SBSPSS/source/level/layertile.cpp
2001-01-03 22:12:25 +00:00

358 lines
8.7 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;
/*****************************************************************************/
// Uses single buffer. Hopefully this will be adequate
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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()
{
MemFree(PrimGrid);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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;
PrimGridWidth=Width;
PrimGridHeight=Height;
PrimGrid=(sPrimGridElem*) MemAlloc(Size*sizeof(sPrimGridElem),"2d PrimGrid");
ASSERT(PrimGrid);
MapX=0;
MapY=0;
for (int Y=0; Y<PrimGridHeight; Y++)
{
for (int X=0; X<PrimGridWidth; X++)
{
sPrimGridElem *ThisElem=GetGridPos(X,Y);
// Tile prim
setTSprt16(&ThisElem->Prim);
setTSetShadeTex(&ThisElem->Prim,1);
// Table
ThisElem->Right=GetGridPos(X+1,Y);
ThisElem->Down=GetGridPos(X,Y+1);
}
}
UpdateWholeMap();
}
/*****************************************************************************/
// AS not critical, us row update routine for whole map
void CLayerTile::UpdateWholeMap()
{
for (int Y=0; Y<PrimGridHeight; Y++)
{
UpdateRow(MapX,MapY+Y);
}
}
/*****************************************************************************/
void CLayerTile::shutdown()
{
}
/*****************************************************************************/
// Get (wrapped) PrimGrid pos
sPrimGridElem *CLayerTile::GetGridPos(int X,int Y)
{
int Pos;
/**/ X%=PrimGridWidth;
/**/ Y%=PrimGridHeight;
/**/ Pos=(X+(Y*PrimGridWidth));
/**/ return(PrimGrid+Pos);
}
/*****************************************************************************/
// Get (wrapped) Map pos
sTileMapElem *CLayerTile::GetMapPos(int X,int Y)
{
int Pos;
/**/ X%=MapWidth;
/**/ Y%=MapHeight;
/**/ Pos=(X+(Y*MapWidth));
/**/ return(Map+Pos);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLayerTile::think(VECTOR &MapPos)
{
// Update rows and Columns :o)
// As these are on the borders, they 'shouldnt' alter any being rendered
int XPos=MapPos.vx>>MapXYShift;
int YPos=MapPos.vy>>MapXYShift;
int NewX=XPos>>4;
int NewY=YPos>>4;
ShiftX=XPos & 15;
ShiftY=YPos & 15;
if (NewX>MapX)
{ // update right column
UpdateColumn(NewX+SCREEN_TILE_WIDTH-1,MapY);
MapX=NewX;
}
else
if (NewX<MapX)
{ // update left column
UpdateColumn(NewX,MapY);
MapX=NewX;
}
if (NewY>MapY)
{ // update bottom row
UpdateRow(MapX,NewY+SCREEN_TILE_HEIGHT-1);
MapY=NewY;
}
else
if (NewY<MapY)
{ // update top row
UpdateRow(MapX,NewY);
MapY=NewY;
}
}
/*****************************************************************************/
void CLayerTile::UpdateRow(int X,int Y)
{
sPrimGridElem *Table=GetGridPos(X,Y);
sTileMapElem *MapPtr=GetMapPos(X,Y);
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=MapPtr->Tile;
/**/ Table->Flags=MapPtr->Flags;
// Next Elem
MapPtr++;
Table=Table->Right;
}
}
/*****************************************************************************/
void CLayerTile::UpdateColumn(int X,int Y)
{
sPrimGridElem *Table=GetGridPos(X,Y);
sTileMapElem *MapPtr=GetMapPos(X,Y);
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=MapPtr->Tile;
/**/ Table->Flags=MapPtr->Flags;
// Next Elem
MapPtr+=MapWidth;
Table=Table->Down;
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLayerTile::render()
{
sPrimGridElem *Table=GetGridPos(MapX,MapY);
s16 TileX,TileY;
// Setup shift bits of pos
TileY=-ShiftY;
// Render it!!
for (int Y=0; Y<SCREEN_TILE_HEIGHT; Y++)
{
sPrimGridElem *TableDown=Table->Down;
TileX=-ShiftX;
for (int X=0; X<SCREEN_TILE_WIDTH; X++)
{
TSPRT_16 *Prim=&Table->Prim;
if (Prim->clut)
{
/**/ Prim->x0=TileX;
/**/ Prim->y0=TileY;
/**/ AddPrim(OtPtr,Prim);
}
Table=Table->Right;
TileX+=TILE_WIDTH;
}
Table=TableDown;
TileY+=TILE_HEIGHT;
}
}
/*****************************************************************************/
void CLayerTile::renderSolid()
{
sPrimGridElem *Table=GetGridPos(MapX,MapY);
s16 TileX,TileY;
// Setup shift bits of pos
TileY=-ShiftY;
// Render it!!
for (int Y=0; Y<SCREEN_TILE_HEIGHT; Y++)
{
sPrimGridElem *TableDown=Table->Down;
TileX=-ShiftX;
for (int X=0; X<SCREEN_TILE_WIDTH; X++)
{
TSPRT_16 *Prim=&Table->Prim;
/**/ Prim->x0=TileX;
/**/ Prim->y0=TileY;
/**/ AddPrim(OtPtr,Prim);
Table=Table->Right;
TileX+=TILE_WIDTH;
}
Table=TableDown;
TileY+=TILE_HEIGHT;
}
}
/*****************************************************************************/
#define BLOCK_MULT 16
void CLayerTile::render3d()
{
sPrimGridElem *Table=GetGridPos(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 *TableDown=Table->Down;
TileX=-ShiftX;
for (int X=0; X<SCREEN_TILE_WIDTH; X++)
{
TSPRT_16 *Prim=&Table->Prim;
if (Prim->clut)
{ // Has 2d Data
/**/ Prim->x0=TileX;
/**/ Prim->y0=TileY;
/**/ AddPrim(OtPtr,Prim);
}
if (Table->Flags)
{ // Has 3d Data
/**/ CMX_SetTransMtxXY(&BlkPos);
/**/ RenderBlock(Table);
}
Table=Table->Right;
TileX+=TILE_WIDTH;
BlkPos.vx+=TILE_WIDTH*BLOCK_MULT;
}
Table=TableDown;
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 CLayerTile::RenderBlock(sPrimGridElem *Elem)
{
sTile *Tile=&TileList[Elem->Tile];
u32 Flags=Elem->Flags;
sVtx *P0,*P1,*P2;
POLY_FT3 *TPrimPtr=(POLY_FT3*)GetPrimPtr();
sTileTable *TileTable=Tile->TileTable;
u32 T0,T1,T2;
//--- Tris ---------------------------------------------------------------------------
for (int i=0; i<TILE3D_FLAGS_MAX; i++)
{
int TriCount=TileTable->TriCount;
sTri *TList=TriList+TileTable->TriList;
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++;
}
}
TileTable++;
Flags>>=1;
}
SetPrimPtr((u8*)TPrimPtr);
}