This commit is contained in:
parent
5c55823d63
commit
e2956c44ee
12 changed files with 277 additions and 203 deletions
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@ -346,6 +346,7 @@ BOOL CTileBank::SelectCancel()
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BOOL CTileBank::IsTileValid(int Set,int Tile)
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{
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if (Set<0 || Tile<0) return(FALSE);
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if (Tile==0) return(TRUE);
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ASSERT(Set<TileSet.size());
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return(TileSet[Set].IsTileValid(Tile));
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@ -10,23 +10,11 @@
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/*****************************************************************************/
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sOT *OtList[2],*OtPtr;
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u32 *PrimDrawList;
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u32 DmaStart[2];
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u8 *PrimBuffer[2],*PrimListStart,*PrimListEnd;
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u8 *CurrPrim,*EndPrim;
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int PrimFlipFlag;
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/*****************************************************************************/
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void PrimDrawCallBack()
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{
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if (PrimDrawList)
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{
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DrawOTag2(PrimDrawList);
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}
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PrimDrawList=0;
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}
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/*****************************************************************************/
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void PrimInit()
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{
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@ -47,7 +35,6 @@ void PrimInit()
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InitOTagR(OtList[0],MAX_OT);
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InitOTagR(OtList[1],MAX_OT);
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PrimDrawList=0;
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}
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@ -58,10 +45,9 @@ void PrimDisplay()
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UnlinkOTagR(OtPtr, MAX_OT, &DmaStart[PrimFlipFlag]);
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#ifdef USE_NTAGS
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// DrawOTag((u32*)&DmaStart[PrimFlipFlag]);
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PrimDrawList=&DmaStart[PrimFlipFlag];
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DrawOTag((u32*)&DmaStart[PrimFlipFlag]);
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#else
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// DrawOTag(OtPtr+(MAX_OT-1));
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DrawOTag(OtPtr+(MAX_OT-1));
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#endif
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PrimFlipFlag^=1;
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@ -306,7 +306,6 @@ extern u8 *PrimListStart,*PrimListEnd;
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void PrimInit();
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void PrimDisplay();
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void PrimDrawCallBack();
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void PrimClip(RECT *r, u32 Depth);
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void PrimFullScreen(int Depth);
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@ -64,7 +64,7 @@ int Size=Width*Height;
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// Tile prim
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setTSprt16(&ThisElem->Prim);
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setTSetShadeTex(&ThisElem->Prim,1);
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// Table
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// Grid
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ThisElem->Right=GetGridPos(X+1,Y);
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ThisElem->Down=GetGridPos(X,Y+1);
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}
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@ -73,7 +73,7 @@ int Size=Width*Height;
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}
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/*****************************************************************************/
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// AS not critical, us row update routine for whole map
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// AS not time critical, use row update routine for whole map
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void CLayerTile::UpdateWholeMap()
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{
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for (int Y=0; Y<PrimGridHeight; Y++)
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@ -92,26 +92,28 @@ void CLayerTile::shutdown()
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// Get (wrapped) PrimGrid pos
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sPrimGridElem *CLayerTile::GetGridPos(int X,int Y)
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{
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sPrimGridElem *ThisGrid=(sPrimGridElem *)PrimGrid;
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int Pos;
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/**/ X%=PrimGridWidth;
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/**/ Y%=PrimGridHeight;
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/**/ Pos=(X+(Y*PrimGridWidth));
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/**/ return(PrimGrid+Pos);
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/**/ return(ThisGrid+Pos);
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}
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/*****************************************************************************/
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// Get (wrapped) Map pos
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sTileMapElem *CLayerTile::GetMapPos(int X,int Y)
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{
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sTileMapElem *ThisMap=(sTileMapElem *)Map;
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int Pos;
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/**/ X%=MapWidth;
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/**/ Y%=MapHeight;
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/**/ Pos=(X+(Y*MapWidth));
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/**/ return(Map+Pos);
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/**/ return(ThisMap+Pos);
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}
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@ -158,21 +160,19 @@ int NewY=YPos>>4;
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/*****************************************************************************/
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void CLayerTile::UpdateRow(int X,int Y)
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{
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sPrimGridElem *Table=GetGridPos(X,Y);
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sPrimGridElem *Grid=GetGridPos(X,Y);
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sTileMapElem *MapPtr=GetMapPos(X,Y);
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for (int i=0; i<SCREEN_TILE_WIDTH; i++)
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{
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// Tile prim
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TSPRT_16 *Prim=&Table->Prim;
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TSPRT_16 *Prim=&Grid->Prim;
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/**/ sTile *Tile=&TileList[MapPtr->Tile];
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/**/ setTSprtTPage(Prim,Tile->TPage);
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*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
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/**/ Table->Tile=MapPtr->Tile;
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/**/ Table->Flags=MapPtr->Flags;
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// Next Elem
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MapPtr++;
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Table=Table->Right;
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Grid=Grid->Right;
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}
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}
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@ -180,21 +180,19 @@ sTileMapElem *MapPtr=GetMapPos(X,Y);
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/*****************************************************************************/
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void CLayerTile::UpdateColumn(int X,int Y)
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{
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sPrimGridElem *Table=GetGridPos(X,Y);
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sPrimGridElem *Grid=GetGridPos(X,Y);
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sTileMapElem *MapPtr=GetMapPos(X,Y);
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for (int i=0; i<SCREEN_TILE_HEIGHT; i++)
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{
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// Tile prim
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TSPRT_16 *Prim=&Table->Prim;
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TSPRT_16 *Prim=&Grid->Prim;
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/**/ sTile *Tile=&TileList[MapPtr->Tile];
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/**/ setTSprtTPage(Prim,Tile->TPage);
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*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
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/**/ Table->Tile=MapPtr->Tile;
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/**/ Table->Flags=MapPtr->Flags;
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// Next Elem
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MapPtr+=MapWidth;
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Table=Table->Down;
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Grid=Grid->Down;
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}
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}
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@ -203,7 +201,7 @@ sTileMapElem *MapPtr=GetMapPos(X,Y);
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/*****************************************************************************/
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void CLayerTile::render()
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{
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sPrimGridElem *Table=GetGridPos(MapX,MapY);
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sPrimGridElem *Grid=GetGridPos(MapX,MapY);
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s16 TileX,TileY;
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// Setup shift bits of pos
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@ -212,147 +210,23 @@ s16 TileX,TileY;
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// Render it!!
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for (int Y=0; Y<SCREEN_TILE_HEIGHT; Y++)
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{
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sPrimGridElem *TableDown=Table->Down;
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sPrimGridElem *GridDown=Grid->Down;
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TileX=-ShiftX;
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for (int X=0; X<SCREEN_TILE_WIDTH; X++)
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{
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TSPRT_16 *Prim=&Table->Prim;
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TSPRT_16 *Prim=&Grid->Prim;
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if (Prim->clut)
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{
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/**/ Prim->x0=TileX;
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/**/ Prim->y0=TileY;
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/**/ AddPrim(OtPtr,Prim);
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}
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Table=Table->Right;
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Grid=Grid->Right;
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TileX+=TILE_WIDTH;
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}
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Table=TableDown;
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Grid=GridDown;
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TileY+=TILE_HEIGHT;
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}
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}
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/*****************************************************************************/
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void CLayerTile::renderSolid()
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{
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sPrimGridElem *Table=GetGridPos(MapX,MapY);
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s16 TileX,TileY;
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// Setup shift bits of pos
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TileY=-ShiftY;
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// Render it!!
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for (int Y=0; Y<SCREEN_TILE_HEIGHT; Y++)
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{
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sPrimGridElem *TableDown=Table->Down;
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TileX=-ShiftX;
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for (int X=0; X<SCREEN_TILE_WIDTH; X++)
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{
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TSPRT_16 *Prim=&Table->Prim;
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/**/ Prim->x0=TileX;
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/**/ Prim->y0=TileY;
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/**/ AddPrim(OtPtr,Prim);
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Table=Table->Right;
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TileX+=TILE_WIDTH;
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}
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Table=TableDown;
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TileY+=TILE_HEIGHT;
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}
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}
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/*****************************************************************************/
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#define BLOCK_MULT 16
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void CLayerTile::render3d()
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{
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sPrimGridElem *Table=GetGridPos(MapX,MapY);
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s16 TileX,TileY;
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VECTOR BlkPos;
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s32 BlkXStore;
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// Setup shift bits of pos
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TileY=-ShiftY;
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BlkPos.vx=((-15*TILE_WIDTH)-ShiftX)*BLOCK_MULT;
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BlkPos.vy=((-8*TILE_HEIGHT)-ShiftY)*BLOCK_MULT;
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BlkXStore=BlkPos.vx;
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// Render it!!
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for (int Y=0; Y<SCREEN_TILE_HEIGHT; Y++)
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{
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sPrimGridElem *TableDown=Table->Down;
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TileX=-ShiftX;
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for (int X=0; X<SCREEN_TILE_WIDTH; X++)
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{
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TSPRT_16 *Prim=&Table->Prim;
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if (Prim->clut)
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{ // Has 2d Data
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/**/ Prim->x0=TileX;
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/**/ Prim->y0=TileY;
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/**/ AddPrim(OtPtr,Prim);
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}
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if (Table->Flags)
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{ // Has 3d Data
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/**/ CMX_SetTransMtxXY(&BlkPos);
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/**/ RenderBlock(Table);
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}
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Table=Table->Right;
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TileX+=TILE_WIDTH;
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BlkPos.vx+=TILE_WIDTH*BLOCK_MULT;
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}
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Table=TableDown;
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TileY+=TILE_HEIGHT;
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BlkPos.vx=BlkXStore;
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BlkPos.vy+=TILE_HEIGHT*BLOCK_MULT;
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}
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}
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/*****************************************************************************/
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// NOTE: Tiles will be sorted by z order (cos they 'should' be simple objects
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// NOTE: Tiles are split into facing strips, to reduce overdraw :o)
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// NOTE: Matrix already setup for block
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void CLayerTile::RenderBlock(sPrimGridElem *Elem)
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{
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sTile *Tile=&TileList[Elem->Tile];
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u32 Flags=Elem->Flags;
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sVtx *P0,*P1,*P2;
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POLY_FT3 *TPrimPtr=(POLY_FT3*)GetPrimPtr();
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sTileTable *TileTable=Tile->TileTable;
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u32 T0,T1,T2;
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//--- Tris ---------------------------------------------------------------------------
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for (int i=0; i<TILE3D_FLAGS_MAX; i++)
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{
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int TriCount=TileTable->TriCount;
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sTri *TList=TriList+TileTable->TriList;
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if (Flags & 1)
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{
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while (TriCount--)
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{
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P0=&VtxList[TList->P0]; P1=&VtxList[TList->P1]; P2=&VtxList[TList->P2];
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gte_ldv3(P0,P1,P2);
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/**/ setPolyFT3(TPrimPtr);
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/**/ setShadeTex(TPrimPtr,1);
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/**/ setlen(TPrimPtr, GPU_PolyFT3Tag);
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gte_rtpt_b();
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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=*(u16*)&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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*(u16*)&TPrimPtr->u2=T2; // Set UV2
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TList++;
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addPrim(OtPtr,TPrimPtr);
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gte_stsxy3_ft3(TPrimPtr);
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TPrimPtr++;
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}
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}
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TileTable++;
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Flags>>=1;
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}
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SetPrimPtr((u8*)TPrimPtr);
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}
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@ -7,14 +7,30 @@
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/*****************************************************************************/
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/*
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struct sPrimGridElem
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{
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TSPRT_16 Prim;
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u16 Tile;
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u16 Flags;
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// u16 Tile;
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// u16 Flags;
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sPrimGridElem *Right;
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sPrimGridElem *Down;
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};
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*/
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/*****************************************************************************/
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struct sPrimGridElem
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{
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TSPRT_16 Prim;
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sPrimGridElem *Right;
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sPrimGridElem *Down;
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};
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struct sPrimGridElem3d : public sPrimGridElem
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{
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u16 Tile;
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u16 Flags;
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};
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/*****************************************************************************/
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class CLayerTile
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@ -47,30 +63,27 @@ virtual void shutdown();
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virtual void think(VECTOR &MapPos);
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virtual void render();
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protected:
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void UpdateWholeMap();
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virtual void UpdateWholeMap();
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virtual void UpdateRow(int MapX,int MapY);
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virtual void UpdateColumn(int MapX,int MapY);
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sPrimGridElem *GetGridPos(int X,int Y);
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sTileMapElem *GetMapPos(int X,int Y);
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void UpdateRow(int MapX,int MapY);
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void UpdateColumn(int MapX,int MapY);
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void renderSolid();
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void render3d();
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void RenderBlock(sPrimGridElem *Elem);
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sLayerHdr *LayerHdr;
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sTile *TileList;
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sTri *TriList;
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sQuad *QuadList;
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sVtx *VtxList;
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sTileMapElem *Map;
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int MapWidth,MapHeight,MapXYShift;
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int PrimGridWidth,PrimGridHeight;
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int MapX,MapY;
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u16 ShiftX,ShiftY;
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sTileMapElem *Map;
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sPrimGridElem *PrimGrid;
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};
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@ -30,7 +30,34 @@ CLayerTile3d::~CLayerTile3d()
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/*****************************************************************************/
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void CLayerTile3d::init(VECTOR &MapPos,int Shift,int Width,int Height)
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{
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CLayerTile::init(MapPos,Shift);
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int Size=Width*Height;
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ASSERT(Width>=SCREEN_TILE_WIDTH);
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ASSERT(Height>=SCREEN_TILE_HEIGHT);
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MapXYShift=Shift;
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PrimGridWidth=Width;
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PrimGridHeight=Height;
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PrimGrid=(sPrimGridElem3d*) MemAlloc(Size*sizeof(sPrimGridElem3d),"3d PrimGrid");
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ASSERT(PrimGrid);
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MapX=0;
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MapY=0;
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for (int Y=0; Y<PrimGridHeight; Y++)
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{
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for (int X=0; X<PrimGridWidth; X++)
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{
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sPrimGridElem3d *ThisElem=GetGridPos3d(X,Y);
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// Tile prim
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setTSprt16(&ThisElem->Prim);
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setTSetShadeTex(&ThisElem->Prim,1);
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// Table
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ThisElem->Right=GetGridPos3d(X+1,Y);
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ThisElem->Down=GetGridPos3d(X,Y+1);
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}
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}
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UpdateWholeMap();
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}
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/*****************************************************************************/
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@ -39,8 +66,179 @@ void CLayerTile3d::shutdown()
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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// Get (wrapped) PrimGrid pos
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sPrimGridElem3d *CLayerTile3d::GetGridPos3d(int X,int Y)
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{
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sPrimGridElem3d *ThisGrid=(sPrimGridElem3d*)PrimGrid;
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int Pos;
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/**/ X%=PrimGridWidth;
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/**/ Y%=PrimGridHeight;
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/**/ Pos=(X+(Y*PrimGridWidth));
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/**/ return(ThisGrid+Pos);
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}
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/*****************************************************************************/
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// Get (wrapped) Map pos
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sTileMapElem3d *CLayerTile3d::GetMapPos3d(int X,int Y)
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{
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sTileMapElem3d *ThisMap=(sTileMapElem3d*)Map;
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int Pos;
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/**/ X%=MapWidth;
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/**/ Y%=MapHeight;
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/**/ Pos=(X+(Y*MapWidth));
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/**/ return(ThisMap+Pos);
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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void CLayerTile3d::UpdateRow(int X,int Y)
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{
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sPrimGridElem3d *Grid=GetGridPos3d(X,Y);
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sTileMapElem3d *MapPtr=GetMapPos3d(X,Y);
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for (int i=0; i<SCREEN_TILE_WIDTH; i++)
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{
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// Tile prim
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TSPRT_16 *Prim=&Grid->Prim;
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/**/ sTile *Tile=&TileList[MapPtr->Tile];
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/**/ setTSprtTPage(Prim,Tile->TPage);
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*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
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/**/ Grid->Tile=MapPtr->Tile;
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/**/ Grid->Flags=MapPtr->Flags;
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// Next Elem
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MapPtr++;
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Grid=(sPrimGridElem3d *)Grid->Right;
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}
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}
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/*****************************************************************************/
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void CLayerTile3d::UpdateColumn(int X,int Y)
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{
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sPrimGridElem3d *Grid=GetGridPos3d(X,Y);
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sTileMapElem3d *MapPtr=GetMapPos3d(X,Y);
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for (int i=0; i<SCREEN_TILE_HEIGHT; i++)
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{
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// Tile prim
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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()
|
||||
{
|
||||
// CLayerTile::render();
|
||||
CLayerTile::render3d();
|
||||
|
||||
sPrimGridElem3d *Grid=GetGridPos3d(MapX,MapY);
|
||||
s16 TileX,TileY;
|
||||
VECTOR BlkPos;
|
||||
s32 BlkXStore;
|
||||
|
||||
// Setup shift bits of pos
|
||||
TileY=-ShiftY;
|
||||
BlkPos.vx=((-15*TILE_WIDTH)-ShiftX)*BLOCK_MULT;
|
||||
BlkPos.vy=((-8*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;
|
||||
/**/ AddPrim(OtPtr,Prim);
|
||||
}
|
||||
if (Grid->Flags)
|
||||
{ // Has 3d Data
|
||||
/**/ CMX_SetTransMtxXY(&BlkPos);
|
||||
/**/ RenderBlock(Grid);
|
||||
}
|
||||
Grid=(sPrimGridElem3d *)Grid->Right;
|
||||
TileX+=TILE_WIDTH;
|
||||
BlkPos.vx+=TILE_WIDTH*BLOCK_MULT;
|
||||
}
|
||||
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)
|
||||
{
|
||||
sTile *Tile=&TileList[Elem->Tile];
|
||||
u32 Flags=Elem->Flags;
|
||||
sVtx *P0,*P1,*P2;
|
||||
POLY_FT3 *TPrimPtr=(POLY_FT3*)GetPrimPtr();
|
||||
u16 *TileTable=Tile->TileTable;
|
||||
u32 T0,T1,T2;
|
||||
sTri *TList=TriList+Tile->TriStart;
|
||||
|
||||
//--- 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++;
|
||||
addPrim(OtPtr,TPrimPtr);
|
||||
gte_stsxy3_ft3(TPrimPtr);
|
||||
TPrimPtr++;
|
||||
}
|
||||
}
|
||||
TList=NextList;
|
||||
Flags>>=1;
|
||||
}
|
||||
SetPrimPtr((u8*)TPrimPtr);
|
||||
}
|
||||
|
||||
|
|
|
@ -18,6 +18,13 @@ public:
|
|||
void render();
|
||||
|
||||
protected:
|
||||
void UpdateRow(int MapX,int MapY);
|
||||
void UpdateColumn(int MapX,int MapY);
|
||||
|
||||
sPrimGridElem3d *GetGridPos3d(int X,int Y);
|
||||
sTileMapElem3d *GetMapPos3d(int X,int Y);
|
||||
|
||||
void RenderBlock(sPrimGridElem3d *Elem);
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -146,7 +146,6 @@ void MainLoop()
|
|||
#ifdef __USER_paul__
|
||||
s_paulScene.think(frames);
|
||||
#endif
|
||||
|
||||
while(DrawSync(1));
|
||||
|
||||
// Render States
|
||||
|
@ -159,8 +158,8 @@ void MainLoop()
|
|||
#endif
|
||||
|
||||
PrimDisplay();
|
||||
VidSwapDraw();
|
||||
VSync(0);
|
||||
VidSwapDraw();
|
||||
|
||||
PadUpdate();
|
||||
|
||||
|
|
|
@ -144,8 +144,6 @@ static void VidVSyncCallback()
|
|||
TickCount++;
|
||||
if (DrawLoadIcon) LoadingIcon();
|
||||
|
||||
PrimDrawCallBack();
|
||||
|
||||
if (VbFunc)
|
||||
{
|
||||
VbFunc();
|
||||
|
|
Binary file not shown.
|
@ -93,29 +93,21 @@ struct sTri
|
|||
u16 P2; // 2
|
||||
}; // 16
|
||||
|
||||
// u8 r0, g0, b0, code; // 4
|
||||
// u8 r1, g1, b1, Mat; // 4
|
||||
// u8 r2, g2, b2; // 3
|
||||
// s8 OtOfs; // 1
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
struct sQuad
|
||||
{
|
||||
u16 P0,P1,P2,P3; // 8
|
||||
u16 P0; // 2
|
||||
u16 P1; // 2
|
||||
u16 P2; // 2
|
||||
u16 P3; // 2
|
||||
u8 uv0[2]; // 2
|
||||
u16 Clut; // 2
|
||||
u8 uv1[2]; // 2
|
||||
u16 TPage; // 2
|
||||
u8 uv2[2]; // 2
|
||||
u8 uv3[2]; // 2
|
||||
u16 TPage; // 2
|
||||
u16 Clut; // 2
|
||||
}; // 20
|
||||
|
||||
// u8 r0, g0, b0, code; // 4
|
||||
// u8 r1, g1, b1, Mat; // 4
|
||||
// u8 r2, g2, b2; // 3
|
||||
// s8 OtOfs; // 1
|
||||
// u8 r3, g3, b3, Pad3; // 4
|
||||
|
||||
//***************************************************************************
|
||||
/*
|
||||
struct sWeight
|
||||
|
@ -152,29 +144,36 @@ enum TILE3D_FLAGS
|
|||
struct sTileMapElem
|
||||
{
|
||||
u16 Tile;
|
||||
};
|
||||
|
||||
struct sTileMapElem3d : public sTileMapElem
|
||||
{
|
||||
u16 Flags;
|
||||
};
|
||||
|
||||
/*
|
||||
struct sTileTable
|
||||
{
|
||||
u16 TriList;
|
||||
u16 TriCount;
|
||||
};
|
||||
|
||||
*/
|
||||
struct sTile
|
||||
{
|
||||
// 3d Tile
|
||||
sTileTable TileTable[TILE3D_FLAGS_MAX];
|
||||
// sTileTable TileTable[TILE3D_FLAGS_MAX]; // 20 (4*5)
|
||||
u16 TriStart; // 2
|
||||
u16 TileTable[TILE3D_FLAGS_MAX]; // 10
|
||||
// 2d Tile
|
||||
u8 u0,v0;
|
||||
u16 Clut;
|
||||
u16 TPage;
|
||||
u16 Pad; // :o( need this?
|
||||
u8 u0,v0; // 2
|
||||
u16 Clut; // 2
|
||||
u16 TPage; // 2
|
||||
u16 Pad; // :o( need this? // 2
|
||||
|
||||
#ifdef WIN32
|
||||
bool operator==(sTile const &v1) {return(false);}
|
||||
#endif
|
||||
};
|
||||
}; // 20
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
// Layers
|
||||
|
|
Loading…
Add table
Reference in a new issue