makeverts.c
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/*---------------------------------------------------------------------*
Copyright (C) 1997 Nintendo. (Originated by SGI)
$RCSfile: makeverts.c,v $
$Revision: 1.1.1.1 $
$Date: 2002/05/02 03:27:18 $
*---------------------------------------------------------------------*/
/*
* makeverts.c -- Make verticies (and vertex lists)
* for warping cube into sphere
*
* After makestuff() is called, there will be VCNT verticies in
* vcube[] and in vsphere[].
* The display list mtglist[] contains the commands to draw the appropriate
* triangles when the verticies are transferred (usually after a morph)
* to the rsp_dynamic.mvlist array. The order of the verticies must be
* preserved when moving them to this array.
*
* Scale: The cube is 2000 x 2000 currently, giving the sphere a radius
* of 1000. The center of both is at (0,0,0).
* The radius of the sphere is made larger if BIGSPHERE is #define'd
* in morphdemo.h
*/
#include "morphdemo.h"
/*
* Array containing entire texture w/all mipmap levels
*
* texture[i], where i is even, is a 33x33 top-level tile.
* texture[i+1] contains the lower level mipmaps for texture[i].
* texture[i] and the part of texture[i+1] which is used are loaded in
* by a single load block command. They form a Tmem image for a given
* tile+mipmaps, and thus must be pre-swizzled.
* The 2nd dimension of the array is actually 33*36 because of padding at
* the ends of the rows required by the swizzling.
* Not all of texture[i+1] is used -- the rest is just wasted space.
* A more efficient program would avoid this wasted space.
*/
extern unsigned short texture[98][1188]; /* Mario, or batman */
/* NVE is the number of verticies along an edge of the cube
* An odd number works best
*/
/* Moved to morphdemo.h: #define NVE 5 */
/* We do not share verticies from different faces, to provide the opportunity
* to color or texture the faces differently
*
* VCNT = # of different verticies
*/
/* Moved to morphdemo.h: #define VCNT (NVE*NVE*7) */
/*
* TCNTE = # of different triangles on an edge
*/
#define TCNTE ((NVE-1)*(NVE-1)*2)
Vtx vcube[VCNT];
Vtx vsphere[VCNT];
/*
* We assume that the sphere "touches" the cube at the center points of
* each face -- ie, the sphere radius equals 1/2 the cube edge length.
* If this value is too small, problems will result from the quantization
* due to the storage of the values as integers
*/
#define R 1000
/*
* Texturing info
* If we do texturing (DOTEX is defined), we assume that the texture is
* 225 x 225 and that NVE is set to 8.
* DOTEX is set in morphdemo.h
*/
#define TEXF 0 /* Face which has texture */
/* Verticies of a single face */
static int vfacex[NVE*NVE];
static int vfacey[NVE*NVE];
static int vfaces[NVE*NVE];
static int vfacet[NVE*NVE];
/* Declare size to be big to be safe */
#define MTGLISTSIZE (TCNTE*6*30)
Gfx mtglist[MTGLISTSIZE]; /* Morph triangle graphics display list */
/* Prototypes for functions in this file */
static void makecube(void);
static void makesphere(void);
/* Externals */
extern dynamic_stuff rsp_dynamic; /* RSP-Addressable version of dynamic DL */
void makestuff() {
makecube(); /* Cube verticies, plus the (common) list of verticies */
makesphere(); /* Sphere verticies, computed from cube verticies */
} /* makestuff */
/*
* make the cube, and the triangle list
*/
static void makecube() {
int ix, iy, i, j, f, tri, fb, v, nextload, mml, taddr, twidth, twidth64;
float Rfloat, rdv;
Gfx *l;
Gfx *l2;
/* Compute offset value */
Rfloat = R;
rdv = 2.0 * Rfloat / (NVE-1);
/* First make verticies for a single face, setting only X and Y and
* texture coordinates */
for (iy=0; iy<NVE; iy++) {
for (ix=0; ix<NVE; ix++) {
vfacex[ix+NVE*iy] = ((float)ix) * rdv - Rfloat;
vfacey[ix+NVE*iy] = ((float)iy) * rdv - Rfloat;
vfaces[ix+NVE*iy] = (32*2*ix) << 5; /* S10.5 format,coords*2 */
/* t is texel 32 for iy odd, texel 0 for iy even */
vfacet[ix+NVE*iy] = (32*2*iy) << 5; /* S10.5 format,coords*2 */
}
}
/*
* Replicate the single face, adjusting appropriately
*/
for (v = 0; v < NVE*NVE; v++) {
vcube[v].v.ob[0] = vfacex[v];
vcube[v].v.ob[1] = vfacey[v];
vcube[v].v.ob[2] = R;
#ifdef DO_LIGHTING
vcube[v].v.cn[0] = 0; vcube[v].v.cn[1] = 0;
vcube[v].v.cn[2] = 127;
#else
vcube[v].v.cn[0] = 0xff; vcube[v].v.cn[1] = 0x0; vcube[v].v.cn[2] = 0x0;
#endif
vcube[v].v.cn[3] = 0xff; /* Alpha */
vcube[v].v.tc[0] = vfaces[v];
vcube[v].v.tc[1] = vfacet[v];
}
fb = NVE*NVE; /* fb = "face base" */
for (v = 0; v < NVE*NVE; v++) {
vcube[fb+v].v.ob[0] = vfacex[v];
vcube[fb+v].v.ob[1] = vfacey[v];
vcube[fb+v].v.ob[2] = -R;
#ifdef DO_LIGHTING
vcube[fb+v].v.cn[0] = 0; vcube[fb+v].v.cn[1] = 0;
vcube[fb+v].v.cn[2] = -128;
#else
vcube[fb+v].v.cn[0]=0xff;vcube[fb+v].v.cn[1]=0x0;vcube[fb+v].v.cn[2] = 0x0;
#endif
vcube[fb+v].v.cn[3] = 0xff; /* Alpha */
vcube[fb+v].v.tc[0] = vfaces[v];
vcube[fb+v].v.tc[1] = vfacet[v];
}
fb = NVE*NVE*2;
for (v = 0; v < NVE*NVE; v++) {
vcube[fb+v].v.ob[0] = vfacex[v];
vcube[fb+v].v.ob[1] = R;
vcube[fb+v].v.ob[2] = vfacey[v];
#ifdef DO_LIGHTING
vcube[fb+v].v.cn[0] = 0; vcube[fb+v].v.cn[1] = 127;
vcube[fb+v].v.cn[2] = 0;
#else
vcube[fb+v].v.cn[0]=0x0;vcube[fb+v].v.cn[1]=0xff;vcube[fb+v].v.cn[2] = 0x0;
#endif
vcube[fb+v].v.cn[3] = 0xff; /* Alpha */
vcube[fb+v].v.tc[0] = vfaces[v];
vcube[fb+v].v.tc[1] = vfacet[v];
}
fb = NVE*NVE*3;
for (v = 0; v < NVE*NVE; v++) {
vcube[fb+v].v.ob[0] = vfacex[v];
vcube[fb+v].v.ob[1] = -R;
vcube[fb+v].v.ob[2] = vfacey[v];
#ifdef DO_LIGHTING
vcube[fb+v].v.cn[0] = 0; vcube[fb+v].v.cn[1] = -128;
vcube[fb+v].v.cn[2] = 0;
#else
vcube[fb+v].v.cn[0]=0x0;vcube[fb+v].v.cn[1]=0xff;vcube[fb+v].v.cn[2] = 0x0;
#endif
vcube[fb+v].v.cn[3] = 0xff; /* Alpha */
vcube[fb+v].v.tc[0] = vfaces[v];
vcube[fb+v].v.tc[1] = vfacet[v];
}
fb = NVE*NVE*4;
for (v = 0; v < NVE*NVE; v++) {
vcube[fb+v].v.ob[0] = R;
vcube[fb+v].v.ob[1] = vfacex[v];
vcube[fb+v].v.ob[2] = vfacey[v];
#ifdef DO_LIGHTING
vcube[fb+v].v.cn[0] = 127; vcube[fb+v].v.cn[1] = 0;
vcube[fb+v].v.cn[2] = 0;
#else
vcube[fb+v].v.cn[0]=0x0;vcube[fb+v].v.cn[1]=0x0;vcube[fb+v].v.cn[2] = 0xff;
#endif
vcube[fb+v].v.cn[3] = 0xff; /* Alpha */
vcube[fb+v].v.tc[0] = vfaces[v];
vcube[fb+v].v.tc[1] = vfacet[v];
}
fb = NVE*NVE*5;
for (v = 0; v < NVE*NVE; v++) {
vcube[fb+v].v.ob[0] = -R;
vcube[fb+v].v.ob[1] = vfacex[v];
vcube[fb+v].v.ob[2] = vfacey[v];
#ifdef DO_LIGHTING
vcube[fb+v].v.cn[0] = -128; vcube[fb+v].v.cn[1] = 0;
vcube[fb+v].v.cn[2] = 0;
#else
vcube[fb+v].v.cn[0]=0x0;vcube[fb+v].v.cn[1]=0x0;vcube[fb+v].v.cn[2] = 0xff;
#endif
vcube[fb+v].v.cn[3] = 0xff; /* Alpha */
vcube[fb+v].v.tc[0] = vfaces[v];
vcube[fb+v].v.tc[1] = vfacet[v];
}
/*
* This code loads two rows of verticies at a time. One of them
* starts at RSP vertex 0, and the 2nd one at RSP vertex 8.
* Because of this, it won't work for more than 8 verticies on a
* cube edge.
*/
#ifdef DEBUG
if (NVE > 8) {
osSyncPrintf("Uh-oh. This part of code won't work for that\n");
}
#endif
l = &(mtglist[0]);
#ifdef DOMM
gSPTexture(l++, 0x8000, 0x8000, 5, 0, G_ON);
#else
gSPTexture(l++, 0x8000, 0x8000, 0, 0, G_ON);
#endif
for (f=0; f<6; f++) { /* Each face */
fb = NVE*NVE*f; /* 1st vertex for this face */
gSPVertex(l++, &(rsp_dynamic.mvlist[fb]), NVE, 0); /* top row of verts */
nextload = 8;
for (i=0; i<NVE-1; i++) { /* loop over rows */
gSPVertex(l++, &(rsp_dynamic.mvlist[fb+NVE*(i+1)]), NVE, nextload);
for (j=0; j<NVE-1; j++) { /* loop throught columns */
#ifdef DOTEX
/*
* The following code is essentially doing a custom version of
* a gDPLoadTextureBlock, where the texture is pre-swizzled.
* If we're doing mipmapping, then all levels of mipmap are
* loaded with one gDPLoadBlock command.
*
* Performance note: We render the faces one at a time, which means
* that since the texture on all faces is the same, we
* load all of the texture tiles 6 times. It would
* probably be better to load each tile once, and rendering it
* for all six faces. We would loose some efficiency in the vertex
* loads as a result, but the tradeoff would probably be favorable.
*/
/* Tell RDP where to load from RDRAM, plus texture size & width */
gDPSetTextureImage(l++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1,
K0_TO_PHYS(&(texture[(j+i*(NVE-1))*2][0])));
/* Tell RDP where to put texture in Tmem, ignore other stuff */
gDPSetTile(l++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0 /* line size */,
0, /* tmem addr */
0, /* tile # */
0, 0, 0, 0, 0, 0, 0); /* misc -- set later */
gDPLoadSync(l++); /* Make sure previous tex lookups are done */
/* Do the actual load. Count takes account of row pads to 64 bits.
* Set DxT to zero to prevent 'automatic' swizzling, since we've
* done it ourselves already */
#ifdef DOMM
gDPLoadBlock(l++, 0 /* tile # */, 0, 0,
33*36 + 17*20 + 9*12 + 5*8 + 3*4 + 2*4 -1,/* TxCnt-1 */
0);
#else
gDPLoadBlock(l++, 0 /* tile # */, 0, 0,
33*36 - 1, /* TxCnt-1 */
0);
#endif
/* Set tile parameters correctly for texturing */
/* This is the top-level tile */
gDPSetTile(l++, G_IM_FMT_RGBA, G_IM_SIZ_16b,
(32 >> 2)+1, /* Line size, in 64-bit words */
0, 0, 0, /* Tmem addr, tile #, palette--N/A) */
0, G_TX_NOMASK, G_TX_NOLOD, /* s: clamp/mirr, mask, shift */
0, G_TX_NOMASK, G_TX_NOLOD /* t: clamp/mirr, mask, shift */
);
/* Indicate what upper left and lower right (s,t) for tile are */
gDPSetTileSize(l++, 0, (j*32)<<2, (i*32)<<2,
((j+1)*32)<<2, ((i+1)*32)<<2); /* 10.2 format */
#ifdef DOMM
taddr = 33*36 >> 2;
/* Loop through mip-map levels */
for (mml = 1; mml<6; mml++) {
/* Probably could pull this command out of vertex loop */
gDPSetTile(l++, G_IM_FMT_RGBA, G_IM_SIZ_16b,
(((32 >> mml)+1) + 3)>>2, /* Line size,in 64-bit words*/
taddr, /* Tmem addr */
mml, 0, /* Tile #, palette--N/A) */
0, G_TX_NOMASK, mml, /* s: cl/mirr, mask, shift */
0, G_TX_NOMASK, mml /* t: cl/mirr, mask, shift */
);
/* Calculate address for next one */
twidth = (32 >> mml)+1; /* width and height in texels */
twidth64 = (twidth+3) >> 2; /* width in 64-bit chunks */
taddr += twidth64*twidth; /* width64 * height */
/* Indicate what upper left and lower right (s,t) for tile are */
gDPSetTileSize(l++, mml, ((j*32)<<2)>>mml, ((i*32)<<2)>>mml,
(((j+1)*32)<<2)>>mml,
(((i+1)*32)<<2)>>mml); /* 10.2 format */
}
#endif
#endif
/* Need to get vertex order right for front vs. rear facing polys */
if ((f==1) || (f==2) || (f==5)) {
/* correct order for faces 1, 2, 5 */
if (nextload == 8) {
gSP1Triangle(l++, j, j+8, j+8+1, 0);
gSP1Triangle(l++, j, j+8+1, j+1, 0);
} else {
gSP1Triangle(l++, j+8, j, j+1, 0);
gSP1Triangle(l++, j+8, j+1, j+9, 0);
}
} else {
/* correct order for faces 0, 3, 4 */
if (nextload == 8) {
gSP1Triangle(l++, j, j+8+1, j+8, 0);
gSP1Triangle(l++, j, j+1, j+8+1, 0);
} else {
gSP1Triangle(l++, j+8, j+1, j, 0);
gSP1Triangle(l++, j+8, j+9, j+1, 0);
}
}
}
nextload ^= 8;
}
}
gSPEndDisplayList(l++);
#ifdef DEBUG
if (l > mtglist+MTGLISTSIZE) { /* does this work?? */
osSyncPrintf("Uh-Oh -- overflowed mtglist\n");
}
#endif
} /* makecube */
/*
* makesphere -- generate sphere verticies from cube verticies
*/
static void makesphere(void) {
int i;
float x, y, z, d;
signed char xc, yc, zc;
for (i=0; i<VCNT; i++) {
x = vcube[i].v.ob[0];
y = vcube[i].v.ob[1];
z = vcube[i].v.ob[2];
d = sqrtf(x*x + y*y + z*z);
#ifdef BIGSPHERE
vsphere[i].v.ob[0] = x/d * R * 1.7320;
vsphere[i].v.ob[1] = y/d * R * 1.7320;
vsphere[i].v.ob[2] = z/d * R * 1.7320;
#else
vsphere[i].v.ob[0] = x/d * R;
vsphere[i].v.ob[1] = y/d * R;
vsphere[i].v.ob[2] = z/d * R;
#endif
#ifdef DO_LIGHTING
/* Normals */
vsphere[i].n.n[0] = x/d * 127;
vsphere[i].n.n[1] = y/d * 127;
vsphere[i].n.n[2] = z/d * 127;
vsphere[i].n.a = 0xff; /* Alpha */
#else
/* Color = white */
vsphere[i].v.cn[0] = 0x80;
vsphere[i].v.cn[1] = 0x80;
vsphere[i].v.cn[2] = 0x00;
vsphere[i].v.cn[3] = 0xff; /* Alpha */
#endif
}
}