Files
jak-project/goal_src/jak2/examples/debug-jak2.gc
T

247 lines
8.7 KiB
Common Lisp

(defun hack-update-camera ((location vector) (inv-rot matrix))
"Debugging function to set the camera's position and orientation"
;; update to compute the perspective matrix.
(update-math-camera
*math-camera*
'ntsc
'aspect4x3
(-> *math-camera* fov)
)
;; need to set this - math-camera starts up wrong
(set-video-mode 'ntsc)
;; copy the input rotation
(matrix-copy! (-> *math-camera* inv-camera-rot) inv-rot)
;; inverse of rotation matrix matrix is its transpose
(matrix-transpose! (-> *math-camera* camera-rot) (-> *math-camera* inv-camera-rot))
;; fake some value here
(set! (-> *math-camera* fov-correction-factor) 1.0)
;; do the math
(set! (-> *math-camera* trans quad) (-> location quad))
(let ((cam-temp (-> *math-camera* camera-temp))
(cam-rot (-> *math-camera* camera-rot))
(inv-cam-rot (-> *math-camera* inv-camera-rot))
(cam-trans (-> *math-camera* trans))
)
(let ((rotated-trans (new-stack-vector0)))
(set! (-> rotated-trans x) (- (-> cam-trans x)))
(set! (-> rotated-trans y) (- (-> cam-trans y)))
(set! (-> rotated-trans z) (- (-> cam-trans z)))
(set! (-> rotated-trans w) 1.0)
(vector-matrix*! rotated-trans rotated-trans cam-rot)
(set! (-> cam-rot vector 3 quad) (-> rotated-trans quad))
)
(matrix*! cam-temp cam-rot (-> *math-camera* perspective))
(set! (-> inv-cam-rot vector 3 quad) (-> cam-trans quad))
;; fixes it!
;(set! (-> *math-camera* camera-temp data 15) -6.)
)
(none)
)
(defun test-function ((iter int))
"This function draws the debug stuff. You can edit this, then reload this file to play with it."
;; val will increase from 0 to 1, then reset back to 0.
(let* ((frame (the float (mod (* 4 iter) 1600)))
(val (/ frame 1600.0)))
(format *stdcon* "~0kval ~f~%" val)
;; orbit the camera around in a circle with radius 5 m.
(let* ((rad (meters 5.0))
(x (* rad (sin (* (degrees 360.0) val))))
(z (* rad (cos (* (degrees 360.0) val))))
(cam-pos (new 'stack 'vector))
(cam-inv-rot (new 'stack 'matrix))
)
;; this matrix will look directly at the origin...
(set! (-> cam-pos x) x)
(set! (-> cam-pos z) z)
(set! (-> cam-pos y) (meters 1.))
(forward-down->inv-matrix cam-inv-rot cam-pos (new 'static 'vector :y 1.0))
;; if the camera is here.
(set! (-> cam-pos x) (- 0. x))
(set! (-> cam-pos z) (- 0. z))
(set! (-> cam-pos y) (meters -3.))
;; (hack-update-camera cam-pos cam-inv-rot)
;; create some test points
(let ((p0 (new 'static 'vector :x (meters .8) :y (meters .2) :z (meters 2.0)))
(p1 (new 'static 'vector :x (meters .3) :y (meters .3) :z (meters 2.5)))
(p2 (new 'static 'vector :x (meters .5) :y (meters .7) :z (meters 1.5)))
(b0 (new 'static 'vector :x (meters .5) :y (meters .5) :z (meters .5)))
(b1 (new 'static 'vector :x (meters -.5) :y (meters -.5) :z (meters -.5)))
)
(add-debug-cross #t (bucket-id debug-no-zbuf1) (new 'static 'vector) (meters 2.0))
(add-debug-box #t (bucket-id debug-no-zbuf1) p0 p2 (new 'static 'rgba :b #x80 :r #x80 :g #x80 :a #x80))
(add-debug-flat-triangle #t (bucket-id debug-no-zbuf1) p0 p1 p2 (new 'static 'rgba :r #x80 :a #x80))
(add-debug-text-3d #t (bucket-id debug-no-zbuf1) "triangle!" p0 (the font-color 1) (the vector2h #f))
(add-debug-sphere #t (bucket-id debug-no-zbuf1) p0 (meters 0.5) (new 'static 'rgba :r #x80 :a #x80))
(add-debug-line-sphere #t (bucket-id debug-no-zbuf1)
(new 'static 'vector :x (meters 0.8))
(new 'static 'vector :y (meters -4.0))
(meters 1.0) (new 'static 'rgba :r #x40 :g #x80 :a #x80))
)
)
)
(none)
)
(defun launch-test-process ()
"Call this to launch a process that draws the debug demo"
(let ((proc (get-process *nk-dead-pool* process 1024)))
(activate proc *active-pool* "test" *kernel-dram-stack*)
(run-next-time-in-process proc (lambda ()
(let ((iter 0))
(while #t
(test-function iter)
(suspend)
(+! iter 1)
)
)
)
)
proc)
)
(define *wasd-camera-transform* (new 'global 'transform))
(defun wasd-camera-update ()
(let ((local-trans (new-stack-vector0))
(trans *wasd-camera-transform*)
(fast-mode (cpad-hold? 0 r2))
(pad-idx 0))
;; circle/square move camera relative x (left and right)
(set! (-> local-trans x)
(cond
((cpad-hold? 0 circle)
-1600.0
)
((cpad-hold? 0 square)
1600.0
)
(else
0.0
)
)
)
;; no way to move camera relative y (up/down)
(set! (-> local-trans y) 0.0)
;; in and out movement
(set! (-> local-trans z)
(cond
((cpad-hold? 0 down)
-1600.0
)
((cpad-hold? 0 up)
1600.0
)
(else
0.0
)
)
)
(set! (-> local-trans w) 1.0)
(when fast-mode
(vector-float*! local-trans local-trans 10.)
)
;; rotate this into world frame
(let ((inv-cam-rot (new-stack-vector0))
(cam-rot-mat (new-stack-matrix0)))
;; unused.
(vector-negate! inv-cam-rot (-> trans rot))
;; convert rotation to rotation matrix.
(matrix-rotate-xyz! cam-rot-mat (-> trans rot))
;; and rotate the translation.
(vector-matrix*! local-trans local-trans cam-rot-mat)
)
;; and update the transform
(vector+! (-> trans trans) (-> trans trans) local-trans)
;; don't forget to fix w.
(set! (-> trans trans w) 1.0)
;; global translation
(let ((diff (if fast-mode 10000.0 2000.0)))
(if (cpad-hold? 0 l1)
(set! (-> trans trans y) (+ diff (-> trans trans y)))
)
(if (cpad-hold? 0 r1)
(set! (-> trans trans y) (+ (- diff) (-> trans trans y)))
)
)
;; rotation (don't allow camera roll)
(if (cpad-hold? 0 x)
(set! (-> trans rot x) (+ 200. (-> trans rot x)))
)
(if (cpad-hold? 0 triangle)
(set! (-> trans rot x) (+ -200. (-> trans rot x)))
)
(if (cpad-hold? 0 left)
(set! (-> trans rot y) (+ 300. (-> trans rot y)))
)
(if (cpad-hold? 0 right)
(set! (-> trans rot y) (+ -300. (-> trans rot y)))
)
(set! (-> trans scale x) 1.)
(set! (-> trans scale y) 1.)
(set! (-> trans scale z) 1.)
(set! (-> trans scale w) 1.)
)
)
(defun launch-wasd-process ()
"Launch a process to control the camera with keyboard.
Note that the test process above also controls the camera and should be killed first.
For example, after loading this file, do
(kill-test-procs)
(launch-wasd-process)"
(let ((proc (get-process *nk-dead-pool* process 1024)))
(activate proc *active-pool* "test" *kernel-dram-stack*)
(set! (-> *wasd-camera-transform* trans y) (meters 4.0))
(run-next-time-in-process proc (lambda ()
(let ((iter 0))
(while #t
(wasd-camera-update)
(let ((mat (new-stack-matrix0)))
(transform-matrix-calc! *wasd-camera-transform* mat)
(set! (-> mat data 3) 0.)
(set! (-> mat data 7) 0.)
(set! (-> mat data 11) 0.)
(set! (-> mat data 12) 0.)
(set! (-> mat data 13) 0.)
(set! (-> mat data 14) 0.)
(set! (-> mat data 15) 1.)
;;(matrix-transpose! mat mat)
(hack-update-camera (-> *wasd-camera-transform* trans) mat)
)
(suspend)
(+! iter 1)
)
)
)
)
proc)
)