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path: root/src/koopatlas/map.cpp
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#include "koopatlas/map.h"
#include "koopatlas/camera.h"

//#define TILE_DEBUGGING
//#define BOUND_DEBUGGING
//#define DOODAD_DEBUGGING

#ifdef TILE_DEBUGGING
#define TileReport OSReport
#else
#define TileReport(...)
#endif

#ifdef BOUND_DEBUGGING
#define BoundReport OSReport
#else
#define BoundReport(...)
#endif

#ifdef DOODAD_DEBUGGING
#define DoodadReport OSReport
#else
#define DoodadReport(...)
#endif

dWMMap_c *dWMMap_c::instance = 0;

dWMMap_c *dWMMap_c::build() {

	void *buffer = AllocFromGameHeap1(sizeof(dWMMap_c));
	dWMMap_c *c = new(buffer) dWMMap_c;


	instance = c;
	return c;
}



dWMMap_c::dWMMap_c() {
}


int dWMMap_c::onCreate() {
	renderer.allocator.setup(GameHeaps[0], 0x20);
	bool result = renderer.setup(&renderer.allocator);

	bgMatrix.translation(0.0f, 0.0f, -500.0f);

	allocator.link(-1, GameHeaps[0], 0, 0x20);
	nw4r::g3d::ResFile rf(dScKoopatlas_c::instance->mapData.bgLoader.buffer);
	rf.CheckRevision();
	rf.Init();
	rf.Bind(rf);

	// Todo: Check flags. 0x32C definitely supports texsrt
	nw4r::g3d::ResMdl modelRes = rf.GetResMdl("KpBG");
	nw4r::g3d::ResAnmTexSrt anmRes = rf.GetResAnmTexSrt("KpBG");

	bgModel.setup(modelRes, &allocator, 0x32C, 1, 0);
	bgSrtAnm.setup(modelRes, anmRes, &allocator, 0, 1);
	bgSrtAnm.bindEntry(&bgModel, anmRes, 0, 0);
	bgModel.bindAnim(&bgSrtAnm, 0.0f);

	allocator.unlink();

	return true;
}

int dWMMap_c::onDelete() { return true; }
int dWMMap_c::onExecute() {
	bgSrtAnm.process();

	bgModel.setDrawMatrix(bgMatrix);
	bgModel.setScale(1.0f, 1.0f, 1.0f);
	bgModel.calcWorld(false);
	
	return true;
}

int dWMMap_c::onDraw() {

	renderer.scheduleForDrawing();
	bgModel.scheduleForDrawing();


	dKPMapData_c *dataCls = &dScKoopatlas_c::instance->mapData;
	renderPathLayer(dataCls->pathLayer);

	return true;
}




void dWMMap_c::renderer_c::drawOpa() {
	//drawLayers();
}

void dWMMap_c::renderer_c::drawXlu() {
	drawLayers();
}



void dWMMap_c::renderer_c::drawLayers() {
	dKPMapData_c *dataCls = &dScKoopatlas_c::instance->mapData;
	dKPMapFile_s *data = dataCls->data;

	baseZ = -100.0f - (2 * data->layerCount);

	beginRendering();

	for (int iLayer = data->layerCount - 1; iLayer >= 0; iLayer--) {
		dKPLayer_s *layer = data->layers[iLayer];
		renderMtx[2][3] += 2.0f;

		if (layer->alpha == 0)
			continue; // invisible

		TileReport("Checking layer %d with type %d\n", iLayer, layer->type);

		GXSetTevColor(GX_TEVREG0, (GXColor){255,255,255,layer->alpha});

		if (layer->type == dKPLayer_s::OBJECTS) 	
			renderTileLayer(layer, data->sectors);
		else if (layer->type == dKPLayer_s::DOODADS)
			renderDoodadLayer(layer);
	}

	endRendering();
}

void dWMMap_c::renderer_c::beginRendering() {
	currentTexture = 0;

	nw4r::g3d::Camera cam3d(GetCameraByID(0));
	cam3d.GetCameraMtx(&renderMtx);
	MTXTransApply(renderMtx, renderMtx, 0, 0, baseZ);

	GXSetCurrentMtx(GX_PNMTX0);

	dWorldCamera_c *camObj = dWorldCamera_c::instance;
	minX = ((int)camObj->screenLeft) / 24;
	minY = ((int)(-camObj->screenTop) - 23) / 24;
	maxX = (((int)(camObj->screenLeft + camObj->screenWidth)) + 23) / 24;
	maxY = ((int)(-camObj->screenTop + camObj->screenHeight)) / 24;

	GXClearVtxDesc();

	GXSetVtxDesc(GX_VA_POS, GX_DIRECT);
	GXSetVtxDesc(GX_VA_TEX0, GX_DIRECT);

	// Tiles
	GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XY, GX_S16, 0);
	GXSetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);

	// Doodads
	GXSetVtxAttrFmt(GX_VTXFMT1, GX_VA_POS, GX_POS_XY, GX_F32, 0);
	GXSetVtxAttrFmt(GX_VTXFMT1, GX_VA_TEX0, GX_TEX_ST, GX_U8, 8);

	GXSetNumIndStages(0);
	for (int i = 0; i < 0x10; i++)
		GXSetTevDirect((GXTevStageID)i);

	GXSetNumChans(0);
	GXSetNumTexGens(1);

	GXSetTexCoordGen2(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY, GX_FALSE, GX_PTIDENTITY);

	GXSetNumTevStages(1);
	GXSetNumIndStages(0);

	GXSetTevSwapModeTable(GX_TEV_SWAP0, GX_CH_RED, GX_CH_GREEN, GX_CH_BLUE, GX_CH_ALPHA);

	GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
	GXSetTevColorIn(GX_TEVSTAGE0, GX_CC_C1, GX_CC_C0, GX_CC_TEXC, GX_CC_ZERO);
	GXSetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);
	GXSetTevAlphaIn(GX_TEVSTAGE0, GX_CA_ZERO, GX_CA_A0, GX_CA_TEXA, GX_CA_ZERO);
	GXSetTevAlphaOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV);

	GXSetZCompLoc(GX_FALSE);
	GXSetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_SET);
	GXSetZMode(GX_TRUE, GX_LEQUAL, GX_FALSE);
	GXSetAlphaCompare(GX_GREATER, 0, GX_AOP_OR, GX_GREATER, 0);

	GXSetFog(GX_FOG_NONE, 0, 0, 0, 0, (GXColor){0,0,0,0});
	GXSetFogRangeAdj(GX_FALSE, 0, 0);

	GXSetCullMode(GX_CULL_NONE);

	GXSetDither(GX_TRUE);

	GXSetTevColor(GX_TEVREG0, (GXColor){255,255,255,255});
	GXSetTevColor(GX_TEVREG1, (GXColor){0,0,0,255});
}

void dWMMap_c::renderer_c::renderTileLayer(dKPLayer_s *layer, dKPLayer_s::sector_s *sectors) {
	//TileReport("Rendering layer %p\n", layer);

	// don't render it if we don't need to
	if (maxX < layer->left || minX > layer->right)
		return;
	if (maxY < layer->top || minY > layer->bottom)
		return;

	// set up
	loadCamera();

	loadTexture(layer->tileset);

	// figure out -what- to render
	BoundReport("Regular render area: %d,%d to %d,%d\n", minX, minY, maxX, maxY);
	BoundReport("Layer bounds: %d,%d to %d,%d\n", layer->left, layer->top, layer->right, layer->bottom);
	int toRenderMinX = max(minX, layer->left);
	int toRenderMinY = max(minY, layer->top);

	int toRenderMaxX = min(maxX, layer->right);
	int toRenderMaxY = min(maxY, layer->bottom);

	int sectorBaseX = layer->sectorLeft;
	int sectorBaseY = layer->sectorTop;
	int sectorIndexStride = (layer->sectorRight - layer->sectorLeft + 1);

	int sectorMinX = toRenderMinX / 16;
	int sectorMinY = toRenderMinY / 16;
	int sectorMaxX = toRenderMaxX / 16;
	int sectorMaxY = toRenderMaxY / 16;
	BoundReport("To render: %d,%d to %d,%d\n", toRenderMinX, toRenderMinY, toRenderMaxX, toRenderMaxY);
	BoundReport("sectors %d,%d to %d,%d\n", sectorMinX, sectorMinY, sectorMaxX, sectorMaxY);

	for (int sectorY = sectorMinY; sectorY <= sectorMaxY; sectorY++) {
		int baseIndex = (sectorY - sectorBaseY) * sectorIndexStride;

		int iMinY = (sectorY == sectorMinY) ? (toRenderMinY & 0xF) : 0;
		int iMaxY = (sectorY == sectorMaxY) ? (toRenderMaxY & 0xF) : 15;

		int worldSectorY = sectorY << 4;

		for (int sectorX = sectorMinX; sectorX <= sectorMaxX; sectorX++) {
			u16 index = layer->indices[baseIndex + sectorX - sectorBaseX];
			TileReport("Sector index @ %d,%d: %d\n", sectorX, sectorY, index);
			if (index == 0xFFFF)
				continue;

			dKPLayer_s::sector_s *sector = &sectors[index];

			int iMinX = (sectorX == sectorMinX) ? (toRenderMinX & 0xF) : 0;
			int iMaxX = (sectorX == sectorMaxX) ? (toRenderMaxX & 0xF) : 15;
			TileReport("Min/Max: X: %d,%d Y: %d,%d\n", iMinX, iMaxX, iMinY, iMaxY);

			int worldSectorX = sectorX << 4;

			for (int inY = iMinY; inY <= iMaxY; inY++) {
				for (int inX = iMinX; inX <= iMaxX; inX++) {
					u16 tileID = (*sector)[inY][inX];
					if (tileID == 0xFFFF)
						continue;

					s16 worldX = (worldSectorX | inX) * 24;
					s16 worldY = -((worldSectorY | inY) * 24);

					TileReport("Drawing tile %d at %d,%d\n", tileID, worldX, worldY);
					
					float tileX = (float)((tileID & 0x1F) * 28);
					float tileY = (float)(((tileID & 0x1E0) >> 5) * 28);

					float xMult = (1.0f / 896.0f);
					float yMult = (1.0f / 448.0f);

					float coordX1 = xMult * (tileX + 2.0f);
					float coordX2 = xMult * (tileX + 26.0f);
					float coordY1 = yMult * (tileY + 2.0f);
					float coordY2 = yMult * (tileY + 26.0f);


					GXBegin(GX_QUADS, GX_VTXFMT0, 4);
					GXPosition2s16(worldX + 24, worldY - 24);
					GXTexCoord2f32(coordX2, coordY2);
					GXPosition2s16(worldX + 24, worldY);
					GXTexCoord2f32(coordX2, coordY1);
					GXPosition2s16(worldX, worldY);
					GXTexCoord2f32(coordX1, coordY1);
					GXPosition2s16(worldX, worldY - 24);
					GXTexCoord2f32(coordX1, coordY2);
					GXEnd();
				}
			}

			TileReport("Sector complete\n");
		}
	}

	//TileReport("Layer complete\n");
}

void dWMMap_c::renderer_c::renderDoodadLayer(dKPLayer_s *layer) {
	for (int i = 0; i < layer->doodadCount; i++) {
		dKPDoodad_s *doodad = layer->doodads[i];
		DoodadReport("Doodad @ %f,%f sized %f,%f with angle %f\n", doodad->x, doodad->y, doodad->width, doodad->height, doodad->angle);

		// ANIMATE THE FUCKER
		float effectiveX = doodad->x, effectiveY = doodad->y;
		float effectiveWidth = doodad->width, effectiveHeight = doodad->height;
		float effectiveAngle = doodad->angle;

		if (doodad->animationCount > 0) {
			for (int j = 0; j < doodad->animationCount; j++) {
				dKPDoodad_s::animation_s *anim = &doodad->animations[j];

				if (anim->delayOffset == 0) {
					u32 baseTick = anim->baseTick;
					if (baseTick == 0) {
						anim->baseTick = baseTick = GlobalTickCount;
					}

					u32 elapsed = GlobalTickCount - baseTick;
					u32 elapsedAdjusted = elapsed;
					if (anim->isReversed)
						elapsed = anim->frameCount - 1 - elapsed;

					if (elapsed >= anim->frameCount) {
						if (elapsed >= (anim->frameCount + anim->delay)) {

							// we've reached the end
							switch (anim->loop) {
								case dKPDoodad_s::animation_s::CONTIGUOUS:
									// Stop here
									elapsed = anim->frameCount - 1;
									break;

								case dKPDoodad_s::animation_s::LOOP:
									// Start over
									elapsed = 0;
									anim->baseTick = GlobalTickCount;
									break;

								case dKPDoodad_s::animation_s::REVERSE_LOOP:
									// Change direction
									anim->isReversed = !anim->isReversed;
									elapsed = (anim->isReversed) ? (anim->frameCount - 1) : 0;
									anim->baseTick = GlobalTickCount;
									break;
							}
						}
						elapsedAdjusted = anim->frameCount;
					}

					// now calculate the thing
					float progress = elapsedAdjusted / (float)anim->frameCount;
					// float progress = elapsed / (float)anim->frameCount;
					float value;

					switch (anim->curve) {
						case dKPDoodad_s::animation_s::LINEAR:
							value = progress;
							break;
						case dKPDoodad_s::animation_s::SIN:
							value = (sin(((progress * M_PI * 2)) - M_PI_2) + 1) / 2;
							break;
						case dKPDoodad_s::animation_s::COS:
							value = (cos(((progress * M_PI * 2)) - M_PI_2) + 1) / 2;
							break;
					}

					float delta = anim->end - anim->start;
					float frame;

					if (anim->isReversed)
						frame = anim->start + ceil(delta * value);
					else
						frame = anim->start + (delta * value);

					// and apply it!
					switch (anim->type) {
						case dKPDoodad_s::animation_s::X_POS:
							effectiveX += frame;
							break;
						case dKPDoodad_s::animation_s::Y_POS:
							effectiveY += frame;
							break;
						case dKPDoodad_s::animation_s::ANGLE:
							effectiveAngle += frame;
							break;
						case dKPDoodad_s::animation_s::X_SCALE:
							effectiveWidth = (effectiveWidth * frame / 100.0);
							break;
						case dKPDoodad_s::animation_s::Y_SCALE:
							effectiveHeight = (effectiveHeight * frame / 100.0);
							break;
						case dKPDoodad_s::animation_s::OPACITY:
							// TODO
							break;
					}
				}
				else { 
				anim->delayOffset -= 1;
				}
			}
		}

		float halfW = effectiveWidth * 0.5f, halfH = effectiveHeight * 0.5f;

		Mtx doodadMtx;
		MTXTransApply(renderMtx, doodadMtx, effectiveX + halfW, -effectiveY - halfH, 0);

		if (effectiveAngle != 0) {
			Mtx rotMtx;
			MTXRotDeg(rotMtx, 'z', -effectiveAngle);

			MTXConcat(doodadMtx, rotMtx, doodadMtx);
		}

		loadCamera(doodadMtx);
		loadTexture(doodad->texObj);

		GXBegin(GX_QUADS, GX_VTXFMT1, 4);
		GXPosition2f32(halfW, -halfH);
		GXTexCoord2u8(255, 255);
		GXPosition2f32(halfW, halfH);
		GXTexCoord2u8(255, 0);
		GXPosition2f32(-halfW, halfH);
		GXTexCoord2u8(0, 0);
		GXPosition2f32(-halfW, -halfH);
		GXTexCoord2u8(0, 255);
		GXEnd();
	}
}

void dWMMap_c::renderPathLayer(dKPLayer_s *layer) {

	for (int i = 0; i < layer->nodeCount; i++) {
		dKPNode_s *node = layer->nodes[i];

		if (node->type == dKPNode_s::LEVEL) {
			short rz = 0x6000;
			short rx = 0x4000;
			short ry = 0x8000;

			node->extra->matrix.translation(node->x, -node->y + 4.0, 498.0);
			node->extra->matrix.applyRotationYXZ(&ry, &rx, &rz);
			node->extra->model.setDrawMatrix(node->extra->matrix);
			node->extra->model.setScale(0.8f, 0.8f, 0.8f);
			node->extra->model.calcWorld(false);

			node->extra->model.scheduleForDrawing();
		}
	}
}


void dWMMap_c::renderer_c::endRendering() {
}

void dWMMap_c::renderer_c::loadTexture(GXTexObj *obj) {
	if (currentTexture == obj)
		return;

	GXLoadTexObj(obj, GX_TEXMAP0);
	currentTexture = obj;
}

void dWMMap_c::renderer_c::loadCamera() {
	GXLoadPosMtxImm(renderMtx, GX_PNMTX0);
}

void dWMMap_c::renderer_c::loadCamera(Mtx m) {
	GXLoadPosMtxImm(m, GX_PNMTX0);
}