Part 0 of moving to a better matrix system
This commit is contained in:
parent
8c81c2b141
commit
9799ca8e55
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@ -188,6 +188,7 @@ file(GLOB_RECURSE ALL_FILES RELATIVE ${CMAKE_CURRENT_SOURCE_DIR}
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"src/enhancements/freecam/*.h"
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"src/engine/*.cpp"
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"src/engine/*.h"
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"src/port/interpolation/*.c"
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)
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list(APPEND ALL_FILES ${ALL_FILES_ROOT})
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@ -4,6 +4,8 @@
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#include "Train.h"
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#include <vector>
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#include "port/interpolation/FrameInterpolation.h"
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extern "C" {
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#include "macros.h"
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#include "main.h"
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@ -151,6 +153,7 @@ void ATrain::SyncComponents(TrainCarStuff* trainCar, s16 orientationY) {
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}
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void ATrain::Tick() {
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FrameInterpolation_StartRecord();
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f32 temp_f20;
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TrainCarStuff* car;
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u16 oldWaypointIndex;
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@ -221,6 +224,8 @@ void ATrain::Tick() {
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sync_train_components(car, orientationYUpdate);
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}
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}
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FrameInterpolation_StopRecord();
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}
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void ATrain::VehicleCollision(s32 playerId, Player* player) {
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@ -26,7 +26,7 @@ void render_collision(void) {
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gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE);
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// Set matrix
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gSPMatrix(gDisplayListHead++, &gIdentityMatrix, G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
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// gSPMatrix(gDisplayListHead++, &gIdentityMatrix, G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
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for (size_t i = 0; i < gCollisionMeshCount; i++) {
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// Load vertices for this tri
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@ -18,5 +18,5 @@ UNUSED void gfx_func_80040D00(void) {
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guOrtho(&gGfxPool->mtxScreen, 0.0f, SCREEN_WIDTH, 0.0f, SCREEN_HEIGHT, -1.0f, 1.0f, 1.0f);
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gSPPerspNormalize(gDisplayListHead++, 0xFFFF);
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gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(gGfxPool), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
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gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gIdentityMatrix), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gIdentityMatrix), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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}
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@ -47,6 +47,7 @@
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#include "engine/wasm.h"
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#include "port/Game.h"
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#include "engine/Matrix.h"
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#include "port/interpolation/matrix.h"
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// Declarations (not in this file)
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void func_80091B78(void);
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@ -495,6 +496,9 @@ void rendering_init(void) {
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set_segment_base_addr_x64(1, gGfxPool);
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gGfxSPTask = &gGfxPool->spTask;
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gDisplayListHead = gGfxPool->gfxPool;
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gGfxMtx = &gMainMatrixStack[0];
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gGfxMatrix = &sGfxMatrixStack[0];
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gCalcMatrix = &sCalcMatrixStack[0];
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init_rcp();
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clear_framebuffer(0);
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end_master_display_list();
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@ -647,7 +651,7 @@ void calculate_updaterate(void) {
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s32 total;
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// Get target FPS from configuration variable
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s32 targetFPS = CVarGetInteger("gInterpolationFPS", 30);
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s32 targetFPS = 30;
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if (targetFPS < 60) {
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targetFPS = 30;
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@ -388,6 +388,9 @@ void GameEngine::ProcessGfxCommands(Gfx* commands) {
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wnd->SetMaximumFrameLatency(1);
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}
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RunCommands(commands, mtx_replacements);
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last_fps = fps;
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last_update_rate = 2;
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}
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// Audio
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@ -0,0 +1,437 @@
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#include <libultraship.h>
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#include <math.h>
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#include "matrix.h"
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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);
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Matrix gIdentityMatrix = { {
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{ 1.0f, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 1.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 1.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f, 1.0f },
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} };
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Matrix* gGfxMatrix;
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Matrix sGfxMatrixStack[0x20];
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Matrix* gCalcMatrix;
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Matrix sCalcMatrixStack[0x20];
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Mtx gMainMatrixStack[0x480];
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Mtx* gGfxMtx;
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void Matrix_InitPerspective(Gfx** dList) {
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u16 norm;
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float near = 10.0f;
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float far = 12800.0f;
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float fov = 45.0f;
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guPerspective(gGfxMtx, &norm, fov, 320.0f / 240.0f, near, far, 1.0f);
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gSPPerspNormalize((*dList)++, norm);
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gSPMatrix((*dList)++, gGfxMtx++, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
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guLookAt(gGfxMtx, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, -12800.0f, 0.0f, 1.0f, 0.0f);
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gSPMatrix((*dList)++, gGfxMtx++, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
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Matrix_Copy(gGfxMatrix, &gIdentityMatrix);
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}
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// Copies src Matrix into dst
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void Matrix_Copy(Matrix* dst, Matrix* src) {
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int32_t i;
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for (i = 0; i < 4; i++) {
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dst->mf[i][0] = src->mf[i][0];
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dst->mf[i][1] = src->mf[i][1];
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dst->mf[i][2] = src->mf[i][2];
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dst->mf[i][3] = src->mf[i][3];
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}
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}
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// Makes a copy of the stack's current matrix and puts it on the top of the stack
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void Matrix_Push(Matrix** mtxStack) {
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Matrix_Copy(*mtxStack + 1, *mtxStack);
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(*mtxStack)++;
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}
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// Removes the top matrix of the stack
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void Matrix_Pop(Matrix** mtxStack) {
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(*mtxStack)--;
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}
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// Copies tf into mtx (MTXF_NEW) or applies it to mtx (MTXF_APPLY)
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void Matrix_Mult(Matrix* mtx, Matrix* tf, u8 mode) {
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f32 rx;
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f32 ry;
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f32 rz;
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f32 rw;
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s32 i0;
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s32 i1;
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s32 i2;
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s32 i3;
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if (mode == 1) {
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rx = mtx->mf[0][0];
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ry = mtx->mf[1][0];
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rz = mtx->mf[2][0];
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rw = mtx->mf[3][0];
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for (i0 = 0; i0 < 4; i0++) {
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mtx->mf[i0][0] = (rx * tf->mf[i0][0]) + (ry * tf->mf[i0][1]) + (rz * tf->mf[i0][2]) + (rw * tf->mf[i0][3]);
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}
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rx = mtx->mf[0][1];
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ry = mtx->mf[1][1];
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rz = mtx->mf[2][1];
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rw = mtx->mf[3][1];
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for (i1 = 0; i1 < 4; i1++) {
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mtx->mf[i1][1] = (rx * tf->mf[i1][0]) + (ry * tf->mf[i1][1]) + (rz * tf->mf[i1][2]) + (rw * tf->mf[i1][3]);
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}
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rx = mtx->mf[0][2];
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ry = mtx->mf[1][2];
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rz = mtx->mf[2][2];
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rw = mtx->mf[3][2];
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for (i2 = 0; i2 < 4; i2++) {
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mtx->mf[i2][2] = (rx * tf->mf[i2][0]) + (ry * tf->mf[i2][1]) + (rz * tf->mf[i2][2]) + (rw * tf->mf[i2][3]);
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}
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rx = mtx->mf[0][3];
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ry = mtx->mf[1][3];
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rz = mtx->mf[2][3];
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rw = mtx->mf[3][3];
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for (i3 = 0; i3 < 4; i3++) {
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mtx->mf[i3][3] = (rx * tf->mf[i3][0]) + (ry * tf->mf[i3][1]) + (rz * tf->mf[i3][2]) + (rw * tf->mf[i3][3]);
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}
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} else {
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Matrix_Copy(mtx, tf);
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}
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}
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// Creates a translation matrix in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY)
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void Matrix_Translate(Matrix* mtx, f32 x, f32 y, f32 z, u8 mode) {
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f32 rx;
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f32 ry;
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s32 i;
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if (mode == 1) {
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for (i = 0; i < 4; i++) {
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rx = mtx->mf[0][i];
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ry = mtx->mf[1][i];
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mtx->mf[3][i] += (rx * x) + (ry * y) + (mtx->mf[2][i] * z);
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}
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} else {
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mtx->mf[3][0] = x;
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mtx->mf[3][1] = y;
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mtx->mf[3][2] = z;
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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] =
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mtx->mf[2][1] = mtx->mf[2][3] = 0.0f;
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mtx->mf[0][0] = mtx->mf[1][1] = mtx->mf[2][2] = mtx->mf[3][3] = 1.0f;
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}
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}
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// Creates a scale matrix in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY)
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void Matrix_Scale(Matrix* mtx, f32 xScale, f32 yScale, f32 zScale, u8 mode) {
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f32 rx;
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f32 ry;
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s32 i;
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if (mode == 1) {
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for (i = 0; i < 4; i++) {
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rx = mtx->mf[0][i];
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ry = mtx->mf[1][i];
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mtx->mf[0][i] = rx * xScale;
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mtx->mf[1][i] = ry * yScale;
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mtx->mf[2][i] *= zScale;
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}
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} else {
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mtx->mf[0][0] = xScale;
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mtx->mf[1][1] = yScale;
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mtx->mf[2][2] = zScale;
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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] =
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mtx->mf[2][1] = mtx->mf[2][3] = mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f;
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mtx->mf[3][3] = 1.0f;
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}
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}
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// Creates rotation matrix about the X axis in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY)
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void Matrix_RotateX(Matrix* mtx, f32 angle, u8 mode) {
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f32 cs;
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f32 sn;
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f32 ry;
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f32 rz;
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s32 i;
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sn = sinf(angle);
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cs = cosf(angle);
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if (mode == 1) {
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for (i = 0; i < 4; i++) {
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ry = mtx->mf[1][i];
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rz = mtx->mf[2][i];
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mtx->mf[1][i] = (ry * cs) + (rz * sn);
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mtx->mf[2][i] = (rz * cs) - (ry * sn);
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}
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} else {
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mtx->mf[1][1] = mtx->mf[2][2] = cs;
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mtx->mf[1][2] = sn;
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mtx->mf[2][1] = -sn;
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mtx->mf[0][0] = mtx->mf[3][3] = 1.0f;
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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] =
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mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f;
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}
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}
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// Creates rotation matrix about the Y axis in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY)
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void Matrix_RotateY(Matrix* mtx, f32 angle, u8 mode) {
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f32 cs;
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f32 sn;
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f32 rx;
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f32 rz;
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s32 i;
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sn = sinf(angle);
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cs = cosf(angle);
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if (mode == 1) {
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for (i = 0; i < 4; i++) {
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rx = mtx->mf[0][i];
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rz = mtx->mf[2][i];
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mtx->mf[0][i] = (rx * cs) - (rz * sn);
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mtx->mf[2][i] = (rx * sn) + (rz * cs);
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}
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} else {
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mtx->mf[0][0] = mtx->mf[2][2] = cs;
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mtx->mf[0][2] = -sn;
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mtx->mf[2][0] = sn;
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mtx->mf[1][1] = mtx->mf[3][3] = 1.0f;
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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] =
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mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f;
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}
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}
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// Creates rotation matrix about the Z axis in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY)
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void Matrix_RotateZ(Matrix* mtx, f32 angle, u8 mode) {
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f32 cs;
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f32 sn;
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f32 rx;
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f32 ry;
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s32 i;
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sn = sinf(angle);
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cs = cosf(angle);
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if (mode == 1) {
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for (i = 0; i < 4; i++) {
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rx = mtx->mf[0][i];
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ry = mtx->mf[1][i];
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mtx->mf[0][i] = (rx * cs) + (ry * sn);
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mtx->mf[1][i] = (ry * cs) - (rx * sn);
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}
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} else {
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mtx->mf[0][0] = mtx->mf[1][1] = cs;
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mtx->mf[0][1] = sn;
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mtx->mf[1][0] = -sn;
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mtx->mf[2][2] = mtx->mf[3][3] = 1.0f;
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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] =
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mtx->mf[3][0] = mtx->mf[3][1] = mtx->mf[3][2] = 0.0f;
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}
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}
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// Creates rotation matrix about a given vector axis in mtx (MTXF_NEW) or applies one to mtx (MTXF_APPLY).
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// The vector specifying the axis does not need to be a unit vector.
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void Matrix_RotateAxis(Matrix* mtx, f32 angle, f32 axisX, f32 axisY, f32 axisZ, u8 mode) {
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f32 rx;
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f32 ry;
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f32 rz;
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f32 norm;
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f32 cxx;
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f32 cyx;
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f32 czx;
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f32 cxy;
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f32 cyy;
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f32 czy;
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f32 cxz;
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f32 cyz;
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f32 czz;
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f32 xx;
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f32 yy;
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f32 zz;
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f32 xy;
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f32 yz;
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f32 xz;
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f32 sinA;
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f32 cosA;
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norm = sqrtf((axisX * axisX) + (axisY * axisY) + (axisZ * axisZ));
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if (norm != 0.0) {
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axisX /= norm;
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axisY /= norm;
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axisZ /= norm;
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sinA = sinf(angle);
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cosA = cosf(angle);
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xx = axisX * axisX;
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yy = axisY * axisY;
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zz = axisZ * axisZ;
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xy = axisX * axisY;
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yz = axisY * axisZ;
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xz = axisX * axisZ;
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if (mode == 1) {
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cxx = (1.0f - xx) * cosA + xx;
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cyx = (1.0f - cosA) * xy + axisZ * sinA;
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czx = (1.0f - cosA) * xz - axisY * sinA;
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cxy = (1.0f - cosA) * xy - axisZ * sinA;
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cyy = (1.0f - yy) * cosA + yy;
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czy = (1.0f - cosA) * yz + axisX * sinA;
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cxz = (1.0f - cosA) * xz + axisY * sinA;
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cyz = (1.0f - cosA) * yz - axisX * sinA;
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czz = (1.0f - zz) * cosA + zz;
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// loop doesn't seem to work here.
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rx = mtx->mf[0][0];
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ry = mtx->mf[0][1];
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rz = mtx->mf[0][2];
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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->x = (mtx->mf[0][0] * src->x) + (mtx->mf[1][0] * src->y) + (mtx->mf[2][0] * src->z) + mtx->mf[3][0];
|
||||
dest->y = (mtx->mf[0][1] * src->x) + (mtx->mf[1][1] * src->y) + (mtx->mf[2][1] * src->z) + mtx->mf[3][1];
|
||||
dest->z = (mtx->mf[0][2] * src->x) + (mtx->mf[1][2] * src->y) + (mtx->mf[2][2] * src->z) + 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->x = (mtx->mf[0][0] * src->x) + (mtx->mf[1][0] * src->y) + (mtx->mf[2][0] * src->z);
|
||||
dest->y = (mtx->mf[0][1] * src->x) + (mtx->mf[1][1] * src->y) + (mtx->mf[2][1] * src->z);
|
||||
dest->z = (mtx->mf[0][2] * src->x) + (mtx->mf[1][2] * src->y) + (mtx->mf[2][2] * src->z);
|
||||
}
|
||||
|
||||
// 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.x -= originP.x;
|
||||
zHatP.y -= originP.y;
|
||||
zHatP.z -= originP.z;
|
||||
xHatP.x -= originP.x;
|
||||
xHatP.y -= originP.y;
|
||||
xHatP.z -= originP.z;
|
||||
rot->y = atan2f(zHatP.x, zHatP.z);
|
||||
rot->x = -atan2f(zHatP.y, sqrtf(SQ(zHatP.x) + SQ(zHatP.z)));
|
||||
Matrix_RotateX(&invYP, -rot->x, MTXF_NEW);
|
||||
Matrix_RotateY(&invYP, -rot->y, MTXF_APPLY);
|
||||
Matrix_MultVec3fNoTranslate(&invYP, &xHatP, &xHat);
|
||||
rot->x *= M_RTOD;
|
||||
rot->y *= M_RTOD;
|
||||
rot->z = atan2f(xHat.y, xHat.x) * 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.x -= originP.x;
|
||||
xHatP.y -= originP.y;
|
||||
xHatP.z -= originP.z;
|
||||
yHatP.x -= originP.x;
|
||||
yHatP.y -= originP.y;
|
||||
yHatP.z -= originP.z;
|
||||
rot->z = atan2f(xHatP.y, xHatP.x);
|
||||
rot->y = -atan2f(xHatP.z, sqrtf(SQ(xHatP.x) + SQ(xHatP.y)));
|
||||
Matrix_RotateY(&invYZ, -rot->y, MTXF_NEW);
|
||||
Matrix_RotateZ(&invYZ, -rot->z, MTXF_APPLY);
|
||||
Matrix_MultVec3fNoTranslate(&invYZ, &yHatP, &yHat);
|
||||
rot->x = atan2f(yHat.z, yHat.y) * M_RTOD;
|
||||
rot->y *= M_RTOD;
|
||||
rot->z *= 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);
|
||||
}
|
||||
|
|
@ -0,0 +1,75 @@
|
|||
#pragma once
|
||||
|
||||
#define MTXF_NEW 0
|
||||
#define MTXF_APPLY 1
|
||||
|
||||
typedef struct {
|
||||
float r;
|
||||
float g;
|
||||
float b;
|
||||
} Color;
|
||||
|
||||
#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_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
|
||||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -9,15 +9,16 @@
|
|||
#include "memory.h"
|
||||
#include "engine/Matrix.h"
|
||||
#include "port/Game.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) {
|
||||
|
|
|
|||
|
|
@ -70,6 +70,6 @@ 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;
|
||||
|
||||
#endif // MATH_UTIL_H
|
||||
|
|
|
|||
|
|
@ -402,14 +402,16 @@ void func_802A487C(Vtx* arg0, UNUSED struct UnkStruct_800DC5EC* arg1, UNUSED s32
|
|||
|
||||
init_rdp();
|
||||
if (GetCourse() != GetRainbowRoad()) {
|
||||
|
||||
FrameInterpolation_RecordOpenChild("perspective", 0);
|
||||
FrameInterpolation_RecordMarker(__FILE__, __LINE__);
|
||||
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
|
||||
gSPClearGeometryMode(gDisplayListHead++, G_ZBUFFER | G_LIGHTING);
|
||||
guOrtho(&gGfxPool->mtxScreen, 0.0f, SCREEN_WIDTH, 0.0f, SCREEN_HEIGHT, 0.0f, 5.0f, 1.0f);
|
||||
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++, &gIdentityMatrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
// Matrix_
|
||||
gSPVertex(gDisplayListHead++, &arg0[4], 4, 0);
|
||||
gSP2Triangles(gDisplayListHead++, 0, 3, 1, 0, 1, 3, 2, 0);
|
||||
}
|
||||
|
|
@ -476,7 +478,7 @@ 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++, &gIdentityMatrix, 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()) {
|
||||
|
|
|
|||
Loading…
Reference in New Issue