mirror of
https://github.com/XProger/OpenLara.git
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GBA: free camera, portals visibility system
This commit is contained in:
parent
c430b393e3
commit
9e1234fc62
@ -3,76 +3,64 @@
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#include "common.h"
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uint16 camRotY = 16 << 8;
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#define CAM_SPEED (1 << 2)
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#define CAM_ROT_SPEED (1 << 8)
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#define CAM_ROT_X_MAX int16(85 * 0x8000 / 180)
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int32 camSinY;
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int32 camCosY;
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struct Camera {
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vec3i pos;
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int16 rotX, rotY;
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int32 room;
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int32 camX = 75162;
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int32 camY = 3072 - 1024;
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int32 camZ = 5000;
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void init() {
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pos.x = 75162;
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pos.y = 2048;
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pos.z = 5000;
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Rect clip;
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#ifdef _WIN32
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#define CAM_SPEED (1 << 2)
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#define CAM_ROT_SPEED (1 << 2)
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#else
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#define CAM_SPEED (1 << 6)
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#define CAM_ROT_SPEED (1 << 8)
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#endif
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void updateCamera() {
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if (keys[IK_LEFT]) camRotY -= CAM_ROT_SPEED;
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if (keys[IK_RIGHT]) camRotY += CAM_ROT_SPEED;
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{
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ALIGN4 ObjAffineSource src;
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ALIGN4 ObjAffineDest dst;
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src.sX = 0x0100;
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src.sY = 0x0100;
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src.theta = camRotY;
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ObjAffineSet(&src, &dst, 1, 2);
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camCosY = dst.pd << 8;
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camSinY = dst.pc << 8;
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rotX = 0;
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rotY = 16 << 8;
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}
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int32 dx = camSinY;
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int32 dz = camCosY;
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void update() {
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if (keys[IK_UP]) rotX -= CAM_ROT_SPEED;
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if (keys[IK_DOWN]) rotX += CAM_ROT_SPEED;
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if (keys[IK_LEFT]) rotY -= CAM_ROT_SPEED;
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if (keys[IK_RIGHT]) rotY += CAM_ROT_SPEED;
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dx *= CAM_SPEED;
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dz *= CAM_SPEED;
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rotX = clamp(rotX, -CAM_ROT_X_MAX, CAM_ROT_X_MAX);
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dx >>= 16;
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dz >>= 16;
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matrixSetView(pos, rotX, rotY);
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if (keys[IK_UP]) {
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camX += int32(dx);
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camZ += int32(dz);
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Matrix &m = matrixGet();
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if (keys[IK_R]) {
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pos.x += m[0].x * CAM_SPEED >> 10;
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pos.y += m[0].y * CAM_SPEED >> 10;
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pos.z += m[0].z * CAM_SPEED >> 10;
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}
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if (keys[IK_L]) {
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pos.x -= m[0].x * CAM_SPEED >> 10;
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pos.y -= m[0].y * CAM_SPEED >> 10;
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pos.z -= m[0].z * CAM_SPEED >> 10;
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}
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if (keys[IK_A]) {
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pos.x += m[2].x * CAM_SPEED >> 10;
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pos.y += m[2].y * CAM_SPEED >> 10;
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pos.z += m[2].z * CAM_SPEED >> 10;
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}
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if (keys[IK_B]) {
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pos.x -= m[2].x * CAM_SPEED >> 10;
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pos.y -= m[2].y * CAM_SPEED >> 10;
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pos.z -= m[2].z * CAM_SPEED >> 10;
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}
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room = getRoomIndex(room, pos);
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}
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};
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if (keys[IK_DOWN]) {
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camX -= int32(dx);
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camZ -= int32(dz);
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}
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if (keys[IK_L]) {
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camX -= int32(dz);
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camZ += int32(dx);
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}
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if (keys[IK_R]) {
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camX += int32(dz);
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camZ -= int32(dx);
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}
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if (keys[IK_A]) camY -= CAM_SPEED;
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if (keys[IK_B]) camY += CAM_SPEED;
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clip = { 0, 0, FRAME_WIDTH, FRAME_HEIGHT };
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}
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Camera camera;
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#endif
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@ -70,32 +70,6 @@ typedef int16 Index;
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#define dmaCopy(src,dst,size) memcpy(dst,src,size)
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#define ALIGN4
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struct ObjAffineSource {
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int16 sX;
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int16 sY;
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uint16 theta;
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};
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struct ObjAffineDest {
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int16 pa;
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int16 pb;
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int16 pc;
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int16 pd;
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};
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static void ObjAffineSet(ObjAffineSource *source, ObjAffineDest *dest, int32 num, int32 offset) {
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float ang = (source->theta >> 8) * PI / 128.0f;
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int32 c = int32(cosf(ang) * 16384.0f);
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int32 s = int32(sinf(ang) * 16384.0f);
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dest->pa = ( source->sX * c) >> 14;
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dest->pb = (-source->sX * s) >> 14;
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dest->pc = ( source->sY * s) >> 14;
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dest->pd = ( source->sY * c) >> 14;
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}
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#else
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#define ALIGN4 __attribute__ ((aligned (4)))
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#endif
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@ -114,6 +88,23 @@ enum InputKey {
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extern bool keys[IK_MAX];
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struct vec3i {
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int32 x, y, z;
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vec3i() = default;
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INLINE vec3i(int32 x, int32 y, int32 z) : x(x), y(y), z(z) {}
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};
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struct vec3s {
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int16 x, y, z;
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};
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struct vec4i {
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int32 x, y, z, w;
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};
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typedef vec4i Matrix[3];
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struct Quad {
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Index indices[4];
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uint16 flags;
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@ -131,7 +122,7 @@ struct Room {
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};
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struct Vertex {
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int16 x, y, z;
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vec3s pos;
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uint16 lighting;
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};
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@ -141,13 +132,9 @@ struct Room {
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};
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struct Portal {
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struct Vertex {
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int16 x, y, z;
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};
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uint16 roomIndex;
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Vertex n;
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Vertex v[4];
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vec3s n;
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vec3s v[4];
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};
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struct Sector {
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@ -193,17 +180,27 @@ struct Room {
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struct Node {
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uint32 flags;
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int32 x, y, z;
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vec3i pos;
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};
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struct Model {
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uint16 type;
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uint16 index;
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uint32 type;
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uint16 mCount;
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uint16 mStart;
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uint32 node;
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uint32 frame;
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uint16 animation;
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uint16 paddding;
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};
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#define FILE_MODEL_SIZE (sizeof(Model) - 2) // -padding
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struct Entity {
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uint16 type;
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uint16 room;
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vec3i pos;
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int16 rotation;
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uint16 flags;
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};
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struct Texture {
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@ -249,9 +246,16 @@ struct Face {
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int8 indices[4];
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};
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#define FIXED_SHIFT 14
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#define FOV_SHIFT 7
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#define MAX_MATRICES 8
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#define MAX_MODELS 64
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#define MAX_ENTITY 190
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#define MAX_VERTICES 1024
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#define MAX_FACES 384
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#define MAX_DIST (16 * 1024)
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#define MIN_DIST ((32) << FIXED_SHIFT)
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#define MAX_DIST ((16 * 1024) << FIXED_SHIFT)
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#define FACE_TRIANGLE 0x8000
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#define FACE_COLORED 0x4000
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@ -259,17 +263,34 @@ struct Face {
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#define MIN(a,b) ((a) < (b) ? (a) : (b))
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#define MAX(a,b) ((a) > (b) ? (a) : (b))
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#define SQR(x) ((x) * (x))
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#define DP43(a,b) ((a).x * (b).x + (a).y * (b).y + (a).z * (b).z + (a).w)
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#define DP33(a,b) ((a).x * (b).x + (a).y * (b).y + (a).z * (b).z)
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int32 clamp(int32 x, int32 a, int32 b);
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int32 phd_sin(int32 x);
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int32 phd_cos(int32 x);
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Matrix& matrixGet();
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void matrixPush();
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void matrixPop();
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void matrixTranslate(const vec3i &offset);
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void matrixTranslateAbs(const vec3i &offset);
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void matrixRotate(int16 rotX, int16 rotY, int16 rotZ);
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void matrixSetView(const vec3i &pos, int16 rotX, int16 rotY);
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void drawGlyph(const Sprite *sprite, int32 x, int32 y);
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void drawNumber(int32 number, int32 x, int32 y);
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void clear();
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void transform(int32 vx, int32 vy, int32 vz, int32 vg, int32 x, int32 y, int32 z);
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void transform(const vec3s &v, int32 vg);
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void faceAddTriangle(uint16 flags, const Index* indices, int32 startVertex);
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void faceAddQuad(uint16 flags, const Index* indices, int32 startVertex);
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void flush();
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void initRender();
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void readLevel(const uint8 *data);
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const Room::Sector* getSector(int32 roomIndex, int32 x, int32 z);
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int32 getRoomIndex(int32 roomIndex, const vec3i &pos);
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#endif
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@ -15,7 +15,8 @@ const uint8* tiles[15];
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ALIGN4 uint8 lightmap[256 * 32];
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uint16 roomsCount;
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const Room* rooms;
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const uint16* floors;
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uint32 texturesCount;
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const Texture* textures;
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@ -29,27 +30,60 @@ const uint8* meshData;
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const uint32* meshOffsets;
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const int32* nodes;
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const Model* models;
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uint32 modelsCount;
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EWRAM_DATA Model models[MAX_MODELS];
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EWRAM_DATA int16 modelsMap[MAX_ENTITY];
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uint32 entitiesCount;
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const Entity* entities;
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// -----------------------------------
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struct RoomDesc {
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Rect clip;
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bool visible;
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int32 x, z;
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uint16 vCount;
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uint16 qCount;
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uint16 tCount;
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uint16 pCount;
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uint16 zSectors;
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uint16 xSectors;
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const Room::Vertex* vertices;
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const Quad* quads;
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const Triangle* triangles;
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const Room::Portal* portals;
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const Room::Sector* sectors;
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INLINE void reset() {
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visible = false;
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clip = { FRAME_WIDTH, FRAME_HEIGHT, 0, 0 };
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}
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};
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EWRAM_DATA RoomDesc roomDescs[64];
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EWRAM_DATA RoomDesc rooms[64];
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int32 visRoomsCount;
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int32 visRooms[16];
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#define ROOM_VISIBLE (1 << 15)
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#define ENTITY_LARA 0
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#define SEQ_GLYPH 190
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enum FloorType {
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FLOOR_TYPE_NONE,
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FLOOR_TYPE_PORTAL,
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FLOOR_TYPE_FLOOR,
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FLOOR_TYPE_CEILING,
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};
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#define SEQ_GLYPH_ID 190
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int32 seqGlyphs;
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int32 entityLara;
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extern uint32 gVerticesCount;
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extern Rect clip;
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void readLevel(const uint8 *data) { // TODO non-hardcode level loader
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tilesCount = *((uint32*)(data + 4));
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@ -58,7 +92,9 @@ void readLevel(const uint8 *data) { // TODO non-hardcode level loader
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}
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roomsCount = *((uint16*)(data + 720908));
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rooms = (Room*)(data + 720908 + 2);
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const Room* roomsPtr = (Room*)(data + 720908 + 2);
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floors = (uint16*)(data + 899492 + 4);
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texturesCount = *((uint32*)(data + 1271686));
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textures = (Texture*)(data + 1271686 + 4);
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@ -73,7 +109,11 @@ void readLevel(const uint8 *data) { // TODO non-hardcode level loader
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nodes = (int32*)(data + 990318);
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models = (Model*)(data + 1270670);
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modelsCount = *((uint32*)(data + 1270666));
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const uint8* modelsPtr = (uint8*)(data + 1270666 + 4);
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entitiesCount = *((uint32*)(data + 1319252));
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entities = (Entity*)(data + 1319252 + 4);
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// prepare lightmap
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const uint8* f_lightmap = data + 1320576;
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@ -97,17 +137,31 @@ void readLevel(const uint8 *data) { // TODO non-hardcode level loader
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SetPalette(palette);
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#endif
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#endif
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// prepare models
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for (uint32 i = 0; i < modelsCount; i++) {
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dmaCopy(modelsPtr, models + i, sizeof(Model)); // sizeof(Model) is faster than FILE_MODEL_SIZE
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modelsPtr += FILE_MODEL_SIZE;
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modelsMap[models[i].type] = i;
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}
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// prepare entities
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for (uint32 i = 0; i < entitiesCount; i++) {
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if (entities[i].type == ENTITY_LARA) {
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entityLara = i;
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break;
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}
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}
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// prepare glyphs
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for (uint32 i = 0; i < spritesSeqCount; i++) {
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if (spritesSeq[i].type == SEQ_GLYPH_ID) {
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if (spritesSeq[i].type == SEQ_GLYPH) {
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seqGlyphs = i;
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break;
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}
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}
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// prepare rooms
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uint8 *ptr = (uint8*)rooms;
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uint8 *ptr = (uint8*)roomsPtr;
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for (uint16 roomIndex = 0; roomIndex < roomsCount; roomIndex++) {
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const Room *room = (Room*)ptr;
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@ -117,7 +171,8 @@ void readLevel(const uint8 *data) { // TODO non-hardcode level loader
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memcpy(&dataSize, &room->dataSize, sizeof(dataSize));
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uint8* skipPtr = ptr + dataSize * 2;
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RoomDesc &desc = roomDescs[roomIndex];
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RoomDesc &desc = rooms[roomIndex];
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desc.reset();
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// offset
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memcpy(&desc.x, &room->info.x, sizeof(room->info.x));
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@ -149,12 +204,12 @@ void readLevel(const uint8 *data) { // TODO non-hardcode level loader
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desc.portals = (Room::Portal*)ptr;
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ptr += sizeof(Room::Portal) * desc.pCount;
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uint16 zSectors = *((uint16*)ptr);
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desc.zSectors = *((uint16*)ptr);
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ptr += 2;
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uint16 xSectors = *((uint16*)ptr);
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desc.xSectors = *((uint16*)ptr);
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ptr += 2;
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//sectors = (Room::Sector*)sectors;
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ptr += sizeof(Room::Sector) * zSectors * xSectors;
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desc.sectors = (Room::Sector*)ptr;
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ptr += sizeof(Room::Sector) * desc.zSectors * desc.xSectors;
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//ambient = *((uint16*)ptr);
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ptr += 2;
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@ -171,42 +226,19 @@ void readLevel(const uint8 *data) { // TODO non-hardcode level loader
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ptr += 2 + 2; // skip alternateRoom and flags
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}
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camera.init();
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camera.room = entities[entityLara].room;
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}
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void drawRoom(int16 roomIndex) {
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RoomDesc &room = roomDescs[roomIndex];
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int32 dx = -camX + room.x;
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int32 dy = -camY;
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int32 dz = -camZ + room.z;
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int32 startVertex = gVerticesCount;
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const Room::Vertex* vertices = room.vertices;
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for (uint16 i = 0; i < room.vCount; i++) {
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const Room::Vertex &v = vertices[i];
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transform(v.x, v.y, v.z, v.lighting, dx, dy, dz);
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}
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const Quad* quads = room.quads;
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for (uint16 i = 0; i < room.qCount; i++) {
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faceAddQuad(quads[i].flags, quads[i].indices, startVertex);
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}
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const Triangle* triangles = room.triangles;
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for (uint16 i = 0; i < room.tCount; i++) {
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faceAddTriangle(triangles[i].flags, triangles[i].indices, startVertex);
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}
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}
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void drawMesh(int16 meshIndex, int32 x, int32 y, int32 z) {
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void drawMesh(int16 meshIndex) {
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uint32 offset = meshOffsets[meshIndex];
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const uint8* ptr = meshData + offset;
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ptr += 2 * 5; // skip [cx, cy, cz, radius, flags]
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int16 vCount = *(int16*)ptr; ptr += 2;
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const int16* vertices = (int16*)ptr;
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const vec3s* vertices = (vec3s*)ptr;
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ptr += vCount * 3 * sizeof(int16);
|
||||
|
||||
int16 nCount = *(int16*)ptr; ptr += 2;
|
||||
@ -231,14 +263,8 @@ void drawMesh(int16 meshIndex, int32 x, int32 y, int32 z) {
|
||||
|
||||
int32 startVertex = gVerticesCount;
|
||||
|
||||
int32 dx = x - camX;
|
||||
int32 dy = y - camY;
|
||||
int32 dz = z - camZ;
|
||||
|
||||
const int16* v = vertices;
|
||||
for (uint16 i = 0; i < vCount; i++) {
|
||||
transform(v[0], v[1], v[2], 4096, dx, dy, dz);
|
||||
v += 3;
|
||||
transform(*vertices++, 4096);
|
||||
}
|
||||
|
||||
for (int i = 0; i < rCount; i++) {
|
||||
@ -258,7 +284,7 @@ void drawMesh(int16 meshIndex, int32 x, int32 y, int32 z) {
|
||||
}
|
||||
}
|
||||
|
||||
void drawModel(int32 modelIndex, int32 x, int32 y, int32 z) {
|
||||
void drawModel(int32 modelIndex) {
|
||||
const Model* model = models + modelIndex;
|
||||
|
||||
// non-aligned access
|
||||
@ -271,37 +297,35 @@ void drawModel(int32 modelIndex, int32 x, int32 y, int32 z) {
|
||||
|
||||
const Node* n = bones;
|
||||
|
||||
struct StackItem {
|
||||
int32 x, y, z;
|
||||
} stack[4];
|
||||
StackItem *s = stack;
|
||||
|
||||
drawMesh(model->mStart, x, y, z);
|
||||
drawMesh(model->mStart);
|
||||
|
||||
for (int i = 1; i < model->mCount; i++) {
|
||||
if (n->flags & 1) {
|
||||
s--;
|
||||
x = s->x;
|
||||
y = s->y;
|
||||
z = s->z;
|
||||
matrixPop();
|
||||
}
|
||||
|
||||
if (n->flags & 2) {
|
||||
s->x = x;
|
||||
s->y = y;
|
||||
s->z = z;
|
||||
s++;
|
||||
matrixPush();
|
||||
}
|
||||
|
||||
x += n->x;
|
||||
y += n->y;
|
||||
z += n->z;
|
||||
matrixTranslate(n->pos);
|
||||
n++;
|
||||
|
||||
drawMesh(model->mStart + i, x, y, z);
|
||||
drawMesh(model->mStart + i);
|
||||
}
|
||||
}
|
||||
|
||||
void drawEntity(int32 entityIndex) {
|
||||
const Entity &e = entities[entityIndex];
|
||||
|
||||
matrixPush();
|
||||
matrixTranslateAbs(vec3i(e.pos.x, e.pos.y - 512, e.pos.z)); // TODO animation
|
||||
|
||||
drawModel(modelsMap[e.type]);
|
||||
|
||||
matrixPop();
|
||||
}
|
||||
|
||||
void drawNumber(int32 number, int32 x, int32 y) {
|
||||
const int32 widths[] = { 12, 8, 10, 10, 10, 10, 10, 10, 10, 10 };
|
||||
|
||||
@ -314,4 +338,223 @@ void drawNumber(int32 number, int32 x, int32 y) {
|
||||
}
|
||||
}
|
||||
|
||||
void drawRoom(int16 roomIndex) {
|
||||
RoomDesc &room = rooms[roomIndex];
|
||||
|
||||
clip = room.clip;
|
||||
|
||||
int32 startVertex = gVerticesCount;
|
||||
|
||||
matrixPush();
|
||||
matrixTranslateAbs(vec3i(room.x, 0, room.z));
|
||||
|
||||
const Room::Vertex* vertex = room.vertices;
|
||||
for (uint16 i = 0; i < room.vCount; i++) {
|
||||
transform(vertex->pos, vertex->lighting);
|
||||
vertex++;
|
||||
}
|
||||
|
||||
matrixPop();
|
||||
|
||||
const Quad* quads = room.quads;
|
||||
for (uint16 i = 0; i < room.qCount; i++) {
|
||||
faceAddQuad(quads[i].flags, quads[i].indices, startVertex);
|
||||
}
|
||||
|
||||
const Triangle* triangles = room.triangles;
|
||||
for (uint16 i = 0; i < room.tCount; i++) {
|
||||
faceAddTriangle(triangles[i].flags, triangles[i].indices, startVertex);
|
||||
}
|
||||
|
||||
if (roomIndex == entityLara) { // TODO draw all entities in the room
|
||||
drawEntity(entityLara);
|
||||
}
|
||||
|
||||
room.reset();
|
||||
|
||||
flush();
|
||||
}
|
||||
|
||||
const Room::Sector* getSector(int32 roomIndex, int32 x, int32 z) {
|
||||
RoomDesc &room = rooms[roomIndex];
|
||||
|
||||
int32 sx = clamp((x - room.x) >> 10, 0, room.xSectors);
|
||||
int32 sz = clamp((z - room.z) >> 10, 0, room.zSectors);
|
||||
|
||||
return room.sectors + sx * room.zSectors + sz;
|
||||
}
|
||||
|
||||
int32 getRoomIndex(int32 roomIndex, const vec3i &pos) {
|
||||
const Room::Sector *sector = getSector(roomIndex, pos.x, pos.z);
|
||||
|
||||
if (sector->floorIndex) {
|
||||
const uint16 *data = floors + sector->floorIndex;
|
||||
int16 type = *data++;
|
||||
|
||||
if (type == FLOOR_TYPE_FLOOR) {
|
||||
data++;
|
||||
type = *data++;
|
||||
}
|
||||
|
||||
if (type == FLOOR_TYPE_CEILING) {
|
||||
data++;
|
||||
type = *data++;
|
||||
}
|
||||
|
||||
if ((type & 0xFF) == FLOOR_TYPE_PORTAL) {
|
||||
roomIndex = *data;
|
||||
}
|
||||
}
|
||||
|
||||
while (sector->roomAbove != 0xFF && pos.y < (sector->ceiling << 8)) {
|
||||
roomIndex = sector->roomAbove;
|
||||
sector = getSector(roomIndex, pos.x, pos.z);
|
||||
}
|
||||
|
||||
while (sector->roomBelow != 0xFF && pos.y >= (sector->floor << 8)) {
|
||||
roomIndex = sector->roomBelow;
|
||||
sector = getSector(roomIndex, pos.x, pos.z);
|
||||
}
|
||||
|
||||
return roomIndex;
|
||||
}
|
||||
|
||||
bool checkPortal(int32 roomIndex, const Room::Portal &portal) {
|
||||
RoomDesc &room = rooms[roomIndex];
|
||||
|
||||
vec3i d;
|
||||
d.x = portal.v[0].x - camera.pos.x + room.x;
|
||||
d.y = portal.v[0].y - camera.pos.y;
|
||||
d.z = portal.v[0].z - camera.pos.z + room.z;
|
||||
|
||||
if (DP33(portal.n, d) >= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int32 x0 = room.clip.x1;
|
||||
int32 y0 = room.clip.y1;
|
||||
int32 x1 = room.clip.x0;
|
||||
int32 y1 = room.clip.y0;
|
||||
|
||||
int32 znear = 0, zfar = 0;
|
||||
|
||||
Matrix &m = matrixGet();
|
||||
|
||||
vec3i pv[4];
|
||||
|
||||
for (int32 i = 0; i < 4; i++) {
|
||||
const vec3s &v = portal.v[i];
|
||||
|
||||
int32 x = DP43(m[0], v);
|
||||
int32 y = DP43(m[1], v);
|
||||
int32 z = DP43(m[2], v);
|
||||
|
||||
pv[i].x = x;
|
||||
pv[i].y = y;
|
||||
pv[i].z = z;
|
||||
|
||||
if (z <= MIN_DIST) {
|
||||
znear++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (z >= MAX_DIST) {
|
||||
zfar++;
|
||||
}
|
||||
|
||||
if (z != 0) {
|
||||
z >>= FOV_SHIFT;
|
||||
x = MyDiv(x, z) + (FRAME_WIDTH / 2);
|
||||
y = MyDiv(y, z) + (FRAME_HEIGHT / 2);
|
||||
} else {
|
||||
x = (x > 0) ? clip.x1 : clip.x0;
|
||||
y = (y > 0) ? clip.y1 : clip.y0;
|
||||
}
|
||||
|
||||
if (x < x0) x0 = x;
|
||||
if (x > x1) x1 = x;
|
||||
if (y < y0) y0 = y;
|
||||
if (y > y1) y1 = y;
|
||||
}
|
||||
|
||||
if (znear == 4 || zfar == 4) return false;
|
||||
|
||||
if (znear) {
|
||||
vec3i *a = pv;
|
||||
vec3i *b = pv + 3;
|
||||
for (int32 i = 0; i < 4; i++) {
|
||||
if ((a->z < 0) ^ (b->z < 0)) {
|
||||
if (a->x < 0 && b->x < 0) {
|
||||
x0 = 0;
|
||||
} else if (a->x > 0 && b->x > 0) {
|
||||
x1 = FRAME_WIDTH;
|
||||
} else {
|
||||
x0 = 0;
|
||||
x1 = FRAME_WIDTH;
|
||||
}
|
||||
|
||||
if (a->y < 0 && b->y < 0) {
|
||||
y0 = 0;
|
||||
} else if (a->y > 0 && b->y > 0) {
|
||||
y1 = FRAME_HEIGHT;
|
||||
} else {
|
||||
y0 = 0;
|
||||
y1 = FRAME_HEIGHT;
|
||||
}
|
||||
}
|
||||
b = a;
|
||||
a++;
|
||||
}
|
||||
}
|
||||
|
||||
if (x0 < room.clip.x0) x0 = room.clip.x0;
|
||||
if (x1 > room.clip.x1) x1 = room.clip.x1;
|
||||
if (y0 < room.clip.y0) y0 = room.clip.y0;
|
||||
if (y1 > room.clip.y1) y1 = room.clip.y1;
|
||||
|
||||
if (x0 >= x1 || y0 >= y1) return false;
|
||||
|
||||
RoomDesc &nextRoom = rooms[portal.roomIndex];
|
||||
|
||||
if (x0 < nextRoom.clip.x0) nextRoom.clip.x0 = x0;
|
||||
if (x1 > nextRoom.clip.x1) nextRoom.clip.x1 = x1;
|
||||
if (y0 < nextRoom.clip.y0) nextRoom.clip.y0 = y0;
|
||||
if (y1 > nextRoom.clip.y1) nextRoom.clip.y1 = y1;
|
||||
|
||||
if (!nextRoom.visible) {
|
||||
nextRoom.visible = true;
|
||||
visRooms[visRoomsCount++] = portal.roomIndex;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void getVisibleRooms(int32 roomIndex) {
|
||||
RoomDesc &room = rooms[roomIndex];
|
||||
|
||||
matrixPush();
|
||||
matrixTranslateAbs(vec3i(room.x, 0, room.z));
|
||||
|
||||
for (int32 i = 0; i < room.pCount; i++) {
|
||||
const Room::Portal &portal = room.portals[i];
|
||||
if (checkPortal(roomIndex, portal)) {
|
||||
getVisibleRooms(portal.roomIndex);
|
||||
}
|
||||
}
|
||||
|
||||
matrixPop();
|
||||
}
|
||||
|
||||
void drawRooms() {
|
||||
rooms[camera.room].clip = { 0, 0, FRAME_WIDTH, FRAME_HEIGHT };
|
||||
visRoomsCount = 0;
|
||||
visRooms[visRoomsCount++] = camera.room;
|
||||
|
||||
getVisibleRooms(camera.room);
|
||||
|
||||
while (visRoomsCount--) {
|
||||
drawRoom(visRooms[visRoomsCount]);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -16,6 +16,7 @@
|
||||
|
||||
#include "common.h"
|
||||
#include "level.h"
|
||||
#include "camera.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
uint8* LEVEL1_PHD;
|
||||
@ -37,19 +38,14 @@ int32 fpsCounter = 0;
|
||||
|
||||
void update(int32 frames) {
|
||||
for (int32 i = 0; i < frames; i++) {
|
||||
updateCamera();
|
||||
camera.update();
|
||||
}
|
||||
}
|
||||
|
||||
void render() {
|
||||
clear();
|
||||
|
||||
drawRoom(6);
|
||||
flush();
|
||||
|
||||
drawRoom(0);
|
||||
drawModel(0, 75162, 3072 - 512, 5000 + 1024);
|
||||
flush();
|
||||
drawRooms();
|
||||
|
||||
drawNumber(fps, WIDTH, 16);
|
||||
}
|
||||
@ -57,7 +53,7 @@ void render() {
|
||||
#ifdef _WIN32
|
||||
HDC hDC;
|
||||
|
||||
void VBlankIntrWait() {
|
||||
void blit() {
|
||||
#ifdef USE_MODE_5
|
||||
for (int i = 0; i < WIDTH * HEIGHT; i++) {
|
||||
uint16 c = ((uint16*)fb)[i];
|
||||
@ -146,16 +142,22 @@ int main(void) {
|
||||
|
||||
MSG msg;
|
||||
|
||||
int startTime = GetTickCount();
|
||||
int lastTime = -15;
|
||||
|
||||
do {
|
||||
if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) {
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
} else {
|
||||
|
||||
update(1);
|
||||
int time = GetTickCount() - startTime;
|
||||
update((time - lastTime) / 16);
|
||||
lastTime = time;
|
||||
|
||||
render();
|
||||
|
||||
VBlankIntrWait();
|
||||
blit();
|
||||
}
|
||||
} while (msg.message != WM_QUIT);
|
||||
|
||||
|
@ -21,10 +21,6 @@ extern uint8 lightmap[256 * 32];
|
||||
extern const uint8* tiles[15];
|
||||
extern const Texture* textures;
|
||||
|
||||
extern Rect clip;
|
||||
extern int32 camSinY;
|
||||
extern int32 camCosY;
|
||||
|
||||
uint32 gVerticesCount = 0;
|
||||
EWRAM_DATA Vertex gVertices[MAX_VERTICES];
|
||||
|
||||
@ -35,6 +31,238 @@ Face* gFacesSorted[MAX_FACES];
|
||||
const uint8* curTile;
|
||||
uint16 mipMask;
|
||||
|
||||
Rect clip;
|
||||
|
||||
|
||||
const int16 sin_table[] = { // 1025
|
||||
0x0000, 0x0019, 0x0032, 0x004B, 0x0065, 0x007E, 0x0097, 0x00B0,
|
||||
0x00C9, 0x00E2, 0x00FB, 0x0114, 0x012E, 0x0147, 0x0160, 0x0179,
|
||||
0x0192, 0x01AB, 0x01C4, 0x01DD, 0x01F7, 0x0210, 0x0229, 0x0242,
|
||||
0x025B, 0x0274, 0x028D, 0x02A6, 0x02C0, 0x02D9, 0x02F2, 0x030B,
|
||||
0x0324, 0x033D, 0x0356, 0x036F, 0x0388, 0x03A1, 0x03BB, 0x03D4,
|
||||
0x03ED, 0x0406, 0x041F, 0x0438, 0x0451, 0x046A, 0x0483, 0x049C,
|
||||
0x04B5, 0x04CE, 0x04E7, 0x0500, 0x051A, 0x0533, 0x054C, 0x0565,
|
||||
0x057E, 0x0597, 0x05B0, 0x05C9, 0x05E2, 0x05FB, 0x0614, 0x062D,
|
||||
0x0646, 0x065F, 0x0678, 0x0691, 0x06AA, 0x06C3, 0x06DC, 0x06F5,
|
||||
0x070E, 0x0727, 0x0740, 0x0759, 0x0772, 0x078B, 0x07A4, 0x07BD,
|
||||
0x07D6, 0x07EF, 0x0807, 0x0820, 0x0839, 0x0852, 0x086B, 0x0884,
|
||||
0x089D, 0x08B6, 0x08CF, 0x08E8, 0x0901, 0x0919, 0x0932, 0x094B,
|
||||
0x0964, 0x097D, 0x0996, 0x09AF, 0x09C7, 0x09E0, 0x09F9, 0x0A12,
|
||||
0x0A2B, 0x0A44, 0x0A5C, 0x0A75, 0x0A8E, 0x0AA7, 0x0AC0, 0x0AD8,
|
||||
0x0AF1, 0x0B0A, 0x0B23, 0x0B3B, 0x0B54, 0x0B6D, 0x0B85, 0x0B9E,
|
||||
0x0BB7, 0x0BD0, 0x0BE8, 0x0C01, 0x0C1A, 0x0C32, 0x0C4B, 0x0C64,
|
||||
0x0C7C, 0x0C95, 0x0CAE, 0x0CC6, 0x0CDF, 0x0CF8, 0x0D10, 0x0D29,
|
||||
0x0D41, 0x0D5A, 0x0D72, 0x0D8B, 0x0DA4, 0x0DBC, 0x0DD5, 0x0DED,
|
||||
0x0E06, 0x0E1E, 0x0E37, 0x0E4F, 0x0E68, 0x0E80, 0x0E99, 0x0EB1,
|
||||
0x0ECA, 0x0EE2, 0x0EFB, 0x0F13, 0x0F2B, 0x0F44, 0x0F5C, 0x0F75,
|
||||
0x0F8D, 0x0FA5, 0x0FBE, 0x0FD6, 0x0FEE, 0x1007, 0x101F, 0x1037,
|
||||
0x1050, 0x1068, 0x1080, 0x1099, 0x10B1, 0x10C9, 0x10E1, 0x10FA,
|
||||
0x1112, 0x112A, 0x1142, 0x115A, 0x1173, 0x118B, 0x11A3, 0x11BB,
|
||||
0x11D3, 0x11EB, 0x1204, 0x121C, 0x1234, 0x124C, 0x1264, 0x127C,
|
||||
0x1294, 0x12AC, 0x12C4, 0x12DC, 0x12F4, 0x130C, 0x1324, 0x133C,
|
||||
0x1354, 0x136C, 0x1384, 0x139C, 0x13B4, 0x13CC, 0x13E4, 0x13FB,
|
||||
0x1413, 0x142B, 0x1443, 0x145B, 0x1473, 0x148B, 0x14A2, 0x14BA,
|
||||
0x14D2, 0x14EA, 0x1501, 0x1519, 0x1531, 0x1549, 0x1560, 0x1578,
|
||||
0x1590, 0x15A7, 0x15BF, 0x15D7, 0x15EE, 0x1606, 0x161D, 0x1635,
|
||||
0x164C, 0x1664, 0x167C, 0x1693, 0x16AB, 0x16C2, 0x16DA, 0x16F1,
|
||||
0x1709, 0x1720, 0x1737, 0x174F, 0x1766, 0x177E, 0x1795, 0x17AC,
|
||||
0x17C4, 0x17DB, 0x17F2, 0x180A, 0x1821, 0x1838, 0x184F, 0x1867,
|
||||
0x187E, 0x1895, 0x18AC, 0x18C3, 0x18DB, 0x18F2, 0x1909, 0x1920,
|
||||
0x1937, 0x194E, 0x1965, 0x197C, 0x1993, 0x19AA, 0x19C1, 0x19D8,
|
||||
0x19EF, 0x1A06, 0x1A1D, 0x1A34, 0x1A4B, 0x1A62, 0x1A79, 0x1A90,
|
||||
0x1AA7, 0x1ABE, 0x1AD4, 0x1AEB, 0x1B02, 0x1B19, 0x1B30, 0x1B46,
|
||||
0x1B5D, 0x1B74, 0x1B8A, 0x1BA1, 0x1BB8, 0x1BCE, 0x1BE5, 0x1BFC,
|
||||
0x1C12, 0x1C29, 0x1C3F, 0x1C56, 0x1C6C, 0x1C83, 0x1C99, 0x1CB0,
|
||||
0x1CC6, 0x1CDD, 0x1CF3, 0x1D0A, 0x1D20, 0x1D36, 0x1D4D, 0x1D63,
|
||||
0x1D79, 0x1D90, 0x1DA6, 0x1DBC, 0x1DD3, 0x1DE9, 0x1DFF, 0x1E15,
|
||||
0x1E2B, 0x1E42, 0x1E58, 0x1E6E, 0x1E84, 0x1E9A, 0x1EB0, 0x1EC6,
|
||||
0x1EDC, 0x1EF2, 0x1F08, 0x1F1E, 0x1F34, 0x1F4A, 0x1F60, 0x1F76,
|
||||
0x1F8C, 0x1FA2, 0x1FB7, 0x1FCD, 0x1FE3, 0x1FF9, 0x200F, 0x2024,
|
||||
0x203A, 0x2050, 0x2065, 0x207B, 0x2091, 0x20A6, 0x20BC, 0x20D1,
|
||||
0x20E7, 0x20FD, 0x2112, 0x2128, 0x213D, 0x2153, 0x2168, 0x217D,
|
||||
0x2193, 0x21A8, 0x21BE, 0x21D3, 0x21E8, 0x21FE, 0x2213, 0x2228,
|
||||
0x223D, 0x2253, 0x2268, 0x227D, 0x2292, 0x22A7, 0x22BC, 0x22D2,
|
||||
0x22E7, 0x22FC, 0x2311, 0x2326, 0x233B, 0x2350, 0x2365, 0x237A,
|
||||
0x238E, 0x23A3, 0x23B8, 0x23CD, 0x23E2, 0x23F7, 0x240B, 0x2420,
|
||||
0x2435, 0x244A, 0x245E, 0x2473, 0x2488, 0x249C, 0x24B1, 0x24C5,
|
||||
0x24DA, 0x24EF, 0x2503, 0x2518, 0x252C, 0x2541, 0x2555, 0x2569,
|
||||
0x257E, 0x2592, 0x25A6, 0x25BB, 0x25CF, 0x25E3, 0x25F8, 0x260C,
|
||||
0x2620, 0x2634, 0x2648, 0x265C, 0x2671, 0x2685, 0x2699, 0x26AD,
|
||||
0x26C1, 0x26D5, 0x26E9, 0x26FD, 0x2711, 0x2724, 0x2738, 0x274C,
|
||||
0x2760, 0x2774, 0x2788, 0x279B, 0x27AF, 0x27C3, 0x27D6, 0x27EA,
|
||||
0x27FE, 0x2811, 0x2825, 0x2838, 0x284C, 0x2860, 0x2873, 0x2886,
|
||||
0x289A, 0x28AD, 0x28C1, 0x28D4, 0x28E7, 0x28FB, 0x290E, 0x2921,
|
||||
0x2935, 0x2948, 0x295B, 0x296E, 0x2981, 0x2994, 0x29A7, 0x29BB,
|
||||
0x29CE, 0x29E1, 0x29F4, 0x2A07, 0x2A1A, 0x2A2C, 0x2A3F, 0x2A52,
|
||||
0x2A65, 0x2A78, 0x2A8B, 0x2A9D, 0x2AB0, 0x2AC3, 0x2AD6, 0x2AE8,
|
||||
0x2AFB, 0x2B0D, 0x2B20, 0x2B33, 0x2B45, 0x2B58, 0x2B6A, 0x2B7D,
|
||||
0x2B8F, 0x2BA1, 0x2BB4, 0x2BC6, 0x2BD8, 0x2BEB, 0x2BFD, 0x2C0F,
|
||||
0x2C21, 0x2C34, 0x2C46, 0x2C58, 0x2C6A, 0x2C7C, 0x2C8E, 0x2CA0,
|
||||
0x2CB2, 0x2CC4, 0x2CD6, 0x2CE8, 0x2CFA, 0x2D0C, 0x2D1E, 0x2D2F,
|
||||
0x2D41, 0x2D53, 0x2D65, 0x2D76, 0x2D88, 0x2D9A, 0x2DAB, 0x2DBD,
|
||||
0x2DCF, 0x2DE0, 0x2DF2, 0x2E03, 0x2E15, 0x2E26, 0x2E37, 0x2E49,
|
||||
0x2E5A, 0x2E6B, 0x2E7D, 0x2E8E, 0x2E9F, 0x2EB0, 0x2EC2, 0x2ED3,
|
||||
0x2EE4, 0x2EF5, 0x2F06, 0x2F17, 0x2F28, 0x2F39, 0x2F4A, 0x2F5B,
|
||||
0x2F6C, 0x2F7D, 0x2F8D, 0x2F9E, 0x2FAF, 0x2FC0, 0x2FD0, 0x2FE1,
|
||||
0x2FF2, 0x3002, 0x3013, 0x3024, 0x3034, 0x3045, 0x3055, 0x3066,
|
||||
0x3076, 0x3087, 0x3097, 0x30A7, 0x30B8, 0x30C8, 0x30D8, 0x30E8,
|
||||
0x30F9, 0x3109, 0x3119, 0x3129, 0x3139, 0x3149, 0x3159, 0x3169,
|
||||
0x3179, 0x3189, 0x3199, 0x31A9, 0x31B9, 0x31C8, 0x31D8, 0x31E8,
|
||||
0x31F8, 0x3207, 0x3217, 0x3227, 0x3236, 0x3246, 0x3255, 0x3265,
|
||||
0x3274, 0x3284, 0x3293, 0x32A3, 0x32B2, 0x32C1, 0x32D0, 0x32E0,
|
||||
0x32EF, 0x32FE, 0x330D, 0x331D, 0x332C, 0x333B, 0x334A, 0x3359,
|
||||
0x3368, 0x3377, 0x3386, 0x3395, 0x33A3, 0x33B2, 0x33C1, 0x33D0,
|
||||
0x33DF, 0x33ED, 0x33FC, 0x340B, 0x3419, 0x3428, 0x3436, 0x3445,
|
||||
0x3453, 0x3462, 0x3470, 0x347F, 0x348D, 0x349B, 0x34AA, 0x34B8,
|
||||
0x34C6, 0x34D4, 0x34E2, 0x34F1, 0x34FF, 0x350D, 0x351B, 0x3529,
|
||||
0x3537, 0x3545, 0x3553, 0x3561, 0x356E, 0x357C, 0x358A, 0x3598,
|
||||
0x35A5, 0x35B3, 0x35C1, 0x35CE, 0x35DC, 0x35EA, 0x35F7, 0x3605,
|
||||
0x3612, 0x3620, 0x362D, 0x363A, 0x3648, 0x3655, 0x3662, 0x366F,
|
||||
0x367D, 0x368A, 0x3697, 0x36A4, 0x36B1, 0x36BE, 0x36CB, 0x36D8,
|
||||
0x36E5, 0x36F2, 0x36FF, 0x370C, 0x3718, 0x3725, 0x3732, 0x373F,
|
||||
0x374B, 0x3758, 0x3765, 0x3771, 0x377E, 0x378A, 0x3797, 0x37A3,
|
||||
0x37B0, 0x37BC, 0x37C8, 0x37D5, 0x37E1, 0x37ED, 0x37F9, 0x3805,
|
||||
0x3812, 0x381E, 0x382A, 0x3836, 0x3842, 0x384E, 0x385A, 0x3866,
|
||||
0x3871, 0x387D, 0x3889, 0x3895, 0x38A1, 0x38AC, 0x38B8, 0x38C3,
|
||||
0x38CF, 0x38DB, 0x38E6, 0x38F2, 0x38FD, 0x3909, 0x3914, 0x391F,
|
||||
0x392B, 0x3936, 0x3941, 0x394C, 0x3958, 0x3963, 0x396E, 0x3979,
|
||||
0x3984, 0x398F, 0x399A, 0x39A5, 0x39B0, 0x39BB, 0x39C5, 0x39D0,
|
||||
0x39DB, 0x39E6, 0x39F0, 0x39FB, 0x3A06, 0x3A10, 0x3A1B, 0x3A25,
|
||||
0x3A30, 0x3A3A, 0x3A45, 0x3A4F, 0x3A59, 0x3A64, 0x3A6E, 0x3A78,
|
||||
0x3A82, 0x3A8D, 0x3A97, 0x3AA1, 0x3AAB, 0x3AB5, 0x3ABF, 0x3AC9,
|
||||
0x3AD3, 0x3ADD, 0x3AE6, 0x3AF0, 0x3AFA, 0x3B04, 0x3B0E, 0x3B17,
|
||||
0x3B21, 0x3B2A, 0x3B34, 0x3B3E, 0x3B47, 0x3B50, 0x3B5A, 0x3B63,
|
||||
0x3B6D, 0x3B76, 0x3B7F, 0x3B88, 0x3B92, 0x3B9B, 0x3BA4, 0x3BAD,
|
||||
0x3BB6, 0x3BBF, 0x3BC8, 0x3BD1, 0x3BDA, 0x3BE3, 0x3BEC, 0x3BF5,
|
||||
0x3BFD, 0x3C06, 0x3C0F, 0x3C17, 0x3C20, 0x3C29, 0x3C31, 0x3C3A,
|
||||
0x3C42, 0x3C4B, 0x3C53, 0x3C5B, 0x3C64, 0x3C6C, 0x3C74, 0x3C7D,
|
||||
0x3C85, 0x3C8D, 0x3C95, 0x3C9D, 0x3CA5, 0x3CAD, 0x3CB5, 0x3CBD,
|
||||
0x3CC5, 0x3CCD, 0x3CD5, 0x3CDD, 0x3CE4, 0x3CEC, 0x3CF4, 0x3CFB,
|
||||
0x3D03, 0x3D0B, 0x3D12, 0x3D1A, 0x3D21, 0x3D28, 0x3D30, 0x3D37,
|
||||
0x3D3F, 0x3D46, 0x3D4D, 0x3D54, 0x3D5B, 0x3D63, 0x3D6A, 0x3D71,
|
||||
0x3D78, 0x3D7F, 0x3D86, 0x3D8D, 0x3D93, 0x3D9A, 0x3DA1, 0x3DA8,
|
||||
0x3DAF, 0x3DB5, 0x3DBC, 0x3DC2, 0x3DC9, 0x3DD0, 0x3DD6, 0x3DDD,
|
||||
0x3DE3, 0x3DE9, 0x3DF0, 0x3DF6, 0x3DFC, 0x3E03, 0x3E09, 0x3E0F,
|
||||
0x3E15, 0x3E1B, 0x3E21, 0x3E27, 0x3E2D, 0x3E33, 0x3E39, 0x3E3F,
|
||||
0x3E45, 0x3E4A, 0x3E50, 0x3E56, 0x3E5C, 0x3E61, 0x3E67, 0x3E6C,
|
||||
0x3E72, 0x3E77, 0x3E7D, 0x3E82, 0x3E88, 0x3E8D, 0x3E92, 0x3E98,
|
||||
0x3E9D, 0x3EA2, 0x3EA7, 0x3EAC, 0x3EB1, 0x3EB6, 0x3EBB, 0x3EC0,
|
||||
0x3EC5, 0x3ECA, 0x3ECF, 0x3ED4, 0x3ED8, 0x3EDD, 0x3EE2, 0x3EE7,
|
||||
0x3EEB, 0x3EF0, 0x3EF4, 0x3EF9, 0x3EFD, 0x3F02, 0x3F06, 0x3F0A,
|
||||
0x3F0F, 0x3F13, 0x3F17, 0x3F1C, 0x3F20, 0x3F24, 0x3F28, 0x3F2C,
|
||||
0x3F30, 0x3F34, 0x3F38, 0x3F3C, 0x3F40, 0x3F43, 0x3F47, 0x3F4B,
|
||||
0x3F4F, 0x3F52, 0x3F56, 0x3F5A, 0x3F5D, 0x3F61, 0x3F64, 0x3F68,
|
||||
0x3F6B, 0x3F6E, 0x3F72, 0x3F75, 0x3F78, 0x3F7B, 0x3F7F, 0x3F82,
|
||||
0x3F85, 0x3F88, 0x3F8B, 0x3F8E, 0x3F91, 0x3F94, 0x3F97, 0x3F99,
|
||||
0x3F9C, 0x3F9F, 0x3FA2, 0x3FA4, 0x3FA7, 0x3FAA, 0x3FAC, 0x3FAF,
|
||||
0x3FB1, 0x3FB4, 0x3FB6, 0x3FB8, 0x3FBB, 0x3FBD, 0x3FBF, 0x3FC1,
|
||||
0x3FC4, 0x3FC6, 0x3FC8, 0x3FCA, 0x3FCC, 0x3FCE, 0x3FD0, 0x3FD2,
|
||||
0x3FD4, 0x3FD5, 0x3FD7, 0x3FD9, 0x3FDB, 0x3FDC, 0x3FDE, 0x3FE0,
|
||||
0x3FE1, 0x3FE3, 0x3FE4, 0x3FE6, 0x3FE7, 0x3FE8, 0x3FEA, 0x3FEB,
|
||||
0x3FEC, 0x3FED, 0x3FEF, 0x3FF0, 0x3FF1, 0x3FF2, 0x3FF3, 0x3FF4,
|
||||
0x3FF5, 0x3FF6, 0x3FF7, 0x3FF7, 0x3FF8, 0x3FF9, 0x3FFA, 0x3FFA,
|
||||
0x3FFB, 0x3FFC, 0x3FFC, 0x3FFD, 0x3FFD, 0x3FFE, 0x3FFE, 0x3FFE,
|
||||
0x3FFF, 0x3FFF, 0x3FFF, 0x4000, 0x4000, 0x4000, 0x4000, 0x4000, 0x4000
|
||||
};
|
||||
|
||||
int32 phd_sin(int32 x)
|
||||
{
|
||||
x &= 0xFFFF;
|
||||
bool neg = (x > 0x8000);
|
||||
x &= 0x7FFF;
|
||||
|
||||
if (x >= 0x4000) {
|
||||
x = 0x8000 - x;
|
||||
}
|
||||
|
||||
x = sin_table[x >> 4];
|
||||
|
||||
return neg ? -x : x;
|
||||
}
|
||||
|
||||
int32 phd_cos(int32 x)
|
||||
{
|
||||
return phd_sin(x + 0x4000);
|
||||
}
|
||||
|
||||
Matrix matrixStack[MAX_MATRICES];
|
||||
int32 matrixStackIndex = 0;
|
||||
vec3i viewPos;
|
||||
|
||||
Matrix& matrixGet() {
|
||||
return matrixStack[matrixStackIndex];
|
||||
}
|
||||
|
||||
void matrixPush() {
|
||||
#ifdef _WIN32
|
||||
if (matrixStackIndex >= MAX_MATRICES - 1) {
|
||||
DebugBreak();
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
Matrix &a = matrixStack[matrixStackIndex++];
|
||||
Matrix &b = matrixStack[matrixStackIndex];
|
||||
memcpy(b, a, sizeof(Matrix));
|
||||
}
|
||||
|
||||
void matrixPop() {
|
||||
#ifdef _WIN32
|
||||
if (matrixStackIndex <= 0) {
|
||||
DebugBreak();
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
matrixStackIndex--;
|
||||
}
|
||||
|
||||
void matrixTranslate(const vec3i &offset) {
|
||||
Matrix &m = matrixGet();
|
||||
|
||||
m[0].w += DP33(m[0], offset);
|
||||
m[1].w += DP33(m[1], offset);
|
||||
m[2].w += DP33(m[2], offset);
|
||||
}
|
||||
|
||||
void matrixTranslateAbs(const vec3i &offset) {
|
||||
vec3i d;
|
||||
d.x = offset.x - viewPos.x;
|
||||
d.y = offset.y - viewPos.y;
|
||||
d.z = offset.z - viewPos.z;
|
||||
|
||||
Matrix &m = matrixGet();
|
||||
m[0].w = DP33(m[0], d);
|
||||
m[1].w = DP33(m[1], d);
|
||||
m[2].w = DP33(m[2], d);
|
||||
}
|
||||
|
||||
void matrixRotate(int16 rotX, int16 rotY, int16 rotZ) {}
|
||||
|
||||
void matrixSetView(const vec3i &pos, int16 rotX, int16 rotY) {
|
||||
int32 sx = phd_sin(rotX);
|
||||
int32 cx = phd_cos(rotX);
|
||||
int32 sy = phd_sin(rotY);
|
||||
int32 cy = phd_cos(rotY);
|
||||
|
||||
Matrix &m = matrixGet();
|
||||
|
||||
m[0].x = cy;
|
||||
m[0].y = 0;
|
||||
m[0].z = -sy;
|
||||
m[0].w = pos.x;
|
||||
|
||||
m[1].x = (sx * sy) >> FIXED_SHIFT;
|
||||
m[1].y = cx;
|
||||
m[1].z = (sx * cy) >> FIXED_SHIFT;
|
||||
m[1].w = pos.y;
|
||||
|
||||
m[2].x = (cx * sy) >> FIXED_SHIFT;
|
||||
m[2].y = -sx;
|
||||
m[2].z = (cx * cy) >> FIXED_SHIFT;
|
||||
m[2].w = pos.z;
|
||||
|
||||
viewPos = pos;
|
||||
}
|
||||
|
||||
int32 clamp(int32 x, int32 a, int32 b) {
|
||||
return x < a ? a : (x > b ? b : x);
|
||||
}
|
||||
@ -65,67 +293,49 @@ INLINE void sortVertices(Vertex *&t, Vertex *&m, Vertex *&o, Vertex *&b) {
|
||||
if (m->y > o->y) swap(m, o);
|
||||
}
|
||||
|
||||
int32 classify(const Vertex* v) {
|
||||
INLINE int32 classify(const Vertex* v) {
|
||||
return (v->x < clip.x0 ? 1 : 0) |
|
||||
(v->x > clip.x1 ? 2 : 0) |
|
||||
(v->y < clip.y0 ? 4 : 0) |
|
||||
(v->y > clip.y1 ? 8 : 0);
|
||||
}
|
||||
|
||||
void transform(int32 vx, int32 vy, int32 vz, int32 vg, int32 x, int32 y, int32 z) {
|
||||
void transform(const vec3s &v, int32 vg) {
|
||||
#ifdef _WIN32
|
||||
if (gVerticesCount >= MAX_VERTICES) {
|
||||
DebugBreak();
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
const Matrix &m = matrixStack[matrixStackIndex];
|
||||
|
||||
Vertex &res = gVertices[gVerticesCount++];
|
||||
|
||||
int32 px = vx + x;
|
||||
int32 pz = vz + z;
|
||||
|
||||
int32 cz = px * camSinY + pz * camCosY;
|
||||
cz >>= 16;
|
||||
|
||||
int32 cz = DP43(m[2], v);
|
||||
// znear / zfar clip
|
||||
if (cz < 32 || cz > MAX_DIST) {
|
||||
if (cz < MIN_DIST || cz >= MAX_DIST) {
|
||||
res.z = -1;
|
||||
return;
|
||||
}
|
||||
|
||||
int32 py = vy + y;
|
||||
int32 cx = DP43(m[0], v);
|
||||
int32 cy = DP43(m[1], v);
|
||||
|
||||
#if 0
|
||||
int32 cx = (px * camCosY - pz * camSinY) >> 16;
|
||||
int32 cy = py;
|
||||
|
||||
uint32 czInv = MyDiv(1 << 16, uint32(cz));
|
||||
|
||||
cx = cx * czInv;
|
||||
cy = cy * czInv;
|
||||
#else
|
||||
int32 cx = px * camCosY - pz * camSinY;
|
||||
int32 cy = py << 16;
|
||||
|
||||
cx = MyDiv(cx, cz);
|
||||
cy = MyDiv(cy, cz);
|
||||
#endif
|
||||
cy = cy * FRAME_WIDTH / FRAME_HEIGHT;
|
||||
|
||||
cx = clamp(cx, -2 << 16, 2 << 16);
|
||||
cy = clamp(cy, -2 << 16, 2 << 16);
|
||||
|
||||
res.x = ( ( (1 << 16) + cx ) * (FRAME_WIDTH / 2) ) >> 16;
|
||||
res.y = ( ( (1 << 16) + cy ) * (FRAME_HEIGHT / 2) ) >> 16;
|
||||
res.z = cz;
|
||||
res.clip = classify(&res);
|
||||
|
||||
int32 fog = vg - ((cz * cz) >> 15);
|
||||
int32 fog = (8191 - vg) - (SQR(cz >> FIXED_SHIFT) >> 15);
|
||||
if (fog < 0) {
|
||||
fog = 0;
|
||||
}
|
||||
|
||||
cz >>= FOV_SHIFT;
|
||||
cx = MyDiv(cx, cz) + (FRAME_WIDTH / 2);
|
||||
cy = MyDiv(cy, cz) + (FRAME_HEIGHT / 2);
|
||||
cz >>= (FIXED_SHIFT - FOV_SHIFT);
|
||||
|
||||
res.x = cx;
|
||||
res.y = cy;
|
||||
res.z = cz;
|
||||
res.clip = classify(&res);
|
||||
|
||||
res.g = uint32(255 - (fog >> 5)) >> 3;
|
||||
}
|
||||
|
||||
@ -830,6 +1040,9 @@ void faceAddQuad(uint16 flags, const Index* indices, int32 startVertex) {
|
||||
if (v1->z < 0 || v2->z < 0 || v3->z < 0 || v4->z < 0)
|
||||
return;
|
||||
|
||||
if (!(v1->g | v2->g | v3->g | v4->g))
|
||||
return;
|
||||
|
||||
if (checkBackface(v1, v2, v3))
|
||||
return;
|
||||
|
||||
@ -865,6 +1078,9 @@ void faceAddTriangle(uint16 flags, const Index* indices, int32 startVertex) {
|
||||
if (v1->z < 0 || v2->z < 0 || v3->z < 0)
|
||||
return;
|
||||
|
||||
if (!(v1->g | v2->g | v3->g))
|
||||
return;
|
||||
|
||||
if (checkBackface(v1, v2, v3))
|
||||
return;
|
||||
|
||||
|
Loading…
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Reference in New Issue
Block a user