librw/tools/ps2/mesh.cpp

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2015-01-18 18:35:23 +00:00
#include <kernel.h>
#include <stdio.h>
#include "ps2.h"
#include "gs.h"
#include "gif.h"
#include "math.h"
#include "mesh.h"
//Mesh testmesh =
// #include "test.msh"
//
//Mesh playermesh =
// #include "player.msh"
GIF_DECLARE_PACKET(meshGifBuf, 256)
void meshDump(Mesh *m)
{
// int i;
printf("primitive: %d\n"
"attribs: %d\n"
"vertexCount: %d\n", m->primitive, m->attribs, m->vertexCount);
printf("vertices:\n");
/*
for (i = 0; i < m->vertexCount; i++) {
printf("%f %f %f\n", m->vertices[i][0],
m->vertices[i][1],
m->vertices[i][2]);
}
*/
}
void meshDraw(Mesh *m)
{
struct GsState *g = gsCurState;
int i, j;
Vector4f vf;
Vector4f n;
Vector4f lightdir = {1.0f, 1.0f, 1.0f };
float intens;
uint32 vi[3];
uint8 c[4];
int blockCount;
int vertexCount;
int blockVertCount;
int vertexOffset;
uint64 regs, numRegs;
uint64 prim;
int ind;
vec3fNormalize(lightdir);
if (m->attribs & MESHATTR_INDEXED)
vertexCount = m->indexCount;
else
vertexCount = m->vertexCount;
blockCount = vertexCount/39 + ((vertexCount%39) ? 1 : 0);
regs = 0x5; // XYZ
numRegs = 1;
if (m->attribs & MESHATTR_COLORS || m->attribs & MESHATTR_NORMALS) {
regs = (regs << 4) | 0x1; // RGBAQ
numRegs++;
}
// TODO: texcoords and normals
prim = MAKE_GS_PRIM(m->primitive,IIP_GOURAUD,0,0,0,0,0,0,0);
vertexOffset = 0;
for (i = 0; i < blockCount; i++) {
blockVertCount = 39;
if (i == blockCount-1) {
blockVertCount = vertexCount % 39;
if (blockVertCount == 0)
blockVertCount = 39;
}
if (m->primitive == PRIM_TRI_STRIP && vertexOffset > 0) {
vertexOffset -= 2;
blockVertCount += 2;
}
GIF_BEGIN_PACKET(meshGifBuf);
GIF_TAG(meshGifBuf,blockVertCount,1,1,prim,0,numRegs,regs);
for (j = 0; j < blockVertCount; j++) {
if (m->attribs & MESHATTR_INDEXED)
ind = m->indices[j + vertexOffset];
else
ind = j + vertexOffset;
vec4fCopy(vf, m->vertices[ind]);
vf[3] = 1.0f;
matMultVec(mathModelViewMat, vf);
matMultVec(mathProjectionMat, vf);
vf[0] /= vf[3];
vf[1] /= vf[3];
vf[2] /= vf[3];
gsNormalizedToScreen(vf, vi);
vi[0] = ((vi[0]*16) + g->xoff) & 0xFFFF;
vi[1] = ((vi[1]*16) + g->yoff) & 0xFFFF;
if (m->attribs & MESHATTR_COLORS) {
c[0] = m->colors[ind][0];
c[1] = m->colors[ind][1];
c[2] = m->colors[ind][2];
c[3] = m->colors[ind][3];
GIF_DATA_RGBAQ(meshGifBuf,c[0],c[1],c[2],c[3]);
} else if (m->attribs & MESHATTR_NORMALS) {
vec4fCopy(n, m->normals[ind]);
matMultVec(mathNormalMat, n);
vec3fNormalize(n);
intens = vec3fDot(n, lightdir);
intens = intens > 0.0f ? intens : 0.0f;
c[0] = intens * 255.0f;
c[1] = intens * 0.0f;
c[2] = intens * 255.0f;
c[3] = 128.0f;
GIF_DATA_RGBAQ(meshGifBuf,c[0],c[1],c[2],c[3]);
}
GIF_DATA_XYZ2(meshGifBuf,vi[0],vi[1],vi[2],0);
}
GIF_SEND_PACKET(meshGifBuf);
vertexOffset += blockVertCount;
}
}