Add Lywx changes

This commit is contained in:
MegaMech
2025-05-16 17:12:28 -06:00
parent d155bacadb
commit 09fb8d8421
13 changed files with 652 additions and 44 deletions
+4 -1
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@@ -14,7 +14,7 @@ void render_actor_mario_sign(Camera* arg0, UNUSED Mat4 arg1, struct Actor* arg2)
Mat4 sp40;
f32 unk;
s16 temp = arg2->flags;
FrameInterpolation_RecordOpenChild(arg2, 0);
if (temp & 0x800) {
return;
}
@@ -31,4 +31,7 @@ void render_actor_mario_sign(Camera* arg0, UNUSED Mat4 arg1, struct Actor* arg2)
gSPDisplayList(gDisplayListHead++, d_course_mario_raceway_dl_sign);
}
}
FrameInterpolation_RecordCloseChild();
}
+2 -2
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@@ -11,10 +11,10 @@ void update_actor_mario_sign(struct Actor* arg0) {
arg0->pos[1] += 4.0f;
if (arg0->pos[1] > 800.0f) {
arg0->flags |= 0x800;
arg0->rot[1] += 1820;
arg0->rot[1] += 4;
}
} else {
arg0->rot[1] += 182;
arg0->rot[1] += 4;
}
}
}
+2
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@@ -1,6 +1,7 @@
#include <libultraship.h>
#include <libultra/gbi.h>
#include "engine/World.h"
#include "src/port/interpolation/FrameInterpolation.h"
extern "C" {
#include "common_structs.h"
@@ -16,6 +17,7 @@ void AddMatrix(std::vector<Mtx>& stack, Mat4 mtx, s32 flags) {
stack.emplace_back();
// Convert to a fixed-point matrix
FrameInterpolation_RecordMatrixMtxFToMtx((MtxF*)mtx, &stack.back());
guMtxF2L(mtx, &stack.back());
// Load the matrix
+2
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@@ -4,6 +4,8 @@
#include "code_800029B0.h"
#include "mk64.h"
#include "main.h"
#include <port/interpolation/FrameInterpolation.h>
#include <port/interpolation/matrix.h>
#include "collision_viewer.h"
#include "math_util.h"
+1 -1
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@@ -18,5 +18,5 @@ UNUSED void gfx_func_80040D00(void) {
guOrtho(&gGfxPool->mtxScreen, 0.0f, SCREEN_WIDTH, 0.0f, SCREEN_HEIGHT, -1.0f, 1.0f, 1.0f);
gSPPerspNormalize(gDisplayListHead++, 0xFFFF);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(gGfxPool), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gIdentityMatrix), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
//gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gIdentityMatrix), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
}
+60 -26
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@@ -8,6 +8,7 @@
#include <math_util.h>
#include <math_util_2.h>
#include "FrameInterpolation.h"
#include "matrix.h"
/*
Frame interpolation.
@@ -59,6 +60,8 @@ enum class Op {
MatrixTranslate,
MatrixScale,
MatrixRotate1Coord,
MatrixMult4x4,
MatrixPosRotXYZ,
MatrixMultVec3fNoTranslate,
MatrixMultVec3f,
MatrixMtxFToMtx,
@@ -90,14 +93,13 @@ union Data {
struct {
Mat4* matrix;
Vec3f b;
Vec3fInterp b;
} matrix_translate, matrix_scale;
struct {
Mat4* matrix;
u32 coord;
f32 value;
u8 mode;
s16 value;
} matrix_rotate_1_coord;
struct {
@@ -112,6 +114,17 @@ union Data {
Vec3f dest;
} matrix_vec_no_translate;
struct {
Mat4* dest;
Mat4 mtx1;
Mat4 mtx2;
} matrix_mult_4x4;
struct {
Vec3fInterp pos;
Vec3sInterp orientation;
} matrix_pos_rot_xyz;
struct {
Mat4* matrix;
Vec3f translation;
@@ -215,6 +228,10 @@ struct InterpolateCtx {
return w * o + step * n;
}
s16 lerp_s16(s16 o, s16 n) {
return w * o + step * n;
}
void lerp_vec3f(Vec3f* res, Vec3f* o, Vec3f* n) {
*res[0] = lerp(*o[0], *n[0]);
*res[1] = lerp(*o[1], *n[1]);
@@ -332,20 +349,29 @@ struct InterpolateCtx {
break;
case Op::MatrixTranslate:
// Matrix_Translate(gInterpolationMatrix, lerp(old_op.matrix_translate.x,
// new_op.matrix_translate.x),
// lerp(old_op.matrix_translate.y, new_op.matrix_translate.y),
// lerp(old_op.matrix_translate.z, new_op.matrix_translate.z),
// new_op.matrix_translate.mode);
Vec3f temp;
temp[0] = lerp(old_op.matrix_translate.b[0], new_op.matrix_translate.b[0]);
temp[1] = lerp(old_op.matrix_translate.b[1], new_op.matrix_translate.b[1]);
temp[2] = lerp(old_op.matrix_translate.b[2], new_op.matrix_translate.b[2]);
temp[0] = lerp(old_op.matrix_translate.b.x, new_op.matrix_translate.b.x);
temp[1] = lerp(old_op.matrix_translate.b.y, new_op.matrix_translate.b.y);
temp[2] = lerp(old_op.matrix_translate.b.z, new_op.matrix_translate.b.z);
mtxf_translate(*gInterpolationMatrix, temp);
break;
case Op::MatrixPosRotXYZ:
Vec3f tempF;
Vec3s tempS;
tempF[0] = lerp(old_op.matrix_pos_rot_xyz.pos.x, new_op.matrix_pos_rot_xyz.pos.x);
tempF[1] = lerp(old_op.matrix_pos_rot_xyz.pos.y, new_op.matrix_pos_rot_xyz.pos.y);
tempF[2] = lerp(old_op.matrix_pos_rot_xyz.pos.z, new_op.matrix_pos_rot_xyz.pos.z);
tempS[0] = lerp(old_op.matrix_pos_rot_xyz.orientation.x, new_op.matrix_pos_rot_xyz.orientation.x);
tempS[1] = lerp(old_op.matrix_pos_rot_xyz.orientation.y, new_op.matrix_pos_rot_xyz.orientation.y);
tempS[2] = lerp(old_op.matrix_pos_rot_xyz.orientation.z, new_op.matrix_pos_rot_xyz.orientation.z);
mtxf_pos_rotation_xyz(*gInterpolationMatrix, tempF, tempS);
break;
case Op::MatrixScale:
// Matrix_Scale(gInterpolationMatrix, lerp(old_op.matrix_scale.x, new_op.matrix_scale.x),
@@ -355,20 +381,19 @@ struct InterpolateCtx {
break;
case Op::MatrixRotate1Coord: {
float v = interpolate_angle(old_op.matrix_rotate_1_coord.value,
s16 v = interpolate_angle(old_op.matrix_rotate_1_coord.value,
new_op.matrix_rotate_1_coord.value);
u8 mode = new_op.matrix_rotate_1_coord.mode;
switch (new_op.matrix_rotate_1_coord.coord) {
case 0:
// Matrix_RotateX(gInterpolationMatrix, v, mode);
mtxf_rotate_x(*gInterpolationMatrix, v);
break;
case 1:
// Matrix_RotateY(gInterpolationMatrix, v, mode);
mtxf_rotate_y(*gInterpolationMatrix, v);
break;
case 2:
// Matrix_RotateZ(gInterpolationMatrix, v, mode);
mtxf_s16_rotate_z(*gInterpolationMatrix, v);
break;
}
break;
@@ -445,12 +470,12 @@ void FrameInterpolation_StartRecord(void) {
current_recording = {};
current_path.clear();
current_path.push_back(&current_recording.root_path);
if (!camera_interpolation) {
// default to interpolating
camera_interpolation = true;
is_recording = false;
return;
}
// if (!camera_interpolation) {
// // default to interpolating
// camera_interpolation = true;
// is_recording = false;
// return;
// }
if (GameEngine::GetInterpolationFPS() != 20) {
is_recording = true;
}
@@ -530,7 +555,7 @@ void FrameInterpolation_RecordMatrixTranslate(Mat4* matrix, Vec3f b) {
if (!is_recording)
return;
append(Op::MatrixTranslate).matrix_translate = { matrix, b[0] };
append(Op::MatrixTranslate).matrix_translate = { matrix, *((Vec3fInterp*) &b) };
}
void FrameInterpolation_RecordMatrixScale(Mat4* matrix, f32 x, f32 y, f32 z, u8 mode) {
@@ -542,7 +567,16 @@ void FrameInterpolation_RecordMatrixScale(Mat4* matrix, f32 x, f32 y, f32 z, u8
void FrameInterpolation_RecordMatrixMultVec3fNoTranslate(Mat4* matrix, Vec3f src, Vec3f dest) {
if (!is_recording)
return;
// append(Op::MatrixMultVec3fNoTranslate).matrix_vec_no_translate = { matrix, src, dest };
//append(Op::MatrixMultVec3fNoTranslate).matrix_vec_no_translate = { matrix, src, dest };
}
// Make a template for deref
void FrameInterpolation_RecordMatrixPosRotXYZ(Mat4 out, Vec3f pos, Vec3s orientation) {
if (!is_recording)
return;
append(Op::MatrixPosRotXYZ).matrix_pos_rot_xyz = { *((Vec3fInterp*) &pos), *((Vec3sInterp*) &orientation) };
}
void FrameInterpolation_RecordMatrixMultVec3f(Mat4* matrix, Vec3f src, Vec3f dest) {
@@ -551,10 +585,10 @@ void FrameInterpolation_RecordMatrixMultVec3f(Mat4* matrix, Vec3f src, Vec3f des
// append(Op::MatrixMultVec3f).matrix_vec_translate = { matrix, src, dest };
}
void FrameInterpolation_RecordMatrixRotate1Coord(Mat4* matrix, u32 coord, f32 value, u8 mode) {
void FrameInterpolation_RecordMatrixRotate1Coord(Mat4* matrix, u32 coord, s16 value) {
if (!is_recording)
return;
append(Op::MatrixRotate1Coord).matrix_rotate_1_coord = { matrix, coord, value, mode };
append(Op::MatrixRotate1Coord).matrix_rotate_1_coord = { matrix, coord, value };
}
void FrameInterpolation_RecordMatrixMtxFToMtx(MtxF* src, Mtx* dest) {
+8 -6
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@@ -1,4 +1,5 @@
#pragma once
#ifndef __FRAME_INTERPOLATION_H
#define __FRAME_INTERPOLATION_H
// #include "sf64math.h"
#include <libultraship.h>
@@ -12,11 +13,8 @@
std::unordered_map<Mtx*, MtxF> FrameInterpolation_Interpolate(float step);
extern "C" {
#endif
void FrameInterpolation_ShouldInterpolateFrame(bool shouldInterpolate);
void FrameInterpolation_StartRecord(void);
@@ -35,6 +33,8 @@ int FrameInterpolation_GetCameraEpoch(void);
void FrameInterpolation_RecordActorPosRotMatrix(void);
void FrameInterpolation_RecordMatrixPosRotXYZ(Mat4 out, Vec3f pos, Vec3s orientation);
//void FrameInterpolation_RecordMatrixPush(Matrix** mtx);
//void FrameInterpolation_RecordMatrixPop(Matrix** mtx);
@@ -45,7 +45,7 @@ void FrameInterpolation_RecordMatrixTranslate(Mat4* matrix, Vec3f b);
//void FrameInterpolation_RecordMatrixScale(Matrix* matrix, f32 x, f32 y, f32 z, u8 mode);
//void FrameInterpolation_RecordMatrixRotate1Coord(Matrix* matrix, u32 coord, f32 value, u8 mode);
void FrameInterpolation_RecordMatrixRotate1Coord(Mat4* matrix, u32 coord, s16 value);
void FrameInterpolation_RecordMatrixMtxFToMtx(MtxF* src, Mtx* dest);
@@ -63,4 +63,6 @@ void FrameInterpolation_RecordSkinMatrixMtxFToMtx(MtxF* src, Mtx* dest);
#ifdef __cplusplus
}
#endif
#endif
#endif // __FRAME_INTERPOLATION_H
+450
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@@ -0,0 +1,450 @@
#include <libultraship.h>
#include <math.h>
#include "matrix.h"
#include "common_structs.h"
Mtx gIdentityMtx = gdSPDefMtx(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f);
Matrix gIdentityMatrix = { {
{ 1.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 1.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f },
} };
Matrix* gGfxMatrix;
Matrix sGfxMatrixStack[0x20];
Matrix* gCalcMatrix;
Matrix sCalcMatrixStack[0x20];
Mtx gMainMatrixStack[0x480];
Mtx* gGfxMtx;
void Matrix_InitPerspective(Gfx** dList) {
u16 norm;
float near = 10.0f;
float far = 12800.0f;
float fov = 45.0f;
guPerspective(gGfxMtx, &norm, fov, 320.0f / 240.0f, near, far, 1.0f);
gSPPerspNormalize((*dList)++, norm);
gSPMatrix((*dList)++, gGfxMtx++, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
guLookAt(gGfxMtx, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -12800.0f, 0.0f, 1.0f, 0.0f);
gSPMatrix((*dList)++, gGfxMtx++, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
Matrix_Copy(gGfxMatrix, &gIdentityMatrix);
}
void Matrix_InitOrtho(Gfx** dList) {
FrameInterpolation_RecordOpenChild("ortho", 0);
FrameInterpolation_RecordMarker(__FILE__, __LINE__);
guOrtho(gGfxMtx, -320.0f / 2, 320.0f / 2, -240.0f / 2, 240.0f / 2, 0.0f, 5.0f, 1.0f);
gSPMatrix((*dList)++, gGfxMtx++, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
guLookAt(gGfxMtx, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -12800.0f, 0.0f, 1.0f, 0.0f);
gSPMatrix((*dList)++, gGfxMtx++, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
Matrix_Copy(gGfxMatrix, &gIdentityMatrix);
FrameInterpolation_RecordCloseChild();
}
// Copies src Matrix into dst
void Matrix_Copy(Matrix* dst, Matrix* src) {
int32_t i;
for (i = 0; i < 4; i++) {
dst->mf[i][0] = src->mf[i][0];
dst->mf[i][1] = src->mf[i][1];
dst->mf[i][2] = src->mf[i][2];
dst->mf[i][3] = src->mf[i][3];
}
}
// Makes a copy of the stack's current matrix and puts it on the top of the stack
void Matrix_Push(Matrix** mtxStack) {
Matrix_Copy(*mtxStack + 1, *mtxStack);
(*mtxStack)++;
}
// Removes the top matrix of the stack
void Matrix_Pop(Matrix** mtxStack) {
(*mtxStack)--;
}
// Copies tf into mtx (MTXF_NEW) or applies it to mtx (MTXF_APPLY)
void Matrix_Mult(Matrix* mtx, Matrix* tf, u8 mode) {
f32 rx;
f32 ry;
f32 rz;
f32 rw;
s32 i0;
s32 i1;
s32 i2;
s32 i3;
if (mode == 1) {
rx = mtx->mf[0][0];
ry = mtx->mf[1][0];
rz = mtx->mf[2][0];
rw = mtx->mf[3][0];
for (i0 = 0; i0 < 4; i0++) {
mtx->mf[i0][0] = (rx * tf->mf[i0][0]) + (ry * tf->mf[i0][1]) + (rz * tf->mf[i0][2]) + (rw * tf->mf[i0][3]);
}
rx = mtx->mf[0][1];
ry = mtx->mf[1][1];
rz = mtx->mf[2][1];
rw = mtx->mf[3][1];
for (i1 = 0; i1 < 4; i1++) {
mtx->mf[i1][1] = (rx * tf->mf[i1][0]) + (ry * tf->mf[i1][1]) + (rz * tf->mf[i1][2]) + (rw * tf->mf[i1][3]);
}
rx = mtx->mf[0][2];
ry = mtx->mf[1][2];
rz = mtx->mf[2][2];
rw = mtx->mf[3][2];
for (i2 = 0; i2 < 4; i2++) {
mtx->mf[i2][2] = (rx * tf->mf[i2][0]) + (ry * tf->mf[i2][1]) + (rz * tf->mf[i2][2]) + (rw * tf->mf[i2][3]);
}
rx = mtx->mf[0][3];
ry = mtx->mf[1][3];
rz = mtx->mf[2][3];
rw = mtx->mf[3][3];
for (i3 = 0; i3 < 4; i3++) {
mtx->mf[i3][3] = (rx * tf->mf[i3][0]) + (ry * tf->mf[i3][1]) + (rz * tf->mf[i3][2]) + (rw * tf->mf[i3][3]);
}
} else {
Matrix_Copy(mtx, tf);
}
}
// Creates a translation matrix in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY)
void Matrix_Translate(Matrix* mtx, f32 x, f32 y, f32 z, u8 mode) {
f32 rx;
f32 ry;
s32 i;
if (mode == 1) {
for (i = 0; i < 4; i++) {
rx = mtx->mf[0][i];
ry = mtx->mf[1][i];
mtx->mf[3][i] += (rx * x) + (ry * y) + (mtx->mf[2][i] * z);
}
} else {
mtx->mf[3][0] = x;
mtx->mf[3][1] = y;
mtx->mf[3][2] = z;
mtx->mf[0][1] = mtx->mf[0][2] = mtx->mf[0][3] = mtx->mf[1][0] = mtx->mf[1][2] = mtx->mf[1][3] = mtx->mf[2][0] =
mtx->mf[2][1] = mtx->mf[2][3] = 0.0f;
mtx->mf[0][0] = mtx->mf[1][1] = mtx->mf[2][2] = mtx->mf[3][3] = 1.0f;
}
}
// Creates a scale matrix in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY)
void Matrix_Scale(Matrix* mtx, f32 xScale, f32 yScale, f32 zScale, u8 mode) {
f32 rx;
f32 ry;
s32 i;
if (mode == 1) {
for (i = 0; i < 4; i++) {
rx = mtx->mf[0][i];
ry = mtx->mf[1][i];
mtx->mf[0][i] = rx * xScale;
mtx->mf[1][i] = ry * yScale;
mtx->mf[2][i] *= zScale;
}
} else {
mtx->mf[0][0] = xScale;
mtx->mf[1][1] = yScale;
mtx->mf[2][2] = zScale;
mtx->mf[0][1] = mtx->mf[0][2] = mtx->mf[0][3] = mtx->mf[1][0] = mtx->mf[1][2] = mtx->mf[1][3] = mtx->mf[2][0] =
mtx->mf[2][1] = mtx->mf[2][3] = mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f;
mtx->mf[3][3] = 1.0f;
}
}
// Creates rotation matrix about the X axis in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY)
void Matrix_RotateX(Matrix* mtx, f32 angle, u8 mode) {
f32 cs;
f32 sn;
f32 ry;
f32 rz;
s32 i;
sn = sinf(angle);
cs = cosf(angle);
if (mode == 1) {
for (i = 0; i < 4; i++) {
ry = mtx->mf[1][i];
rz = mtx->mf[2][i];
mtx->mf[1][i] = (ry * cs) + (rz * sn);
mtx->mf[2][i] = (rz * cs) - (ry * sn);
}
} else {
mtx->mf[1][1] = mtx->mf[2][2] = cs;
mtx->mf[1][2] = sn;
mtx->mf[2][1] = -sn;
mtx->mf[0][0] = mtx->mf[3][3] = 1.0f;
mtx->mf[0][1] = mtx->mf[0][2] = mtx->mf[0][3] = mtx->mf[1][0] = mtx->mf[1][3] = mtx->mf[2][0] = mtx->mf[2][3] =
mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f;
}
}
// Creates rotation matrix about the Y axis in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY)
void Matrix_RotateY(Matrix* mtx, f32 angle, u8 mode) {
f32 cs;
f32 sn;
f32 rx;
f32 rz;
s32 i;
sn = sinf(angle);
cs = cosf(angle);
if (mode == 1) {
for (i = 0; i < 4; i++) {
rx = mtx->mf[0][i];
rz = mtx->mf[2][i];
mtx->mf[0][i] = (rx * cs) - (rz * sn);
mtx->mf[2][i] = (rx * sn) + (rz * cs);
}
} else {
mtx->mf[0][0] = mtx->mf[2][2] = cs;
mtx->mf[0][2] = -sn;
mtx->mf[2][0] = sn;
mtx->mf[1][1] = mtx->mf[3][3] = 1.0f;
mtx->mf[0][1] = mtx->mf[0][3] = mtx->mf[1][0] = mtx->mf[1][2] = mtx->mf[1][3] = mtx->mf[2][1] = mtx->mf[2][3] =
mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f;
}
}
// Creates rotation matrix about the Z axis in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY)
void Matrix_RotateZ(Matrix* mtx, f32 angle, u8 mode) {
f32 cs;
f32 sn;
f32 rx;
f32 ry;
s32 i;
sn = sinf(angle);
cs = cosf(angle);
if (mode == 1) {
for (i = 0; i < 4; i++) {
rx = mtx->mf[0][i];
ry = mtx->mf[1][i];
mtx->mf[0][i] = (rx * cs) + (ry * sn);
mtx->mf[1][i] = (ry * cs) - (rx * sn);
}
} else {
mtx->mf[0][0] = mtx->mf[1][1] = cs;
mtx->mf[0][1] = sn;
mtx->mf[1][0] = -sn;
mtx->mf[2][2] = mtx->mf[3][3] = 1.0f;
mtx->mf[0][2] = mtx->mf[0][3] = mtx->mf[1][2] = mtx->mf[1][3] = mtx->mf[2][0] = mtx->mf[2][1] = mtx->mf[2][3] =
mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f;
}
}
// Creates rotation matrix about a given vector axis in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY).
// The vector specifying the axis does not need to be a unit vector.
void Matrix_RotateAxis(Matrix* mtx, f32 angle, f32 axisX, f32 axisY, f32 axisZ, u8 mode) {
f32 rx;
f32 ry;
f32 rz;
f32 norm;
f32 cxx;
f32 cyx;
f32 czx;
f32 cxy;
f32 cyy;
f32 czy;
f32 cxz;
f32 cyz;
f32 czz;
f32 xx;
f32 yy;
f32 zz;
f32 xy;
f32 yz;
f32 xz;
f32 sinA;
f32 cosA;
norm = sqrtf((axisX * axisX) + (axisY * axisY) + (axisZ * axisZ));
if (norm != 0.0) {
axisX /= norm;
axisY /= norm;
axisZ /= norm;
sinA = sinf(angle);
cosA = cosf(angle);
xx = axisX * axisX;
yy = axisY * axisY;
zz = axisZ * axisZ;
xy = axisX * axisY;
yz = axisY * axisZ;
xz = axisX * axisZ;
if (mode == 1) {
cxx = (1.0f - xx) * cosA + xx;
cyx = (1.0f - cosA) * xy + axisZ * sinA;
czx = (1.0f - cosA) * xz - axisY * sinA;
cxy = (1.0f - cosA) * xy - axisZ * sinA;
cyy = (1.0f - yy) * cosA + yy;
czy = (1.0f - cosA) * yz + axisX * sinA;
cxz = (1.0f - cosA) * xz + axisY * sinA;
cyz = (1.0f - cosA) * yz - axisX * sinA;
czz = (1.0f - zz) * cosA + zz;
// loop doesn't seem to work here.
rx = mtx->mf[0][0];
ry = mtx->mf[0][1];
rz = mtx->mf[0][2];
mtx->mf[0][0] = (rx * cxx) + (ry * cxy) + (rz * cxz);
mtx->mf[0][1] = (rx * cyx) + (ry * cyy) + (rz * cyz);
mtx->mf[0][2] = (rx * czx) + (ry * czy) + (rz * czz);
rx = mtx->mf[1][0];
ry = mtx->mf[1][1];
rz = mtx->mf[1][2];
mtx->mf[1][0] = (rx * cxx) + (ry * cxy) + (rz * cxz);
mtx->mf[1][1] = (rx * cyx) + (ry * cyy) + (rz * cyz);
mtx->mf[1][2] = (rx * czx) + (ry * czy) + (rz * czz);
rx = mtx->mf[2][0];
ry = mtx->mf[2][1];
rz = mtx->mf[2][2];
mtx->mf[2][0] = (rx * cxx) + (ry * cxy) + (rz * cxz);
mtx->mf[2][1] = (rx * cyx) + (ry * cyy) + (rz * cyz);
mtx->mf[2][2] = (rx * czx) + (ry * czy) + (rz * czz);
} else {
mtx->mf[0][0] = (1.0f - xx) * cosA + xx;
mtx->mf[0][1] = (1.0f - cosA) * xy + axisZ * sinA;
mtx->mf[0][2] = (1.0f - cosA) * xz - axisY * sinA;
mtx->mf[0][3] = 0.0f;
mtx->mf[1][0] = (1.0f - cosA) * xy - axisZ * sinA;
mtx->mf[1][1] = (1.0f - yy) * cosA + yy;
mtx->mf[1][2] = (1.0f - cosA) * yz + axisX * sinA;
mtx->mf[1][3] = 0.0f;
mtx->mf[2][0] = (1.0f - cosA) * xz + axisY * sinA;
mtx->mf[2][1] = (1.0f - cosA) * yz - axisX * sinA;
mtx->mf[2][2] = (1.0f - zz) * cosA + zz;
mtx->mf[2][3] = 0.0f;
mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f;
mtx->mf[3][3] = 1.0f;
}
}
}
// Converts the current Gfx matrix to a Mtx
void Matrix_ToMtx(Mtx* dest) {
// LTODO: We need to validate this
guMtxF2L(gGfxMatrix->mf, dest);
}
// Converts the Mtx src to a Matrix, putting the result in dest
void Matrix_FromMtx(Mtx* src, Matrix* dest) {
guMtxF2L(src->m, dest->mf);
}
// Applies the transform matrix mtx to the vector src, putting the result in dest
void Matrix_MultVec3f(Matrix* mtx, Vec3f* src, Vec3f* dest) {
*dest[0] = (mtx->mf[0][0] * *src[0]) + (mtx->mf[1][0] * *src[1]) + (mtx->mf[2][0] * *src[2]) + mtx->mf[3][0];
*dest[1] = (mtx->mf[0][1] * *src[0]) + (mtx->mf[1][1] * *src[1]) + (mtx->mf[2][1] * *src[2]) + mtx->mf[3][1];
*dest[2] = (mtx->mf[0][2] * *src[0]) + (mtx->mf[1][2] * *src[1]) + (mtx->mf[2][2] * *src[2]) + mtx->mf[3][2];
}
// Applies the linear part of the transformation matrix mtx to the vector src, ignoring any translation that mtx might
// have. Puts the result in dest.
void Matrix_MultVec3fNoTranslate(Matrix* mtx, Vec3f* src, Vec3f* dest) {
*dest[0] = (mtx->mf[0][0] * *src[0]) + (mtx->mf[1][0] * *src[1]) + (mtx->mf[2][0] * *src[2]);
*dest[1] = (mtx->mf[0][1] * *src[0]) + (mtx->mf[1][1] * *src[1]) + (mtx->mf[2][1] * *src[2]);
*dest[2] = (mtx->mf[0][2] * *src[0]) + (mtx->mf[1][2] * *src[1]) + (mtx->mf[2][2] * *src[2]);
}
// Expresses the rotational part of the transform mtx as Tait-Bryan angles, in the yaw-pitch-roll (intrinsic YXZ)
// convention used in worldspace calculations
void Matrix_GetYRPAngles(Matrix* mtx, Vec3f* rot) {
Matrix invYP;
Vec3f origin = { 0.0f, 0.0f, 0.0f };
Vec3f originP;
Vec3f zHat = { 0.0f, 0.0f, 1.0f };
Vec3f zHatP;
Vec3f xHat = { 1.0f, 0.0f, 0.0f };
Vec3f xHatP;
Matrix_MultVec3fNoTranslate(mtx, &origin, &originP);
Matrix_MultVec3fNoTranslate(mtx, &zHat, &zHatP);
Matrix_MultVec3fNoTranslate(mtx, &xHat, &xHatP);
zHatP[0] -= originP[0];
zHatP[1] -= originP[1];
zHatP[2] -= originP[2];
xHatP[0] -= originP[0];
xHatP[1] -= originP[1];
xHatP[2] -= originP[2];
*rot[1] = atan2f(zHatP[0], zHatP[2]);
*rot[0] = -atan2f(zHatP[1], sqrtf(SQ(zHatP[0]) + SQ(zHatP[2])));
Matrix_RotateX(&invYP, -*rot[0], MTXF_NEW);
Matrix_RotateY(&invYP, -*rot[1], MTXF_APPLY);
Matrix_MultVec3fNoTranslate(&invYP, &xHatP, &xHat);
*rot[0] *= M_RTOD;
*rot[1] *= M_RTOD;
*rot[2] = atan2f(xHat[1], xHat[0]) * M_RTOD;
}
// Expresses the rotational part of the transform mtx as Tait-Bryan angles, in the extrinsic XYZ convention used in
// modelspace calculations
void Matrix_GetXYZAngles(Matrix* mtx, Vec3f* rot) {
Matrix invYZ;
Vec3f origin = { 0.0f, 0.0f, 0.0f };
Vec3f originP;
Vec3f xHat = { 1.0f, 0.0f, 0.0f };
Vec3f xHatP;
Vec3f yHat = { 0.0f, 1.0f, 0.0f };
Vec3f yHatP;
Matrix_MultVec3fNoTranslate(mtx, &origin, &originP);
Matrix_MultVec3fNoTranslate(mtx, &xHat, &xHatP);
Matrix_MultVec3fNoTranslate(mtx, &yHat, &yHatP);
xHatP[0] -= originP[0];
xHatP[1] -= originP[1];
xHatP[2] -= originP[2];
yHatP[0] -= originP[0];
yHatP[1] -= originP[1];
yHatP[2] -= originP[2];
*rot[2] = atan2f(xHatP[1], xHatP[0]);
*rot[1] = -atan2f(xHatP[2], sqrtf(SQ(xHatP[0]) + SQ(xHatP[1])));
Matrix_RotateY(&invYZ, -*rot[1], MTXF_NEW);
Matrix_RotateZ(&invYZ, -*rot[2], MTXF_APPLY);
Matrix_MultVec3fNoTranslate(&invYZ, &yHatP, &yHat);
*rot[0] = atan2f(yHat[2], yHat[1]) * M_RTOD;
*rot[1] *= M_RTOD;
*rot[2] *= M_RTOD;
}
// Creates a look-at matrix from Eye, At, and Up in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY).
// A look-at matrix is a rotation-translation matrix that maps y to Up, z to (At - Eye), and translates to Eye
void Matrix_LookAt(Matrix* mtx, f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt, f32 xUp, f32 yUp, f32 zUp,
u8 mode) {
Matrix lookAt;
guLookAtF(lookAt.mf, xEye, yEye, zEye, xAt, yAt, zAt, xUp, yUp, zUp);
Matrix_Mult(mtx, &lookAt, mode);
}
// Converts the current Gfx matrix to a Mtx and sets it to the display list
void Matrix_SetGfxMtx(Gfx** gfx) {
Matrix_ToMtx(gGfxMtx);
gSPMatrix((*gfx)++, gGfxMtx++, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
}
+94
View File
@@ -0,0 +1,94 @@
#pragma once
#define MTXF_NEW 0
#define MTXF_APPLY 1
#include "common_structs.h"
typedef struct {
float r;
float g;
float b;
} Color;
typedef struct {
float x;
float y;
float z;
} Vec3fInterp;
typedef struct {
s16 x;
s16 y;
s16 z;
} Vec3sInterp;
typedef struct {
f32 m1; f32 m2; f32 m3; f32 m4;
f32 m5; f32 m6; f32 m7; f32 m8;
} Mat4Interp;
#define M_PI 3.14159265358979323846f
#define M_RTOD (180.0f / M_PI)
#define SQ(val) ((val) * (val))
#define qs1616(e) ((s32) ((e) *0x00010000))
#define IPART(x) ((qs1616(x) >> 16) & 0xFFFF)
#define FPART(x) (qs1616(x) & 0xFFFF)
#define gdSPDefMtx(xx, yx, zx, wx, xy, yy, zy, wy, xz, yz, zz, wz, xw, yw, zw, ww) \
{ \
{ \
(IPART(xx) << 0x10) | IPART(xy), (IPART(xz) << 0x10) | IPART(xw), (IPART(yx) << 0x10) | IPART(yy), \
(IPART(yz) << 0x10) | IPART(yw), (IPART(zx) << 0x10) | IPART(zy), (IPART(zz) << 0x10) | IPART(zw), \
(IPART(wx) << 0x10) | IPART(wy), (IPART(wz) << 0x10) | IPART(ww), (FPART(xx) << 0x10) | FPART(xy), \
(FPART(xz) << 0x10) | FPART(xw), (FPART(yx) << 0x10) | FPART(yy), (FPART(yz) << 0x10) | FPART(yw), \
(FPART(zx) << 0x10) | FPART(zy), (FPART(zz) << 0x10) | FPART(zw), (FPART(wx) << 0x10) | FPART(wy), \
(FPART(wz) << 0x10) | FPART(ww), \
} \
}
typedef MtxF Matrix;
#ifdef __cplusplus
extern "C" {
#endif
extern Mtx gIdentityMtx;
extern Matrix gIdentityMatrix;
extern Matrix* gGfxMatrix;
extern Matrix sGfxMatrixStack[];
extern Matrix* gCalcMatrix;
extern Matrix sCalcMatrixStack[];
extern Mtx gMainMatrixStack[];
extern Mtx* gGfxMtx;
void Matrix_InitPerspective(Gfx** dList);
void Matrix_InitOrtho(Gfx** dList);
void Matrix_Copy(Matrix* dst, Matrix* src);
void Matrix_Push(Matrix** mtxStack);
void Matrix_Pop(Matrix** mtxStack);
void Matrix_Mult(Matrix* mtx, Matrix* tf, u8 mode);
void Matrix_Translate(Matrix* mtx, f32 x, f32 y, f32 z, u8 mode);
void Matrix_Scale(Matrix* mtx, f32 xScale, f32 yScale, f32 zScale, u8 mode);
void Matrix_RotateX(Matrix* mtx, f32 angle, u8 mode);
void Matrix_RotateY(Matrix* mtx, f32 angle, u8 mode);
void Matrix_RotateZ(Matrix* mtx, f32 angle, u8 mode);
void Matrix_RotateAxis(Matrix* mtx, f32 angle, f32 axisX, f32 axisY, f32 axisZ, u8 mode);
void Matrix_ToMtx(Mtx* dest);
void Matrix_FromMtx(Mtx* src, Matrix* dest);
void Matrix_MultVec3f(Matrix* mtx, Vec3f* src, Vec3f* dest);
void Matrix_MultVec3fNoTranslate(Matrix* mtx, Vec3f* src, Vec3f* dest);
void Matrix_GetYRPAngles(Matrix* mtx, Vec3f* rot);
void Matrix_GetXYZAngles(Matrix* mtx, Vec3f* rot);
void Matrix_LookAt(Matrix* mtx, f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt, f32 xUp, f32 yUp, f32 zUp,
u8 mode);
void Matrix_SetGfxMtx(Gfx** gfx);
void Lights_SetOneLight(Gfx** dList, s32 dirX, s32 dirY, s32 dirZ, s32 colR, s32 colG, s32 colB, s32 ambR, s32 ambG, s32 ambB);
#ifdef __cplusplus
}
#endif
+2 -2
View File
@@ -37,7 +37,7 @@ void FB_CreateFramebuffers(void) {
void FB_CopyToFramebuffer(Gfx** gfxP, s32 fb_src, s32 fb_dest, u8 oncePerFrame, u8* hasCopied) {
Gfx* gfx = *gfxP;
gSPMatrix(gfx++, &gIdentityMatrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// gSPMatrix(gfx++, &gIdentityMatrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
@@ -110,7 +110,7 @@ void FB_WriteFramebufferSliceToCPU(Gfx** gfxP, void* buffer, u8 byteSwap) {
void FB_DrawFromFramebuffer(Gfx** gfxP, s32 fb, u8 alpha) {
Gfx* gfx = *gfxP;
gSPMatrix(gfx++, &gIdentityMatrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
//gSPMatrix(gfx++, &gIdentityMatrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(gfx++, 255, 255, 255, alpha);
+8 -3
View File
@@ -9,15 +9,17 @@
#include "memory.h"
#include "engine/Matrix.h"
#include "port/Game.h"
#include <port/interpolation/FrameInterpolation.h>
#include <port/interpolation/matrix.h>
#pragma intrinsic(sqrtf, fabs)
s32 D_802B91C0[2] = { 13, 13 };
Vec3f D_802B91C8 = { 0.0f, 0.0f, 0.0f };
Mtx gIdentityMatrix = {
toFixedPointMatrix(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0),
};
// Mtx gIdentityMatrix = {
// toFixedPointMatrix(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0),
// };
// This functions looks similar to a segment of code from func_802A4A0C in skybox_and_splitscreen.c
UNUSED s32 func_802B4F60(UNUSED s32 arg0, Vec3f arg1, UNUSED s32 arg2, UNUSED f32 arg3, UNUSED f32 arg4) {
@@ -349,6 +351,7 @@ void mtxf_rotate_x(Mat4 mat, s16 angle) {
// create a rotation matrix around the y axis
void mtxf_rotate_y(Mat4 mat, s16 angle) {
FrameInterpolation_RecordMatrixRotate1Coord(&mat, 1, angle);
f32 sin_theta = sins(angle);
f32 cos_theta = coss(angle);
@@ -368,6 +371,7 @@ void mtxf_rotate_y(Mat4 mat, s16 angle) {
// create a rotation matrix around the z axis
void mtxf_s16_rotate_z(Mat4 mat, s16 angle) {
FrameInterpolation_RecordMatrixRotate1Coord(&mat, 2, angle);
f32 sin_theta = sins(angle);
f32 cos_theta = coss(angle);
@@ -480,6 +484,7 @@ void mtxf_pos_rotation_xyz(Mat4 out, Vec3f pos, Vec3s orientation) {
f32 cosine2;
f32 sine3;
f32 cosine3;
FrameInterpolation_RecordMatrixPosRotXYZ(out, pos, orientation);
sine1 = sins(orientation[0]);
cosine1 = coss(orientation[0]);
+9 -1
View File
@@ -10,6 +10,10 @@
// #define min(a, b) ((a) <= (b) ? (a) : (b))
// #define max(a, b) ((a) > (b) ? (a) : (b))
#ifdef __cplusplus
extern "C" {
#endif
#define sqr(x) ((x) * (x))
// Here to appease the pragma gods
@@ -70,6 +74,10 @@ f32 is_within_render_distance(Vec3f, Vec3f, u16, f32, f32, f32);
extern s32 D_802B91C0[];
extern Vec3f D_802B91C8;
extern Mtx gIdentityMatrix;
//extern Mtx gIdentityMatrix;
#ifdef __cplusplus
}
#endif
#endif // MATH_UTIL_H
+10 -2
View File
@@ -397,6 +397,10 @@ void func_802A450C(Vtx* skybox) {
skybox[7].v.cn[2] = prop->FloorTopLeft.b;
}
Mtx gIdentityMatrix2 = {
toFixedPointMatrix(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0),
};
void func_802A487C(Vtx* arg0, UNUSED struct UnkStruct_800DC5EC* arg1, UNUSED s32 arg2, UNUSED s32 arg3,
UNUSED f32* arg4) {
@@ -409,7 +413,7 @@ void func_802A487C(Vtx* arg0, UNUSED struct UnkStruct_800DC5EC* arg1, UNUSED s32
gSPPerspNormalize(gDisplayListHead++, 0xFFFF);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxScreen),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
gSPMatrix(gDisplayListHead++, &gIdentityMatrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(gDisplayListHead++, &gIdentityMatrix2, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(gDisplayListHead++, &arg0[4], 4, 0);
gSP2Triangles(gDisplayListHead++, 0, 3, 1, 0, 1, 3, 2, 0);
}
@@ -476,7 +480,7 @@ void func_802A4A0C(Vtx* vtx, struct UnkStruct_800DC5EC* arg1, UNUSED s32 arg2, U
gSPPerspNormalize(gDisplayListHead++, 0xFFFF);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxScreen),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
gSPMatrix(gDisplayListHead++, &gIdentityMatrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(gDisplayListHead++, &gIdentityMatrix2, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(gDisplayListHead++, &vtx[0], 4, 0);
gSP2Triangles(gDisplayListHead++, 0, 3, 1, 0, 1, 3, 2, 0);
if (GetCourse() == GetRainbowRoad()) {
@@ -760,6 +764,8 @@ void render_screens(s32 mode, s32 cameraId, s32 playerId) {
s32 screenId = 0;
s32 screenMode = SCREEN_MODE_1P;
FrameInterpolation_StartRecord();
switch (mode) {
case RENDER_SCREEN_MODE_1P_PLAYER_ONE:
func_802A53A4();
@@ -902,6 +908,8 @@ void render_screens(s32 mode, s32 cameraId, s32 playerId) {
if (mode != RENDER_SCREEN_MODE_1P_PLAYER_ONE) {
gNumScreens += 1;
}
FrameInterpolation_StopRecord();
}
void func_802A74BC(void) {