ActorGfx->AnimList+Anim;
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u16 ThisFrame=ThisAnim->Anim[Frame];
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return(PoolEntry->ActorGfx->FrameList+ThisFrame);
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}
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/*****************************************************************************/
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int ActorOT=OTPOS__ACTOR_POS;
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POLY_FT4 *CActorGfx::Render(DVECTOR &Pos,int Anim,int Frame,bool XFlip,bool YFlip)
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{
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sPoolNode *ThisNode;;
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POLY_FT4 *Ft4;
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CurrentFrame=GetFrame(Anim,Frame);
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// Is cached?
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ThisNode=PoolEntry->ActorCache.Head;
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while (ThisNode)
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{ // Try local Cache (From Head forward)
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if (ThisNode->Actor==PoolEntry->Filename && ThisNode->Anim==Anim && ThisNode->Frame==Frame) break;
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ThisNode=ThisNode->Next;
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}
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/*
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if (!ThisNode)
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{ // Try main cache ( from tail back)
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ThisNode=PoolEntry->PoolCache->Tail;
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while (ThisNode)
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{
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if (ThisNode->Actor==PoolEntry->Filename && ThisNode->Anim==Anim && ThisNode->Frame==Frame) break;
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if (ThisNode->Prev==PoolEntry->PoolCache->Tail) ThisNode->Prev=0;
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ThisNode=ThisNode->Prev;
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}
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if (ThisNode)
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{
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CActorCache::RemoveNode(ThisNode,PoolEntry->PoolCache);
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CActorCache::AddNode(ThisNode,&PoolEntry->ActorCache);
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}
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}
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else
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{
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}
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*/
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if (!ThisNode)
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{ // Not cached frame
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ThisNode=CActorCache::RemoveHeadNode(PoolEntry->PoolCache);
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if (ThisNode)
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{
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CActorCache::AddNode(ThisNode,&PoolEntry->ActorCache);
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}
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else
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{
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printf("NO FREE NODES\n");
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ThisNode=PoolEntry->ActorCache.Head;
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}
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ASSERT(ThisNode);
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RECT R;
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ThisNode->Actor=PoolEntry->Filename;
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ThisNode->Anim=Anim;
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ThisNode->Frame=Frame;
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PAK_doUnpak(CActorCache::UnpackBuffer,CurrentFrame->PAKSpr);
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R.x=ThisNode->TexX;
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R.y=ThisNode->TexY;
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R.w=CurrentFrame->W>>2; // div 4 cos 16 color
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R.h=CurrentFrame->H;
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LoadImage( &R, (u32*)CActorCache::UnpackBuffer);
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}
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Ft4=GetPrimFT4();
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SetUpFT4(Ft4,CurrentFrame,ThisNode,Pos.vx,Pos.vy,XFlip,YFlip);
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setRGB0(Ft4,128,128,128);
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Ft4->tpage=ThisNode->TPage;
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Ft4->clut=PoolEntry->ActorGfx->Clut;
|
|
addPrim(OtPtr+ActorOT,Ft4);
|
|
|
|
if (ShadowFlag)
|
|
{
|
|
POLY_FT4 *sFt4=GetPrimFT4();
|
|
*sFt4=*Ft4;
|
|
sFt4->x0-=ShadowXOfs;
|
|
sFt4->x1-=ShadowXOfs;
|
|
sFt4->y0+=ShadowYOfs;
|
|
sFt4->y1+=ShadowYOfs;
|
|
setSemiTrans(sFt4,1);
|
|
setRGB0(sFt4,0,0,0);
|
|
addPrim(OtPtr+ActorOT,sFt4);
|
|
}
|
|
// Set BBox
|
|
int HalfW=CurrentFrame->W>>1;
|
|
|
|
BBox.XMin=-HalfW;
|
|
BBox.XMax=+HalfW;
|
|
BBox.YMin=-CurrentFrame->H;
|
|
BBox.YMax=0;
|
|
|
|
return(Ft4);
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
POLY_FT4 *CActorGfx::RotateScale(POLY_FT4 *Ft4,DVECTOR &Pos,int Angle,int XScale,int YScale)
|
|
{
|
|
int dX,dY;
|
|
int CosAngle,SinAngle;
|
|
int CosX,CosY,SinX,SinY;
|
|
sBBox SBox,CBox;
|
|
|
|
|
|
Angle&=4095;
|
|
|
|
dX=(CurrentFrame->W*XScale)>>(12+1); // +1 for half
|
|
dY=(CurrentFrame->H*YScale)>>(12);
|
|
|
|
CosAngle=mcos(Angle);
|
|
SinAngle=msin(Angle);
|
|
|
|
SBox.XMin=(SinAngle*-dX)>>12;
|
|
SBox.XMax=(SinAngle*+dX)>>12;
|
|
SBox.YMin=(SinAngle*-dY)>>12;
|
|
SBox.YMax=0;
|
|
|
|
CBox.XMin=(CosAngle*-dX)>>12;
|
|
CBox.XMax=(CosAngle*+dX)>>12;
|
|
CBox.YMin=(CosAngle*-dY)>>12;
|
|
CBox.YMax=0;
|
|
|
|
int x0,x1,x2,x3;
|
|
int y0,y1,y2,y3;
|
|
int XMin,XMax;
|
|
int YMin,YMax;
|
|
|
|
x0=CBox.XMin-SBox.YMin; y0=SBox.XMin+CBox.YMin;
|
|
x1=CBox.XMax-SBox.YMin; y1=SBox.XMax+CBox.YMin;
|
|
x2=CBox.XMin+SBox.YMax; y2=SBox.XMin-CBox.YMax;
|
|
x3=CBox.XMax+SBox.YMax; y3=SBox.XMax-CBox.YMax;
|
|
|
|
XMin=x0;
|
|
if (XMin>x1) XMin=x1;
|
|
if (XMin>x2) XMin=x2;
|
|
if (XMin>x3) XMin=x3;
|
|
XMax=x0;
|
|
if (XMax<x1) XMax=x1;
|
|
if (XMax<x2) XMax=x2;
|
|
if (XMax<x3) XMax=x3;
|
|
YMin=y0;
|
|
if (YMin>y1) YMin=y1;
|
|
if (YMin>y2) YMin=y2;
|
|
if (YMin>y3) YMin=y3;
|
|
YMax=y0;
|
|
if (YMax<y1) YMax=y1;
|
|
if (YMax<y2) YMax=y2;
|
|
if (YMax<y3) YMax=y3;
|
|
|
|
BBox.XMin=XMin;
|
|
BBox.XMax=XMax;
|
|
BBox.YMin=YMin;
|
|
BBox.YMax=YMax;
|
|
|
|
Ft4->x0=Pos.vx+x0; Ft4->y0=Pos.vy+y0;
|
|
Ft4->x1=Pos.vx+x1; Ft4->y1=Pos.vy+y1;
|
|
Ft4->x2=Pos.vx+x2; Ft4->y2=Pos.vy+y2;
|
|
Ft4->x3=Pos.vx+x3; Ft4->y3=Pos.vy+y3;
|
|
|
|
// Ft4->x0=Pos.vx+CBox.XMin-SBox.YMin; Ft4->y0=Pos.vy+SBox.XMin+CBox.YMin;
|
|
// Ft4->x1=Pos.vx+CBox.XMax-SBox.YMin; Ft4->y1=Pos.vy+SBox.XMax+CBox.YMin;
|
|
// Ft4->x2=Pos.vx+CBox.XMin+SBox.YMax; Ft4->y2=Pos.vy+SBox.XMin-CBox.YMax;
|
|
// Ft4->x3=Pos.vx+CBox.XMax+SBox.YMax; Ft4->y3=Pos.vy+SBox.XMax-CBox.YMax;
|
|
|
|
return(Ft4);
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CActorGfx::SetUpFT4(POLY_FT4 *Ft4,sSpriteFrame *Frame,sPoolNode *Node,int X,int Y,bool XFlip,bool YFlip)
|
|
{
|
|
u8 W=Frame->W;
|
|
u8 H=Frame->H;
|
|
u8 U=Node->U;
|
|
u8 V=Node->V;
|
|
|
|
if (XFlip)
|
|
{
|
|
X-=Frame->XOfs;
|
|
X-=W;
|
|
Ft4->u0=U+W-1;
|
|
Ft4->u1=U;//-1;
|
|
Ft4->u2=U+W-1;
|
|
Ft4->u3=U;//-1;
|
|
|
|
}
|
|
else
|
|
{
|
|
X+=Frame->XOfs;
|
|
Ft4->u0=U;
|
|
Ft4->u1=U+W-1;
|
|
Ft4->u2=U;
|
|
Ft4->u3=U+W-1;
|
|
|
|
}
|
|
|
|
if (YFlip)
|
|
{
|
|
Y-=Frame->YOfs;
|
|
Y-=H;
|
|
Ft4->v0=V+H-1;
|
|
Ft4->v1=V+H-1;
|
|
Ft4->v2=V;//-1;
|
|
Ft4->v3=V;//-1;
|
|
}
|
|
else
|
|
{
|
|
Y+=Frame->YOfs;
|
|
Ft4->v0=V;
|
|
Ft4->v1=V;
|
|
Ft4->v2=V+H-1;
|
|
Ft4->v3=V+H-1;
|
|
}
|
|
|
|
setXYWH(Ft4,X,Y,W,H);
|
|
}
|
|
|
|
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
sModel *CModelGfx::ModelTable;
|
|
sTri *CModelGfx::ModelTriList;
|
|
sQuad *CModelGfx::ModelQuadList;
|
|
sVtx *CModelGfx::ModelVtxList;
|
|
|
|
/*****************************************************************************/
|
|
void CModelGfx::SetData(sModel *Table,sTri *TList,sQuad *QList,sVtx *VList)
|
|
{
|
|
ModelTable=Table;
|
|
ModelTriList=TList;
|
|
ModelQuadList=QList;
|
|
ModelVtxList=VList;
|
|
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CModelGfx::SetModel(int Type)
|
|
{
|
|
Model=&CModelGfx::ModelTable[Type];
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
int PXOfs=-16;
|
|
int PYOfs=-8;
|
|
|
|
void CModelGfx::Render(DVECTOR &Pos,SVECTOR *Angle=0,VECTOR *Scale=0)
|
|
{
|
|
#define BLOCK_MULT 16
|
|
u8 *PrimPtr=GetPrimPtr();
|
|
POLY_FT3 *TPrimPtr=(POLY_FT3*)PrimPtr;
|
|
sVtx *P0,*P1,*P2;
|
|
u32 T0,T1,T2;
|
|
s32 ClipZ;
|
|
sOT *ThisOT;
|
|
DVECTOR MapXY;
|
|
VECTOR RenderPos;
|
|
int TriCount=Model->TriCount;
|
|
sTri *TList=&ModelTriList[Model->TriStart];
|
|
MATRIX Mtx;
|
|
|
|
SetIdentNoTrans(&Mtx);
|
|
if (Scale || Angle)
|
|
{
|
|
if (Angle) RotMatrix(Angle,&Mtx);
|
|
if (Scale) ScaleMatrix(&Mtx,Scale);
|
|
}
|
|
|
|
MapXY.vx=Pos.vx>>4;
|
|
MapXY.vy=Pos.vy>>4;
|
|
|
|
int ShiftX=(Pos.vx & 15);
|
|
int ShiftY=(Pos.vy & 15);
|
|
|
|
RenderPos.vx=(PXOfs*16)+((MapXY.vx*16)+ShiftX);
|
|
RenderPos.vy=(PYOfs*16)+((MapXY.vy*16)+ShiftY);
|
|
|
|
gte_SetRotMatrix(&Mtx);
|
|
CMX_SetTransMtxXY(&RenderPos);
|
|
|
|
while (TriCount--)
|
|
{
|
|
P0=&ModelVtxList[TList->P0]; P1=&ModelVtxList[TList->P1]; P2=&ModelVtxList[TList->P2];
|
|
gte_ldv3(P0,P1,P2);
|
|
setlen(TPrimPtr, GPU_PolyFT3Tag);
|
|
TPrimPtr->code=TList->PolyCode;
|
|
setRGB0(TPrimPtr,128,128,128);
|
|
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>ActorOT)
|
|
{
|
|
ThisOT=OtPtr+(ActorOT+1);
|
|
}
|
|
else
|
|
{
|
|
ThisOT=OtPtr+(ActorOT-1);
|
|
}
|
|
|
|
// ThisOT=OtPtr+TList->OTOfs;
|
|
|
|
|
|
TList++;
|
|
gte_nclip_b();
|
|
gte_stsxy3_ft3(TPrimPtr);
|
|
gte_stopz(&ClipZ);
|
|
if (ClipZ<=0)
|
|
{
|
|
addPrim(ThisOT,TPrimPtr);
|
|
TPrimPtr++;
|
|
}
|
|
}
|
|
|
|
SetPrimPtr((u8*)TPrimPtr);
|
|
}
|