Files
jak-project/goal_src/jak1/engine/level/bsp-h.gc
T
ManDude b74399ed57 rework goal_src structure for jak 1 a bit (#1615)
* move files

* update game.gp
2022-07-05 16:00:09 -04:00

212 lines
8.4 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: bsp-h.gc
;; name in dgo: bsp-h
;; dgos: GAME, ENGINE
;; Each level has a bsp file. There is a bsp-header, and a list of bsp-nodes.
;; The bsp-nodes make up a tree. Each node has a plane and two child nodes.
;; The bsp-header also contains (or references) all of the static level information.
;; The file containing the bsp-header is called the "bt" and is loaded in a special
;; way because that allows it to use all of the remaining level heap memory.
;; This file is very large (>8 MB), and always the last file in a level DGO.
;; The bsp file also contains all the drawable trees and lots of other level data,
;; so the "bsp-header" name isn't very accurate.
;; Typically, the "bsp" refers to the static level data, and the "level" to the runtime level info.
;; In the game, all of these bsp-header files have -vis after their name
;; I believe this means that this is a version of a level that has an associated vis file
;; for precomputed visibility.
(declare-type entity-camera basic)
;; flags: 1 = load
;; 2 = display
;; a node in the bsp tree
(deftype bsp-node (structure)
((front int32 :offset-assert 0) ;; if > 0, is a pointer to another bsp-node
(back int32 :offset-assert 4) ;; if > 0, is a pointer to another bsp-node
(front-flags uint32 :offset-assert 8) ;; ?
(back-flags uint32 :offset-assert 12) ;; ?
(plane vector :inline :offset-assert 16) ;; the partitioning plane
)
:method-count-assert 9
:size-assert #x20
:flag-assert #x900000020
)
;; This is the object stored first in the level bt (-vis)
;; It is also a drawable, and drawing it will draw the level.
(deftype bsp-header (drawable)
((info file-info :offset 4)
(all-visible-list (pointer uint16) :offset-assert 32)
(visible-list-length int32 :offset-assert 36)
(drawable-trees drawable-tree-array :offset-assert 40)
(pat pointer :offset-assert 44)
(pat-length int32 :offset-assert 48)
(texture-remap-table (pointer uint64) :offset-assert 52)
(texture-remap-table-len int32 :offset-assert 56)
(texture-ids (pointer texture-id) :offset-assert 60)
(texture-page-count int32 :offset-assert 64)
(unk-zero-0 basic :offset-assert 68)
(name symbol :offset-assert 72)
(nickname symbol :offset-assert 76)
(vis-info level-vis-info 8 :offset-assert 80) ;; note: 0 when not present.
(actors drawable-inline-array-actor :offset-assert 112)
(cameras (array entity-camera) :offset-assert 116)
(nodes (inline-array bsp-node) :offset-assert 120)
(level level :offset-assert 124)
(current-leaf-idx uint16 :offset-assert 128)
(unk-data-2 uint16 9 :offset-assert 130)
(boxes box8s-array :offset-assert 148)
(current-bsp-back-flags uint32 :offset-assert 152)
(ambients drawable-inline-array-ambient :offset-assert 156)
(unk-data-4 float :offset-assert 160)
(unk-data-5 float :offset-assert 164)
(adgifs adgif-shader-array :offset-assert 168)
(actor-birth-order (pointer uint32) :offset-assert 172)
(split-box-indices (pointer uint16) :offset-assert 176)
(unk-data-8 uint32 55 :offset-assert 180)
)
:method-count-assert 20
:size-assert #x190
:flag-assert #x1400000190
(:methods
(relocate (_type_ kheap (pointer uint8)) none :replace 7)
(birth (_type_) none 18)
(deactivate-entities (_type_) none 19)
)
)
;; seems to be unused?
;; In practice, a normal bsp-header is a game-level.
(deftype game-level (basic)
((master-bsp basic :offset-assert 4)
)
:method-count-assert 9
:size-assert #x8
:flag-assert #x900000008
)
(deftype view-frustum (structure)
((hither-top-left vector :inline :offset-assert 0)
(hither-top-right vector :inline :offset-assert 16)
(hither-bottom-left vector :inline :offset-assert 32)
(hither-bottom-right vector :inline :offset-assert 48)
(yon-top-left vector :inline :offset-assert 64)
(yon-top-right vector :inline :offset-assert 80)
(yon-bottom-left vector :inline :offset-assert 96)
(yon-bottom-right vector :inline :offset-assert 112)
)
:method-count-assert 9
:size-assert #x80
:flag-assert #x900000080
)
(define-extern inspect-bsp-tree (function bsp-header bsp-node none))
(defmethod inspect bsp-header ((obj bsp-header))
(format #t "[~8x] ~A~%" obj (-> obj type))
(format #t "~Tall-visible-list: #x~X~%" (-> obj all-visible-list))
(format #t "~Tvisible-list-length: ~D~%" (-> obj visible-list-length))
(format #t "~Tdrawable-trees: ~A~%" (-> obj drawable-trees))
(format #t "~Tpat: #x~X~%" (-> obj pat))
(format #t "~Tpat-length: ~D~%" (-> obj pat-length))
;; putting this stuff here for debugging!
(format #t "~Ttexture-remap-table-len: ~D~%" (-> obj texture-remap-table-len))
(dotimes (i (-> obj texture-remap-table-len))
(let* ((tex-id-array (the (pointer texture-id) (&-> obj texture-remap-table i)))
(tex-id-from (-> tex-id-array 0))
(tex-id-to (-> tex-id-array 1))
)
(format #t "~T~Ttex-remap[~D]: #<texture-id :page ~D :index ~D> --> #<texture-id :page ~D :index ~D>~%"
i
(-> tex-id-from page) (-> tex-id-from index)
(-> tex-id-to page) (-> tex-id-to index)
)
)
)
;;(inspect-bsp-tree obj (the-as bsp-node (-> obj nodes)))
obj
)
(defun-debug inspect-bsp-tree ((arg0 bsp-header) (arg1 bsp-node))
"Recursively print all nodes in a bsp tree. This makes a huge mess"
(cond
((zero? arg1)
)
(else
(format #t "_#x~X________________~%" arg1)
(inspect arg1)
(let ((s4-0 *print-column*))
(set! *print-column* (+ *print-column* 8))
(if (> (-> arg1 front) 0)
(inspect-bsp-tree arg0 (the-as bsp-node (-> arg1 front)))
(format #t "_#x~X________________~%" arg1)
)
(if (> (-> arg1 back) 0)
(inspect-bsp-tree arg0 (the-as bsp-node (-> arg1 back)))
(format #t "_#x~X________________~%" arg1)
)
(set! *print-column* s4-0)
)
)
)
(none)
)
(defun-recursive map-bsp-tree none ((arg0 (function bsp-node none)) (arg1 bsp-header) (arg2 bsp-node))
"Recursively apply arg0 to all nodes in the bsp tree"
(cond
((zero? arg2)
)
(else
(if (> (-> arg2 front) 0)
(map-bsp-tree arg0 arg1 (the-as bsp-node (-> arg2 front)))
(arg0 arg2)
)
(if (> (-> arg2 back) 0)
(map-bsp-tree arg0 arg1 (the-as bsp-node (-> arg2 back)))
(arg0 arg2)
)
)
)
(none)
)
(deftype cl-stat (structure)
((fragments uint32 :offset-assert 0)
(tris uint32 :offset-assert 4)
(output uint32 :offset-assert 8)
)
:pack-me
:method-count-assert 9
:size-assert #xc
:flag-assert #x90000000c
)
(deftype collide-stats (structure)
((other cl-stat :inline :offset-assert 0)
(total cl-stat :inline :offset-assert 12)
(nodes uint32 :offset-assert 24)
(calls uint32 :offset-assert 28)
(total-target stopwatch :inline :offset-assert 32)
(target-cache-fill stopwatch :inline :offset-assert 64)
(target-ray-poly stopwatch :inline :offset-assert 96)
(pad uint32 :offset-assert 124)
)
:method-count-assert 9
:size-assert #x80
:flag-assert #x900000080
)
;; offsets of stuff in the scratchpad during bsp draw.
(defconstant TERRAIN_BSP_SCRATCHPAD #x0)
(defconstant VISIBLE_LIST_SCRATCHPAD #x38b0)
;; TODO - for cam-update
(define-extern bsp-camera-asm (function bsp-header vector none))