Files
Microtransactions64/src/game/debug_box.c
arthurtilly 9fc928ed70 Remove OBJECTS_REJ and clean up core render func (By Fazana) (#735)
* crowd pleaser

* Fix debug boxes

* fix comments

* renamed temp graphics head to be consistent

---------

Co-authored-by: Fazana <52551480+FazanaJ@users.noreply.github.com>
2023-12-15 08:48:32 -05:00

504 lines
17 KiB
C

#include <ultra64.h>
/**
* @file debug_box.c
* Draws 3D boxes for debugging purposes
* Originally written by Synray, modified by Fazana.
*
* How to use:
*
* Just call debug_box() whenever you want to draw one!
*
* debug_box by default takes two arguments: a center and bounds vec3f.
* This will draw a box starting from the point (center - bounds) to (center + bounds).
*
* Use debug_box_rot to draw a box rotated in the xz-plane.
*
* If you want to draw a box by specifying min and max points, use debug_box_pos() instead.
*/
#include "sm64.h"
#include "game/game_init.h"
#include "game/geo_misc.h"
#include "engine/math_util.h"
#include "engine/colors.h"
#include "area.h"
#include "level_update.h"
#include "print.h"
#include "engine/surface_collision.h"
#include "engine/surface_load.h"
#include "object_list_processor.h"
#include "behavior_data.h"
#include "debug_box.h"
#ifdef VISUAL_DEBUG
Vtx debug_box_mesh[32] = {
{{{ 0, 0, -100}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ 50, 100, -87}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ 50, 0, -87}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ 0, 100, -100}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ -50, 0, -87}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ -50, 100, -87}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ -87, 0, -50}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ -87, 100, -50}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ -100, 0, 0}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ -100, 100, 0}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ -87, 0, 50}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ -87, 100, 50}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ -50, 0, 87}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ -50, 100, 87}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ 0, 0, 100}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ 0, 100, 100}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ 50, 0, 87}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ 50, 100, 87}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ 87, 0, 50}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ 87, 100, 50}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ 100, 0, 0}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ 100, 100, 0}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ 87, 0, -50}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ 87, 100, -50}, 0, ST_B( 0, 32), {0x00, 0x00, 0x00, 0xFF}}},
{{{ -100, 0, 100}, 0, ST_B( 0, 32), {0xFF, 0xFF, 0xFF, 0xFF}}},
{{{ -100, 100, 100}, 0, ST_B( 0, 32), {0xFF, 0xFF, 0xFF, 0xFF}}},
{{{ -100, 100, -100}, 0, ST_B( 0, 32), {0xFF, 0xFF, 0xFF, 0xFF}}},
{{{ 100, 0, 100}, 0, ST_B( 0, 32), {0xFF, 0xFF, 0xFF, 0xFF}}},
{{{ -100, 0, -100}, 0, ST_B( 0, 32), {0xFF, 0xFF, 0xFF, 0xFF}}},
{{{ 100, 100, -100}, 0, ST_B( 0, 32), {0xFF, 0xFF, 0xFF, 0xFF}}},
{{{ 100, 100, 100}, 0, ST_B( 0, 32), {0xFF, 0xFF, 0xFF, 0xFF}}},
{{{ 100, 0, -100}, 0, ST_B( 0, 32), {0xFF, 0xFF, 0xFF, 0xFF}}},
};
Gfx dl_debug_box_verts[] = {
gsSPVertex(debug_box_mesh, 32, 0),
gsSP2Triangles(24, 25, 26, 0, 27, 25, 24, 0),
gsSP2Triangles(28, 27, 24, 0, 24, 26, 28, 0),
gsSP2Triangles(28, 26, 29, 0, 29, 26, 25, 0),
gsSP2Triangles(29, 25, 30, 0, 27, 30, 25, 0),
gsSP2Triangles(31, 30, 27, 0, 28, 31, 27, 0),
gsSP2Triangles(28, 29, 31, 0, 31, 29, 30, 0),
gsSPEndDisplayList(),
};
Gfx dl_debug_cylinder_verts[] = {
gsSPVertex(debug_box_mesh, 24, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
gsSP2Triangles( 4, 3, 0, 0x0, 4, 5, 3, 0x0),
gsSP2Triangles( 6, 5, 4, 0x0, 6, 7, 5, 0x0),
gsSP2Triangles( 8, 7, 6, 0x0, 8, 9, 7, 0x0),
gsSP2Triangles(10, 9, 8, 0x0, 10, 11, 9, 0x0),
gsSP2Triangles(12, 11, 10, 0x0, 12, 13, 11, 0x0),
gsSP2Triangles(14, 13, 12, 0x0, 14, 15, 13, 0x0),
gsSP2Triangles(16, 15, 14, 0x0, 16, 17, 15, 0x0),
gsSP2Triangles(18, 17, 16, 0x0, 18, 19, 17, 0x0),
gsSP2Triangles(20, 19, 18, 0x0, 20, 21, 19, 0x0),
gsSP2Triangles(22, 21, 20, 0x0, 22, 23, 21, 0x0),
gsSP2Triangles( 2, 23, 22, 0x0, 2, 1, 23, 0x0),
gsSP2Triangles(23, 1, 3, 0x0, 23, 3, 7, 0x0),
gsSP2Triangles( 3, 5, 7, 0x0, 7, 15, 23, 0x0),
gsSP2Triangles( 7, 11, 15, 0x0, 7, 9, 11, 0x0),
gsSP2Triangles(11, 13, 15, 0x0, 15, 17, 19, 0x0),
gsSP2Triangles(15, 19, 23, 0x0, 19, 21, 23, 0x0),
gsSPEndDisplayList(),
};
u8 hitboxView = FALSE;
u8 surfaceView = FALSE;
/**
* Internal struct containing box info
*/
struct DebugBox {
u32 color;
Vec3s center;
Vec3s bounds;
s16 yaw;
u8 type;
};
struct DebugVert {
Vec3s pos;
Vec3f normal;
};
struct DebugBox sBoxes[MAX_DEBUG_BOXES];
s16 sNumBoxes = 0;
extern Mat4 gMatStack[32]; // XXX: Hack
/**
* The debug boxes' default transparency
*/
#define DBG_BOX_ALPHA 0x7F
/**
* The debug boxes' default color. sCurBoxColor is reset to this every frame.
*/
#define DBG_BOX_DEF_COLOR 0xFF000000
/**
* The color that new boxes will be drawn with.
*/
u32 sCurBoxColor = DBG_BOX_DEF_COLOR | DBG_BOX_ALPHA;
/**
* The allocated size of a rotated box's dl
*/
#define DBG_BOX_DLSIZE ((s32)((6 * sizeof(Gfx)) + (8 * sizeof(Vtx))))
/**
* Sets up the RCP for drawing the boxes
*/
static const Gfx dl_debug_box_begin[] = {
gsDPPipeSync(),
gsDPSetRenderMode(G_RM_ZB_XLU_SURF, G_RM_NOOP2),
gsSPClearGeometryMode(G_CULL_BACK),
gsSPSetGeometryMode(G_ZBUFFER),
gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_OFF),
gsDPSetCombineLERP(0, 0, 0, ENVIRONMENT, 0, 0, 0, ENVIRONMENT, 0, 0, 0, ENVIRONMENT, 0, 0, 0, ENVIRONMENT),
gsSPEndDisplayList(),
};
static const Gfx dl_visual_surface[] = {
gsDPPipeSync(),
gsDPSetRenderMode(G_RM_ZB_XLU_DECAL, G_RM_NOOP2),
gsSPClearGeometryMode(G_LIGHTING),
gsSPSetGeometryMode(G_ZBUFFER),
gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_OFF),
gsSPEndDisplayList(),
};
static const Gfx dl_debug_box_end[] = {
gsDPPipeSync(),
gsDPSetRenderMode(G_RM_OPA_SURF, G_RM_OPA_SURF2),
gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK),
gsSPClearGeometryMode(G_ZBUFFER),
gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_OFF),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsDPSetEnvColor(0xFF, 0xFF, 0xFF, 0xFF),
gsSPEndDisplayList(),
};
u8 viewCycle = 0;
// Puppyprint will call this from elsewhere.
void debug_box_input(void) {
if (gPlayer1Controller->buttonPressed & R_JPAD) {
viewCycle++;
if (viewCycle > 3) {
viewCycle = 0;
}
hitboxView = viewCycle == 1 || viewCycle == 3;
surfaceView = viewCycle == 2 || viewCycle == 3;
}
}
s16 gVisualSurfaceCount;
s32 gVisualOffset;
extern s32 gSurfaceNodesAllocated;
extern s32 gSurfacesAllocated;
void iterate_surfaces_visual(s32 x, s32 z, Vtx *verts) {
struct SurfaceNode *node;
struct Surface *surf;
s32 i = 0;
ColorRGB col = COLOR_RGB_RED;
if (is_outside_level_bounds(x, z)) return;
s32 cellX = GET_CELL_COORD(x);
s32 cellZ = GET_CELL_COORD(z);
for (i = 0; i < (2 * NUM_SPATIAL_PARTITIONS); i++) {
switch (i) {
case 0: node = gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WALLS ].next; colorRGB_copy(col, (ColorRGB)COLOR_RGB_GREEN ); break;
case 1: node = gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WALLS ].next; colorRGB_copy(col, (ColorRGB)COLOR_RGB_GREEN ); break;
case 2: node = gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_FLOORS].next; colorRGB_copy(col, (ColorRGB)COLOR_RGB_BLUE ); break;
case 3: node = gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_FLOORS].next; colorRGB_copy(col, (ColorRGB)COLOR_RGB_BLUE ); break;
case 4: node = gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_CEILS ].next; colorRGB_copy(col, (ColorRGB)COLOR_RGB_RED ); break;
case 5: node = gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_CEILS ].next; colorRGB_copy(col, (ColorRGB)COLOR_RGB_RED ); break;
case 6: node = gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WATER ].next; colorRGB_copy(col, (ColorRGB)COLOR_RGB_YELLOW); break;
case 7: node = gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WATER ].next; colorRGB_copy(col, (ColorRGB)COLOR_RGB_YELLOW); break;
}
while (node != NULL) {
surf = node->surface;
node = node->next;
if (SURFACE_IS_INSTANT_WARP(surf->type)) {
make_vertex(verts, (gVisualSurfaceCount + 0), surf->vertex1[0], surf->vertex1[1], surf->vertex1[2], 0, 0, 0xFF, 0xA0, 0x00, 0x80);
make_vertex(verts, (gVisualSurfaceCount + 1), surf->vertex2[0], surf->vertex2[1], surf->vertex2[2], 0, 0, 0xFF, 0xA0, 0x00, 0x80);
make_vertex(verts, (gVisualSurfaceCount + 2), surf->vertex3[0], surf->vertex3[1], surf->vertex3[2], 0, 0, 0xFF, 0xA0, 0x00, 0x80);
} else {
make_vertex(verts, (gVisualSurfaceCount + 0), surf->vertex1[0], surf->vertex1[1], surf->vertex1[2], 0, 0, col[0], col[1], col[2], 0x80);
make_vertex(verts, (gVisualSurfaceCount + 1), surf->vertex2[0], surf->vertex2[1], surf->vertex2[2], 0, 0, col[0], col[1], col[2], 0x80);
make_vertex(verts, (gVisualSurfaceCount + 2), surf->vertex3[0], surf->vertex3[1], surf->vertex3[2], 0, 0, col[0], col[1], col[2], 0x80);
}
gVisualSurfaceCount += 3;
}
}
}
void iterate_surfaces_envbox(Vtx *verts) {
TerrainData *p = gEnvironmentRegions;
ColorRGB col = COLOR_RGB_YELLOW;
s32 i = 0;
if (p != NULL) {
s32 numRegions = *p++;
for (i = 0; i < numRegions; i++) {
make_vertex(verts, (gVisualSurfaceCount + 0), p[1], p[5], p[2], 0, 0, col[0], col[1], col[2], 0x80);
make_vertex(verts, (gVisualSurfaceCount + 1), p[1], p[5], p[4], 0, 0, col[0], col[1], col[2], 0x80);
make_vertex(verts, (gVisualSurfaceCount + 2), p[3], p[5], p[2], 0, 0, col[0], col[1], col[2], 0x80);
make_vertex(verts, (gVisualSurfaceCount + 3), p[3], p[5], p[2], 0, 0, col[0], col[1], col[2], 0x80);
make_vertex(verts, (gVisualSurfaceCount + 4), p[1], p[5], p[4], 0, 0, col[0], col[1], col[2], 0x80);
make_vertex(verts, (gVisualSurfaceCount + 5), p[3], p[5], p[4], 0, 0, col[0], col[1], col[2], 0x80);
gVisualSurfaceCount += 6;
gVisualOffset += 6;
p += 6;
}
}
}
// VERTCOUNT = The highest number divisible by 6, which is less than the maximum vertex buffer divided by 2.
#define VERTCOUNT 30
void visual_surface_display(Gfx **gfx, Vtx *verts, s32 iteration) {
s32 vts = (iteration ? gVisualOffset : gVisualSurfaceCount);
s32 vtl = 0;
s32 count = VERTCOUNT;
s32 ntx = 0;
while (vts > 0) {
if (count == VERTCOUNT) {
ntx = MIN(VERTCOUNT, vts);
gSPVertex((*gfx)++, VIRTUAL_TO_PHYSICAL(verts + (gVisualSurfaceCount - vts)), ntx, 0);
count = 0;
vtl = VERTCOUNT;
}
if (vtl >= 6) {
gSP2Triangles((*gfx)++, (count + 0),
(count + 1),
(count + 2), 0x0,
(count + 3),
(count + 4),
(count + 5), 0x0);
vts -= 6;
vtl -= 6;
count += 6;
} else if (vtl >= 3) {
gSP1Triangle((*gfx)++, (count + 0),
(count + 1),
(count + 2), 0x0);
vts -= 3;
vtl -= 3;
count += 3;
}
}
}
s32 iterate_surface_count(s32 x, s32 z) {
struct SurfaceNode *node;
s32 i = 0;
s32 j = 0;
TerrainData *p = gEnvironmentRegions;
s32 numRegions;
if (is_outside_level_bounds(x, z)) return 0;
s32 cellX = GET_CELL_COORD(x);
s32 cellZ = GET_CELL_COORD(z);
for (i = 0; i < (2 * NUM_SPATIAL_PARTITIONS); i++) {
switch (i) {
case 0: node = gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WALLS ].next; break;
case 1: node = gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WALLS ].next; break;
case 2: node = gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_FLOORS].next; break;
case 3: node = gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_FLOORS].next; break;
case 4: node = gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_CEILS ].next; break;
case 5: node = gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_CEILS ].next; break;
case 6: node = gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WATER ].next; break;
case 7: node = gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WATER ].next; break;
}
while (node != NULL) {
node = node->next;
j++;
}
}
if (p != NULL) {
numRegions = *p++;
j += (numRegions * 6);
}
return j;
}
void visual_surface_loop(Gfx **gfx) {
if (!gSurfaceNodesAllocated
|| !gSurfacesAllocated
|| !gMarioState->marioObj) {
return;
}
Vtx *verts = alloc_display_list((iterate_surface_count(gMarioState->pos[0], gMarioState->pos[2]) * 3) * sizeof(Vtx));
gVisualSurfaceCount = 0;
gVisualOffset = 0;
if (verts == NULL) {
return;
}
gSPDisplayList((*gfx)++, dl_visual_surface);
iterate_surfaces_visual(gMarioState->pos[0], gMarioState->pos[2], verts);
visual_surface_display(gfx, verts, 0);
gDPPipeSync((*gfx)++);
iterate_surfaces_envbox(verts);
gDPSetRenderMode((*gfx)++, G_RM_ZB_XLU_SURF, G_RM_NOOP2);
visual_surface_display(gfx, verts, 1);
gSPDisplayList((*gfx)++, dl_debug_box_end);
}
/**
* Adds a box to the list to be rendered this frame.
*
* If there are already MAX_DEBUG_BOXES boxes, does nothing.
*/
static void append_debug_box(Vec3f center, Vec3f bounds, s16 yaw, s32 type) {
if (hitboxView) {
if (sNumBoxes >= MAX_DEBUG_BOXES) return;
vec3f_to_vec3s(sBoxes[sNumBoxes].center, center);
vec3f_to_vec3s(sBoxes[sNumBoxes].bounds, bounds);
sBoxes[sNumBoxes].yaw = yaw;
sBoxes[sNumBoxes].color = sCurBoxColor;
sBoxes[sNumBoxes].type = type;
++sNumBoxes;
}
}
/**
* Draw new boxes with the given color.
* Color format is 32-bit RGBA.
* If the alpha component is zero, DBG_BOX_ALPHA (0x7f) will be used instead.
* Ex: 0xFF000000 becomes 0xFF00007F
*/
void debug_box_color(u32 color) {
if ((color & 0xFF) == 0) color |= (DBG_BOX_ALPHA);
sCurBoxColor = color;
}
/**
* Draws a debug box from (center - bounds) to (center + bounds)
* To draw a rotated box, use debug_box_rot()
*
* @see debug_box_rot()
*/
void debug_box(Vec3f center, Vec3f bounds, s32 type) {
append_debug_box(center, bounds, 0, type);
}
/**
* Draws a debug box from (center - bounds) to (center + bounds), rotating it by `yaw`
*/
void debug_box_rot(Vec3f center, Vec3f bounds, s16 yaw, s32 type) {
append_debug_box(center, bounds, yaw, type);
}
/**
* Draws a debug box from pMin to pMax
* To draw a rotated box this way, use debug_box_pos_rot()
*
* @see debug_box_pos_rot()
*/
void debug_box_pos(Vec3f pMin, Vec3f pMax, s32 type) {
debug_box_pos_rot(pMin, pMax, 0x0, type);
}
/**
* Draws a debug box from pMin to pMax, rotating it in the xz-plane by `yaw`
*/
void debug_box_pos_rot(Vec3f pMin, Vec3f pMax, s16 yaw, s32 type) {
Vec3f center, bounds;
bounds[0] = ((pMax[0] - pMin[0]) / 2.0f);
bounds[1] = ((pMax[1] - pMin[1]) / 2.0f);
bounds[2] = ((pMax[2] - pMin[2]) / 2.0f);
vec3f_sum(center, pMin, bounds);
append_debug_box(center, bounds, yaw, type);
}
static void render_box(Gfx **gfx, int index) {
struct DebugBox *box = &sBoxes[index];
s32 color = box->color;
Mat4 mtxFloat;
// Allocate the transformation matrix for this box
Mtx *mtx = alloc_display_list(sizeof(Mtx));
if (mtx == NULL) return;
// Calculate rotation matrix
guRotateF(mtxFloat, ((box->yaw / (f32)0x10000) * 360.0f), 0, 1.0f, 0);
// Apply scale to column vectors of matrix
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
mtxFloat[i][j] *= box->bounds[j] * 0.01f;
}
}
// Copy translation into matrix
for (int i = 0; i < 3; i++) {
mtxFloat[3][i] = box->center[i];
}
// Convert the matrix from floating-point to fixed-point
mtxf_to_mtx(mtx, mtxFloat);
// Load the calculated matrix
gSPMatrix((*gfx)++, mtx, G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
// Set env color to the color of this box
gDPSetColor((*gfx)++, G_SETENVCOLOR, color);
if (box->type & DEBUG_SHAPE_BOX) {
gSPDisplayList((*gfx)++, dl_debug_box_verts);
}
if (box->type & DEBUG_SHAPE_CYLINDER) {
gSPDisplayList((*gfx)++, dl_debug_cylinder_verts);
}
}
void render_debug_boxes(Gfx **gfx) {
s32 i;
debug_box_color(DBG_BOX_DEF_COLOR);
if (sNumBoxes == 0) return;
if (gAreaUpdateCounter < 3) return;
gSPDisplayList((*gfx)++, dl_debug_box_begin);
for (i = 0; i < sNumBoxes; ++i) {
render_box(gfx, i);
}
sNumBoxes = 0;
gSPDisplayList((*gfx)++, dl_debug_box_end);
}
#endif