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