/*----------------------------------------------------------------------------- Display controller model -----------------------------------------------------------------------------*/ void ModelController(Dynamic* dynamic_ptr,ModelMtx *model_mtx) { Mtx rotate_x; Mtx rotate_y; Mtx rotate_z; /* calculate model coordinates */ guTranslate(&(model_mtx->trans), model_mtx->pos_x, model_mtx->pos_y, model_mtx->pos_z); guScale(&(model_mtx->scale), model_mtx->size, model_mtx->size, model_mtx->size); guRotate(&rotate_x, model_mtx->rot_x, 1.0, 0.0, 0.0); guRotate(&rotate_y, model_mtx->rot_y, 0.0, 1.0, 0.0); guRotate(&rotate_z, model_mtx->rot_z, 0.0, 0.0, 1.0); guMtxCatL(&rotate_x,&rotate_y, &model_mtx->rotate); guMtxCatL(&rotate_z,&model_mtx->rotate,&model_mtx->rotate); /* set model matrix */ gSPMatrix(glist_ptr++, &(model_mtx->trans), G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH); gSPMatrix(glist_ptr++, &(model_mtx->rotate), G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_NOPUSH); gSPMatrix(glist_ptr++, &(model_mtx->scale), G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_NOPUSH); gSPSegment(glist_ptr++, STATIC_SEGMENT, osVirtualToPhysical(gfx_dlist_buf[0])); /* model display list */ gSPDisplayList(glist_ptr++, cont_finish_dl); }
/*----------------------------------------------------------------------------- graphic00 -----------------------------------------------------------------------------*/ void graphic_00(void) { Dynamic* dynamic_ptr; NNScTask *t; static LookAt lookat; u16 perspNorm; u32 cnt; /* specify display list buffer/task buffer */ dynamic_ptr = &gfx_dynamic[gfx_gtask_no]; glist_ptr = &gfx_glist[gfx_gtask_no][0]; t = &gfx_task[gfx_gtask_no]; /* set RSP and RDP */ gfxRCPInit(); /* clear frame buffer and Z buffer */ gfxClearCfb(); /* calculate and set projection matrix */ guPerspective(&dynamic_ptr->projection, &perspNorm, 33, 320.0/240.0, 10, 2000, 1.0); guLookAtReflect(&dynamic_ptr->viewing, &lookat, 0, 50, -600 , 0, 0, 0, 0, 1, 0); gSPPerspNormalize(glist_ptr++, perspNorm); gSPLookAt(glist_ptr++, &lookat); gSPMatrix(glist_ptr++, &(dynamic_ptr->projection), G_MTX_PROJECTION | G_MTX_LOAD | G_MTX_NOPUSH); gSPMatrix(glist_ptr++, &(dynamic_ptr->viewing), G_MTX_PROJECTION | G_MTX_MUL | G_MTX_NOPUSH); /* draw model */ for(cnt = 0; cnt < numControllers; cnt++){ ModelController(dynamic_ptr,&mtx_cont[cnt]); } /* end top-level display list */ gDPFullSync(glist_ptr++); gSPEndDisplayList(glist_ptr++); /* Flush the dynamic segment */ osWritebackDCacheAll(); gfxTaskStart(t, gfx_glist[gfx_gtask_no], (s32)(glist_ptr - gfx_glist[gfx_gtask_no]) * sizeof (Gfx), GFX_GSPCODE_F3DEX, NN_SC_SWAPBUFFER); }
void F3D_Mtx( u32 w0, u32 w1 ) { if (_SHIFTR( w0, 0, 16 ) != 64) { #ifdef DEBUG DebugMsg( DEBUG_MEDIUM | DEBUG_HIGH | DEBUG_ERROR, "G_MTX: address = 0x%08X length = %i params = 0x%02X\n", w1, _SHIFTR( w0, 0, 16 ), _SHIFTR( w0, 16, 8 ) ); #endif return; } gSPMatrix( w1, _SHIFTR( w0, 16, 8 ) ); }
static void drawframe(dynamic_stuff *generate, Gfx **glistpParam, float t) { Gfx *glistp; Vtx *valist[2]; /* Array of vertex lists */ float weights[2]; /* Array of weights */ u16 perspnorm; int i; unsigned char a2; glistp = *glistpParam; /* Copy to local var */ /* * Set up matricies */ /* Z-distance to force for faces */ #define ZDIST (700*4) guPerspective(&(generate->projection), &perspnorm, 60.0, 320.0/240.0, ZDIST-500.0, ZDIST+500.0, 1.0); gSPPerspNormalize(glistp++, perspnorm); /* guRotate(&(generate->modeling_rotate1), 40.0, 1.0, 1.0, 1.0); */ guTranslate(&(generate->modeling_translate), 0.0, 0.0, 0.0); /* -... */ gSPMatrix(glistp++, OS_K0_TO_PHYSICAL(&(generate->projection)), G_MTX_PROJECTION|G_MTX_LOAD|G_MTX_NOPUSH); gSPMatrix(glistp++, OS_K0_TO_PHYSICAL(&(generate->modeling_translate)), G_MTX_MODELVIEW|G_MTX_LOAD|G_MTX_NOPUSH); /* gSPMatrix(glistp++, OS_K0_TO_PHYSICAL(&(generate->modeling_rotate1)), G_MTX_MODELVIEW|G_MTX_MUL|G_MTX_NOPUSH); */ /* * Morph */ valist[0] = vface1; weights[0] = t; valist[1] = vface2; weights[1] = 1.0 - t; /* Two sets of key verticies, tricnt*3 verticies per set, alpha = 255 */ /* Texture coords come from vface1 */ morph(valist, weights, 2, &(generate->tvface1[0]), tricnt*3, 255, -ZDIST); /* * 2nd set of verticies, same except for different alpha and s,t */ a2 = 255*(1.0-t); /* alpha value */ for (i=0; i<tricnt*3; i++) { generate->tvface2[i] = generate->tvface1[i]; generate->tvface2[i].v.tc[0] = vface2[i].v.tc[0] << 6; generate->tvface2[i].v.tc[1] = vface2[i].v.tc[1] << 6; generate->tvface2[i].v.cn[3] = a2; } /* for i */ /* Pass 1 -- opaque */ gSPSetGeometryMode(glistp++, G_SHADE); gDPPipeSync(glistp++); gDPSetRenderMode(glistp++, G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2); gSPDisplayList(glistp++, OS_K0_TO_PHYSICAL(dlist1)); /* Pass 2 -- transparent */ gSPSetGeometryMode(glistp++, G_SHADE); gDPPipeSync(glistp++); gDPSetRenderMode(glistp++, G_RM_AA_XLU_SURF, G_RM_AA_XLU_SURF2); gSPDisplayList(glistp++, OS_K0_TO_PHYSICAL(dlist2)); *glistpParam = glistp; /* Copy back from local var */ } /* drawframe */
void F3DEX2_Mtx( u32 w0, u32 w1 ) { gSPMatrix( w1, _SHIFTR( w0, 0, 8 ) ^ G_MTX_PUSH ); }
static int draw_proc(struct menu_item *item, struct menu_draw_params *draw_params) { static Gfx null_dl = gsSPEndDisplayList(); struct item_data *data = item->data; /* handle input */ if (!input_bind_held(COMMAND_PREVROOM) && !input_bind_held(COMMAND_NEXTROOM)) { uint16_t pad = input_pad(); if (pad & BUTTON_Z) { if (pad & BUTTON_D_UP) data->y += 50.f; if (pad & BUTTON_D_DOWN) data->y += -50.f; if (pad & BUTTON_D_LEFT) { data->x -= cos(data->yaw) * 50.f; data->z += sin(data->yaw) * 50.f; } if (pad & BUTTON_D_RIGHT) { data->x -= cos(data->yaw) * -50.f; data->z += sin(data->yaw) * -50.f; } } else { if (pad & BUTTON_D_UP) { data->x -= sin(data->yaw) * 50.f; data->z -= cos(data->yaw) * 50.f; } if (pad & BUTTON_D_DOWN) { data->x -= sin(data->yaw) * -50.f; data->z -= cos(data->yaw) * -50.f; } if (pad & BUTTON_D_LEFT) data->yaw += .2f; if (pad & BUTTON_D_RIGHT) data->yaw -= .2f; } } /* load resources */ if (data->state == STATE_LOAD) { /* initialize segment table */ z64_stab_t stab = z64_stab; /* load scene */ if (data->scene_index != data->scene_next || !data->scene_file) { if (data->scene_file) free(data->scene_file); data->scene_index = data->scene_next; data->room_index = -1; z64_scene_table_t *scene_entry = &z64_scene_table[data->scene_index]; uint32_t scene_vrom_start = scene_entry->scene_vrom_start; uint32_t scene_vrom_end = scene_entry->scene_vrom_end; uint32_t scene_vrom_size = scene_vrom_end - scene_vrom_start; data->scene_file = malloc(scene_vrom_size); zu_getfile(scene_vrom_start, data->scene_file, scene_vrom_size); } stab.seg[Z64_SEG_SCENE] = MIPS_KSEG0_TO_PHYS(data->scene_file); /* populate room list */ struct zu_file room_files[0x100]; zu_scene_rooms(zu_sr_header(data->scene_file, z64_file.scene_setup_index, &stab), room_files, 0x100, &data->n_rooms, &stab); /* load room */ if (data->room_index != data->room_next || !data->room_file) { if (data->room_file) { free(data->room_file); zu_mesh_destroy(&data->room_mesh); } data->room_index = data->room_next; uint32_t room_vrom_start = room_files[data->room_index].vrom_start; uint32_t room_vrom_end = room_files[data->room_index].vrom_end; uint32_t room_vrom_size = room_vrom_end - room_vrom_start; data->room_file = malloc(room_vrom_size); zu_getfile(room_vrom_start, data->room_file, room_vrom_size); stab.seg[Z64_SEG_ROOM] = MIPS_KSEG0_TO_PHYS(data->room_file); /* populate mesh */ zu_room_mesh(zu_sr_header(data->room_file, z64_file.scene_setup_index, &stab), &data->room_mesh, &stab); /* populate vertex list */ struct zu_vlist vlist; zu_vlist_init(&vlist); stab.seg[0x08] = MIPS_KSEG0_TO_PHYS(&null_dl); stab.seg[0x09] = MIPS_KSEG0_TO_PHYS(&null_dl); stab.seg[0x0A] = MIPS_KSEG0_TO_PHYS(&null_dl); stab.seg[0x0B] = MIPS_KSEG0_TO_PHYS(&null_dl); stab.seg[0x0C] = MIPS_KSEG0_TO_PHYS(&null_dl); stab.seg[0x0D] = MIPS_KSEG0_TO_PHYS(&null_dl); for (int i = 0; i < ZU_MESH_TYPES; ++i) for (int j = 0; j < data->room_mesh.all[i].size; ++j) zu_vlist_add_dl(&vlist, &stab, zu_seg_locate(&stab, data->room_mesh.all[i].dlists[j])); /* compute bounding box */ struct zu_bbox bbox; zu_vlist_bbox(&vlist, &bbox); /* set orientation */ { data->x = (bbox.x1 + bbox.x2) / 2.f; data->y = (bbox.y1 + bbox.y2) / 2.f; data->z = (bbox.z1 + bbox.z2) / 2.f; data->yaw = 0.f; } zu_vlist_destroy(&vlist); } /* proceed to rendering */ data->state = STATE_RENDER; } /* render room */ if (data->state == STATE_RENDER && data->room_file) { /* initialize rcp for rendering rooms */ static void *zbuf = NULL; if (!zbuf) zbuf = memalign(64, 2 * Z64_SCREEN_WIDTH * Z64_SCREEN_HEIGHT); gDisplayListAppend(&data->gfx.poly_opa.p, /* clear z buffer */ gsDPPipeSync(), gsDPSetCycleType(G_CYC_FILL), gsDPSetRenderMode(G_RM_NOOP, G_RM_NOOP2), gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, Z64_SCREEN_WIDTH, zbuf), gsDPSetFillColor((GPACK_ZDZ(G_MAXFBZ, 0) << 16) | GPACK_ZDZ(G_MAXFBZ, 0)), gsDPFillRectangle(0, 0, Z64_SCREEN_WIDTH - 1, Z64_SCREEN_HEIGHT - 1), gsDPPipeSync(), gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, Z64_SCREEN_WIDTH, ZU_MAKE_SEG(Z64_SEG_CIMG, 0)), gsDPSetDepthImage(zbuf), /* rsp settings */ gsSPSegment(Z64_SEG_SCENE, data->scene_file), gsSPSegment(Z64_SEG_ROOM, data->room_file), gsSPSegment(0x08, &null_dl), gsSPSegment(0x09, &null_dl), gsSPSegment(0x0A, &null_dl), gsSPSegment(0x0B, &null_dl), gsSPSegment(0x0C, &null_dl), gsSPSegment(0x0D, &null_dl), gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH), /* rdp settings */ gsDPSetAlphaCompare(G_AC_NONE), gsDPSetDepthSource(G_ZS_PIXEL), gsDPSetAlphaDither(G_AD_DISABLE), gsDPSetColorDither(G_CD_DISABLE), gsDPSetCombineKey(G_OFF), gsDPSetTextureConvert(G_TC_FILT), gsDPSetTextureFilter(G_TF_BILERP), gsDPSetTextureLOD(G_TL_TILE), gsDPSetTexturePersp(G_TP_PERSP), gsDPSetCycleType(G_CYC_2CYCLE), gsDPPipelineMode(G_PM_NPRIMITIVE), gsDPSetEnvColor(0xFF, 0xFF, 0xFF, 0xFF), gsDPSetFogColor(0x00, 0x00, 0x00, 0x00), gsDPSetScissor(G_SC_NON_INTERLACE, 32, 32, Z64_SCREEN_WIDTH - 32, Z64_SCREEN_HEIGHT - 32), ); /* create projection matrix */ { Mtx m; MtxF mf; MtxF mt; guPerspectiveF(&mf, NULL, atanf(2.f), (float)Z64_SCREEN_WIDTH / (float)Z64_SCREEN_HEIGHT, 50.f, 5000.f, 1.f); { guScaleF(&mt, data->scale, data->scale, data->scale); guMtxCatF(&mt, &mf, &mf); } { guRotateF(&mt, M_PI / 6.f, 1.f, 0.f, 0.f); guMtxCatF(&mt, &mf, &mf); } { guTranslateF(&mt, 0.f, -100.f, -200.f); guMtxCatF(&mt, &mf, &mf); } { guRotateF(&mt, -data->yaw, 0.f, 1.f, 0.f); guMtxCatF(&mt, &mf, &mf); } { guTranslateF(&mt, -data->x, -data->y, -data->z); guMtxCatF(&mt, &mf, &mf); } guMtxF2L(&mf, &m); gSPMatrix(data->gfx.poly_opa.p++, gDisplayListData(&data->gfx.poly_opa.d, m), G_MTX_PROJECTION | G_MTX_LOAD); gSPMatrix(data->gfx.poly_xlu.p++, gDisplayListData(&data->gfx.poly_xlu.d, m), G_MTX_PROJECTION | G_MTX_LOAD); } /* create modelview matrix */ { Mtx m; guMtxIdent(&m); gSPMatrix(data->gfx.poly_opa.p++, gDisplayListData(&data->gfx.poly_opa.d, m), G_MTX_MODELVIEW | G_MTX_LOAD); gSPMatrix(data->gfx.poly_xlu.p++, gDisplayListData(&data->gfx.poly_xlu.d, m), G_MTX_MODELVIEW | G_MTX_LOAD); } /* configure lights */ zu_gfx_inject(&data->gfx); set_lighting(); /* execute scene config */ z64_scene_config_table[z64_scene_table[ z64_game.scene_index].scene_config](&z64_game); zu_gfx_restore(&data->gfx); /* draw scene */ for (int i = 0; i < ZU_MESH_TYPES; ++i) for (int j = 0; j < data->room_mesh.all[i].size; ++j) { if (i == ZU_MESH_OPA || i == ZU_MESH_NEAR) { gSPDisplayList(data->gfx.poly_opa.p++, data->room_mesh.all[i].dlists[j]); } else if (i == ZU_MESH_XLU || i == ZU_MESH_FAR) { gSPDisplayList(data->gfx.poly_xlu.p++, data->room_mesh.all[i].dlists[j]); } } /* draw actors */ if (z64_game.pause_state == 0) { zu_gfx_inject(&data->gfx); z64_DrawActors(&z64_game, &z64_game.actor_ctxt); zu_gfx_restore(&data->gfx); } /* draw additional stuff */ draw_crosshair(item); /* flush */ gfx_disp(gsSPDisplayList(zu_gfx_flush(&data->gfx))); /* restore rcp modes */ gfx_mode_init(); /* draw info */ gfx_mode_set(GFX_MODE_COLOR, GPACK_RGBA8888(0xC0, 0xC0, 0xC0, draw_params->alpha)); gfx_printf(draw_params->font, 36, 44, "scene %i", data->scene_index); gfx_printf(draw_params->font, 36, 44 + menu_get_cell_height(item->owner, 1), "room %i", data->room_index); } /* wait for rendering to finish before unloading */ if (data->state == STATE_UNLOAD) data->state = STATE_LOAD; return 1; }