Files
jak-project/goal_src/jak1/engine/draw/draw-node-h.gc
T
2024-05-20 15:04:15 -04:00

39 lines
1.3 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "ENGINE.CGO" "GAME.CGO")
(require "engine/draw/drawable-inline-array-h.gc")
;; name: draw-node-h.gc
;; name in dgo: draw-node-h
;; dgos: GAME, ENGINE
;; DECOMP BEGINS
;; A "draw-node" is a way to group together a bunch of drawables (possibly other draw-nodes) in a BVH
;; This BVH is used for sphere-in-view culling and the broad phase collision detection.
;; _most_ uses of draw-node are in a special tree with these properties:
;; - between 1 and 8 roots.
;; - each child has between 1 and 8 children
;; - all leaves are stored at the same depth
;; - all nodes and leaves have visibility IDs
;; shrub does not have these properties - it supports arbitrary children counts, leaves
;; may occur at any depth, and nothing has visibility ids.
(deftype draw-node (drawable)
((child-count uint8 :offset 6)
(flags uint8 :offset 7)
(child drawable :offset 8)
(distance float :offset 12)))
;; for non-shrub uses of draw-node, this is used to store all the draw-nodes at a given depth.
(deftype drawable-inline-array-node (drawable-inline-array)
((data draw-node 1 :inline)
(pad uint32)))
;; the types of these fields are a guess for now.
;; used for draw-node-cull function
(deftype draw-node-dma (structure)
((banka draw-node 32 :inline)
(bankb draw-node 32 :inline)))