This commit is contained in:
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d21a42d53d
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0f12c8495d
9 changed files with 262 additions and 85 deletions
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@ -266,6 +266,7 @@ int V=ThisTex.v+H;
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Out.TPage|=In.TPageFlag<<5;
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}
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}
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}
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@ -677,6 +678,7 @@ int c = FaceList.size();
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FaceList[minF].Avail = false;
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F.Normal= FaceList[minF].Normal;
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F.OtOfs=FaceList[minF].OtOfs;
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F.TPageFlag=FaceList[minF].TPageFlag;
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if (minC && MaxStrip>F.pts.size()) FollowFace( minF, F );
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@ -244,7 +244,7 @@ int i,ListSize=ModelList.size();
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if (OtOfs)
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printf("ModelOTOfs %s %i\n",ThisModel.Name,OtOfs);
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ThisModel.ElemID=Create3dElem(ThisModel.TriCount,ThisModel.TriStart,false,false,OtOfs); // always all models as global for the moment
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ThisModel.ElemID=Create3dElem(ThisModel.TriCount,ThisModel.TriStart,false,OtOfs); // always all models as global for the moment
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}
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}
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@ -278,7 +278,7 @@ int Size;
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LoadTiles(FileHdr);
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LoadLayers(FileHdr);
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SnapTiles();
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if (SnapThresh!=0.0f) SnapTiles();
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free(FileHdr);
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}
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@ -577,7 +577,7 @@ CFaceStore &ThisList=ThisElem.FaceStore;
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ThisList.setMaxStripLength(StripLength);
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ThisElem.Elem3d.TriStart=OutTriList.size();
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ThisElem.Elem3d.QuadStart=OutQuadList.size();
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if (!ThisElem.LocalGeom)
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if (!LocalGeom)
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{ // Global Geom
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ThisList.Process(OutTriList,OutQuadList,OutVtxList);
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CalcOtOfs(OutTriList,OutVtxList,ThisElem.Elem3d.TriStart,ThisList.GetTriFaceCount());
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@ -586,30 +586,35 @@ CFaceStore &ThisList=ThisElem.FaceStore;
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else
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{ // Local Geom
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vector<sVtx> LocalVtxList;
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AddDefVtx(LocalVtxList);
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int VtxStart=0;
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if (!ThisElem.Model)
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{
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AddDefVtx(LocalVtxList);
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VtxStart=8;
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}
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ThisList.Process(OutTriList,OutQuadList,LocalVtxList);
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ThisElem.Elem3d.VtxIdxStart=OutLocalVtxIdxList.size();
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int ListSize=LocalVtxList.size();
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int LocalVtxCount=0;
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for (int v=8; v<ListSize; v++)
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for (int v=VtxStart; v<ListSize; v++)
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{
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u16 Idx=CFaceStore::AddVtx(OutVtxList,LocalVtxList[v]);
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OutLocalVtxIdxList.push_back(Idx);
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LocalVtxCount++;
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}
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if (LocalVtxCount<=0)
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if (LocalVtxCount==0)
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{
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LocalOptCount++;
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LocalVtxCount=0;
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}
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ThisElem.Elem3d.VtxTriCount=LocalVtxCount/3;
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if (LocalVtxCount%3) ThisElem.Elem3d.VtxTriCount++;
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// printf("%i=%i\n",LocalVtxCount,ThisElem.Elem3d.VtxTriCount);
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CalcOtOfs(OutTriList,LocalVtxList,ThisElem.Elem3d.TriStart,ThisList.GetTriFaceCount());
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CalcOtOfs(OutQuadList,LocalVtxList,ThisElem.Elem3d.QuadStart,ThisList.GetQuadFaceCount());
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}
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@ -767,18 +772,18 @@ sExpTile &SrcTile=InTileList[Tile];
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int ElemID;
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if (SrcTile.TriCount)
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{
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ElemID=Create3dElem(SrcTile.TriCount,SrcTile.TriStart,LocalGeom,true,0);
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ElemID=Create3dElem(SrcTile.TriCount,SrcTile.TriStart,true,0);
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}
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else
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{
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ElemID=Create2dElem(Tile,LocalGeom);
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ElemID=Create2dElem(Tile);
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}
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return(ElemID);
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}
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//***************************************************************************
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int CMkLevel::Create3dElem(int TriCount,int TriStart,bool Local,bool IsTile,int OtOfs)
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int CMkLevel::Create3dElem(int TriCount,int TriStart,bool IsTile,int OtOfs)
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{
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CFace F;
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int i,ListSize;
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@ -790,7 +795,6 @@ int ElemID=OutElem3d.size();
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sOutElem3d &ThisElem=OutElem3d[ElemID];
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CFaceStore &FaceList=ThisElem.FaceStore;
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FaceList.SetTexGrab(TexGrab);
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ThisElem.LocalGeom=Local;
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for (i=0; i<TriCount; i++)
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{
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@ -839,15 +843,14 @@ CFaceStore &FaceList=ThisElem.FaceStore;
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FaceList.AddFace(F,true);
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}
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if (IsTile)
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ThisElem.Model=false;
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else
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ThisElem.Model=true;
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return(ElemID);
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ThisElem.Model=!IsTile;
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return(ElemID);
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}
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//***************************************************************************
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int CMkLevel::Create2dElem(int Tile,bool Local)
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int CMkLevel::Create2dElem(int Tile)
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{
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CFace F;
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int i;
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@ -858,7 +861,6 @@ int ElemID=OutElem3d.size();
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sOutElem3d &ThisElem=OutElem3d[ElemID];
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CFaceStore &FaceList=ThisElem.FaceStore;
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FaceList.SetTexGrab(TexGrab);
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ThisElem.LocalGeom=Local;
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for (i=0; i<2; i++)
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{
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@ -869,7 +871,6 @@ CFaceStore &FaceList=ThisElem.FaceStore;
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for (int p=0; p<3; p++)
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{
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// F.vtx[p]=ThisTri.vtx[p];
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F.vtx[p].x=+ThisTri.vtx[p].x;
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F.vtx[p].y=-ThisTri.vtx[p].y;
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F.vtx[p].z=+ThisTri.vtx[p].z;
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@ -881,6 +882,8 @@ CFaceStore &FaceList=ThisElem.FaceStore;
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FaceList.SetTPageFlag(F,0);
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FaceList.AddFace(F,true);
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}
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ThisElem.Model=false;
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ThisElem.OTOfs=0;
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return(ElemID);
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}
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@ -58,7 +58,7 @@ bool operator ==(sUsedTile3d const &v1) {return(Tile==v1.Tile);}
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struct sOutElem3d
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{
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bool LocalGeom;
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// bool LocalGeom;
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bool Model;
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sElem3d Elem3d;
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CFaceStore FaceStore;
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@ -118,8 +118,8 @@ public:
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protected:
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void BuildModel(CScene &ThisScene,GString &RootPath,int Node);
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int Create3dElem(int TriCount,int TriStart,bool Local,bool IsTile,int OtOfs);
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int Create2dElem(int Tile,bool Local);
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int Create3dElem(int TriCount,int TriStart,bool IsTile,int OtOfs);
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int Create2dElem(int Tile);
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CMkLevelLayer *FindLayer(int Type,int SubType);
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void LoadStrList(CList<GString> &List,char *TexPtr,int Count);
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@ -38,7 +38,7 @@ TEMP_FILE := $(TEMP_BUILD_DIR)/build.tmp
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#----------------------------------------------------------------------------
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#--- Levels -----------------------------------------------------------------
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#----------------------------------------------------------------------------
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LEVELS_OPTS := -t:8,4,1 -s:16 -l -z:0.1
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LEVELS_OPTS := -t:8,4,1 -s:16 -l -z:0.1
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LEVELS_IN_DIR := $(GRAF_DIR)/levels
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LEVELS_OUT_DIR := $(DATA_OUT)/levels
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LEVELS_MAKEFILE_DIR := $(TEMP_BUILD_DIR)/levels
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@ -11,6 +11,7 @@
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#include "level\level.h"
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#include "level\layertile3d.h"
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#include "system\vid.h"
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#include "gfx\actor.h"
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#include "FX\FXfallingTile.h"
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@ -60,23 +61,11 @@ void CFXFallingTile::render()
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if (!canRender()) return;
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u8 *PrimPtr=GetPrimPtr();
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POLY_FT3 *TPrimPtr=(POLY_FT3*)PrimPtr;
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sVtx *P0,*P1,*P2;
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u32 T0,T1,T2;
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s32 ClipZ;
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sOT *ThisOT;
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MATRIX Mtx;
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DVECTOR &RenderPos=getRenderPos();
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VECTOR ThisRenderPos;
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SetIdentNoTrans(&Mtx);
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ThisRenderPos.vx=(INGAME_SCREENOFS_X)+RenderPos.vx;
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ThisRenderPos.vy=(INGAME_SCREENOFS_Y)+RenderPos.vy;
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u16 TileIdx=Tile>>2;
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u16 Flip=Tile&3;
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CModelGfx::RenderTile(RenderPos,TileIdx);
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/* u16 Flip=Tile&3;
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sFlipTable *FTab=&FlipTable[Flip];
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sElem3d *Elem=&ElemBank3d[TileIdx];
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int TriCount=Elem->TriCount;
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@ -114,5 +103,5 @@ VECTOR ThisRenderPos;
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}
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SetPrimPtr((u8*)TPrimPtr);
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*/
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}
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@ -769,42 +769,98 @@ u8 V=Node->V;
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/*****************************************************************************/
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/*****************************************************************************/
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sModel *CModelGfx::ModelTable;
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sElem3d *CModelGfx::ModelElemBank;
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sTri *CModelGfx::ModelTriList;
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sQuad *CModelGfx::ModelQuadList;
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sVtx *CModelGfx::ModelVtxList;
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sElem3d *CModelGfx::ElemBank;
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sTri *CModelGfx::TriList;
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sQuad *CModelGfx::QuadList;
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sVtx *CModelGfx::VtxList;
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u16 *CModelGfx::VtxIdxList;
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/*****************************************************************************/
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void CModelGfx::SetData(sLevelHdr *LevelHdr)
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{
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ModelTable=LevelHdr->ModelList;
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ModelElemBank=LevelHdr->ElemBank3d;
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ModelTriList=LevelHdr->TriList;
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ModelQuadList=LevelHdr->QuadList;
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ModelVtxList=LevelHdr->VtxList;
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ElemBank=LevelHdr->ElemBank3d;
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TriList=LevelHdr->TriList;
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QuadList=LevelHdr->QuadList;
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VtxList=LevelHdr->VtxList;
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VtxIdxList=LevelHdr->VtxIdxList;
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}
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/*****************************************************************************/
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void CModelGfx::SetModel(int Type)
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{
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Model=&CModelGfx::ModelTable[Type];
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Elem=&ElemBank[Model->ElemID];
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}
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/*****************************************************************************/
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void CModelGfx::Render(DVECTOR &Pos,SVECTOR *Angle,VECTOR *Scale,s32 ClipFlag)
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static const int ElemXMin=-(16/2);
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static const int ElemXMax=+(16/2);
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static const int ElemYMin=-(16/2);
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static const int ElemYMax=+(16/2);
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static const int ElemZMin=-(16*4);
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static const int ElemZMax=+(16*4);
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static VECTOR VtxTable[8]=
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{
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{ElemXMin,ElemYMin,ElemZMin}, // FLU
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{ElemXMax,ElemYMin,ElemZMin}, // FRU
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{ElemXMin,ElemYMax,ElemZMin}, // FLD
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{ElemXMax,ElemYMax,ElemZMin}, // FRD
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{ElemXMin,ElemYMin,ElemZMax}, // BLU
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{ElemXMax,ElemYMin,ElemZMax}, // BRU
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{ElemXMin,ElemYMax,ElemZMax}, // BLD
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{ElemXMax,ElemYMax,ElemZMax}, // BRD
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};
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/*****************************************************************************/
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void CModelGfx::RenderTile(DVECTOR &Pos,int TileID)
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{
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sElem3d *ThisElem=&ElemBank[TileID];
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u32 *XYList=(u32*)SCRATCH_RAM;
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u32 *OutVtx=XYList;
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VECTOR *V0,*V1,*V2,*InVtx=VtxTable;
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VECTOR RenderPos;
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MATRIX Mtx;
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SetIdentNoTrans(&Mtx);
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RenderPos.vx=(INGAME_SCREENOFS_X)+Pos.vx;
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RenderPos.vy=(INGAME_SCREENOFS_Y)+Pos.vy;
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gte_SetRotMatrix(&Mtx);
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CMX_SetTransMtxXY(&RenderPos);
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V0=InVtx++;
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V1=InVtx++;
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V2=InVtx++;
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gte_ldv3(V0,V1,V2);
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for (int i=0; i<(int)((sizeof(VtxTable)/sizeof(VECTOR))+1); i++)
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{
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u32 *OutPtr;
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gte_rtpt(); // 22 cycles
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V0=InVtx++;
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V1=InVtx++;
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V2=InVtx++;
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gte_ldv3(V0,V1,V2);
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OutPtr=OutVtx;
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OutVtx+=3;
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gte_stsxy3c(OutPtr); // read XY back
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}
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XYList+=8;
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RenderElem(ThisElem,Pos,0,0,0,XYList);
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}
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/*****************************************************************************/
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void CModelGfx::RenderElem(sElem3d *ThisElem,DVECTOR &Pos,SVECTOR *Angle,VECTOR *Scale,s32 ClipFlag,u32 *TransBuffer)
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{
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#define BLOCK_MULT 16
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sElem3d *Elem=&ModelElemBank[Model->ElemID];
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u8 *PrimPtr=GetPrimPtr();
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POLY_FT3 *TPrimPtr=(POLY_FT3*)PrimPtr;
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sVtx *P0,*P1,*P2;
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u32 T0,T1,T2;
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u32 T0,T1,T2,T3;
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u32 P0,P1,P2,P3;
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s32 ClipZ;
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sOT *ThisOT;
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VECTOR RenderPos;
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int TriCount=Elem->TriCount;
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sTri *TList=&ModelTriList[Elem->TriStart];
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MATRIX Mtx;
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MATRIX Mtx;
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u32 const *XYList=(u32*)SCRATCH_RAM;
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// If has scale && angle then need to use PSX scale matrix, otherwise, force values
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if (Angle)
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@ -833,34 +889,119 @@ sTri *TList=&ModelTriList[Elem->TriStart];
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gte_SetRotMatrix(&Mtx);
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CMX_SetTransMtxXY(&RenderPos);
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while (TriCount--)
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// --- Cache Vtx ----------
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{
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P0=&ModelVtxList[TList->P0]; P1=&ModelVtxList[TList->P1]; P2=&ModelVtxList[TList->P2];
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gte_ldv3(P0,P1,P2);
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setlen(TPrimPtr, GPU_PolyFT3Tag);
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TPrimPtr->code=TList->PolyCode;
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gte_rtpt_b();
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setShadeTex(TPrimPtr,1);
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T0=*(u32*)&TList->uv0; // Get UV0 & TPage
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T1=*(u32*)&TList->uv1; // Get UV1 & Clut
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T2=*(u32*)&TList->uv2; // Get UV2
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*(u32*)&TPrimPtr->u0=T0; // Set UV0
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*(u32*)&TPrimPtr->u1=T1; // Set UV1
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*(u32*)&TPrimPtr->u2=T2; // Set UV2
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ThisOT=OtPtr+TList->OTOfs;
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TList++;
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gte_nclip_b();
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gte_stsxy3_ft3(TPrimPtr);
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gte_stopz(&ClipZ);
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ClipZ|=ClipFlag; // <-- Evil!!
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if (ClipZ<=0)
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int Count=ThisElem->VtxTriCount;
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sVtx *V0,*V1,*V2;
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u16 *IdxTable=&VtxIdxList[ThisElem->VtxIdxStart];
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V0=&VtxList[*IdxTable++];
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V1=&VtxList[*IdxTable++];
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V2=&VtxList[*IdxTable++];
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gte_ldv3(V0,V1,V2);
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while (Count--)
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{
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addPrim(ThisOT,TPrimPtr);
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TPrimPtr++;
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u32 *OutPtr;
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gte_rtpt_b(); // 22 cycles
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// Preload next (when able) - Must check this
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V0=&VtxList[*IdxTable++];
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V1=&VtxList[*IdxTable++];
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V2=&VtxList[*IdxTable++];
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OutPtr=TransBuffer;
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TransBuffer+=3;
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gte_ldv3(V0,V1,V2);
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gte_stsxy3c(OutPtr); // read XY back
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}
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}
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SetPrimPtr((u8*)TPrimPtr);
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// --- Render Tri's -------------
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int TriCount=ThisElem->TriCount;
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sTri *TList=&TriList[ThisElem->TriStart];
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while (TriCount--)
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{
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POLY_FT3 *ThisPrim=(POLY_FT3*)PrimPtr;
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P0=XYList[TList->P0];
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P1=XYList[TList->P1];
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P2=XYList[TList->P2];
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gte_ldsxy0(P0);
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gte_ldsxy1(P1);
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gte_ldsxy2(P2);
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setlen(ThisPrim, GPU_PolyFT3Tag);
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ThisPrim->code=TList->PolyCode;
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gte_nclip_b(); // 8 cycles
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setShadeTex(ThisPrim,1);
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T0=*(u32*)&TList->uv0; // Get UV0 & TPage
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T1=*(u32*)&TList->uv1; // Get UV1 & Clut
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T2=*(u32*)&TList->uv2; // Get UV2
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*(u32*)&ThisPrim->u0=T0; // Set UV0
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*(u32*)&ThisPrim->u1=T1; // Set UV1
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*(u32*)&ThisPrim->u2=T2; // Set UV2
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gte_stopz(&ClipZ);
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ThisOT=OtPtr+TList->OTOfs;
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ClipZ|=ClipFlag; // <-- Evil!!
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TList++;
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if (ClipZ<0)
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{
|
||||
*(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);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
||||
};
|
||||
|
||||
/*****************************************************************************/
|
||||
|
|
|
@ -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;
|
||||
|
|
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue