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path: root/oldStuff/3dlib/treeki3d.cpp
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/* Treeki's 3D Library for Wii */

#include "3dlib/treeki3d.h"

namespace T3D {

const GXColor Black = {0,0,0,255};
const GXColor White = {255,255,255,255};

u32 HasBeenInited;

RenderInfo *RenderQueue;
int RenderQueuePos;

CameraInfo Camera;

tmdl_material *LastMaterial;


bool Init(bool test) {
	if (HasBeenInited == 'T3Df')
		return test;
	
	HasBeenInited = 'T3Df';
	
	OSReport("T3D Engine revision 1 -- created by Treeki\n");
	OSReport("Setting up the render queue for %d model(s).\n", OBJ_COUNT);
	
	RenderQueue = new RenderInfo[OBJ_COUNT];
	RenderQueuePos = 0;
	
	// Setup camera
	Camera.projection = GX_PERSPECTIVE;
	
	GXRenderModeObj *rm = Hook_GetGXRenderModeObj();
	f32 aspect = (f32)rm->viWidth / (f32)rm->viHeight;
	
	OSReport("Dump of GXRenderModeObj settings:\n");
	OSReport("viTVmode => %d; fbWidth => %d; efbHeight => %d; xfbHeight => %d\n", rm->viTVmode, rm->fbWidth, rm->efbHeight, rm->xfbHeight);
	OSReport("viXOrigin => %d; viYOrigin => %d; viWidth => %d; viHeight => %d\n", rm->viXOrigin, rm->viYOrigin, rm->viWidth, rm->viHeight);
	OSReport("xFBmode => %d; field_rendering => %d; aa => %d\n", rm->xFBmode, rm->field_rendering, rm->aa);
	
	OSReport("Calculated VI aspect: %f\n", aspect);
	
	MTXPerspective(Camera.projection_matrix, 45, aspect, 0.1f, 1800.0f);
	
	Point3d camPos = {0,0,-150};
	Vec camUp = {0,1,0};
	Point3d target = {0,0,0};
	MTXLookAt(Camera.view_matrix, &camPos, &camUp, &target);
	
	return test;
}

bool Model::bind(void *data, const char *mdlname) {
	ARCHandle arc;
	ARCFileInfo model_info, texture_info;
	tmdl_header *model = 0;
	TPLPalette *texture = 0;
	
	OSReport("[T3D] Loading model %s\n", mdlname);
	
	// obtain the files from the arc
	char model_name[64], texture_name[64];
	snprintf(model_name, 64, "t3d/mdl_%s.tmdl", mdlname);
	snprintf(texture_name, 64, "t3d/tex_%s.tpl", mdlname);
	
	if (!ARCInitHandle(data, &arc)) {
		OSReport("[T3D] CANNOT LOAD ARC!!\n");
		OSReport("ARCInitHandle returned false\n");
		return false;
	}
	
	if (ARCOpen(&arc, model_name, &model_info)) {
		model = (tmdl_header*)ARCGetStartAddrInMem(&model_info);
		ARCClose(&model_info);
	} else {
		OSReport("[T3D] CANNOT GET MODEL!!\n");
		OSReport("ARCOpen could not get %s\n", model_name);
		return false;
	}
	
	if (ARCOpen(&arc, texture_name, &texture_info)) {
		texture = (TPLPalette*)ARCGetStartAddrInMem(&texture_info);
		ARCClose(&texture_info);
	}
	
	// bind it
	if (model->version != 2) {
		OSReport("[T3D] INVALID VERSION!!\n");
		OSReport("this revision of T3D expects a v2 model file, not %d\n", model->version);
		return false;
	}
	
	if (texture) {
		TPLBind(texture);
	}
	
	// fix up every shape's GX arrays
	for (int shape_id = 0; shape_id < model->shape_count; shape_id++) {
		u32 shape_offset = *(u32*)((u32)model + sizeof(tmdl_header) + (4*shape_id));
		tmdl_shape *shape = (tmdl_shape*)((u32)model + shape_offset);
		
		void *pos_arr = (void*)((u32)model + shape->pos_arr_offset);
		void *nrm_arr = (void*)((u32)model + shape->nrm_arr_offset);
		void *uv_arr = (void*)((u32)model + shape->uv_arr_offset);
		
		DCStoreRangeNoSync(pos_arr, shape->pos_arr_size);
		DCStoreRangeNoSync(nrm_arr, shape->nrm_arr_size);
		DCStoreRangeNoSync(uv_arr, shape->uv_arr_size);
	}
	
	// done!
	this->model_res = model;
	this->texture_res = texture;
	
	return true;
}

void Model::addToDrawList(Mtx mtx) {
	RenderInfo *info = &RenderQueue[RenderQueuePos++];
	MTXCopy(mtx, info->matrix);
	info->model = this;
	
	if (RenderQueuePos > OBJ_COUNT) {
		OSReport("FATAL ERROR!!\n");
		OSReport("T3D object limit reached, render queue will overflow\n");
	}
}

void Model::draw(RenderInfo *info) {
	Mtx matrix;
	MTXCopy(Camera.view_matrix, matrix);
	MTXConcat(info->matrix, matrix, matrix);
	
	GXLoadPosMtxImm(matrix, GX_PNMTX0);
	
	for (int i = 0; i < this->model_res->shape_count; i++)
		this->drawShape(info, i);
}

void Model::drawShape(RenderInfo *info, int shape_id) {
	u32 shape_offset = *(u32*)((u32)this->model_res + sizeof(tmdl_header) + (4*shape_id));
	tmdl_shape *shape = (tmdl_shape*)((u32)this->model_res + shape_offset);
	
	tmdl_material *material = (tmdl_material*)((u32)this->model_res + shape->mat_offset);
	this->setupMaterialGX(material);
	
	void *pos_arr = (void*)((u32)this->model_res + shape->pos_arr_offset);
	void *nrm_arr = (void*)((u32)this->model_res + shape->nrm_arr_offset);
	void *uv_arr = (void*)((u32)this->model_res + shape->uv_arr_offset);
	
	GXSetArray(GX_VA_POS, pos_arr, 12);
	GXSetArray(GX_VA_NRM, nrm_arr, 12);
	GXSetArray(GX_VA_TEX0, uv_arr, 8);
	
	void *dl_ptr = (void*)((u32)this->model_res + shape->dl_offset);
	GXCallDisplayList(dl_ptr, shape->dl_size);
}

void Model::setupMaterialGX(tmdl_material *material) {
	if (material == LastMaterial)
		return;
	
	LastMaterial = material; // small optimisation
	
	if (material->texture_id != 0xFFFFFFFF) {
		GXSetChanMatColor(GX_COLOR0A0, White);
		GXSetChanMatColor(GX_COLOR1A1, White);
		
		GXTexObj tex;
		
		TPLGetGXTexObjFromPalette(this->texture_res, &tex, material->texture_id);
		GXLoadTexObj(&tex, GX_TEXMAP0);
		
		GXSetNumTexGens(1);
		GXSetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
		
		GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
		GXSetTevOrder(GX_TEVSTAGE1, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR0A0);
		
		// TEV blending ops:
		// First off, use the equivalent of GXSetTevOp(GX_TEVSTAGE0, GX_MODULATE)
		//GXSetTevOp(GX_TEVSTAGE0, GX_MODULATE);
		GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_ZERO, GX_CC_TEXC, GX_CC_RASC, GX_CC_ZERO);
		GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_TEXA, GX_CA_RASA, GX_CA_ZERO);
		GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
		GXSetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
		
		// Then do the same for stage1, but blend TEVPREV with RASC/RASA
		GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_RASC, GX_CC_CPREV, GX_CC_ZERO);
		GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_RASA, GX_CA_APREV, GX_CA_ZERO);
		GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
		GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
		
	} else {
		GXSetChanMatColor(GX_COLOR0A0, material->mat_colour);
		GXSetChanMatColor(GX_COLOR1A1, White);
		
		GXSetNumTexGens(0);
		
		GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR0A0);
		GXSetTevOrder(GX_TEVSTAGE1, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR1A1);
		
		// TEV blending ops:
		// First stage becomes GX_PASSCLR
		GXSetTevOp(GX_TEVSTAGE0, GX_PASSCLR);
		
		// Then blend this colour with RASA/RASC in the second stage
		GXSetTevColorIn(GX_TEVSTAGE1, GX_CC_ZERO, GX_CC_RASC, GX_CC_CPREV, GX_CC_ZERO);
		GXSetTevAlphaIn(GX_TEVSTAGE1, GX_CA_ZERO, GX_CA_RASA, GX_CA_APREV, GX_CA_ZERO);
		GXSetTevColorOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
		GXSetTevAlphaOp(GX_TEVSTAGE1, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
	}
}

void DrawQueue() {
	LastMaterial = NULL;
	
	GXInvalidateVtxCache();
	GXInvalidateTexAll();
	GXClearVtxDesc();
	
	GXSetVtxDesc(GX_VA_POS, GX_INDEX16);
	GXSetVtxDesc(GX_VA_NRM, GX_INDEX16);
	GXSetVtxDesc(GX_VA_TEX0, GX_INDEX16);
	
	GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
	GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_NRM, GX_NRM_XYZ, GX_F32, 0);
	GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
	
	GXSetCurrentMtx(GX_PNMTX0);
	
	GXRenderModeObj *rm = Hook_GetGXRenderModeObj();
	if (rm->field_rendering)
		GXSetViewportJitter(0, 0, rm->fbWidth, rm->efbHeight, 0, 1, VIGetNextField());
	else
		GXSetViewport(0, 0, rm->fbWidth, rm->efbHeight, 0, 1);
	
	GXSetProjection(Camera.projection_matrix, Camera.projection);
	
	GXSetBlendMode(GX_BM_NONE, GX_BL_ONE, GX_BL_ONE, GX_LO_CLEAR);
	GXSetCullMode(GX_CULL_NONE);
	GXSetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
	GXSetZCompLoc(GX_TRUE);
	
	GXSetNumTevStages(2);
	GXSetTevDirect(GX_TEVSTAGE0);
	GXSetTevDirect(GX_TEVSTAGE1);
	
	GXSetTevSwapModeTable(GX_TEV_SWAP0, GX_CH_RED, GX_CH_GREEN, GX_CH_BLUE, GX_CH_ALPHA);
	
	GXSetTevSwapMode(GX_TEVSTAGE0, GX_TEV_SWAP0, GX_TEV_SWAP0);
	GXSetTevSwapMode(GX_TEVSTAGE1, GX_TEV_SWAP0, GX_TEV_SWAP0);
	
	/*GXInitLightDir(&light, 0, -1, 0);
	GXInitLightSpot(&light, 45, GX_SP_COS);
	GXInitLightDistAttn(&light, 30, 0.7, GX_DA_GENTLE);*/
	GXLightObj light, light2;
	GXInitLightColor(&light, White);
	GXInitLightPos(&light, 0,-500,0);
	GXLoadLightObjImm(&light, GX_LIGHT0);
	
	GXInitLightColor(&light2, White);
	GXInitSpecularDir(&light2, 0, 0, 0.5);
	GXInitLightShininess(&light2, 4.0f);
	GXLoadLightObjImm(&light2, GX_LIGHT1);
	
	GXSetNumChans(2);
	GXSetChanAmbColor(GX_COLOR0A0, (GXColor){128,128,128,255});
	GXSetChanAmbColor(GX_COLOR1A1, (GXColor){128,128,128,255});
	//GXSetChanMatColor(GX_COLOR0A0, {255,255,255,255});
	
	GXSetChanCtrl(GX_COLOR0A0, GX_ENABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT0, GX_DF_CLAMP, GX_AF_NONE);
	GXSetChanCtrl(GX_COLOR1A1, GX_ENABLE, GX_SRC_REG, GX_SRC_REG, GX_LIGHT1, GX_DF_CLAMP, GX_AF_SPEC);
	
	GXSetFog(GX_FOG_NONE, 0, 0, 0, 0, (GXColor){0,0,0,0});
	
	
	for (int idx = 0; idx < RenderQueuePos; idx++) {
		RenderQueue[idx].model->draw(&RenderQueue[idx]);
	}
	
	RenderQueuePos = 0;
}

};