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jak-project/goal_src/engine/gfx/sprite/sprite.gc
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ManDude a7eee4fdc9 [game] pc port progress menu (#1281)
* fix typo

* more typo

* shorten discord rpc text

* allow expanding enums after the fact (untested)

* make `game_text` work similar to subtitles

* update progress decomp

* update some types + `do-not-decompile` in bitfield

* fixes and fall back to original progress code

* update `progress` decomp with new enums

* update config files

* fix enums and debug menu

* always allocate (but not use) a lot of particles

* small rework to display mode options

* revert resolution/aspect-ratio symbol mess

* begin the override stuff

* make `progress-draw` more readable

* more fixes

* codacy good boy points

* first step overriding code

* finish progress overrides, game options menu fully functional!

* minor fixes

* Update game.gp

* Update sparticle-launcher.gc

* clang

* change camera controls text

* oops

* some cleanup

* derp

* nice job

* implement menu scrolling lol

* make scrollable menus less cramped, fix arrows

* make some carousell things i guess

* add msaa carousell to test

* oops

* Update progress-pc.gc

* make `pc-get-screen-size` (untested)

* resolution menu

* input fixes

* return when selecting resolution

* scroll fixes

* Update progress-pc.gc

* add "fit to screen" button

* bug

* complete resolutions menu

* aspect ratio menu

* subtitles language

* subtitle speaker

* final adjustments

* ref test

* fix tests

* fix ref!

* reduce redundancy a bit

* fix mem leaks?

* save settings on progress exit

* fix init reorder

* remove unused code

* rename goal project-like files to the project extension

* sha display toggle

* aspect ratio settings fixes

* dont store text db's in compiler

* properly save+load native aspect stuff
2022-04-11 18:38:54 -04:00

995 lines
36 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: sprite.gc
;; name in dgo: sprite
;; dgos: GAME, ENGINE
;; the sprite renderer draw 2D or 3D sprites, plus the old circular "fake shadow".
;; Most of the work is done on VU1 and this code just sets up
;; DMA lists for chunks of sprites
;; at most, 48 sprites may be rendered per chunk.
(defconstant SPRITE_CHUNK_COUNT 48)
;; This is the first quadword of the data sent to VU1.
;; It contains the number of sprites that should be drawn.
(deftype sprite-header (structure)
((header qword 1 :inline :offset-assert 0)
(num-sprites int32 :offset 0)
)
:method-count-assert 9
:size-assert #x10
:flag-assert #x900000010
)
(defun sprite-setup-header ((hdr sprite-header) (num-sprites int))
"Setup a sprite-header for the given number of sprites"
(set! (-> hdr num-sprites) num-sprites)
(none)
)
;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; HVDF Data
;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; the meaning of this is unknown.
;; the first one in the list is special and the remaining 75 can be allocated/freed.
(deftype sprite-hvdf-data (structure)
((data qword 76 :inline :offset-assert 0)
)
:method-count-assert 9
:size-assert #x4c0
:flag-assert #x9000004c0
)
;; Each byte indicates if the corresponding entry in
;; sprite-hvdf-data is allocated or not.
(deftype sprite-hvdf-control (structure)
((alloc int8 76 :offset-assert 0)
)
:method-count-assert 9
:size-assert #x4c
:flag-assert #x90000004c
)
(define *sprite-hvdf-data* (new 'global 'sprite-hvdf-data))
(define *sprite-hvdf-control* (new 'global 'sprite-hvdf-control))
;; make all unallocated...
(dotimes (v1-6 76)
(set! (-> *sprite-hvdf-control* alloc v1-6) 0)
)
;; except for the first.
(set! (-> *sprite-hvdf-control* alloc 0) 1)
;;;;;;;;;;;;;;;;;;;;;;;;;;
;; aux list
;;;;;;;;;;;;;;;;;;;;;;;;;;
;; this list is not currently understood, but the sparticle system
;; pushes stuff onto it.
(deftype sprite-aux-list (basic)
((num-entries int32 :offset-assert 4) ;; capacity
(entry int32 :offset-assert 8) ;; current entry
(data sprite-vec-data-2d 1 :offset-assert 12) ;; "dynamic" array.
)
:method-count-assert 9
:size-assert #x10
:flag-assert #x900000010
(:methods
(new (symbol type int) _type_ 0)
)
)
(defmethod new sprite-aux-list ((allocation symbol) (type-to-make type) (size int))
"Allocate a sprite-aux-list with room for size 4-byte entries"
(let ((v0-0 (object-new allocation type-to-make
(the-as int (+ (-> type-to-make size) (the-as uint (* (+ size -1) 4))))
)
)
)
(set! (-> v0-0 num-entries) size)
(set! (-> v0-0 entry) 0)
v0-0
)
)
(defmethod inspect sprite-aux-list ((obj sprite-aux-list))
(format #t "[~X] sprite-aux-list:~%" obj)
(format #t "~Tnum-entries: ~D~%" (-> obj num-entries))
(format #t "~Tentry: ~D~%" (-> obj entry))
(dotimes (s5-0 (-> obj entry))
(format #t "~T~D : ~X~%" s5-0 (-> obj data s5-0))
)
(the-as sprite-aux-list #f)
)
(define *sprite-aux-list* (new 'global 'sprite-aux-list 256))
(defun clear-sprite-aux-list ()
"Remove everything from the sprite aux list"
(set! (-> *sprite-aux-list* entry) 0)
(none)
)
(defun add-to-sprite-aux-list ((arg0 sparticle-system) (arg1 sparticle-cpuinfo) (arg2 sprite-vec-data-3d))
(return 0) ;; hack
(let ((v1-0 *sprite-aux-list*))
(when (< (-> v1-0 entry) (-> v1-0 num-entries))
(set! (-> v1-0 data (-> v1-0 entry)) (-> arg1 sprite))
(+! (-> v1-0 entry) 1)
)
)
(set! (-> arg2 r-g-b-a w) 0.0)
0
(none)
)
;; The sprite-frame-data is data transferred to VU1 and remains there for all chunks of sprites.
(deftype sprite-frame-data (structure)
((cdata vector 16 :inline :offset-assert 0)
(hmge-scale vector :inline :offset 256) ;; math camera value
(consts vector :inline :offset-assert 272)
(pfog0 float :offset 272) ;; math camera value
(deg-to-rad float :offset 276) ;; 2*pi / 65,536
(min-scale float :offset 280)
(inv-area float :offset 284)
(adgif-giftag gs-gif-tag :inline :offset-assert 288) ;; sets adgif shader values
(sprite-2d-giftag gs-gif-tag :inline :offset-assert 304) ;; draws 2d sprites
(sprite-2d-giftag-2 gs-gif-tag :inline :offset-assert 320) ;; 2d with different settings
(sincos-01 vector :inline :offset-assert 336)
(sincos-23 vector :inline :offset-assert 352)
(sincos-45 vector :inline :offset-assert 368)
(sincos-67 vector :inline :offset-assert 384)
(sincos-89 vector :inline :offset-assert 400)
(basis-x vector :inline :offset-assert 416)
(basis-y vector :inline :offset-assert 432)
(sprite-3d-giftag gs-gif-tag :inline :offset-assert 448) ;; draws 3d sprites
(screen-shader adgif-shader :inline :offset-assert 464)
(clipped-giftag gs-gif-tag :inline :offset-assert 544)
(inv-hmge-scale vector :inline :offset-assert 560) ;; math camera value
(stq-offset vector :inline :offset-assert 576)
(stq-scale vector :inline :offset-assert 592)
(rgba-plain qword :inline :offset-assert 608)
(warp-giftag gs-gif-tag :inline :offset-assert 624)
(fog-clamp vector :inline :offset-assert 640)
(fog-min float :offset 640)
(fog-max float :offset 644)
(max-scale float :offset 648)
)
:method-count-assert 9
:size-assert #x290
:flag-assert #x900000290
)
(defun sprite-setup-frame-data ((data sprite-frame-data) (tbp-offset int))
"Build the sprite-frame-data. This should be done once per frame"
(set! (-> data hmge-scale quad) (-> *math-camera* hmge-scale quad))
(set! (-> data inv-hmge-scale quad) (-> *math-camera* inv-hmge-scale quad))
(set! (-> data pfog0) (-> *math-camera* pfog0))
(set! (-> data deg-to-rad) 0.000095873795)
;; the adgif-giftag sets GS registers according to the adgif shader using
;; the A+D mode
;; each adgif has 5x registers, so we set up a tag to do 5x a+d's
(set! (-> data adgif-giftag tag) (new 'static 'gif-tag64 :nloop #x1 :nreg #x5))
(set! (-> data adgif-giftag regs)
(new 'static 'gif-tag-regs
:regs0 (gif-reg-id a+d)
:regs1 (gif-reg-id a+d)
:regs2 (gif-reg-id a+d)
:regs3 (gif-reg-id a+d)
:regs4 (gif-reg-id a+d)
)
)
;; I believe this is used for the group 0's in 2d
(set! (-> data sprite-2d-giftag tag)
(new 'static 'gif-tag64
:nloop #x1
:eop #x1
:pre #x1
:prim (new 'static 'gs-prim :prim (gs-prim-type tri-fan) :tme #x1 :fge #x1 :abe #x1)
:nreg #x9
)
)
(set! (-> data sprite-2d-giftag regs)
(new 'static 'gif-tag-regs
:regs0 (gif-reg-id rgbaq)
:regs1 (gif-reg-id st)
:regs2 (gif-reg-id xyzf2)
:regs3 (gif-reg-id st)
:regs4 (gif-reg-id xyzf2)
:regs5 (gif-reg-id st)
:regs6 (gif-reg-id xyzf2)
:regs7 (gif-reg-id st)
:regs8 (gif-reg-id xyzf2)
)
)
;; group 1's in 2d
(set! (-> data sprite-2d-giftag-2 tag)
(new 'static 'gif-tag64
:nloop #x1
:eop #x1
:pre #x1
:prim (new 'static 'gs-prim :prim (gs-prim-type tri-fan) :tme #x1 :abe #x1)
:nreg #x9)
)
(set! (-> data sprite-2d-giftag-2 regs)
(new 'static 'gif-tag-regs
:regs0 (gif-reg-id rgbaq)
:regs1 (gif-reg-id st)
:regs2 (gif-reg-id xyzf2)
:regs3 (gif-reg-id st)
:regs4 (gif-reg-id xyzf2)
:regs5 (gif-reg-id st)
:regs6 (gif-reg-id xyzf2)
:regs7 (gif-reg-id st)
:regs8 (gif-reg-id xyzf2)
)
)
;; 3d's don't have different groups?
(set! (-> data sprite-3d-giftag tag)
(new 'static 'gif-tag64
:nloop #x1
:eop #x1
:pre #x1
:prim (new 'static 'gs-prim :prim (gs-prim-type tri-fan) :tme #x1 :fge #x1 :abe #x1)
:nreg #xc
)
)
;; note that we have rgbaq's per vertex in 3d
(set! (-> data sprite-3d-giftag regs)
(new 'static 'gif-tag-regs
:regs0 (gif-reg-id st)
:regs1 (gif-reg-id rgbaq)
:regs2 (gif-reg-id xyzf2)
:regs3 (gif-reg-id st)
:regs4 (gif-reg-id rgbaq)
:regs5 (gif-reg-id xyzf2)
:regs6 (gif-reg-id st)
:regs7 (gif-reg-id rgbaq)
:regs8 (gif-reg-id xyzf2)
:regs9 (gif-reg-id st)
:regs10 (gif-reg-id rgbaq)
:regs11 (gif-reg-id xyzf2)
)
)
;; ??
(set! (-> data clipped-giftag tag)
(new 'static 'gif-tag64
:nloop #x1
:eop #x1
:pre #x1
:prim (new 'static 'gs-prim :prim (gs-prim-type tri-fan) :tme #x1 :fge #x1 :abe #x1)
:nreg #x3
)
)
(set! (-> data clipped-giftag regs)
(new 'static 'gif-tag-regs
:regs0 (gif-reg-id st)
:regs1 (gif-reg-id rgbaq)
:regs2 (gif-reg-id xyzf2)
)
)
;; not sure what this is either
(set! (-> data warp-giftag tag)
(new 'static 'gif-tag64
:nloop #x1
:eop #x1
:pre #x1
:prim (new 'static 'gs-prim :prim (gs-prim-type tri) :tme #x1 :abe #x1)
:nreg #xc
)
)
(set! (-> data warp-giftag regs)
(new 'static 'gif-tag-regs
:regs0 (gif-reg-id st)
:regs1 (gif-reg-id rgbaq)
:regs2 (gif-reg-id xyzf2)
:regs3 (gif-reg-id st)
:regs4 (gif-reg-id rgbaq)
:regs5 (gif-reg-id xyzf2)
:regs6 (gif-reg-id st)
:regs7 (gif-reg-id rgbaq)
:regs8 (gif-reg-id xyzf2)
)
)
;; set up an adgif.
(set! (-> data screen-shader prims 1) (gs-reg64 tex0-1))
(set! (-> data screen-shader tex0) (new 'static 'gs-tex0 :tbw #x8 :tw #xa :th #x8 :tbp0 (* tbp-offset 32)))
(set! (-> data screen-shader prims 3) (gs-reg64 tex1-1))
(set! (-> data screen-shader tex1) (new 'static 'gs-tex1 :mmag #x1 :mmin #x1))
(set! (-> data screen-shader prims 5) (gs-reg64 miptbp1-1))
(set! (-> data screen-shader miptbp1) (new 'static 'gs-miptbp))
(set! (-> data screen-shader clamp-reg) (gs-reg64 clamp-1))
(set! (-> data screen-shader clamp) (new 'static 'gs-clamp :wms (gs-tex-wrap-mode region-clamp)
:wmt (gs-tex-wrap-mode region-clamp)
:maxu 639 :maxv 239))
(set! (-> data screen-shader prims 9) (gs-reg64 alpha-1))
(set! (-> data screen-shader alpha) (new 'static 'gs-alpha :b #x1 :d #x1))
;; sin/cosine table
(set! (-> data sincos-01 z) 0.999998)
(set! (-> data sincos-23 z) -0.16666014)
(set! (-> data sincos-45 z) 0.008326521)
(set! (-> data sincos-67 z) -0.0001956241)
(set! (-> data sincos-89 z) 0.0000023042373)
(set! (-> data sincos-01 w) 1.0)
(set! (-> data sincos-23 w) -0.49998003)
(set! (-> data sincos-45 w) 0.041620404)
(set! (-> data sincos-67 w) -0.0013636408)
(set! (-> data sincos-89 w) 0.000020170546)
;; math camera stuff
(set! (-> data basis-x quad) (the-as uint128 0))
(set! (-> data basis-x x) (- (-> *math-camera* perspective vector 0 x)))
(set! (-> data basis-y quad) (the-as uint128 0))
(set! (-> data basis-y y) (- (-> *math-camera* perspective vector 1 y)))
(set! (-> data min-scale) (sqrtf (* (/ 1.0 (-> data basis-x x)) (/ 1.0 (-> data basis-y y)))))
(set! (-> data inv-area) (/ 1.0 (* (-> data min-scale) (-> data min-scale))))
;; ??
(set-vector! (-> data cdata 0) -0.5 -0.5 0.0 0.0)
(set-vector! (-> data cdata 1) 0.5 -0.5 0.0 0.0)
(set-vector! (-> data cdata 2) 0.5 0.5 0.0 0.0)
(set-vector! (-> data cdata 3) -0.5 0.5 0.0 0.0)
(set-vector! (-> data cdata 4) 0.0 -0.5 0.0 0.0)
(set-vector! (-> data cdata 5) 1.0 -0.5 0.0 0.0)
(set-vector! (-> data cdata 6) 1.0 0.5 0.0 0.0)
(set-vector! (-> data cdata 7) 0.0 0.5 0.0 0.0)
(set-vector! (-> data cdata 8) 0.0 0.0 1.0 0.0)
(set-vector! (-> data cdata 9) 1.0 0.0 1.0 0.0)
(set-vector! (-> data cdata 10) 1.0 1.0 1.0 0.0)
(set-vector! (-> data cdata 11) 0.0 1.0 1.0 0.0)
(set-vector! (-> data cdata 12) -0.5 0.0 -0.5 0.0)
(set-vector! (-> data cdata 13) 0.5 0.0 -0.5 0.0)
(set-vector! (-> data cdata 14) 0.5 0.0 0.5 0.0)
(set-vector! (-> data cdata 15) -0.5 0.0 0.5 0.0)
;; perspective correction stuff
(set-vector! (-> data stq-offset)
-1792.0
(+ -2048.0 (the float (-> *video-parms* screen-hy)))
0.0
0.0
)
(set-vector! (-> data stq-scale) 0.0009765625 0.00390625 1.0 1.0)
;; ??
(set! (-> data rgba-plain vector4w x) 128)
(set! (-> data rgba-plain vector4w y) 128)
(set! (-> data rgba-plain vector4w z) 128)
(set! (-> data rgba-plain vector4w w) 64)
(set! (-> data fog-clamp x) (-> *math-camera* fog-min))
(set! (-> data fog-clamp y) (-> *math-camera* fog-max))
(set! (-> data fog-clamp z) 2048.0)
(none)
)
;; we need to at least put something here so dma-buffer-add-vu-function doesn't crash.
(define sprite-vu1-block (new 'static 'vu-function))
;;;;;;;;;;;;;;;;;;
;; sprite-arrays
;;;;;;;;;;;;;;;;;;
;; There are two global sprite arrays - one for 2d and one for 3d
;; Each array has two groups, but 3d sprites only use group 0.
;; Data from these arrarys is used in sprite-draw to build DMA lists.
(defmethod new sprite-array-2d ((allocation symbol) (type-to-make type) (group-0-size int) (group-1-size int))
"Allocate a sprite-array for 2d sprites. There are two groups, each can contain the given number."
(#when PC_BIG_MEMORY
(*! group-0-size 16) ;; 16x more particles!
(*! group-1-size 16) ;; 16x more particles!
)
(let* ((sprite-count (+ group-0-size group-1-size))
(vec-data-size (* 3 sprite-count)) ;; 3 quadwords of vec-data per sprite
(adgif-data-size (* 5 sprite-count)) ;; 5 quadwords of adgif data per sprite
(v0-0 (object-new allocation type-to-make
(the-as int (+ (-> type-to-make size) (the-as uint (* (+ (+ adgif-data-size -1) vec-data-size) 16))))
)
)
)
(set! (-> v0-0 num-sprites 0) group-0-size)
(set! (-> v0-0 num-sprites 1) group-1-size)
(set! (-> v0-0 num-valid 0) 0)
(set! (-> v0-0 num-valid 1) 0)
;; internally, we put the vec-data and then the adgif-data
(set! (-> v0-0 vec-data) (-> v0-0 data))
(set! (-> v0-0 adgif-data) (the-as (inline-array adgif-shader) (&-> v0-0 data vec-data-size)))
v0-0
)
)
(defmethod new sprite-array-3d ((allocation symbol) (type-to-make type) (group-0-size int) (group-1-size int))
"Allocate a sprite-array for 3d sprites. There are two groups, each can contain the given number of sprites.
Group 1 size is zero in practice for 3d."
(#when PC_BIG_MEMORY
(*! group-0-size 16) ;; 16x more particles!
(*! group-1-size 16) ;; 16x more particles!
)
(let* ((sprite-count (+ group-0-size group-1-size))
(vec-data-size (* 3 sprite-count))
(adgif-data-size (* 5 sprite-count))
(v0-0 (object-new allocation type-to-make
(the-as int (+ (-> type-to-make size) (the-as uint (* (+ (+ adgif-data-size -1) vec-data-size) 16))))
)
)
)
(set! (-> v0-0 num-sprites 0) group-0-size)
(set! (-> v0-0 num-sprites 1) group-1-size)
(set! (-> v0-0 num-valid 0) 0)
(set! (-> v0-0 num-valid 1) 0)
(set! (-> v0-0 vec-data) (-> v0-0 data))
(set! (-> v0-0 adgif-data) (the-as (inline-array adgif-shader) (&-> v0-0 data vec-data-size)))
v0-0
)
)
(define *sprite-array-2d* (new 'global 'sprite-array-2d 1920 128))
;; note that there are 0 group 1 3d's
(define *sprite-array-3d* (new 'global 'sprite-array-3d 256 0))
(defun sprite-set-3d-quaternion! ((arg0 sprite-vec-data-3d) (arg1 quaternion))
"Set the quaternion for a 3d sprite.
NOTE: the w component of the quaternion is not stored and
the original w value is preserved."
(local-vars (v1-0 float) (v1-1 float))
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
)
(init-vf0-vector)
(cond
((< (-> arg1 w) 0.0)
(.lvf vf1 (&-> arg0 qx-qy-qz-sy quad))
(.lvf vf2 (&-> arg1 vec quad))
(.sub.vf vf1 vf0 vf2 :mask #b111)
(.svf (&-> arg0 qx-qy-qz-sy quad) vf1)
(.mov v1-0 vf1)
)
(else
(.lvf vf1 (&-> arg0 qx-qy-qz-sy quad))
(.lvf vf2 (&-> arg1 vec quad))
(.add.vf vf1 vf0 vf2 :mask #b111)
(.svf (&-> arg0 qx-qy-qz-sy quad) vf1)
(.mov v1-1 vf1)
)
)
arg1
)
)
(defun sprite-get-3d-quaternion! ((arg0 quaternion) (arg1 sprite-vec-data-3d))
"Get a quaternion. It's stored with only 3 components, so qw is
recalculated."
(let ((f0-0 (-> arg1 qx-qy-qz-sy x))
(f1-0 (-> arg1 qx-qy-qz-sy y))
(f3-0 (-> arg1 qx-qy-qz-sy z))
)
(set! (-> arg0 x) f0-0)
(set! (-> arg0 y) f1-0)
(set! (-> arg0 z) f3-0)
(set!
(-> arg0 w)
(sqrtf (- (- (- 1.0 (* f3-0 f3-0)) (* f1-0 f1-0)) (* f0-0 f0-0)))
)
)
arg0
)
(defun sprite-add-matrix-data ((dma-buff dma-buffer) (matrix-mode uint))
"Add matrix data to a dma-buffer.
Mode 0 = send (-> *math-camera* camera-temp)
Mode 1 = screen sprites, like the HUD"
(let ((count 900)) ;; maybe address??
(cond
((zero? matrix-mode)
;; upload to VU1 memory setup
(dma-buffer-add-cnt-vif2 dma-buff 5
(new 'static 'vif-tag :cmd (vif-cmd stcycl)
:imm (new 'static 'vif-stcycl-imm :cl 4 :wl 4))
(new 'static 'vif-tag :cmd (vif-cmd unpack-v4-32) :num 5 ;; matrix + qword
:imm (new 'static 'vif-unpack-imm :addr count))
)
;; sent the camera-temp matrix
;; these weren't done through the usual macros which is strange
(let* ((mtx (the-as matrix (-> dma-buff base)))
(t1-0 (-> *math-camera* camera-temp))
(a2-4 (-> t1-0 vector 0 quad))
(a3-4 (-> t1-0 vector 1 quad))
(t0-4 (-> t1-0 vector 2 quad))
(t1-1 (-> t1-0 vector 3 quad))
)
(set! (-> mtx vector 0 quad) a2-4)
(set! (-> mtx vector 1 quad) a3-4)
(set! (-> mtx vector 2 quad) t0-4)
(set! (-> mtx vector 3 quad) t1-1)
)
(&+! (-> dma-buff base) 64)
;; also send this thing.
(let ((v1-1 (+ count 4)))
(set! (-> (the-as (pointer uint128) (-> dma-buff base)))
(-> *math-camera* hvdf-off quad)
)
(&+! (-> dma-buff base) 16)
(+ v1-1 1)
)
)
((= matrix-mode 1)
(dma-buffer-add-cnt-vif2 dma-buff 80
(new 'static 'vif-tag :cmd (vif-cmd stcycl)
:imm (new 'static 'vif-stcycl-imm :cl 4 :wl 4))
(new 'static 'vif-tag :cmd (vif-cmd unpack-v4-32) :num 80 ;; matrix + qword + 75 qword table
:imm (new 'static 'vif-unpack-imm :addr count))
)
(let ((mtx2 (the-as matrix (-> dma-buff base)))
(f1-0 (-> *math-camera* perspective vector 0 x))
(f2-0 (-> *math-camera* perspective vector 1 y))
(f0-1 (* -1.9996 (-> *math-camera* perspective vector 0 x)))
)
(#when PC_PORT
(when (and *pc-settings* (not (-> *pc-settings* use-vis?)))
;; when the game is in widescreen, HUD sprites are generally enlarged, which looks terrible.
;; this reverts that.
(*! f1-0 (-> *pc-settings* aspect-ratio-scale))
(*! f0-1 (-> *pc-settings* aspect-ratio-scale))
)
)
(set-vector! (-> mtx2 vector 0) f0-1 0.0 0.0 0.0)
(set-vector! (-> mtx2 vector 1) 0.0 (- (* (/ f2-0 f1-0) f0-1)) 0.0 0.0)
(set-vector! (-> mtx2 vector 2) 0.0 0.0 (- f0-1) 0.0)
(set-vector! (-> mtx2 vector 3)
0.0
0.0
(* 500000000.0 f0-1)
(* (* 60.0 f0-1) (-> *math-camera* pfog0))
)
)
(&+! (-> dma-buff base) 64)
(let ((v1-2 (+ count 4)))
(let ((a1-16 (the-as vector (-> dma-buff base))))
(set! (-> a1-16 quad) (-> *math-camera* hvdf-off quad))
(set! (-> a1-16 x) 2048.0)
(set! (-> a1-16 y) 2048.0)
(set! (-> a1-16 z) (-> *math-camera* hvdf-off z))
)
(&+! (-> dma-buff base) 16)
(let ((v1-3 (+ v1-2 1)))
(dotimes (hvdf-idx 75)
(set!
(-> (the-as (pointer uint128) (-> dma-buff base)))
(-> *sprite-hvdf-data* data (+ hvdf-idx 1) quad)
)
(&+! (-> dma-buff base) 16)
(+! v1-3 1)
)
)
)
)
)
)
0
(none)
)
#|
(defun sprite-add-frame-data ((dma-buff dma-buffer) (tbp-offset uint))
"Upload the frame data."
(let ((s5-0 41)) ;; qwc of frame data.
(dma-buffer-add-cnt-vif2 dma-buff s5-0
(new 'static 'vif-tag :cmd (vif-cmd stcycl)
:imm (new 'static 'vif-stcycl-imm :cl 4 :wl 4))
(new 'static 'vif-tag :cmd (vif-cmd unpack-v4-32) :num s5-0
:imm (new 'static 'vif-unpack-imm :addr 980))
)
;; setup frame data directly in the dma buffer.
(sprite-setup-frame-data
(the-as sprite-frame-data (-> dma-buff base))
(the-as int tbp-offset)
)
(&+! (-> dma-buff base) (* s5-0 16))
)
(none)
)
|#
(defun sprite-add-frame-data ((dma-buff dma-buffer) (tbp-offset uint))
(let ((s5-0 41))
(let* ((v1-0 dma-buff)
(pkt (the-as dma-packet (-> v1-0 base)))
)
(set! (-> pkt dma) (new 'static 'dma-tag :id (dma-tag-id cnt) :qwc s5-0))
(set! (-> pkt vif0) (new 'static 'vif-tag :imm #x404 :cmd (vif-cmd stcycl)))
(set!
(-> pkt vif1)
(new 'static 'vif-tag :imm #x3d4 :cmd (vif-cmd unpack-v4-32) :num s5-0)
)
(set! (-> v1-0 base) (&+ (the-as pointer pkt) 16))
)
(sprite-setup-frame-data
(the-as sprite-frame-data (-> dma-buff base))
(the-as int tbp-offset)
)
(&+! (-> dma-buff base) (* s5-0 16))
)
(none)
)
(defun sprite-add-2d-chunk ((sprites sprite-array-2d) (start-sprite-idx int) (num-sprites int) (dma-buff dma-buffer) (mscal-addr int))
"Upload sprite data from elements in the array."
;; first packet is just the header
(let ((qwc-pkt1 1))
(dma-buffer-add-cnt-vif2 dma-buff qwc-pkt1
(new 'static 'vif-tag :cmd (vif-cmd stcycl)
:imm (new 'static 'vif-stcycl-imm :cl 4 :wl 4))
(new 'static 'vif-tag :cmd (vif-cmd unpack-v4-32) :num qwc-pkt1
:imm (new 'static 'vif-unpack-imm :flg 1))
)
;; set up the header data.
(sprite-setup-header (the-as sprite-header (-> dma-buff base)) num-sprites)
(&+! (-> dma-buff base) (* qwc-pkt1 16))
)
;; second packet is vector data (3 qw / sprite)
(let ((qwc-pkt2 (* 3 num-sprites)))
;; we do a ref to the vec-data and don't actually copy it into the dma-buffer
(dma-buffer-add-ref-vif2 dma-buff qwc-pkt2 (&+ (-> sprites vec-data) (* 48 start-sprite-idx))
(new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd unpack-v4-32) :num qwc-pkt2
:imm (new 'static 'vif-unpack-imm :flg 1 :addr 1))
)
)
#|
;(when (= mscal-addr 3)
(dotimes (i num-sprites)
(let ((spidx (+ i start-sprite-idx)))
;(when (or (= spidx (-> sprites num-sprites 0)) (= spidx (+ 1 (-> sprites num-sprites 0))))
(let ((data (the sprite-vec-data-2d (&+ (-> sprites vec-data) (* 48 (+ i start-sprite-idx))))))
(let ((vec (-> data x-y-z-sx)))
(format 0 "sp: ~d ~f ~f ~f~%" (+ i start-sprite-idx) (-> vec x) (-> vec y) (-> vec z))
)
)
; )
)
)
; )
|#
;; third packet is adgif data (5 qw/sprite)
(let ((qwc-pkt3 (* 5 num-sprites)))
(dma-buffer-add-ref-vif2 dma-buff qwc-pkt3 (&+ (-> sprites adgif-data) (* 80 start-sprite-idx))
(new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd unpack-v4-32) :num qwc-pkt3
:imm (new 'static 'vif-unpack-imm :flg 1 :addr 145))
)
)
;; fourth packet runs the renderer!
(dma-buffer-add-cnt-vif2 dma-buff 0 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd mscal) :imm mscal-addr)
)
(none)
)
(defun sprite-add-2d-all ((sprites sprite-array-2d) (dma-buff dma-buffer) (group-idx int))
"Builds a DMA list for sprites"
;; skip if we have no sprites
(when (> (-> sprites num-valid group-idx) 0)
;; we'll do batches of up to 48 at a time.
(let ((current-sprite-idx 0)
(mscal-addr 3)
)
(when (= group-idx 1)
;; if we're doing group 1 sprites, start at the first sprite in group 1.
(set! current-sprite-idx (-> sprites num-sprites 0))
;; and use the other mpg.
(set! mscal-addr 109)
)
;;(format #t "group ~d 2D ~d~%" group-idx (-> sprites num-valid group-idx))
;; loop over chunks
(let ((remaining-sprites (-> sprites num-valid group-idx)))
(while (< 48 remaining-sprites)
(sprite-add-2d-chunk sprites current-sprite-idx 48 dma-buff mscal-addr)
(+! current-sprite-idx 48)
(+! remaining-sprites -48)
)
(sprite-add-2d-chunk sprites current-sprite-idx remaining-sprites dma-buff mscal-addr)
)
)
)
(none)
)
(defun sprite-add-3d-chunk ((sprites sprite-array-3d) (start-sprite-idx int) (num-sprites int) (dma-buff dma-buffer))
"Add DMA list data for up to 48 sprites. This is very similar to the 2D one, see that for more documentation"
;; first packet is just the header
(let ((qwc-pkt1 1))
(dma-buffer-add-cnt-vif2 dma-buff qwc-pkt1
(new 'static 'vif-tag :cmd (vif-cmd stcycl)
:imm (new 'static 'vif-stcycl-imm :cl 4 :wl 4))
(new 'static 'vif-tag :cmd (vif-cmd unpack-v4-32) :num qwc-pkt1
:imm (new 'static 'vif-unpack-imm :flg 1))
)
;; set up the header data.
(sprite-setup-header (the-as sprite-header (-> dma-buff base)) num-sprites)
(&+! (-> dma-buff base) (* qwc-pkt1 16))
)
;; second packet is vector data (3 qw / sprite)
(let ((qwc-pkt2 (* 3 num-sprites)))
;; we do a ref to the vec-data and don't actually copy it into the dma-buffer
(dma-buffer-add-ref-vif2 dma-buff qwc-pkt2 (&+ (-> sprites vec-data) (* 48 start-sprite-idx))
(new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd unpack-v4-32) :num qwc-pkt2
:imm (new 'static 'vif-unpack-imm :flg 1 :addr 1))
)
)
;; third packet is adgif data (5 qw/sprite)
(let ((qwc-pkt3 (* 5 num-sprites)))
(dma-buffer-add-ref-vif2 dma-buff qwc-pkt3 (&+ (-> sprites adgif-data) (* 80 start-sprite-idx))
(new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd unpack-v4-32) :num qwc-pkt3
:imm (new 'static 'vif-unpack-imm :flg 1 :addr 145))
)
)
;; fourth packet runs the renderer!
(dma-buffer-add-cnt-vif2 dma-buff 0 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd mscal) :imm 211)
)
(none)
)
(defun sprite-add-3d-all ((sprites sprite-array-3d) (dma-buff dma-buffer) (group-idx int))
"Set up DMA for all 3d sprites"
(when (> (-> sprites num-valid group-idx) 0)
;; pick the starting idx
(let ((current-sprite-idx
(if (zero? group-idx)
0
(-> sprites num-sprites 0)
)
)
(remaining-sprites (-> sprites num-valid group-idx))
)
;; loop over chunks
(while (< 48 remaining-sprites)
(sprite-add-3d-chunk sprites current-sprite-idx 48 dma-buff)
(+! current-sprite-idx 48)
(+! remaining-sprites -48)
)
(sprite-add-3d-chunk sprites current-sprite-idx remaining-sprites dma-buff)
)
)
(none)
)
(defun sprite-add-shadow-chunk ((shadow-buff fake-shadow-buffer) (start-idx int) (num-sprites int) (dma-buff dma-buffer))
"Add shadow sprites"
;; first packet is just the header
(let ((qwc-pkt1 1))
(dma-buffer-add-cnt-vif2 dma-buff qwc-pkt1
(new 'static 'vif-tag :cmd (vif-cmd stcycl)
:imm (new 'static 'vif-stcycl-imm :cl 4 :wl 4))
(new 'static 'vif-tag :cmd (vif-cmd unpack-v4-32) :num qwc-pkt1
:imm (new 'static 'vif-unpack-imm :flg 1))
)
;; set up the header data.
(sprite-setup-header (the-as sprite-header (-> dma-buff base)) num-sprites)
(&+! (-> dma-buff base) (* qwc-pkt1 16))
)
;; second packet is vector data (3 qw / sprite)
(let ((qwc-pkt2 (* 3 num-sprites)))
;; we do a ref to the vec-data and don't actually copy it into the dma-buffer
(dma-buffer-add-cnt-vif2 dma-buff qwc-pkt2
(new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd unpack-v4-32) :num qwc-pkt2
:imm (new 'static 'vif-unpack-imm :flg 1 :addr 1))
)
)
;; which we populate inside the dma-buffer, unlike normal sprites
(dotimes (sprite-idx num-sprites)
(let ((dma-vec-data (the-as (inline-array vector) (-> dma-buff base))))
(let ((in-vec-data (-> shadow-buff data (+ start-idx sprite-idx))))
(set! (-> dma-vec-data 0 x) (-> in-vec-data px))
(set! (-> dma-vec-data 0 y) (-> in-vec-data py))
(set! (-> dma-vec-data 0 z) (-> in-vec-data pz))
(set! (-> dma-vec-data 0 w) (-> in-vec-data scale))
(set! (-> dma-vec-data 1 x) (-> in-vec-data qx))
(set! (-> dma-vec-data 1 y) (-> in-vec-data qy))
(set! (-> dma-vec-data 1 z) (-> in-vec-data qz))
(set! (-> dma-vec-data 1 w) (-> in-vec-data scale))
)
(set! (-> dma-vec-data 2 x) 128.0)
(set! (-> dma-vec-data 2 y) 128.0)
(set! (-> dma-vec-data 2 z) 128.0)
(set! (-> dma-vec-data 2 w) 40.0)
)
(&+! (-> dma-buff base) 48)
)
;; third packet is adgif data (5 qw/sprite)
(let ((qwc-pkt3 (* 5 num-sprites)))
(dma-buffer-add-cnt-vif2 dma-buff qwc-pkt3
(new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd unpack-v4-32) :num qwc-pkt3
:imm (new 'static 'vif-unpack-imm :flg 1 :addr 145))
)
)
;; again, populated as we go. This is inefficient, but these shadows were only temporary.
(dotimes (si num-sprites)
(let ((dma-adgif-data (the-as adgif-shader (-> dma-buff base)))
(in-adgif-data (-> shadow-buff data (+ start-idx si)))
)
(adgif-shader<-texture-simple! dma-adgif-data *shadow-middot-texture*)
(if (logtest? (-> in-adgif-data flags) 1)
(set! (-> dma-adgif-data alpha) (new 'static 'gs-alpha :b #x2 :d #x1))
(set! (-> dma-adgif-data alpha) (new 'static 'gs-alpha :a #x2 :d #x1))
)
)
(&+! (-> dma-buff base) 80)
)
;; and run
(dma-buffer-add-cnt-vif2 dma-buff 0 (new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd mscal) :imm 211)
)
(none)
)
(defun sprite-add-shadow-all ((shadow-buff fake-shadow-buffer) (dma-buff dma-buffer))
"Set up DMA to add all shadows in the shadow buffer"
(when (> (-> shadow-buff num-shadows) 0)
(let ((current-shadow 0)
(remaining-shadows (-> shadow-buff num-shadows))
)
(while (< 48 remaining-shadows)
(sprite-add-shadow-chunk shadow-buff current-shadow 48 dma-buff)
(+! current-shadow 48)
(+! remaining-shadows -48)
)
(sprite-add-shadow-chunk shadow-buff current-shadow remaining-shadows dma-buff)
)
)
(none)
)
(defun sprite-draw ((disp display))
"Main sprite draw function."
;; start of our DMA for all the sprite data
(let ((dma-mem-begin (-> (current-frame) global-buf base)))
;; draw in global-buf
(with-dma-buffer-add-bucket ((dma-buff (-> (current-frame) global-buf)) (bucket-id sprite))
;; run the distorters
(sprite-init-distorter dma-buff (-> disp frames (-> disp on-screen) draw frame1 fbp))
(sprite-draw-distorters dma-buff)
;; first packet - set up the GS registers
(dma-buffer-add-gs-set dma-buff
(test-1 (new 'static 'gs-test
:ate 1 :atst (gs-atest greater-equal) :aref 38 ;; (the int (* 255 0.15))
:afail 1
:zte 1 :ztst (gs-ztest greater-equal)
))
(clamp-1 (new 'static 'gs-clamp :wms (gs-tex-wrap-mode clamp) :wmt (gs-tex-wrap-mode clamp)))
)
;; load the VU1 code
(dma-buffer-add-vu-function dma-buff sprite-vu1-block 1)
;; add the common data
(sprite-add-frame-data dma-buff (-> disp frames (-> disp on-screen) draw frame1 fbp))
;; run the init part of the VU1 mpg
(dma-buffer-add-cnt-vif2 dma-buff 0
(new 'static 'vif-tag :cmd (vif-cmd mscalf) :imm 0) ;; wait for mpg and gif, start mpg
(new 'static 'vif-tag :cmd (vif-cmd flushe)) ;; wait for mpg
)
;; set up double buffer upload and draw
(dma-buffer-add-cnt-vif2 dma-buff 0
(new 'static 'vif-tag :cmd (vif-cmd base) :imm 0)
(new 'static 'vif-tag :cmd (vif-cmd offset) :imm 400)
)
;; add matrix data (not needed for init)
(sprite-add-matrix-data dma-buff (the-as uint 0))
;; draw 3d's
(sprite-add-3d-all *sprite-array-3d* dma-buff 0)
;; draw 2d's (group 0)
(sprite-add-2d-all *sprite-array-2d* dma-buff 0)
;; draw shadows
(sprite-add-shadow-all (if (= *fake-shadow-buffer* *fake-shadow-buffer-1*)
*fake-shadow-buffer-2*
*fake-shadow-buffer-1*
)
dma-buff
)
(dma-buffer-add-cnt-vif2 dma-buff 0
(new 'static 'vif-tag :cmd (vif-cmd nop))
(new 'static 'vif-tag :cmd (vif-cmd flushe))
)
;; set matrix for group 1 (screen-space sprites)
(sprite-add-matrix-data dma-buff (the-as uint 1))
;; draw screen sprites
(sprite-add-2d-all *sprite-array-2d* dma-buff 1)
)
;; update memory usage
(let ((mem-use *dma-mem-usage*))
(when (nonzero? mem-use)
(set! (-> mem-use length) (max 83 (-> mem-use length)))
(set! (-> mem-use data 82 name) "sprite")
(+! (-> mem-use data 82 count) 1)
(+! (-> mem-use data 82 used)
(&- (-> (current-frame) global-buf base)
(the-as uint dma-mem-begin)
)
)
(set! (-> mem-use data 82 total) (-> mem-use data 82 used))
)
)
)
0
(none)
)
(defun sprite-allocate-user-hvdf ()
"Allocate an HVDF entry. Returns the index. Or 0 if it fails"
(dotimes (v1-0 76)
(when (zero? (-> *sprite-hvdf-control* alloc v1-0))
(set! (-> *sprite-hvdf-control* alloc v1-0) 1)
(return v1-0)
)
)
0
)
(defun sprite-release-user-hvdf ((arg0 int))
"Free an HVDF"
(when (and (>= arg0 1) (< arg0 76))
(set! (-> *sprite-hvdf-control* alloc arg0) 0)
)
(none)
)
(defun sprite-get-user-hvdf ((arg0 int))
"Get an HVDF entry by index"
(the-as vector (-> *sprite-hvdf-data* data arg0))
)