This commit is contained in:
Daveo 2001-07-24 20:17:50 +00:00
parent d21a42d53d
commit 0f12c8495d
9 changed files with 262 additions and 85 deletions

View file

@ -11,6 +11,7 @@
#include "level\level.h"
#include "level\layertile3d.h"
#include "system\vid.h"
#include "gfx\actor.h"
#include "FX\FXfallingTile.h"
@ -60,23 +61,11 @@ void CFXFallingTile::render()
if (!canRender()) return;
u8 *PrimPtr=GetPrimPtr();
POLY_FT3 *TPrimPtr=(POLY_FT3*)PrimPtr;
sVtx *P0,*P1,*P2;
u32 T0,T1,T2;
s32 ClipZ;
sOT *ThisOT;
MATRIX Mtx;
DVECTOR &RenderPos=getRenderPos();
VECTOR ThisRenderPos;
SetIdentNoTrans(&Mtx);
ThisRenderPos.vx=(INGAME_SCREENOFS_X)+RenderPos.vx;
ThisRenderPos.vy=(INGAME_SCREENOFS_Y)+RenderPos.vy;
u16 TileIdx=Tile>>2;
u16 Flip=Tile&3;
CModelGfx::RenderTile(RenderPos,TileIdx);
/* u16 Flip=Tile&3;
sFlipTable *FTab=&FlipTable[Flip];
sElem3d *Elem=&ElemBank3d[TileIdx];
int TriCount=Elem->TriCount;
@ -114,5 +103,5 @@ VECTOR ThisRenderPos;
}
SetPrimPtr((u8*)TPrimPtr);
*/
}

View file

@ -769,42 +769,98 @@ u8 V=Node->V;
/*****************************************************************************/
/*****************************************************************************/
sModel *CModelGfx::ModelTable;
sElem3d *CModelGfx::ModelElemBank;
sTri *CModelGfx::ModelTriList;
sQuad *CModelGfx::ModelQuadList;
sVtx *CModelGfx::ModelVtxList;
sElem3d *CModelGfx::ElemBank;
sTri *CModelGfx::TriList;
sQuad *CModelGfx::QuadList;
sVtx *CModelGfx::VtxList;
u16 *CModelGfx::VtxIdxList;
/*****************************************************************************/
void CModelGfx::SetData(sLevelHdr *LevelHdr)
{
ModelTable=LevelHdr->ModelList;
ModelElemBank=LevelHdr->ElemBank3d;
ModelTriList=LevelHdr->TriList;
ModelQuadList=LevelHdr->QuadList;
ModelVtxList=LevelHdr->VtxList;
ElemBank=LevelHdr->ElemBank3d;
TriList=LevelHdr->TriList;
QuadList=LevelHdr->QuadList;
VtxList=LevelHdr->VtxList;
VtxIdxList=LevelHdr->VtxIdxList;
}
/*****************************************************************************/
void CModelGfx::SetModel(int Type)
{
Model=&CModelGfx::ModelTable[Type];
Elem=&ElemBank[Model->ElemID];
}
/*****************************************************************************/
void CModelGfx::Render(DVECTOR &Pos,SVECTOR *Angle,VECTOR *Scale,s32 ClipFlag)
static const int ElemXMin=-(16/2);
static const int ElemXMax=+(16/2);
static const int ElemYMin=-(16/2);
static const int ElemYMax=+(16/2);
static const int ElemZMin=-(16*4);
static const int ElemZMax=+(16*4);
static VECTOR VtxTable[8]=
{
{ElemXMin,ElemYMin,ElemZMin}, // FLU
{ElemXMax,ElemYMin,ElemZMin}, // FRU
{ElemXMin,ElemYMax,ElemZMin}, // FLD
{ElemXMax,ElemYMax,ElemZMin}, // FRD
{ElemXMin,ElemYMin,ElemZMax}, // BLU
{ElemXMax,ElemYMin,ElemZMax}, // BRU
{ElemXMin,ElemYMax,ElemZMax}, // BLD
{ElemXMax,ElemYMax,ElemZMax}, // BRD
};
/*****************************************************************************/
void CModelGfx::RenderTile(DVECTOR &Pos,int TileID)
{
sElem3d *ThisElem=&ElemBank[TileID];
u32 *XYList=(u32*)SCRATCH_RAM;
u32 *OutVtx=XYList;
VECTOR *V0,*V1,*V2,*InVtx=VtxTable;
VECTOR RenderPos;
MATRIX Mtx;
SetIdentNoTrans(&Mtx);
RenderPos.vx=(INGAME_SCREENOFS_X)+Pos.vx;
RenderPos.vy=(INGAME_SCREENOFS_Y)+Pos.vy;
gte_SetRotMatrix(&Mtx);
CMX_SetTransMtxXY(&RenderPos);
V0=InVtx++;
V1=InVtx++;
V2=InVtx++;
gte_ldv3(V0,V1,V2);
for (int i=0; i<(int)((sizeof(VtxTable)/sizeof(VECTOR))+1); i++)
{
u32 *OutPtr;
gte_rtpt(); // 22 cycles
V0=InVtx++;
V1=InVtx++;
V2=InVtx++;
gte_ldv3(V0,V1,V2);
OutPtr=OutVtx;
OutVtx+=3;
gte_stsxy3c(OutPtr); // read XY back
}
XYList+=8;
RenderElem(ThisElem,Pos,0,0,0,XYList);
}
/*****************************************************************************/
void CModelGfx::RenderElem(sElem3d *ThisElem,DVECTOR &Pos,SVECTOR *Angle,VECTOR *Scale,s32 ClipFlag,u32 *TransBuffer)
{
#define BLOCK_MULT 16
sElem3d *Elem=&ModelElemBank[Model->ElemID];
u8 *PrimPtr=GetPrimPtr();
POLY_FT3 *TPrimPtr=(POLY_FT3*)PrimPtr;
sVtx *P0,*P1,*P2;
u32 T0,T1,T2;
u32 T0,T1,T2,T3;
u32 P0,P1,P2,P3;
s32 ClipZ;
sOT *ThisOT;
VECTOR RenderPos;
int TriCount=Elem->TriCount;
sTri *TList=&ModelTriList[Elem->TriStart];
MATRIX Mtx;
MATRIX Mtx;
u32 const *XYList=(u32*)SCRATCH_RAM;
// If has scale && angle then need to use PSX scale matrix, otherwise, force values
if (Angle)
@ -833,34 +889,119 @@ sTri *TList=&ModelTriList[Elem->TriStart];
gte_SetRotMatrix(&Mtx);
CMX_SetTransMtxXY(&RenderPos);
while (TriCount--)
// --- Cache Vtx ----------
{
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;
gte_rtpt_b();
setShadeTex(TPrimPtr,1);
T0=*(u32*)&TList->uv0; // Get UV0 & TPage
T1=*(u32*)&TList->uv1; // Get UV1 & Clut
T2=*(u32*)&TList->uv2; // Get UV2
*(u32*)&TPrimPtr->u0=T0; // Set UV0
*(u32*)&TPrimPtr->u1=T1; // Set UV1
*(u32*)&TPrimPtr->u2=T2; // Set UV2
ThisOT=OtPtr+TList->OTOfs;
TList++;
gte_nclip_b();
gte_stsxy3_ft3(TPrimPtr);
gte_stopz(&ClipZ);
ClipZ|=ClipFlag; // <-- Evil!!
if (ClipZ<=0)
int Count=ThisElem->VtxTriCount;
sVtx *V0,*V1,*V2;
u16 *IdxTable=&VtxIdxList[ThisElem->VtxIdxStart];
V0=&VtxList[*IdxTable++];
V1=&VtxList[*IdxTable++];
V2=&VtxList[*IdxTable++];
gte_ldv3(V0,V1,V2);
while (Count--)
{
addPrim(ThisOT,TPrimPtr);
TPrimPtr++;
u32 *OutPtr;
gte_rtpt_b(); // 22 cycles
// Preload next (when able) - Must check this
V0=&VtxList[*IdxTable++];
V1=&VtxList[*IdxTable++];
V2=&VtxList[*IdxTable++];
OutPtr=TransBuffer;
TransBuffer+=3;
gte_ldv3(V0,V1,V2);
gte_stsxy3c(OutPtr); // read XY back
}
}
SetPrimPtr((u8*)TPrimPtr);
// --- Render Tri's -------------
int TriCount=ThisElem->TriCount;
sTri *TList=&TriList[ThisElem->TriStart];
while (TriCount--)
{
POLY_FT3 *ThisPrim=(POLY_FT3*)PrimPtr;
P0=XYList[TList->P0];
P1=XYList[TList->P1];
P2=XYList[TList->P2];
gte_ldsxy0(P0);
gte_ldsxy1(P1);
gte_ldsxy2(P2);
setlen(ThisPrim, GPU_PolyFT3Tag);
ThisPrim->code=TList->PolyCode;
gte_nclip_b(); // 8 cycles
setShadeTex(ThisPrim,1);
T0=*(u32*)&TList->uv0; // Get UV0 & TPage
T1=*(u32*)&TList->uv1; // Get UV1 & Clut
T2=*(u32*)&TList->uv2; // Get UV2
*(u32*)&ThisPrim->u0=T0; // Set UV0
*(u32*)&ThisPrim->u1=T1; // Set UV1
*(u32*)&ThisPrim->u2=T2; // Set UV2
gte_stopz(&ClipZ);
ThisOT=OtPtr+TList->OTOfs;
ClipZ|=ClipFlag; // <-- Evil!!
TList++;
if (ClipZ<0)
{
*(u32*)&ThisPrim->x0=P0; // Set XY0
*(u32*)&ThisPrim->x1=P1; // Set XY1
*(u32*)&ThisPrim->x2=P2; // Set XY2
addPrim(ThisOT,ThisPrim);
PrimPtr+=sizeof(POLY_FT3);
}
}
// --- Render Quads -----------
int QuadCount=ThisElem->QuadCount;
sQuad *QList=&QuadList[ThisElem->QuadStart];
while (QuadCount--)
{
POLY_FT4 *ThisPrim=(POLY_FT4*)PrimPtr;
P0=XYList[QList->P0];
P1=XYList[QList->P1];
P2=XYList[QList->P2];
P3=XYList[QList->P3];
gte_ldsxy0(P0);
gte_ldsxy1(P1);
gte_ldsxy2(P2);
setlen(ThisPrim, GPU_PolyFT4Tag);
ThisPrim->code=QList->PolyCode;
gte_nclip_b(); // 8 cycles
setShadeTex(ThisPrim,1);
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
*(u32*)&ThisPrim->u0=T0; // Set UV0
*(u32*)&ThisPrim->u1=T1; // Set UV1
*(u32*)&ThisPrim->u2=T2; // Set UV2
*(u32*)&ThisPrim->u3=T3; // Set UV2
gte_stopz(&ClipZ);
ThisOT=OtPtr+QList->OTOfs;
ClipZ|=ClipFlag; // <-- Evil!!
QList++;
if (ClipZ<0)
{
*(u32*)&ThisPrim->x0=P0; // Set XY0
*(u32*)&ThisPrim->x1=P1; // Set XY1
*(u32*)&ThisPrim->x2=P2; // Set XY2
*(u32*)&ThisPrim->x3=P3; // Set XY3
addPrim(ThisOT,ThisPrim);
PrimPtr+=sizeof(POLY_FT4);
}
}
SetPrimPtr(PrimPtr);
}

View file

@ -170,19 +170,28 @@ virtual ~CModelGfx(){};
static void SetData(sLevelHdr *LevelHdr);
void SetModel(int Type);
void Render(DVECTOR &Pos,SVECTOR *Angle=0,VECTOR *Scale=0,s32 ClipFlag=0xffffffff);
static void RenderTile(DVECTOR &Pos,int TileID);
static void RenderElem(sElem3d *Elem,DVECTOR &Pos,SVECTOR *Angle=0,VECTOR *Scale=0,s32 ClipFlag=0xffffffff,u32 *TransBuffer=(u32*)SCRATCH_RAM);
void Render(DVECTOR &Pos,SVECTOR *Angle=0,VECTOR *Scale=0,s32 ClipFlag=0xffffffff) {RenderElem(Elem,Pos,Angle,Scale,ClipFlag);}
void RenderClip(DVECTOR &Pos,SVECTOR *Angle=0,VECTOR *Scale=0) {Render(Pos,Angle,Scale,0);}
sBBox &GetBBox() {return(Model->BBox);}
protected:
void CacheModelVtx();
static sModel *ModelTable;
static sElem3d *ModelElemBank;
static sTri *ModelTriList;
static sQuad *ModelQuadList;
static sVtx *ModelVtxList;
static sElem3d *ElemBank;
static sTri *TriList;
static sQuad *QuadList;
static sVtx *VtxList;
static u16 *VtxIdxList;
sModel *Model;
sElem3d *Elem;
};
/*****************************************************************************/

View file

@ -317,7 +317,37 @@ s16 TCount=0,QCount=0;
CMX_SetTransMtxXY(&BlkPos);
CMX_SetRotMatrixXY(&FTab->Mtx);
CacheElemVtx(Elem);
// --- Cache Vtx ----------
// CacheElemVtx(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
}
}
s16 FL=DeltaFX[0]+DeltaFOfs.vx;
s16 FR=DeltaFX[1]+DeltaFOfs.vx;
@ -353,6 +383,7 @@ s16 TCount=0,QCount=0;
DP3->vx=BR;
DP3->vy=BD;
// --- Render Tri's -------------
while (TriCount--)
{
POLY_FT3 *ThisPrim=(POLY_FT3*)PrimPtr;
@ -396,6 +427,8 @@ s16 TCount=0,QCount=0;
}
}
// --- Render Quads -----------
while (QuadCount--)
{
POLY_FT4 *ThisPrim=(POLY_FT4*)PrimPtr;