Merge pull request #1335 from whatsavalue3/master

Use GTE on PSX
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UnknownShadow200 2025-01-28 20:15:45 +11:00 committed by GitHub
commit 1feb61062b
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2 changed files with 101 additions and 81 deletions

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@ -583,12 +583,17 @@ static PackedCol Normal_LightColor(int x, int y, int z, Face face, BlockID block
}
static cc_bool Normal_CanStretch(BlockID initial, int chunkIndex, int x, int y, int z, Face face) {
#ifndef CC_BUILD_PS1
BlockID cur = Builder_Chunk[chunkIndex];
if (cur != initial || Block_IsFaceHidden(cur, Builder_Chunk[chunkIndex + Builder_Offsets[face]], face)) return false;
if (Builder_FullBright) return true;
return Normal_LightColor(Builder_X, Builder_Y, Builder_Z, face, initial) == Normal_LightColor(x, y, z, face, cur);
#else
return false;
#endif
}
static int NormalBuilder_StretchXLiquid(int countIndex, int x, int y, int z, int chunkIndex, BlockID block) {

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@ -20,6 +20,7 @@
// this case. Larger values will allow for more granularity with depth (useful
// when drawing a complex 3D scene) at the expense of RAM usage and performance.
#define OT_LENGTH 512
#define OCT_LENGTH 128
// Size of the buffer GPU commands and primitives are written to. If the program
// crashes due to too many primitives being drawn, increase this value.
@ -30,6 +31,7 @@ typedef struct {
DRAWENV draw_env;
uint32_t ot[OT_LENGTH];
//uint32_t oct[OCT_LENGTH];
uint8_t buffer[BUFFER_LENGTH];
} RenderBuffer;
@ -46,6 +48,7 @@ static void OnBufferUpdated(void) {
next_packet = buffer->buffer;
next_packet_end = next_packet + BUFFER_LENGTH;
ClearOTagR(buffer->ot, OT_LENGTH);
//ClearOTagR(buffer->oct, OCT_LENGTH);
}
static void SetupContexts(int w, int h, int r, int g, int b) {
@ -58,7 +61,12 @@ static void SetupContexts(int w, int h, int r, int g, int b) {
setRGB0(&buffers[1].draw_env, r, g, b);
buffers[0].draw_env.isbg = 1;
buffers[1].draw_env.isbg = 1;
/*
buffers[0].draw_env.tw.w = 16;
buffers[0].draw_env.tw.h = 16;
buffers[1].draw_env.tw.w = 16;
buffers[1].draw_env.tw.h = 16;
*/
active_buffer = 0;
OnBufferUpdated();
}
@ -110,6 +118,8 @@ void Gfx_Create(void) {
InitGeom();
gte_SetGeomOffset(Window_Main.Width / 2, Window_Main.Height / 2);
gte_SetGeomScreen(Window_Main.Height / 2);
}
void Gfx_Free(void) {
@ -578,8 +588,9 @@ void Gfx_DeleteDynamicVb(GfxResourceID* vb) { Gfx_DeleteVb(vb); }
static struct Matrix _view, _proj;
struct MatrixRow { int x, y, z, w; };
static struct MatrixRow mvp_row1, mvp_row2, mvp_row3, mvp_trans;
MATRIX transform_matrix;
#define ToFixed(v) (int)(v * (1 << 12))
#define ToFixedTr(v) (int)(v * (1 << 6))
static void LoadTransformMatrix(struct Matrix* src) {
// https://math.stackexchange.com/questions/237369/given-this-transformation-matrix-how-do-i-decompose-it-into-translation-rotati
@ -611,25 +622,25 @@ static void LoadTransformMatrix(struct Matrix* src) {
// Use w instead of z
// (row123.z = row123.w, only difference is row4.z/w being different)
MATRIX mtx;
mtx.t[0] = (int)(src->row4.x);
mtx.t[1] = (int)(src->row4.y);
mtx.t[2] = (int)(src->row4.w);
transform_matrix.t[0] = ToFixedTr(src->row4.x)<<2;
transform_matrix.t[1] = ToFixedTr(-src->row4.y)<<2;
transform_matrix.t[2] = ToFixedTr(src->row4.w)<<2;
mtx.m[0][0] = ToFixed(src->row1.x);
mtx.m[0][1] = ToFixed(src->row1.y);
mtx.m[0][2] = ToFixed(src->row1.w);
mtx.m[1][0] = ToFixed(src->row2.x);
mtx.m[1][1] = ToFixed(src->row2.y);
mtx.m[1][2] = ToFixed(src->row2.w);
transform_matrix.m[0][0] = ToFixed(src->row1.x);
transform_matrix.m[0][1] = ToFixed(src->row2.x);
transform_matrix.m[0][2] = ToFixed(src->row3.x);
mtx.m[2][0] = ToFixed(src->row3.x);
mtx.m[2][1] = ToFixed(src->row3.y);
mtx.m[2][2] = ToFixed(src->row3.w);
transform_matrix.m[1][0] = ToFixed(-src->row1.y);
transform_matrix.m[1][1] = ToFixed(-src->row2.y);
transform_matrix.m[1][2] = ToFixed(-src->row3.y);
gte_SetRotMatrix(&mtx);
gte_SetTransMatrix(&mtx);
transform_matrix.m[2][0] = ToFixed(src->row1.w);
transform_matrix.m[2][1] = ToFixed(src->row2.w);
transform_matrix.m[2][2] = ToFixed(src->row3.w);
gte_SetRotMatrix(&transform_matrix);
gte_SetTransMatrix(&transform_matrix);
}
void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) {
@ -679,12 +690,12 @@ void Gfx_CalcOrthoMatrix(struct Matrix* matrix, float width, float height, float
static float Cotangent(float x) { return Math_CosF(x) / Math_SinF(x); }
void Gfx_CalcPerspectiveMatrix(struct Matrix* matrix, float fov, float aspect, float zFar) {
float zNear = 0.05f;
float zNear = 0.001f;
/* Source https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dxmatrixperspectivefovrh */
float c = (float)Cotangent(0.5f * fov);
*matrix = Matrix_Identity;
matrix->row1.x = c / aspect;
matrix->row1.x = c;
matrix->row2.y = c;
matrix->row3.z = zFar / (zNear - zFar);
matrix->row3.w = -1.0f;
@ -706,6 +717,7 @@ void Gfx_DrawVb_Lines(int verticesCount) {
}
static int Transform(IVec3* result, struct PS1VertexTextured* a) {
int x = a->x * mvp_row1.x + a->y * mvp_row2.x + a->z * mvp_row3.x + mvp_trans.x;
int y = a->x * mvp_row1.y + a->y * mvp_row2.y + a->z * mvp_row3.y + mvp_trans.y;
int z = a->x * mvp_row1.z + a->y * mvp_row2.z + a->z * mvp_row3.z + mvp_trans.z;
@ -736,17 +748,6 @@ static int Transform(IVec3* result, struct PS1VertexTextured* a) {
}
/*SVECTOR coord;
POLY_FT4 poly;
coord.vx = a->x; coord.vy = a->y; coord.vz = a->z;
gte_ldv0(&coord);
gte_rtps();
gte_stsxy(&poly.x0);
int X = (short)poly.x0, Y = (short)poly.y0;
Platform_Log3("X: %i, %i, %i", &x, &result->x, &X);
Platform_Log3("Y: %i, %i, %i", &y, &result->y, &Y);
Platform_LogConst("=======");*/
return z>w;
}
@ -897,6 +898,7 @@ static CC_NOINLINE void SubdivideQuad(struct PS1VertexTextured* v0, struct PS1Ve
{
if(v3short)
{
DrawTexturedQuad( v0, v1, v2, v3, 3);
return;
}
@ -943,63 +945,42 @@ void CrossProduct(IVec3* a, IVec3* b, IVec3* out)
static CC_INLINE void DrawTexturedQuad(struct PS1VertexTextured* v0, struct PS1VertexTextured* v1,
struct PS1VertexTextured* v2, struct PS1VertexTextured* v3, int level) {
IVec3 coords[4];
int clipped = 0;
clipped |= Transform(&coords[0], v0);
clipped |= Transform(&coords[1], v1);
clipped |= Transform(&coords[2], v2);
clipped |= Transform(&coords[3], v3);
IVec3 crossprod[2];
IVec3 normal;
crossprod[0].x = coords[1].x-coords[0].x;
crossprod[0].y = coords[1].y-coords[0].y;
crossprod[0].z = coords[1].z-coords[0].z;
crossprod[1].x = coords[2].x-coords[0].x;
crossprod[1].y = coords[2].y-coords[0].y;
crossprod[1].z = coords[2].z-coords[0].z;
CrossProduct(&crossprod[0],&crossprod[1],&normal);
if((normal.x*coords[0].x+normal.y*coords[0].y+normal.z*coords[0].z) > 0) return;
if (clipped) { SubdivideQuad(v0, v1, v2, v3, level + 1); return; }
//int p = (coords[0].z + coords[1].z + coords[2].z + coords[3].z) / 4;
int p = coords[3].z;
if (p < coords[0].z)
{
p = coords[0].z;
}
if (p < coords[1].z)
{
p = coords[1].z;
}
if (p < coords[2].z)
{
p = coords[2].z;
}
if (p < 0 || p >= OT_LENGTH) return;
SVECTOR coord[4];
struct CC_POLY_FT4* poly = new_primitive(sizeof(struct CC_POLY_FT4));
if (!poly) return;
if (!poly) return;
setlen(poly, POLY_LEN_FT4);
poly->rgbc = v0->rgbc;
poly->tpage = curTex->tpage;
poly->clut = 0;
// TODO & instead of %
poly->x0 = coords[1].x; poly->y0 = coords[1].y;
poly->x1 = coords[0].x; poly->y1 = coords[0].y;
poly->x2 = coords[2].x; poly->y2 = coords[2].y;
poly->x3 = coords[3].x; poly->y3 = coords[3].y;
coord[0].vx = v0->x<<2; coord[0].vy = v0->y<<2; coord[0].vz = v0->z<<2;
coord[1].vx = v1->x<<2; coord[1].vy = v1->y<<2; coord[1].vz = v1->z<<2;
coord[2].vx = v2->x<<2; coord[2].vy = v2->y<<2; coord[2].vz = v2->z<<2;
coord[3].vx = v3->x<<2; coord[3].vy = v3->y<<2; coord[3].vz = v3->z<<2;
gte_ldv3(&coord[0],&coord[1],&coord[3]);
gte_rtpt();
int p = 0;
gte_nclip();
gte_stopz( &p );
if( p > 0 ) return;
gte_avsz3();
gte_stotz( &p );
if(p == 0 || (p>>2) > OT_LENGTH) return;
gte_stsxy0( &poly->x0 );
gte_stsxy1( &poly->x1 );
gte_stsxy2( &poly->x2 );
gte_ldv0( &coord[2] );
gte_rtps();
gte_stsxy( &poly->x3 );
int uOffset = curTex->xOffset;
int vOffset = curTex->yOffset;
int uShift = curTex->u_shift;
int vShift = curTex->v_shift;
poly->u0 = (v1->u >> uShift) + uOffset;
poly->v0 = (v1->v >> vShift) + vOffset;
poly->u1 = (v0->u >> uShift) + uOffset;
@ -1009,7 +990,11 @@ static CC_INLINE void DrawTexturedQuad(struct PS1VertexTextured* v0, struct PS1V
poly->u3 = (v3->u >> uShift) + uOffset;
poly->v3 = (v3->v >> vShift) + vOffset;
poly->tpage = curTex->tpage;
poly->clut = 0;
addPrim(&buffer->ot[p >> 2], poly);
}
static void DrawTexturedQuads3D(int verticesCount, int startVertex) {
@ -1141,6 +1126,7 @@ void Gfx_EndFrame(void) {
PutDispEnv(&disp_buffer->disp_env);
DrawOTagEnv(&draw_buffer->ot[OT_LENGTH - 1], &draw_buffer->draw_env);
//DrawOTagEnv(&draw_buffer->oct[OCT_LENGTH - 1], &draw_buffer->draw_env);
active_buffer ^= 1;
OnBufferUpdated();
@ -1154,7 +1140,36 @@ void Gfx_OnWindowResize(void) {
// TODO
}
void Gfx_SetViewport(int x, int y, int w, int h) { }
void Gfx_SetViewport(int x, int y, int w, int h)
{
//DR_ENV *prim = &(buffers[0].draw_env.dr_env);
//setDrawAreaXY(&(prim->offset),x,y,x+w,y+h);
//prim = &(buffers[1].draw_env.dr_env);
//setDrawAreaXY(&(prim->offset),x,y,x+w,y+h);
buffers[0].draw_env.clip.x = x;
buffers[0].draw_env.clip.y = y;
buffers[0].draw_env.clip.w = w;
buffers[0].draw_env.clip.h = h;
buffers[1].draw_env.clip.x = x;
buffers[1].draw_env.clip.y = y;
buffers[1].draw_env.clip.w = w;
buffers[1].draw_env.clip.h = h;
buffers[0].disp_env.disp.x = x;
buffers[0].disp_env.disp.y = y;
buffers[0].disp_env.disp.w = w;
buffers[0].disp_env.disp.h = h;
buffers[1].disp_env.disp.x = x;
buffers[1].disp_env.disp.y = y;
buffers[1].disp_env.disp.w = w;
buffers[1].disp_env.disp.h = h;
//SetDefDrawEnv(&buffers[0].draw_env, x, y, w, h);
//SetDefDispEnv(&buffers[0].disp_env, x, y, w, h);
//SetDefDrawEnv(&buffers[1].draw_env, x, y+h, w, h);
//SetDefDispEnv(&buffers[1].disp_env, x, y+h, w, h);
}
void Gfx_SetScissor (int x, int y, int w, int h) { }
void Gfx_GetApiInfo(cc_string* info) {