SBSPSS/source/level/layertile.cpp
2000-12-14 16:38:34 +00:00

400 lines
10 KiB
C++

/************************/
/*** Tile Layer Class ***/
/************************/
#include "system\global.h"
#include <DStructs.h>
#include "utils\utils.h"
#include "system\vid.h"
#include "gfx\prim.h"
#include "LayerTile.h"
const u32 XInc=16<<0;
const u32 YInc=16<<16;
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
CLayerTile::CLayerTile(sLayerHdr *Hdr,sTile *_TileList,sTri *_TriList,sQuad *_QuadList,sVtx *_VtxList)
{
LayerHdr=Hdr;
TileList=_TileList;
TriList=_TriList;
QuadList=_QuadList;
VtxList=_VtxList;
Map=(sTileMapElem*)MakePtr(Hdr,sizeof(sLayerHdr));
MapWidth=LayerHdr->Width;
MapHeight=LayerHdr->Height;
}
/*****************************************************************************/
CLayerTile::~CLayerTile()
{
if (TileTable[0].Table) MemFree(TileTable[0].Table);
if (TileTable[1].Table) MemFree(TileTable[1].Table);
}
/*****************************************************************************/
sTileTable &CLayerTile::GetTileTable()
{
return(TileTable[FrameFlipFlag]);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLayerTile::init(VECTOR &MapPos,int Shift,int Width,int Height)
{
int Size=Width*Height;
ASSERT(Width>=SCREEN_TILE_WIDTH);
ASSERT(Height>=SCREEN_TILE_HEIGHT);
MapXYShift=Shift;
TileTableWidth=Width;
TileTableHeight=Height;
for (int Buffer=0; Buffer<2; Buffer++)
{
sTileTableElem *Table=(sTileTableElem*) MemAlloc(Size*sizeof(sTileTableElem),"2d TileTable");
TileTable[Buffer].Table=Table;
TileTable[Buffer].MapX=0;
TileTable[Buffer].MapY=0;
for (int Y=0; Y<Height; Y++)
{
for (int X=0; X<Width; X++)
{
sTileTableElem *ThisElem=&Table[X+(Y*Width)];
// Tile prim
TSPRT_16 *Prim=&ThisElem->Prim;
setTSprt16(Prim);
setTSetShadeTex(Prim,1);
// Table
int TableR=(X+1) % Width;
int TableD=(Y+1) % Height;
ThisElem->Right=&Table[TableR+(Y*Width)];
ThisElem->Down=&Table[X+(TableD*Width)];
}
}
UpdateWholeMap(TileTable[Buffer]);
}
}
/*****************************************************************************/
void CLayerTile::UpdateWholeMap(sTileTable &ThisTable)
{
sTileTableElem *Table=ThisTable.Table;
sTileMapElem *MapPtr=Map;
// Calc (wrapped) Map/Table pos
Table+=CalcTableOfs(ThisTable.MapX,ThisTable.MapY);
MapPtr+=CalcMapOfs(ThisTable.MapX,ThisTable.MapY);
for (int Y=0; Y<TileTableHeight; Y++)
{
sTileTableElem *TableDown=Table->Down;
sTileMapElem *MapDown=MapPtr+MapWidth;
for (int X=0; X<TileTableWidth; X++)
{
TSPRT_16 *Prim=&Table->Prim;
/**/ sTile *Tile=&TileList[MapPtr->Tile];
setTSprtTPage(Prim,Tile->TPage);
*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
Table->Tile=Tile;
Table->TileFlags=Tile->TriCount;
Table++;
MapPtr++;
}
Table=TableDown;
MapPtr=MapDown;
}
}
/*****************************************************************************/
void CLayerTile::shutdown()
{
}
/*****************************************************************************/
int CLayerTile::CalcTableOfs(int X,int Y)
{
/**/ X%=TileTableWidth;
/**/ Y%=TileTableHeight;
/**/ return(X+(Y*TileTableWidth));
}
/*****************************************************************************/
int CLayerTile::CalcMapOfs(int X,int Y)
{
/**/ X%=MapWidth;
/**/ Y%=MapHeight;
/**/ return(X+(Y*MapWidth));
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLayerTile::think(VECTOR &MapPos)
{
// Update rows and Columns :o)
sTileTable &ThisTable=TileTable[FrameFlipFlag];
int XPos=MapPos.vx>>MapXYShift;
int YPos=MapPos.vy>>MapXYShift;
int ShiftX=15-(XPos&15);
int ShiftY=15-(YPos&15);
ThisTable.ShiftXY=ShiftY<<16 | ShiftX<<0;
int NewX=XPos>>4;
int NewY=YPos>>4;
int OldX=ThisTable.MapX;
int OldY=ThisTable.MapY;
if (NewX>OldX)
{ // update right column
UpdateColumn(NewX+SCREEN_TILE_WIDTH-1,NewY,ThisTable);
}
else
if (NewX<OldX)
{ // update left column
UpdateColumn(NewX,NewY,ThisTable);
}
if (NewY>OldY)
{ // update bottom row
UpdateRow(NewX,NewY+SCREEN_TILE_HEIGHT-2,ThisTable);
}
else
if (NewY<OldY)
{ // update top row
UpdateRow(NewX,NewY,ThisTable);
}
ThisTable.MapX=NewX;
ThisTable.MapY=NewY;
ThisTable.MapX=NewX;
ThisTable.MapY=NewY;
}
/*****************************************************************************/
void CLayerTile::UpdateRow(int MapX,int MapY,sTileTable &ThisTable)
{
sTileTableElem *Table=ThisTable.Table;
sTileMapElem *MapPtr=Map;
// Calc (wrapped) Map/Table pos
Table+=CalcTableOfs(MapX,MapY);
MapPtr+=CalcMapOfs(MapX,MapY);
for (int i=0; i<SCREEN_TILE_WIDTH; i++)
{
// Tile prim
TSPRT_16 *Prim=&Table->Prim;
/**/ sTile *Tile=&TileList[MapPtr->Tile];
/**/ setTSprtTPage(Prim,Tile->TPage);
*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
Table->Tile=Tile;
Table->TileFlags=Tile->TriCount;
MapPtr+=1;
Table=Table->Right;
}
}
/*****************************************************************************/
void CLayerTile::UpdateColumn(int MapX,int MapY,sTileTable &ThisTable)
{
sTileTableElem *Table=ThisTable.Table;
sTileMapElem *MapPtr=Map;
// Calc (wrapped) Map/Table pos
Table+=CalcTableOfs(MapX,MapY);
MapPtr+=CalcMapOfs(MapX,MapY);
for (int i=0; i<SCREEN_TILE_HEIGHT; i++)
{
// Tile prim
TSPRT_16 *Prim=&Table->Prim;
/**/ sTile *Tile=&TileList[MapPtr->Tile];
/**/ setTSprtTPage(Prim,Tile->TPage);
*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
Table->Tile=Tile;
Table->TileFlags=Tile->TriCount;
MapPtr+=MapWidth;
Table=Table->Down;
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLayerTile::render()
{
sTileTable &ThisTable=TileTable[FrameFlipFlag];
sTileTableElem *Table=ThisTable.Table;
u32 XYPos;
// Setup shift bits of pos
XYPos=ThisTable.ShiftXY;
// Calc (wrapped) Start pos
Table+=CalcTableOfs(ThisTable.MapX,ThisTable.MapY);
// Render it!!
for (int TileY=0; TileY<SCREEN_TILE_HEIGHT; TileY++)
{
sTileTableElem *TableDown=Table->Down;
u32 XYPosDown=XYPos+YInc;
for (int TileX=0; TileX<SCREEN_TILE_WIDTH; TileX++)
{
TSPRT_16 *Prim=&Table->Prim;
if (Prim->clut)
{
*(u32*)&Prim->x0=XYPos;
/**/ AddPrim(OtPtr,Prim);
}
Table=Table->Right;
XYPos+=XInc;
}
Table=TableDown;
XYPos=XYPosDown;
}
}
/*****************************************************************************/
void CLayerTile::renderSolid()
{
sTileTable &ThisTable=TileTable[FrameFlipFlag];
sTileTableElem *Table=ThisTable.Table;
u32 XYPos;
// Setup shift bits of pos
XYPos=ThisTable.ShiftXY;
// Calc (wrapped) Start pos
Table+=CalcTableOfs(ThisTable.MapX,ThisTable.MapY);
// Render it!!
for (int TileY=0; TileY<SCREEN_TILE_HEIGHT; TileY++)
{
sTileTableElem *TableDown=Table->Down;
u32 XYPosDown=XYPos+YInc;
for (int TileX=0; TileX<SCREEN_TILE_WIDTH; TileX++)
{
TSPRT_16 *Prim=&Table->Prim;
*(u32*)&Prim->x0=XYPos;
/**/ AddPrim(OtPtr,Prim);
Table=Table->Right;
XYPos+=XInc;
}
Table=TableDown;
XYPos=XYPosDown;
}
}
/*****************************************************************************/
VECTOR asd={0,0,512};
void CLayerTile::render3d()
{
sTileTable &ThisTable=TileTable[FrameFlipFlag];
sTileTableElem *Table=ThisTable.Table;
u32 XYPos,XYPos3d;
MATRIX _Mtx,*Mtx=&_Mtx;
SetIdent(Mtx);
Mtx->t[2]=asd.vz;
gte_SetRotMatrix(Mtx);
// Setup shift bits of pos
XYPos=ThisTable.ShiftXY;
// Calc (wrapped) Start pos
Table+=CalcTableOfs(ThisTable.MapX,ThisTable.MapY);
// Render it!!
for (int TileY=0; TileY<SCREEN_TILE_HEIGHT; TileY++)
{
sTileTableElem *TableDown=Table->Down;
u32 XYPosDown=XYPos+YInc;
for (int TileX=0; TileX<SCREEN_TILE_WIDTH; TileX++)
{
TSPRT_16 *Prim=&Table->Prim;
if (Prim->clut)
{ // 2d tile
*(u32*)&Prim->x0=XYPos;
/**/ AddPrim(OtPtr,Prim);
}
if (Table->TileFlags)
{ // 3d tile
u32 SX=(ThisTable.ShiftXY &15);
u32 SY=(ThisTable.ShiftXY>>16);
Mtx->t[0]=((TileX-15)*16)+SX;
Mtx->t[1]=((TileY-10)*16)+SY;
gte_SetTransMatrix(Mtx);
RenderBlock(Table->Tile,Table->TileFlags);
}
Table=Table->Right;
XYPos+=XInc;
}
Table=TableDown;
XYPos=XYPosDown;
}
}
/*****************************************************************************/
// NOTE: Tiles will be sorted by z order (cos they 'should' be simple objects
// NOTE: Tiles will be split into facing strips, to reduce overdraw :o)
// NOTE: Matrix already setup for tile
void CLayerTile::RenderBlock(sTile *Tile,u32 Flags)
{
sVtx *P0,*P1,*P2;
s32 ClipZ=0;
POLY_FT3 *TPrimPtr=(POLY_FT3*)GetPrimPtr();
int TriCount=Tile->TriCount;
sTri *TList=TriList+Tile->TriList;
u32 T0,T1,T2;
//--- Tris ---------------------------------------------------------------------------
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++;
}
SetPrimPtr((u8*)TPrimPtr);
}