Extended Bounds config refactor

This commit is contained in:
Arceveti
2022-01-27 21:25:50 -08:00
parent e774e92287
commit 53ae9472cf
5 changed files with 78 additions and 77 deletions

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@@ -1,8 +1,8 @@
#pragma once
/*****************************
* COMPATIBILITY SAFE GUARDS *
*****************************/
/****************************
* COMPATIBILITY SAFEGUARDS *
****************************/
/**
* NOTE: Only mess with these if you know what you're doing!

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@@ -1,87 +1,79 @@
#pragma once
// For the static assert macro
#include "macros.h"
/**************************
* EXTENDED BOUNDS CONFIG *
**************************/
// -- General Config --
/**
* World scale value. This allows you to scale down geometry by the given amount, which allows for larger levels
* without the distortion you would otherwise get. Larger world scale comes at a cost of precision, which
* can increase Z-fighting. Values above 4 should not be necessary.
*
* Uncomment this out to specifically set it, otherwise world scale will be based off of your extended bounds mode.
* The distance the level boundary is from the origin.
* For best performance results, this should be a power of 2.
* Values lower than vanilla are not recommended.
* Vanilla: 0x2000 (8192)
*/
// #define WORLD_SCALE 1
#define LEVEL_BOUNDARY_MAX 8192
/**
* The number of cells along each axis in an area.
* Higher numbers = smaller cells = higher performance + higher RAM usage.
* Lower numbers = larger cells = lower perfocmance + lower RAM usage.
* For best performance results, this should be a power of 2,
* since that allows for GET_CELL_COORD to be optimized.
* Vanilla: 16
*/
#define NUM_CELLS 32
// -- Don't touch the stuff past this point unless you know what you're doing! --
// -- Precomputed constants --
/**
* World scale value. This allows you to scale down geometry by the given amount,
* which allows for larger levels without the distortion you would otherwise get.
* Larger world scale comes at a cost of precision, which can increase Z-fighting.
* Values above 4 should not be necessary.
* Vanilla: 1
*/
#define WORLD_SCALE (LEVEL_BOUNDARY_MAX / 8192.0f)
/**
* The size of one collision cell.
* Vanilla: 0x400 (1024)
*/
#define CELL_SIZE ((LEVEL_BOUNDARY_MAX * 2) / NUM_CELLS)
// -- Memory pool sizes --
/**
* 0: Regular bounds
* Same as vanilla sm64, boundaries are (-8192 to 8191)
* 16x16 collision cells.
* 1: 2x extended bounds
* level boundaries are twice as big (-16384 to 16383)
* Collision calculations remain as fast as vanilla, at the cost of using more RAM.
* 32x32 collision cells.
* 2: Regular bounds (performance)
* Same boundaries as vanilla (-8192 to 8191), but with twice the amount of collision cells
* Trades more RAM usage for faster collision calculations.
* 32x32 collision cells.
* 3: 4x extended bounds
* level boundaries are 4 times as big (-32768 to 32767)
* Collision calculations remain as fast as vanilla, at the cost of using far more RAM (16 times vanilla).
* 64x64 collision cells.
*
* If you see "SURFACE POOL FULL" or "SURFACE NODE POOL FULL" in game, you should increase
* SURFACE_POOL_SIZE or SURFACE_NODE_POOL_SIZE, respectively, or reduce the amount of
* collision surfaces in your level.
*/
// Set this to the extended bounds mode you want, then do "make clean".
#define EXTENDED_BOUNDS_MODE 0
/**
* The maximum amount of collision surfaces (static and dynamic combined).
* Vanilla: 2300
*/
#define SURFACE_POOL_SIZE (LEVEL_BOUNDARY_MAX / 2)
// Don't touch the stuff past this point unless you know what you're doing!
/**
* The maximum amount of SurfaceNodes (static and dynamic combined).
* Each cell creates a SurfaceNode for each Surface in it.
* This means one Surface can have multiple SurfaceNodes if it is more than one collision cell.
* This should always be larger than SURFACE_POOL_SIZE.
* Vanilla: 7000
*/
#define SURFACE_NODE_POOL_SIZE (SURFACE_POOL_SIZE * 4)
#if EXTENDED_BOUNDS_MODE == 0 // 1x, normal cell size
#define LEVEL_BOUNDARY_MAX 0x2000L // 8192
#define CELL_SIZE 0x400 // 1024, NUM_CELLS = 16
#ifndef WORLD_SCALE
#define WORLD_SCALE 1
#endif
#elif EXTENDED_BOUNDS_MODE == 1 // 2x, normal cell size
#define LEVEL_BOUNDARY_MAX 0x4000L // 16384
#define CELL_SIZE 0x400 // 1024, NUM_CELLS = 32
#ifndef WORLD_SCALE
#define WORLD_SCALE 2
#endif
#elif EXTENDED_BOUNDS_MODE == 2 // 1x, smaller cell size
#define LEVEL_BOUNDARY_MAX 0x2000L // 8192
#define CELL_SIZE 0x200 // 512, NUM_CELLS = 32
#ifndef WORLD_SCALE
#define WORLD_SCALE 1
#endif
#elif EXTENDED_BOUNDS_MODE == 3 // 4x, normal cell size
#define LEVEL_BOUNDARY_MAX 0x8000L // 32768
#define CELL_SIZE 0x400 // 1024, NUM_CELLS = 64
#ifndef WORLD_SCALE
#define WORLD_SCALE 4
#endif
#endif
STATIC_ASSERT(((EXTENDED_BOUNDS_MODE >= 0) && (EXTENDED_BOUNDS_MODE <= 3)), "You must set a valid extended bounds mode!");
// -- Macros --
// The amount of cells in each axis in an area.
#define NUM_CELLS (2 * LEVEL_BOUNDARY_MAX / CELL_SIZE)
// The maximum amount of collision surfaces (static and dynamic combined)
#define SURFACE_POOL_SIZE (LEVEL_BOUNDARY_MAX / 2) // Vanilla: 2300
// The maximum amount of SurfaceNodes (static and dynamic combined).
// Each cell has a SurfaceNode for every surface which intersects it,
// so each cell a Surface intersects with gets its own SurfaceNode,
// so larger surfaces means more SurfaceNodes.
// Multiply SURFACE_POOL_SIZE by the average amount of cells the surfaces intersect.
#define SURFACE_NODE_POOL_SIZE (SURFACE_POOL_SIZE * 4) // Vanilla: 7000
// Flags for error messages.
#define NOT_ENOUGH_ROOM_FOR_SURFACES (1 << 0)
#define NOT_ENOUGH_ROOM_FOR_NODES (1 << 1)
// Use this to convert game units to cell coordinates.
#define GET_CELL_COORD(p) ((((s32)(p) + LEVEL_BOUNDARY_MAX) / CELL_SIZE) & (NUM_CELLS - 1))
/**
* Use this to convert game units to cell coordinates:
*/
#define GET_CELL_COORD(p) ((((s32)(p) + LEVEL_BOUNDARY_MAX) / CELL_SIZE) % NUM_CELLS)

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@@ -13,6 +13,12 @@
extern u8 gSurfacePoolError;
// Flags for error messages.
enum SurfaceErrors {
NOT_ENOUGH_ROOM_FOR_SURFACES = BIT(0),
NOT_ENOUGH_ROOM_FOR_NODES = BIT(1),
};
struct SurfaceNode {
struct SurfaceNode *next;
struct Surface *surface;

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@@ -237,8 +237,9 @@ void load_area(s32 index) {
gCurrAreaIndex = gCurrentArea->index;
if (gCurrentArea->terrainData != NULL) {
load_area_terrain(index, gCurrentArea->terrainData, gCurrentArea->surfaceRooms,
gCurrentArea->macroObjects);
load_area_terrain(index, gCurrentArea->terrainData,
gCurrentArea->surfaceRooms,
gCurrentArea->macroObjects);
}
if (gCurrentArea->objectSpawnInfos != NULL) {

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@@ -519,7 +519,9 @@ void geo_process_perspective(struct GraphNodePerspective *node) {
Gfx* dlHead = gDisplayListHead;
guPerspective(mtx, &perspNorm, node->fov, sAspectRatio, (node->near / (f32)WORLD_SCALE), (node->far / (f32)WORLD_SCALE), 1.0f);
guPerspective(mtx, &perspNorm, node->fov, sAspectRatio,
(node->near / (f32)WORLD_SCALE),
(node->far / (f32)WORLD_SCALE), 1.0f);
gSPPerspNormalize(dlHead++, perspNorm);
gSPMatrix(dlHead++, VIRTUAL_TO_PHYSICAL(mtx), (G_MTX_PROJECTION | G_MTX_LOAD | G_MTX_NOPUSH));