Files
Microtransactions64/src/game/rendering_graph_node.c
2021-10-04 18:37:19 +01:00

1227 lines
52 KiB
C

#include <PR/ultratypes.h>
#include "area.h"
#include "engine/math_util.h"
#include "game_init.h"
#include "gfx_dimensions.h"
#include "main.h"
#include "memory.h"
#include "print.h"
#include "rendering_graph_node.h"
#include "shadow.h"
#include "sm64.h"
#include "game_init.h"
#include "engine/extended_bounds.h"
#include "puppyprint.h"
#include "debug_box.h"
#include "level_update.h"
#include "behavior_data.h"
#include "string.h"
#include "config.h"
/**
* This file contains the code that processes the scene graph for rendering.
* The scene graph is responsible for drawing everything except the HUD / text boxes.
* First the root of the scene graph is processed when geo_process_root
* is called from level_script.c. The rest of the tree is traversed recursively
* using the function geo_process_node_and_siblings, which switches over all
* geo node types and calls a specialized function accordingly.
* The types are defined in engine/graph_node.h
*
* The scene graph typically looks like:
* - Root (viewport)
* - Master list
* - Ortho projection
* - Background (skybox)
* - Master list
* - Perspective
* - Camera
* - <area-specific display lists>
* - Object parent
* - <group with 240 object nodes>
* - Master list
* - Script node (Cannon overlay)
*
*/
s16 gMatStackIndex;
Mat4 gMatStack[32];
Mtx *gMatStackFixed[32];
f32 sAspectRatio;
/**
* Animation nodes have state in global variables, so this struct captures
* the animation state so a 'context switch' can be made when rendering the
* held object.
*/
struct GeoAnimState {
/*0x00*/ u8 type;
/*0x01*/ u8 enabled;
/*0x02*/ s16 frame;
/*0x04*/ f32 translationMultiplier;
/*0x08*/ u16 *attribute;
/*0x0C*/ s16 *data;
};
// For some reason, this is a GeoAnimState struct, but the current state consists
// of separate global variables. It won't match EU otherwise.
struct GeoAnimState gGeoTempState;
u8 gCurAnimType;
u8 gCurAnimEnabled;
s16 gCurrAnimFrame;
f32 gCurAnimTranslationMultiplier;
u16 *gCurrAnimAttribute;
s16 *gCurAnimData;
struct AllocOnlyPool *gDisplayListHeap;
struct RenderModeContainer {
u32 modes[LAYER_COUNT];
};
/* Rendermode settings for cycle 1 for all 13 layers. */
struct RenderModeContainer renderModeTable_1Cycle[2] = { { {
G_RM_OPA_SURF, // LAYER_FORCE
G_RM_AA_OPA_SURF, // LAYER_OPAQUE
G_RM_AA_OPA_SURF, // LAYER_OPAQUE_INTER
G_RM_AA_OPA_SURF, // LAYER_OPAQUE_DECAL
G_RM_AA_TEX_EDGE, // LAYER_ALPHA
#if SILHOUETTE
G_RM_AA_TEX_EDGE | ZMODE_DEC, // LAYER_ALPHA_DECAL
G_RM_AA_OPA_SURF, // LAYER_SILHOUETTE_OPAQUE
G_RM_AA_TEX_EDGE, // LAYER_SILHOUETTE_ALPHA
G_RM_AA_OPA_SURF, // LAYER_OCCLUDE_SILHOUETTE_OPAQUE
G_RM_AA_TEX_EDGE, // LAYER_OCCLUDE_SILHOUETTE_ALPHA
#endif
G_RM_AA_XLU_SURF, // LAYER_TRANSPARENT_DECAL
G_RM_AA_XLU_SURF, // LAYER_TRANSPARENT
G_RM_AA_XLU_SURF, // LAYER_TRANSPARENT_INTER
} },
{ {
/* z-buffered */
G_RM_ZB_OPA_SURF, // LAYER_FORCE
G_RM_AA_ZB_OPA_SURF, // LAYER_OPAQUE
G_RM_AA_ZB_OPA_INTER, // LAYER_OPAQUE_INTER
G_RM_AA_ZB_OPA_DECAL, // LAYER_OPAQUE_DECAL
G_RM_AA_ZB_TEX_EDGE, // LAYER_ALPHA
#if SILHOUETTE
G_RM_AA_ZB_TEX_EDGE | ZMODE_DEC, // LAYER_ALPHA_DECAL
G_RM_AA_ZB_OPA_SURF, // LAYER_SILHOUETTE_OPAQUE
G_RM_AA_ZB_TEX_EDGE, // LAYER_SILHOUETTE_ALPHA
G_RM_AA_ZB_OPA_SURF, // LAYER_OCCLUDE_SILHOUETTE_OPAQUE
G_RM_AA_ZB_TEX_EDGE, // LAYER_OCCLUDE_SILHOUETTE_ALPHA
#endif
G_RM_AA_ZB_XLU_DECAL, // LAYER_TRANSPARENT_DECAL
G_RM_AA_ZB_XLU_SURF, // LAYER_TRANSPARENT
G_RM_AA_ZB_XLU_INTER, // LAYER_TRANSPARENT_INTER
} } };
/* Rendermode settings for cycle 2 for all 13 layers. */
struct RenderModeContainer renderModeTable_2Cycle[2] = { { {
G_RM_OPA_SURF2, // LAYER_FORCE
G_RM_AA_OPA_SURF2, // LAYER_OPAQUE
G_RM_AA_OPA_SURF2, // LAYER_OPAQUE_INTER
G_RM_AA_OPA_SURF2, // LAYER_OPAQUE_DECAL
G_RM_AA_TEX_EDGE2, // LAYER_ALPHA
#if SILHOUETTE
G_RM_AA_TEX_EDGE2 | ZMODE_DEC, // LAYER_ALPHA_DECAL
G_RM_AA_OPA_SURF2, // LAYER_SILHOUETTE_OPAQUE
G_RM_AA_TEX_EDGE2, // LAYER_SILHOUETTE_ALPHA
G_RM_AA_OPA_SURF2, // LAYER_OCCLUDE_SILHOUETTE_OPAQUE
G_RM_AA_TEX_EDGE2, // LAYER_OCCLUDE_SILHOUETTE_ALPHA
#endif
G_RM_AA_XLU_SURF2, // LAYER_TRANSPARENT_DECAL
G_RM_AA_XLU_SURF2, // LAYER_TRANSPARENT
G_RM_AA_XLU_SURF2, // LAYER_TRANSPARENT_INTER
} },
{ {
/* z-buffered */
G_RM_ZB_OPA_SURF2, // LAYER_FORCE
G_RM_AA_ZB_OPA_SURF2, // LAYER_OPAQUE
G_RM_AA_ZB_OPA_INTER2, // LAYER_OPAQUE_INTER
G_RM_AA_ZB_OPA_DECAL2, // LAYER_OPAQUE_DECAL
G_RM_AA_ZB_TEX_EDGE2, // LAYER_ALPHA
#if SILHOUETTE
G_RM_AA_ZB_TEX_EDGE2 | ZMODE_DEC, // LAYER_ALPHA_DECAL
G_RM_AA_ZB_OPA_SURF2, // LAYER_SILHOUETTE_OPAQUE
G_RM_AA_ZB_TEX_EDGE2, // LAYER_SILHOUETTE_ALPHA
G_RM_AA_ZB_OPA_SURF2, // LAYER_OCCLUDE_SILHOUETTE_OPAQUE
G_RM_AA_ZB_TEX_EDGE2, // LAYER_OCCLUDE_SILHOUETTE_ALPHA
#endif
G_RM_AA_ZB_XLU_DECAL2, // LAYER_TRANSPARENT_DECAL
G_RM_AA_ZB_XLU_SURF2, // LAYER_TRANSPARENT
G_RM_AA_ZB_XLU_INTER2, // LAYER_TRANSPARENT_INTER
} } };
struct GraphNodeRoot *gCurGraphNodeRoot = NULL;
struct GraphNodeMasterList *gCurGraphNodeMasterList = NULL;
struct GraphNodePerspective *gCurGraphNodeCamFrustum = NULL;
struct GraphNodeCamera *gCurGraphNodeCamera = NULL;
struct GraphNodeObject *gCurGraphNodeObject = NULL;
struct GraphNodeHeldObject *gCurGraphNodeHeldObject = NULL;
u16 gAreaUpdateCounter = 0;
#ifdef F3DEX_GBI_2
LookAt lookAt;
#endif
#if SILHOUETTE
#define SIL_CVG_THRESHOLD 0x3F // 32..255, 63 seems to give best results
#define SCHWA (AA_EN | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | CVG_X_ALPHA | FORCE_BL)
#define SET_SILHOUETTE_F3D(gfx) { \
gDPSetRenderMode( (gfx)++, (SCHWA | GBL_c1(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_1MA)), \
(SCHWA | GBL_c2(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_1MA))); \
gSPSetGeometryMode((gfx)++, G_FOG); /* Enable fog */ \
gSPFogPosition( (gfx)++, 0, 1 ); /* Fox position */ \
gDPSetFogColor( (gfx)++, 0, 0, 0, SILHOUETTE ); /* silhouette color & alpha */ \
gDPSetEnvColor( (gfx)++, 0, 0, 0, SIL_CVG_THRESHOLD); /* silhouette env transparency */ \
}
#define CLEAR_SILHOUETTE_F3D(gfx, i) { \
gSPClearGeometryMode((gfx)++, G_FOG ); /* Disable fog */ \
gDPSetEnvColor( (gfx)++, 255, 255, 255, 255); /* Reset env color & alpha */ \
gDPSetRenderMode( (gfx)++, (mode1List->modes[(i)] & ~IM_RD), \
(mode2List->modes[(i)] & ~IM_RD)); /* Use normal mode list, no AA */ \
}
#endif
u8 ucodeTestSwitch = 1;
void reset_clipping(void)
{
if (gMarioState->action == ACT_CREDITS_CUTSCENE)
make_viewport_clip_rect(&sEndCutsceneVp);
else
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, gBorderHeight, SCREEN_WIDTH, SCREEN_HEIGHT - gBorderHeight);
}
/**
* Process a master list node. This has been modified, so now it runs twice, for each microcode.
It iterates through the first 5 layers of if the first index using F3DLX2.Rej, then it switches
to F3DZEX and iterates through all layers, then switches back to F3DLX2.Rej and finishes the last
3. It does this, because layers 5-7 are non zbuffered, and just doing 0-7 of ZEX, then 0-7 of REJ
would make the ZEX 0-4 render on top of Rej's 5-7.
*/
void geo_process_master_list_sub(struct GraphNodeMasterList *node) {
struct DisplayListNode *currList;
s32 startLayer, endLayer, currLayer = LAYER_FORCE;
s32 headsIndex = LIST_HEADS_ZEX;
s32 renderPhase = RENDER_PHASE_ZEX_BG;
s32 enableZBuffer = (node->node.flags & GRAPH_RENDER_Z_BUFFER) != 0;
struct RenderModeContainer *mode1List = &renderModeTable_1Cycle[enableZBuffer];
struct RenderModeContainer *mode2List = &renderModeTable_2Cycle[enableZBuffer];
// @bug This is where the LookAt values should be calculated but aren't.
// As a result, environment mapping is broken on Fast3DEX2 without the
// changes below.
#ifdef F3DEX_GBI_2
Mtx lMtx;
guLookAtReflect(&lMtx, &lookAt, 0, 0, 0, /* eye */ 0, 0, 1, /* at */ 1, 0, 0 /* up */);
#endif
// if (gPlayer1Controller->buttonPressed & L_TRIG)
// ucodeTestSwitch ^= 1;
// print_text_fmt_int(32,32,"%d",ucodeTestSwitch);
#ifdef F3DZEX_GBI_2
loopBegin:
switch (renderPhase) {
#if SILHOUETTE
case RENDER_PHASE_ZEX_BG: headsIndex = LIST_HEADS_ZEX; startLayer = LAYER_FORCE; endLayer = LAYER_FORCE; break;
case RENDER_PHASE_REJ_ZB: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_FORCE; endLayer = LAYER_LAST_BEFORE_SILHOUETTE; break;
case RENDER_PHASE_ZEX_BEFORE_SILHOUETTE: headsIndex = LIST_HEADS_ZEX; startLayer = LAYER_OPAQUE; endLayer = LAYER_LAST_BEFORE_SILHOUETTE; break;
case RENDER_PHASE_REJ_SILHOUETTE: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_SILHOUETTE_FIRST; endLayer = LAYER_SILHOUETTE_LAST; break;
case RENDER_PHASE_REJ_NON_SILHOUETTE: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_SILHOUETTE_FIRST; endLayer = LAYER_SILHOUETTE_LAST; break;
case RENDER_PHASE_REJ_OCCLUDE_SILHOUETTE: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_OCCLUDE_SILHOUETTE_FIRST; endLayer = LAYER_OCCLUDE_SILHOUETTE_LAST; break;
case RENDER_PHASE_ZEX_AFTER_SILHOUETTE: headsIndex = LIST_HEADS_ZEX; startLayer = LAYER_OCCLUDE_SILHOUETTE_FIRST; endLayer = (LAYER_COUNT - 1); break;
case RENDER_PHASE_REJ_NON_ZB: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_FIRST_NON_ZB; endLayer = (LAYER_COUNT - 1); break;
#else
case RENDER_PHASE_ZEX_BG: headsIndex = LIST_HEADS_ZEX; startLayer = LAYER_FORCE; endLayer = LAYER_FORCE; break;
case RENDER_PHASE_REJ_ZB: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_FORCE; endLayer = LAYER_ZB_LAST; break;
case RENDER_PHASE_ZEX_ALL: headsIndex = LIST_HEADS_ZEX; startLayer = LAYER_OPAQUE; endLayer = (LAYER_COUNT - 1); break;
case RENDER_PHASE_REJ_NON_ZB: headsIndex = LIST_HEADS_REJ; startLayer = LAYER_FIRST_NON_ZB; endLayer = (LAYER_COUNT - 1); break;
#endif
}
// Load rejection on pass 2. ZEX is loaded afterwards.
if (headsIndex == LIST_HEADS_REJ) {
if (gIsConsole) {
gSPLoadUcodeL(gDisplayListHead++, gspF3DLX2_Rej_fifo);
} else {
gSPLoadUcodeL(gDisplayListHead++, gspF3DEX2_Rej_fifo);
}
init_rcp(KEEP_ZBUFFER);
gSPClipRatio(gDisplayListHead++, FRUSTRATIO_2);
} else {
gSPLoadUcodeL(gDisplayListHead++, gspF3DZEX2_PosLight_fifo);
init_rcp(KEEP_ZBUFFER);
gSPClipRatio(gDisplayListHead++, FRUSTRATIO_1);
}
gSPLookAt(gDisplayListHead++, &lookAt);
reset_clipping();
#endif
if (enableZBuffer) {
gDPPipeSync(gDisplayListHead++);
gSPSetGeometryMode(gDisplayListHead++, G_ZBUFFER);
}
for (currLayer = startLayer; currLayer <= endLayer; currLayer++) {
currList = node->listHeads[headsIndex][currLayer];
while (currList != NULL) {
#if SILHOUETTE
if (renderPhase == RENDER_PHASE_REJ_SILHOUETTE) {
SET_SILHOUETTE_F3D(gDisplayListHead);
} else if (renderPhase == RENDER_PHASE_REJ_NON_SILHOUETTE) {
CLEAR_SILHOUETTE_F3D(gDisplayListHead, currLayer);
} else {
#endif
gDPSetRenderMode(gDisplayListHead++, mode1List->modes[currLayer], mode2List->modes[currLayer]);
#if SILHOUETTE
}
#endif
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(currList->transform), G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
gSPDisplayList(gDisplayListHead++, currList->displayList);
currList = currList->next;
}
}
if (renderPhase < RENDER_PHASE_LAST) {
renderPhase++;
goto loopBegin;
}
#ifdef F3DZEX_GBI_2
if (enableZBuffer) {
gDPPipeSync(gDisplayListHead++);
gSPClearGeometryMode(gDisplayListHead++, G_ZBUFFER);
}
#ifdef VISUAL_DEBUG
if (hitboxView) render_debug_boxes(DEBUG_UCODE_REJ);
#endif
gSPLoadUcodeL(gDisplayListHead++, gspF3DZEX2_PosLight_fifo);
init_rcp(KEEP_ZBUFFER);
gSPClipRatio(gDisplayListHead++, FRUSTRATIO_1);
reset_clipping();
#endif
#ifdef VISUAL_DEBUG
if ( hitboxView) render_debug_boxes(DEBUG_UCODE_DEFAULT | DEBUG_BOX_CLEAR);
if (surfaceView) visual_surface_loop();
#endif
}
#if SILHOUETTE
#undef SIL_CVG_THRESHOLD
#undef SCHWA
#undef SET_SILHOUETTE_F3D
#undef CLEAR_SILHOUETTE_F3D
#endif
/**
* Appends the display list to one of the master lists based on the layer
* parameter. Look at the RenderModeContainer struct to see the corresponding
* render modes of layers.
*/
void geo_append_display_list(void *displayList, s32 layer) {
s32 index = 0;
#ifdef F3DEX_GBI_2
gSPLookAt(gDisplayListHead++, &lookAt);
#endif
#if defined(F3DZEX_GBI_2) || (SILHOUETTE > 0)
if (gCurGraphNodeObject != NULL) {
#ifdef F3DZEX_GBI_2
if ((gCurGraphNodeObject->node.flags & GRAPH_RENDER_UCODE_REJ) && ucodeTestSwitch) {
index = 1;
}
#endif
#if SILHOUETTE
if (gCurGraphNodeObject->node.flags & GRAPH_RENDER_SILHOUETTE) {
switch (layer) {
case LAYER_OPAQUE: layer = LAYER_SILHOUETTE_OPAQUE; break;
case LAYER_ALPHA: layer = LAYER_SILHOUETTE_ALPHA; break;
}
}
if (gCurGraphNodeObject->node.flags & GRAPH_RENDER_OCCLUDE_SILHOUETTE) {
switch (layer) {
case LAYER_OPAQUE: layer = LAYER_OCCLUDE_SILHOUETTE_OPAQUE; break;
case LAYER_ALPHA: layer = LAYER_OCCLUDE_SILHOUETTE_ALPHA; break;
}
}
#endif
}
#endif
if (gCurGraphNodeMasterList != 0) {
struct DisplayListNode *listNode = alloc_only_pool_alloc(gDisplayListHeap, sizeof(struct DisplayListNode));
listNode->transform = gMatStackFixed[gMatStackIndex];
listNode->displayList = displayList;
listNode->next = 0;
if (gCurGraphNodeMasterList->listHeads[index][layer] == 0) {
gCurGraphNodeMasterList->listHeads[index][layer] = listNode;
} else {
gCurGraphNodeMasterList->listTails[index][layer]->next = listNode;
}
gCurGraphNodeMasterList->listTails[index][layer] = listNode;
}
}
void inc_mat_stack() {
Mtx *mtx = alloc_display_list(sizeof(*mtx));
gMatStackIndex++;
mtxf_to_mtx(mtx, gMatStack[gMatStackIndex]);
gMatStackFixed[gMatStackIndex] = mtx;
}
void append_dl_and_return(struct GraphNodeDisplayList *node) {
if (node->displayList != NULL) {
geo_append_display_list(node->displayList, GET_GRAPH_NODE_LAYER(node->node.flags));
}
if (node->node.children != NULL) {
geo_process_node_and_siblings(node->node.children);
}
gMatStackIndex--;
}
/**
* Process the master list node.
*/
void geo_process_master_list(struct GraphNodeMasterList *node) {
s32 i;
if (gCurGraphNodeMasterList == NULL && node->node.children != NULL) {
gCurGraphNodeMasterList = node;
for (i = 0; i < LAYER_COUNT; i++) {
node->listHeads[LIST_HEADS_ZEX][i] = NULL;
node->listHeads[LIST_HEADS_REJ][i] = NULL;
}
geo_process_node_and_siblings(node->node.children);
geo_process_master_list_sub(gCurGraphNodeMasterList);
gCurGraphNodeMasterList = NULL;
}
}
/**
* Process an orthographic projection node.
*/
void geo_process_ortho_projection(struct GraphNodeOrthoProjection *node) {
if (node->node.children != NULL) {
Mtx *mtx = alloc_display_list(sizeof(*mtx));
f32 left = (((gCurGraphNodeRoot->x - gCurGraphNodeRoot->width ) / 2.0f) * node->scale);
f32 right = (((gCurGraphNodeRoot->x + gCurGraphNodeRoot->width ) / 2.0f) * node->scale);
f32 top = (((gCurGraphNodeRoot->y - gCurGraphNodeRoot->height) / 2.0f) * node->scale);
f32 bottom = (((gCurGraphNodeRoot->y + gCurGraphNodeRoot->height) / 2.0f) * node->scale);
guOrtho(mtx, left, right, bottom, top, -2.0f, 2.0f, 1.0f);
gSPPerspNormalize(gDisplayListHead++, 0xFFFF);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(mtx), G_MTX_PROJECTION | G_MTX_LOAD | G_MTX_NOPUSH);
geo_process_node_and_siblings(node->node.children);
}
}
/**
* Process a perspective projection node.
*/
void geo_process_perspective(struct GraphNodePerspective *node) {
if (node->fnNode.func != NULL) {
node->fnNode.func(GEO_CONTEXT_RENDER, &node->fnNode.node, gMatStack[gMatStackIndex]);
}
if (node->fnNode.node.children != NULL) {
u16 perspNorm;
f32 farClip = node->far;
Mtx *mtx = alloc_display_list(sizeof(*mtx));
#ifdef WIDE
if (gConfig.widescreen && (gCurrLevelNum != 0x01)){
sAspectRatio = (16.0f / 9.0f); // 1.775f
} else {
sAspectRatio = (4.0f / 3.0f); // 1.33333f
}
#else
sAspectRatio = (4.0f / 3.0f); // 1.33333f
#endif
guPerspective(mtx, &perspNorm, node->fov, sAspectRatio, ((farClip / 300) / 4), (farClip / 4), 1.0f);
gSPPerspNormalize(gDisplayListHead++, perspNorm);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(mtx), (G_MTX_PROJECTION | G_MTX_LOAD | G_MTX_NOPUSH));
gCurGraphNodeCamFrustum = node;
geo_process_node_and_siblings(node->fnNode.node.children);
gCurGraphNodeCamFrustum = NULL;
}
}
/**
* Process a level of detail node. From the current transformation matrix,
* the perpendicular distance to the camera is extracted and the children
* of this node are only processed if that distance is within the render
* range of this node.
*/
void geo_process_level_of_detail(struct GraphNodeLevelOfDetail *node) {
#ifdef AUTO_LOD
f32 distanceFromCam = (gIsConsole ? -gMatStack[gMatStackIndex][3][2] : 50);
#else
f32 distanceFromCam = -gMatStack[gMatStackIndex][3][2];
#endif
if ((f32)node->minDistance <= distanceFromCam && distanceFromCam < (f32)node->maxDistance) {
if (node->node.children != 0) {
geo_process_node_and_siblings(node->node.children);
}
}
}
/**
* Process a switch case node. The node's selection function is called
* if it is 0, and among the node's children, only the selected child is
* processed next.
*/
void geo_process_switch(struct GraphNodeSwitchCase *node) {
struct GraphNode *selectedChild = node->fnNode.node.children;
s32 i;
if (node->fnNode.func != NULL) {
node->fnNode.func(GEO_CONTEXT_RENDER, &node->fnNode.node, gMatStack[gMatStackIndex]);
}
for (i = 0; selectedChild != NULL && node->selectedCase > i; i++) {
selectedChild = selectedChild->next;
}
if (selectedChild != NULL) {
geo_process_node_and_siblings(selectedChild);
}
}
void make_roll_matrix(Mtx *mtx, s32 angle) {
Mat4 temp;
mtxf_identity(temp);
temp[0][0] = coss(angle);
temp[0][1] = sins(angle);
temp[1][0] = -temp[0][1];
temp[1][1] = temp[0][0];
guMtxF2L(temp, mtx);
}
/**
* Process a camera node.
*/
void geo_process_camera(struct GraphNodeCamera *node) {
Mat4 cameraTransform;
Mtx *rollMtx = alloc_display_list(sizeof(*rollMtx));
Mtx *mtx = alloc_display_list(sizeof(*mtx));
if (node->fnNode.func != NULL) {
node->fnNode.func(GEO_CONTEXT_RENDER, &node->fnNode.node, gMatStack[gMatStackIndex]);
}
make_roll_matrix(rollMtx, node->rollScreen);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(rollMtx), G_MTX_PROJECTION | G_MTX_MUL | G_MTX_NOPUSH);
mtxf_lookat(cameraTransform, node->pos, node->focus, node->roll);
mtxf_mul(gMatStack[gMatStackIndex + 1], cameraTransform, gMatStack[gMatStackIndex]);
inc_mat_stack();
if (node->fnNode.node.children != 0) {
gCurGraphNodeCamera = node;
node->matrixPtr = &gMatStack[gMatStackIndex];
geo_process_node_and_siblings(node->fnNode.node.children);
gCurGraphNodeCamera = NULL;
}
gMatStackIndex--;
}
/**
* Process a translation / rotation node. A transformation matrix based
* on the node's translation and rotation is created and pushed on both
* the float and fixed point matrix stacks.
* For the rest it acts as a normal display list node.
*/
void geo_process_translation_rotation(struct GraphNodeTranslationRotation *node) {
Mat4 mtxf;
Vec3f translation;
vec3_copy(translation, node->translation);
mtxf_rotate_zxy_and_translate(mtxf, translation, node->rotation);
mtxf_mul(gMatStack[gMatStackIndex + 1], mtxf, gMatStack[gMatStackIndex]);
inc_mat_stack();
append_dl_and_return(((struct GraphNodeDisplayList *)node));
}
/**
* Process a translation node. A transformation matrix based on the node's
* translation is created and pushed on both the float and fixed point matrix stacks.
* For the rest it acts as a normal display list node.
*/
void geo_process_translation(struct GraphNodeTranslation *node) {
Mat4 mtxf;
Vec3f translation;
vec3_copy(translation, node->translation);
mtxf_rotate_zxy_and_translate(mtxf, translation, gVec3sZero);
mtxf_mul(gMatStack[gMatStackIndex + 1], mtxf, gMatStack[gMatStackIndex]);
inc_mat_stack();
append_dl_and_return(((struct GraphNodeDisplayList *)node));
}
/**
* Process a rotation node. A transformation matrix based on the node's
* rotation is created and pushed on both the float and fixed point matrix stacks.
* For the rest it acts as a normal display list node.
*/
void geo_process_rotation(struct GraphNodeRotation *node) {
Mat4 mtxf;
mtxf_rotate_zxy_and_translate(mtxf, gVec3fZero, node->rotation);
mtxf_mul(gMatStack[gMatStackIndex + 1], mtxf, gMatStack[gMatStackIndex]);
inc_mat_stack();
append_dl_and_return(((struct GraphNodeDisplayList *)node));
}
/**
* Process a scaling node. A transformation matrix based on the node's
* scale is created and pushed on both the float and fixed point matrix stacks.
* For the rest it acts as a normal display list node.
*/
void geo_process_scale(struct GraphNodeScale *node) {
Vec3f scaleVec;
vec3f_set(scaleVec, node->scale, node->scale, node->scale);
mtxf_scale_vec3f(gMatStack[gMatStackIndex + 1], gMatStack[gMatStackIndex], scaleVec);
inc_mat_stack();
append_dl_and_return(((struct GraphNodeDisplayList *)node));
}
/**
* Process a billboard node. A transformation matrix is created that makes its
* children face the camera, and it is pushed on the floating point and fixed
* point matrix stacks.
* For the rest it acts as a normal display list node.
*/
void geo_process_billboard(struct GraphNodeBillboard *node) {
Vec3f translation;
vec3_copy(translation, node->translation);
mtxf_billboard(gMatStack[gMatStackIndex + 1], gMatStack[gMatStackIndex], translation, gCurGraphNodeCamera->roll);
if (gCurGraphNodeHeldObject != NULL) {
mtxf_scale_vec3f(gMatStack[gMatStackIndex + 1], gMatStack[gMatStackIndex + 1], gCurGraphNodeHeldObject->objNode->header.gfx.scale);
} else if (gCurGraphNodeObject != NULL) {
mtxf_scale_vec3f(gMatStack[gMatStackIndex + 1], gMatStack[gMatStackIndex + 1], gCurGraphNodeObject->scale);
}
inc_mat_stack();
append_dl_and_return(((struct GraphNodeDisplayList *)node));
}
/**
* Process a display list node. It draws a display list without first pushing
* a transformation on the stack, so all transformations are inherited from the
* parent node. It processes its children if it has them.
*/
void geo_process_display_list(struct GraphNodeDisplayList *node) {
append_dl_and_return(((struct GraphNodeDisplayList *)node));
gMatStackIndex++;
}
/**
* Process a generated list. Instead of storing a pointer to a display list,
* the list is generated on the fly by a function.
*/
void geo_process_generated_list(struct GraphNodeGenerated *node) {
if (node->fnNode.func != NULL) {
Gfx *list = node->fnNode.func(GEO_CONTEXT_RENDER, &node->fnNode.node, (struct AllocOnlyPool *) gMatStack[gMatStackIndex]);
if (list != NULL) {
geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(list), GET_GRAPH_NODE_LAYER(node->fnNode.node.flags));
}
}
if (node->fnNode.node.children != NULL) {
geo_process_node_and_siblings(node->fnNode.node.children);
}
}
/**
* Process a background node. Tries to retrieve a background display list from
* the function of the node. If that function is null or returns null, a black
* rectangle is drawn instead.
*/
void geo_process_background(struct GraphNodeBackground *node) {
Gfx *list = NULL;
if (node->fnNode.func != NULL) {
list = node->fnNode.func(GEO_CONTEXT_RENDER, &node->fnNode.node,
(struct AllocOnlyPool *) gMatStack[gMatStackIndex]);
}
if (list != NULL) {
geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(list), GET_GRAPH_NODE_LAYER(node->fnNode.node.flags));
} else if (gCurGraphNodeMasterList != NULL) {
#ifndef F3DEX_GBI_2E
Gfx *gfxStart = alloc_display_list(sizeof(Gfx) * 7);
#else
Gfx *gfxStart = alloc_display_list(sizeof(Gfx) * 8);
#endif
Gfx *gfx = gfxStart;
gDPPipeSync(gfx++);
gDPSetCycleType(gfx++, G_CYC_FILL);
gDPSetFillColor(gfx++, node->background);
gDPFillRectangle(gfx++, GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(0), gBorderHeight,
GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(0) - 1, SCREEN_HEIGHT - gBorderHeight - 1);
gDPPipeSync(gfx++);
gDPSetCycleType(gfx++, G_CYC_1CYCLE);
gSPEndDisplayList(gfx++);
geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(gfxStart), LAYER_FORCE);
}
if (node->fnNode.node.children != NULL) {
geo_process_node_and_siblings(node->fnNode.node.children);
}
}
/**
* Render an animated part. The current animation state is not part of the node
* but set in global variables. If an animated part is skipped, everything afterwards desyncs.
*/
void geo_process_animated_part(struct GraphNodeAnimatedPart *node) {
Vec3s rotation = {0, 0, 0};
Vec3f translation = {node->translation[0], node->translation[1], node->translation[2]};
vec3f_set(translation, node->translation[0], node->translation[1], node->translation[2]);
if (gCurAnimType == ANIM_TYPE_TRANSLATION) {
translation[0] += gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier;
translation[1] += gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier;
translation[2] += gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier;
gCurAnimType = ANIM_TYPE_ROTATION;
} else {
if (gCurAnimType == ANIM_TYPE_LATERAL_TRANSLATION) {
translation[0] += gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier;
gCurrAnimAttribute += 2;
translation[2] += gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier;
gCurAnimType = ANIM_TYPE_ROTATION;
} else {
if (gCurAnimType == ANIM_TYPE_VERTICAL_TRANSLATION) {
gCurrAnimAttribute += 2;
translation[1] += gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier;
gCurrAnimAttribute += 2;
gCurAnimType = ANIM_TYPE_ROTATION;
} else if (gCurAnimType == ANIM_TYPE_NO_TRANSLATION) {
gCurrAnimAttribute += 6;
gCurAnimType = ANIM_TYPE_ROTATION;
}
}
}
if (gCurAnimType == ANIM_TYPE_ROTATION) {
rotation[0] = gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)];
rotation[1] = gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)];
rotation[2] = gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)];
}
mtxf_rot_trans_mul(rotation, translation, gMatStack[gMatStackIndex + 1], gMatStack[gMatStackIndex]);
inc_mat_stack();
append_dl_and_return(((struct GraphNodeDisplayList *)node));
}
/**
* Render an animated part that has an initial rotation value
*/
void geo_process_bone(struct GraphNodeBone *node) {
Vec3s rotation = {0, 0, 0};
Vec3f translation = {node->translation[0], node->translation[1], node->translation[2]};
if (gCurAnimType == ANIM_TYPE_TRANSLATION) {
translation[0] += gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier;
translation[1] += gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier;
translation[2] += gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier;
gCurAnimType = ANIM_TYPE_ROTATION;
} else {
if (gCurAnimType == ANIM_TYPE_LATERAL_TRANSLATION) {
translation[0] += gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier;
gCurrAnimAttribute += 2;
translation[2] += gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier;
gCurAnimType = ANIM_TYPE_ROTATION;
} else {
if (gCurAnimType == ANIM_TYPE_VERTICAL_TRANSLATION) {
gCurrAnimAttribute += 2;
translation[1] += gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier;
gCurrAnimAttribute += 2;
gCurAnimType = ANIM_TYPE_ROTATION;
} else if (gCurAnimType == ANIM_TYPE_NO_TRANSLATION) {
gCurrAnimAttribute += 6;
gCurAnimType = ANIM_TYPE_ROTATION;
}
}
}
if (gCurAnimType == ANIM_TYPE_ROTATION) {
rotation[0] = gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)];
rotation[1] = gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)];
rotation[2] = gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)];
}
mtxf_rot_trans_mul(rotation, translation, gMatStack[gMatStackIndex + 1], gMatStack[gMatStackIndex]);
inc_mat_stack();
append_dl_and_return(((struct GraphNodeDisplayList *)node));
}
/**
* Initialize the animation-related global variables for the currently drawn
* object's animation.
*/
void geo_set_animation_globals(struct AnimInfo *node, s32 hasAnimation) {
struct Animation *anim = node->curAnim;
if (hasAnimation) {
node->animFrame = geo_update_animation_frame(node, &node->animFrameAccelAssist);
}
node->animTimer = gAreaUpdateCounter;
if (anim->flags & ANIM_FLAG_HOR_TRANS) {
gCurAnimType = ANIM_TYPE_VERTICAL_TRANSLATION;
} else if (anim->flags & ANIM_FLAG_VERT_TRANS) {
gCurAnimType = ANIM_TYPE_LATERAL_TRANSLATION;
} else if (anim->flags & ANIM_FLAG_NO_TRANS) {
gCurAnimType = ANIM_TYPE_NO_TRANSLATION;
} else {
gCurAnimType = ANIM_TYPE_TRANSLATION;
}
gCurrAnimFrame = node->animFrame;
gCurAnimEnabled = (anim->flags & ANIM_FLAG_DISABLED) == 0;
gCurrAnimAttribute = segmented_to_virtual((void *) anim->index);
gCurAnimData = segmented_to_virtual((void *) anim->values);
if (anim->animYTransDivisor == 0) {
gCurAnimTranslationMultiplier = 1.0f;
} else {
gCurAnimTranslationMultiplier = (f32) node->animYTrans / (f32) anim->animYTransDivisor;
}
}
/**
* Process a shadow node. Renders a shadow under an object offset by the
* translation of the first animated component and rotated according to
* the floor below it.
*/
void geo_process_shadow(struct GraphNodeShadow *node) {
Mat4 mtxf;
Vec3f shadowPos;
Vec3f animOffset;
f32 shadowScale;
struct GraphNode *geo;
if (gCurGraphNodeCamera != NULL && gCurGraphNodeObject != NULL) {
if (gCurGraphNodeHeldObject != NULL) {
get_pos_from_transform_mtx(shadowPos, gMatStack[gMatStackIndex], *gCurGraphNodeCamera->matrixPtr);
shadowScale = node->shadowScale;
} else {
vec3f_copy(shadowPos, gCurGraphNodeObject->pos);
shadowScale = node->shadowScale * gCurGraphNodeObject->scale[0];
}
f32 objScale = 1.0f;
if (gCurAnimEnabled) {
if (gCurAnimType == ANIM_TYPE_TRANSLATION
|| gCurAnimType == ANIM_TYPE_LATERAL_TRANSLATION) {
geo = node->node.children;
if (geo != NULL && geo->type == GRAPH_NODE_TYPE_SCALE) {
objScale = ((struct GraphNodeScale *) geo)->scale;
}
animOffset[0] = gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier * objScale;
animOffset[1] = 0.0f;
gCurrAnimAttribute += 2;
animOffset[2] = gCurAnimData[retrieve_animation_index(gCurrAnimFrame, &gCurrAnimAttribute)] * gCurAnimTranslationMultiplier * objScale;
gCurrAnimAttribute -= 6;
// simple matrix rotation so the shadow offset rotates along with the object
f32 sinAng = sins(gCurGraphNodeObject->angle[1]);
f32 cosAng = coss(gCurGraphNodeObject->angle[1]);
shadowPos[0] += animOffset[0] * cosAng + animOffset[2] * sinAng;
shadowPos[2] += -animOffset[0] * sinAng + animOffset[2] * cosAng;
}
}
Gfx *shadowList = create_shadow_below_xyz(shadowPos[0], shadowPos[1], shadowPos[2], shadowScale, node->shadowSolidity, node->shadowType);
if (shadowList != NULL) {
mtxf_translate(mtxf, shadowPos);
mtxf_mul(gMatStack[gMatStackIndex + 1], mtxf, *gCurGraphNodeCamera->matrixPtr);
inc_mat_stack();
geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), ((gShadowFlags & (SHADOW_FLAG_WATER_BOX | SHADOW_FLAG_WATER_SURFACE | SHADOW_FLAG_ICE_CARPET)) ? LAYER_TRANSPARENT : LAYER_TRANSPARENT_DECAL));
gMatStackIndex--;
}
}
if (node->node.children != NULL) {
geo_process_node_and_siblings(node->node.children);
}
}
/**
* Check whether an object is in view to determine whether it should be drawn.
* This is known as frustum culling.
* It checks whether the object is far away, very close / behind the camera,
* or horizontally out of view. It does not check whether it is vertically
* out of view. It assumes a sphere of 300 units around the object's position
* unless the object has a culling radius node that specifies otherwise.
*
* The matrix parameter should be the top of the matrix stack, which is the
* object's transformation matrix times the camera 'look-at' matrix. The math
* is counter-intuitive, but it checks column 3 (translation vector) of this
* matrix to determine where the origin (0,0,0) in object space will be once
* transformed to camera space (x+ = right, y+ = up, z = 'coming out the screen').
* In 3D graphics, you typically model the world as being moved in front of a
* static camera instead of a moving camera through a static world, which in
* this case simplifies calculations. Note that the perspective matrix is not
* on the matrix stack, so there are still calculations with the fov to compute
* the slope of the lines of the frustum.
*
* z-
*
* \ | /
* \ | /
* \ | /
* \ | /
* \ | /
* \|/
* C x+
*
* Since (0,0,0) is unaffected by rotation, columns 0, 1 and 2 are ignored.
*/
s32 obj_is_in_view(struct GraphNodeObject *node, Mat4 matrix) {
s32 cullingRadius;
s32 halfFov; // half of the fov in in-game angle units instead of degrees
struct GraphNode *geo;
f32 hScreenEdge;
if (node->node.flags & GRAPH_RENDER_INVISIBLE) {
return FALSE;
}
geo = node->sharedChild;
halfFov = ((gCurGraphNodeCamFrustum->fov * sAspectRatio) / 2.0f + 1.0f) * 32768.0f / 180.0f + 0.5f;
hScreenEdge = -matrix[3][2] * sins(halfFov) / coss(halfFov);
// -matrix[3][2] is the depth, which gets multiplied by tan(halfFov) to get
// the amount of units between the center of the screen and the horizontal edge
// given the distance from the object to the camera.
// This multiplication should really be performed on 4:3 as well,
// but the issue will be more apparent on widescreen.
// HackerSM64: This multiplication is done regardless of aspect ratio to fix object pop-in on the edges of the screen (which happens at 4:3 too)
// hScreenEdge *= GFX_DIMENSIONS_ASPECT_RATIO;
if (geo != NULL && geo->type == GRAPH_NODE_TYPE_CULLING_RADIUS) {
cullingRadius = ((struct GraphNodeCullingRadius *) geo)->cullingRadius;
} else {
cullingRadius = 300;
}
// Don't render if the object is close to or behind the camera
if (matrix[3][2] > (-100.0f + cullingRadius)) {
return FALSE;
}
//! This makes the HOLP not update when the camera is far away, and it
// makes PU travel safe when the camera is locked on the main map.
// If Mario were rendered with a depth over 65536 it would cause overflow
// when converting the transformation matrix to a fixed point matrix.
if (matrix[3][2] < (-20000.0f - cullingRadius)) {
return FALSE;
}
// Check whether the object is horizontally in view
if (matrix[3][0] > ( hScreenEdge + cullingRadius)) return FALSE;
if (matrix[3][0] < (-hScreenEdge - cullingRadius)) return FALSE;
return TRUE;
}
#ifdef VISUAL_DEBUG
void visualise_object_hitbox(struct Object *node)
{
Vec3f bnds1, bnds2;
// This will create a cylinder that visualises their hitbox.
// If they do not have a hitbox, it will be a small white cube instead.
if (node->oIntangibleTimer != -1) {
vec3f_set(bnds1, node->oPosX, node->oPosY - node->hitboxDownOffset, node->oPosZ);
vec3f_set(bnds2, node->hitboxRadius, node->hitboxHeight-node->hitboxDownOffset, node->hitboxRadius);
if (node->behavior == segmented_to_virtual(bhvWarp) || node->behavior == segmented_to_virtual(bhvDoorWarp) || node->behavior == segmented_to_virtual(bhvFadingWarp))
debug_box_color(0x80FFA500);
else
debug_box_color(0x800000FF);
debug_box(bnds1, bnds2, DEBUG_SHAPE_CYLINDER | DEBUG_UCODE_REJ);
vec3f_set(bnds1, node->oPosX, node->oPosY - node->hitboxDownOffset, node->oPosZ);
vec3f_set(bnds2, node->hurtboxRadius, node->hurtboxHeight, node->hurtboxRadius);
debug_box_color(0x8FF00000);
debug_box(bnds1, bnds2, DEBUG_SHAPE_CYLINDER | DEBUG_UCODE_REJ);
} else {
vec3f_set(bnds1, node->oPosX, node->oPosY - 15, node->oPosZ);
vec3f_set(bnds2, 30, 30, 30);
debug_box_color(0x80FFFFFF);
debug_box(bnds1, bnds2, DEBUG_SHAPE_BOX | DEBUG_UCODE_REJ);
}
}
#endif
/**
* Process an object node.
*/
void geo_process_object(struct Object *node) {
Mat4 mtxf;
s32 hasAnimation = (node->header.gfx.node.flags & GRAPH_RENDER_HAS_ANIMATION) != 0;
if (node->header.gfx.areaIndex == gCurGraphNodeRoot->areaIndex) {
if (node->header.gfx.throwMatrix != NULL) {
mtxf_mul(gMatStack[gMatStackIndex + 1], *node->header.gfx.throwMatrix, gMatStack[gMatStackIndex]);
} else if (node->header.gfx.node.flags & GRAPH_RENDER_BILLBOARD) {
mtxf_billboard(gMatStack[gMatStackIndex + 1], gMatStack[gMatStackIndex], node->header.gfx.pos, gCurGraphNodeCamera->roll);
} else {
mtxf_rotate_zxy_and_translate(mtxf, node->header.gfx.pos, node->header.gfx.angle);
mtxf_mul(gMatStack[gMatStackIndex + 1], mtxf, gMatStack[gMatStackIndex]);
}
mtxf_scale_vec3f(gMatStack[gMatStackIndex + 1], gMatStack[gMatStackIndex + 1], node->header.gfx.scale);
node->header.gfx.throwMatrix = &gMatStack[++gMatStackIndex];
vec3_copy(node->header.gfx.cameraToObject, gMatStack[gMatStackIndex][3]);
// FIXME: correct types
if (node->header.gfx.animInfo.curAnim != NULL) {
geo_set_animation_globals(&node->header.gfx.animInfo, hasAnimation);
}
if (obj_is_in_view(&node->header.gfx, gMatStack[gMatStackIndex])) {
gMatStackIndex--;
inc_mat_stack();
if (node->header.gfx.sharedChild != NULL) {
#ifdef VISUAL_DEBUG
if (hitboxView) visualise_object_hitbox(node);
#endif
gCurGraphNodeObject = (struct GraphNodeObject *) node;
node->header.gfx.sharedChild->parent = &node->header.gfx.node;
geo_process_node_and_siblings(node->header.gfx.sharedChild);
node->header.gfx.sharedChild->parent = NULL;
gCurGraphNodeObject = NULL;
}
if (node->header.gfx.node.children != NULL) {
geo_process_node_and_siblings(node->header.gfx.node.children);
}
}
gMatStackIndex--;
gCurAnimType = ANIM_TYPE_NONE;
node->header.gfx.throwMatrix = NULL;
}
}
/**
* Process an object parent node. Temporarily assigns itself as the parent of
* the subtree rooted at 'sharedChild' and processes the subtree, after which the
* actual children are be processed. (in practice they are null though)
*/
void geo_process_object_parent(struct GraphNodeObjectParent *node) {
if (node->sharedChild != NULL) {
node->sharedChild->parent = (struct GraphNode *) node;
geo_process_node_and_siblings(node->sharedChild);
node->sharedChild->parent = NULL;
}
if (node->node.children != NULL) {
geo_process_node_and_siblings(node->node.children);
}
}
/**
* Process a held object node.
*/
void geo_process_held_object(struct GraphNodeHeldObject *node) {
Mat4 mat;
Vec3f translation;
Mat4 tempMtx;
#ifdef F3DEX_GBI_2
gSPLookAt(gDisplayListHead++, &lookAt);
#endif
if (node->fnNode.func != NULL) {
node->fnNode.func(GEO_CONTEXT_RENDER, &node->fnNode.node, gMatStack[gMatStackIndex]);
}
if (node->objNode != NULL && node->objNode->header.gfx.sharedChild != NULL) {
s32 hasAnimation = (node->objNode->header.gfx.node.flags & GRAPH_RENDER_HAS_ANIMATION) != 0;
vec3_quot_val(translation, node->translation, 4.0f);
mtxf_translate(mat, translation);
mtxf_copy(gMatStack[gMatStackIndex + 1], *gCurGraphNodeObject->throwMatrix);
vec3_copy(gMatStack[gMatStackIndex + 1][3], gMatStack[gMatStackIndex][3]);
mtxf_copy(tempMtx, gMatStack[gMatStackIndex + 1]);
mtxf_mul(gMatStack[gMatStackIndex + 1], mat, tempMtx);
mtxf_scale_vec3f(gMatStack[gMatStackIndex + 1], gMatStack[gMatStackIndex + 1], node->objNode->header.gfx.scale);
if (node->fnNode.func != NULL) {
node->fnNode.func(GEO_CONTEXT_HELD_OBJ, &node->fnNode.node, (struct AllocOnlyPool *) gMatStack[gMatStackIndex + 1]);
}
inc_mat_stack();
gGeoTempState.type = gCurAnimType;
gGeoTempState.enabled = gCurAnimEnabled;
gGeoTempState.frame = gCurrAnimFrame;
gGeoTempState.translationMultiplier = gCurAnimTranslationMultiplier;
gGeoTempState.attribute = gCurrAnimAttribute;
gGeoTempState.data = gCurAnimData;
gCurAnimType = 0;
gCurGraphNodeHeldObject = (void *) node;
if (node->objNode->header.gfx.animInfo.curAnim != NULL) {
geo_set_animation_globals(&node->objNode->header.gfx.animInfo, hasAnimation);
}
geo_process_node_and_siblings(node->objNode->header.gfx.sharedChild);
gCurGraphNodeHeldObject = NULL;
gCurAnimType = gGeoTempState.type;
gCurAnimEnabled = gGeoTempState.enabled;
gCurrAnimFrame = gGeoTempState.frame;
gCurAnimTranslationMultiplier = gGeoTempState.translationMultiplier;
gCurrAnimAttribute = gGeoTempState.attribute;
gCurAnimData = gGeoTempState.data;
gMatStackIndex--;
}
if (node->fnNode.node.children != NULL) {
geo_process_node_and_siblings(node->fnNode.node.children);
}
}
/**
* Processes the children of the given GraphNode if it has any
*/
void geo_try_process_children(struct GraphNode *node) {
if (node->children != NULL) {
geo_process_node_and_siblings(node->children);
}
}
/**
* Process a generic geo node and its siblings.
* The first argument is the start node, and all its siblings will
* be iterated over.
*/
void geo_process_node_and_siblings(struct GraphNode *firstNode) {
s32 iterateChildren = TRUE;
struct GraphNode *curGraphNode = firstNode;
struct GraphNode *parent = curGraphNode->parent;
// In the case of a switch node, exactly one of the children of the node is
// processed instead of all children like usual
if (parent != NULL) {
iterateChildren = (parent->type != GRAPH_NODE_TYPE_SWITCH_CASE);
}
do {
if (curGraphNode->flags & GRAPH_RENDER_ACTIVE) {
if (curGraphNode->flags & GRAPH_RENDER_CHILDREN_FIRST) {
geo_try_process_children(curGraphNode);
} else {
switch (curGraphNode->type) {
case GRAPH_NODE_TYPE_ORTHO_PROJECTION:
geo_process_ortho_projection((struct GraphNodeOrthoProjection *) curGraphNode);
break;
case GRAPH_NODE_TYPE_PERSPECTIVE:
geo_process_perspective((struct GraphNodePerspective *) curGraphNode);
break;
case GRAPH_NODE_TYPE_MASTER_LIST:
geo_process_master_list((struct GraphNodeMasterList *) curGraphNode);
break;
case GRAPH_NODE_TYPE_LEVEL_OF_DETAIL:
geo_process_level_of_detail((struct GraphNodeLevelOfDetail *) curGraphNode);
break;
case GRAPH_NODE_TYPE_SWITCH_CASE:
geo_process_switch((struct GraphNodeSwitchCase *) curGraphNode);
break;
case GRAPH_NODE_TYPE_CAMERA:
geo_process_camera((struct GraphNodeCamera *) curGraphNode);
break;
case GRAPH_NODE_TYPE_TRANSLATION_ROTATION:
geo_process_translation_rotation(
(struct GraphNodeTranslationRotation *) curGraphNode);
break;
case GRAPH_NODE_TYPE_TRANSLATION:
geo_process_translation((struct GraphNodeTranslation *) curGraphNode);
break;
case GRAPH_NODE_TYPE_ROTATION:
geo_process_rotation((struct GraphNodeRotation *) curGraphNode);
break;
case GRAPH_NODE_TYPE_OBJECT:
geo_process_object((struct Object *) curGraphNode);
break;
case GRAPH_NODE_TYPE_ANIMATED_PART:
geo_process_animated_part((struct GraphNodeAnimatedPart *) curGraphNode);
break;
case GRAPH_NODE_TYPE_BILLBOARD:
geo_process_billboard((struct GraphNodeBillboard *) curGraphNode);
break;
case GRAPH_NODE_TYPE_DISPLAY_LIST:
geo_process_display_list((struct GraphNodeDisplayList *) curGraphNode);
break;
case GRAPH_NODE_TYPE_SCALE:
geo_process_scale((struct GraphNodeScale *) curGraphNode);
break;
case GRAPH_NODE_TYPE_SHADOW:
geo_process_shadow((struct GraphNodeShadow *) curGraphNode);
break;
case GRAPH_NODE_TYPE_OBJECT_PARENT:
geo_process_object_parent((struct GraphNodeObjectParent *) curGraphNode);
break;
case GRAPH_NODE_TYPE_GENERATED_LIST:
geo_process_generated_list((struct GraphNodeGenerated *) curGraphNode);
break;
case GRAPH_NODE_TYPE_BACKGROUND:
geo_process_background((struct GraphNodeBackground *) curGraphNode);
break;
case GRAPH_NODE_TYPE_HELD_OBJ:
geo_process_held_object((struct GraphNodeHeldObject *) curGraphNode);
break;
case GRAPH_NODE_TYPE_BONE:
geo_process_bone((struct GraphNodeBone *) curGraphNode);
break;
default:
geo_try_process_children((struct GraphNode *) curGraphNode);
break;
}
}
} else {
if (curGraphNode->type == GRAPH_NODE_TYPE_OBJECT) {
((struct GraphNodeObject *) curGraphNode)->throwMatrix = NULL;
}
}
} while (iterateChildren && (curGraphNode = curGraphNode->next) != firstNode);
}
/**
* Process a root node. This is the entry point for processing the scene graph.
* The root node itself sets up the viewport, then all its children are processed
* to set up the projection and draw display lists.
*/
void geo_process_root(struct GraphNodeRoot *node, Vp *b, Vp *c, s32 clearColor) {
#if PUPPYPRINT_DEBUG
OSTime first = osGetTime();
#endif
if (node->node.flags & GRAPH_RENDER_ACTIVE) {
Mtx *initialMatrix;
Vp *viewport = alloc_display_list(sizeof(*viewport));
gDisplayListHeap = alloc_only_pool_init(main_pool_available() - sizeof(struct AllocOnlyPool), MEMORY_POOL_LEFT);
initialMatrix = alloc_display_list(sizeof(*initialMatrix));
gMatStackIndex = 0;
gCurAnimType = 0;
vec3s_set(viewport->vp.vtrans, node->x * 4, node->y * 4, 511);
vec3s_set(viewport->vp.vscale, node->width * 4, node->height * 4, 511);
if (b != NULL) {
clear_frame_buffer(clearColor);
make_viewport_clip_rect(b);
*viewport = *b;
}
else if (c != NULL) {
clear_frame_buffer(clearColor);
make_viewport_clip_rect(c);
}
mtxf_identity(gMatStack[gMatStackIndex]);
mtxf_to_mtx(initialMatrix, gMatStack[gMatStackIndex]);
gMatStackFixed[gMatStackIndex] = initialMatrix;
gSPViewport(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(viewport));
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(gMatStackFixed[gMatStackIndex]),
(G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH));
gCurGraphNodeRoot = node;
if (node->node.children != NULL) {
geo_process_node_and_siblings(node->node.children);
}
gCurGraphNodeRoot = NULL;
if (gShowDebugText) {
print_text_fmt_int(180, 36, "MEM %d", gDisplayListHeap->totalSpace - gDisplayListHeap->usedSpace);
}
main_pool_free(gDisplayListHeap);
}
#if PUPPYPRINT_DEBUG
profiler_update(graphTime, first);
#endif
}