thug/Code/Sys/ngc/p_dl.cpp

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2016-02-13 21:39:12 +00:00
///********************************************************************************
// * *
// * Module: *
// * DL *
// * Description: *
// * Object container for a pre-built display list. *
// * Written by: *
// * Paul Robinson *
// * Copyright: *
// * 2001 Neversoft Entertainment - All rights reserved. *
// * *
// ********************************************************************************/
//
///********************************************************************************
// * Includes. *
// ********************************************************************************/
//#include <math.h>
//#include "p_dl.h"
//#include "p_prim.h"
//#include "p_render.h"
//
///********************************************************************************
// * Defines. *
// ********************************************************************************/
//
///********************************************************************************
// * Structures. *
// ********************************************************************************/
//
///********************************************************************************
// * Local variables. *
// ********************************************************************************/
//
///********************************************************************************
// * Forward references. *
// ********************************************************************************/
//
///********************************************************************************
// * Externs. *
// ********************************************************************************/
//
///********************************************************************************
// * *
// * Method: *
// * upload *
// * Inputs: *
// * pTex Pointer to the texture to upload. *
// * Output: *
// * <none> *
// * Description: *
// * Uploads the specified texture. *
// * *
// ********************************************************************************/
//
////int NsCollision::findCollision ( NsSphere * pSphere, NsCollision_SphereCallback pCb, void * pData );
//int NsDL::findCollision( NsLine * pLine, NsDL::Collision_LineCallback pCb, void * pData )
//
//{
// unsigned int lp;
// int result;
// int rv = 0;
// NsTriangle ct;
// float distance;
// NsCollisionTriangle tri;
// NsBBox line;
// unsigned short * pConnect;
//
// line.m_min.x = pLine->start.x < pLine->end.x ? pLine->start.x : pLine->end.x;
// line.m_min.y = pLine->start.y < pLine->end.y ? pLine->start.y : pLine->end.y;
// line.m_min.z = pLine->start.z < pLine->end.z ? pLine->start.z : pLine->end.z;
// line.m_max.x = pLine->start.x > pLine->end.x ? pLine->start.x : pLine->end.x;
// line.m_max.y = pLine->start.y > pLine->end.y ? pLine->start.y : pLine->end.y;
// line.m_max.z = pLine->start.z > pLine->end.z ? pLine->start.z : pLine->end.z;
//
// pConnect = getConnectList();
// // Calculate the intersection on each triangle.
// for ( lp = 0; lp < m_numPoly; lp++ ) {
// // Build the collision triangle.
// tri.vertices[0] = getVertex( *pConnect++ );
// tri.vertices[1] = getVertex( *pConnect++ );
// tri.vertices[2] = getVertex( *pConnect++ );
// *ct.corner( 0 ) = *tri.vertices[0];
// *ct.corner( 1 ) = *tri.vertices[1];
// *ct.corner( 2 ) = *tri.vertices[2];
//
// // First, see if bounding box passes.
// if ( ( ct.corner(0)->x > line.m_max.x ) &&
// ( ct.corner(1)->x > line.m_max.x ) &&
// ( ct.corner(2)->x > line.m_max.x ) ) continue;
// if ( ( ct.corner(0)->x < line.m_min.x ) &&
// ( ct.corner(1)->x < line.m_min.x ) &&
// ( ct.corner(2)->x < line.m_min.x ) ) continue;
// if ( ( ct.corner(0)->y > line.m_max.y ) &&
// ( ct.corner(1)->y > line.m_max.y ) &&
// ( ct.corner(2)->y > line.m_max.y ) ) continue;
// if ( ( ct.corner(0)->y < line.m_min.y ) &&
// ( ct.corner(1)->y < line.m_min.y ) &&
// ( ct.corner(2)->y < line.m_min.y ) ) continue;
// if ( ( ct.corner(0)->z > line.m_max.z ) &&
// ( ct.corner(1)->z > line.m_max.z ) &&
// ( ct.corner(2)->z > line.m_max.z ) ) continue;
// if ( ( ct.corner(0)->z < line.m_min.z ) &&
// ( ct.corner(1)->z < line.m_min.z ) &&
// ( ct.corner(2)->z < line.m_min.z ) ) continue;
//
// // Now, do triangle test.
// result = pLine->intersectTriangle( &distance, &ct );
// // If triangle intersection hapenned, deal with it.
// if ( result ) {
// rv = 1;
// // Create triangle data.
// NsVector l10;
// NsVector l20;
// l10.sub( *ct.corner(1), *ct.corner(0) );
// l20.sub( *ct.corner(2), *ct.corner(0) );
// tri.normal.cross( l10, l20 );
// tri.normal.normalize();
//
//// tri.normal.set( 0.0f, 1.0f, 0.0f );
// tri.point.set( tri.vertices[0]->x, tri.vertices[0]->y, tri.vertices[0]->z );
// tri.index = lp;
// // Execute callback.
// if ( pCb ) pCb( pLine, *this, &tri, distance, pData );
//
//
////RpCollisionTriangle *world_collision_cb( RpIntersection *is,
//// NsWorldSector *sector,
//// RpCollisionTriangle *collPlane,
//// RwReal &distance,
//// void *data )
//
//
//
//
//
//
//
//// if ( NsPrim::begun() ) {
//// NsVector r;
//// // Calculate intersection point.
//// r.sub( *&pLine->end, *&pLine->start );
//// r.x = ( r.x * distance ) + pLine->start.x;
//// r.y = ( r.y * distance ) + pLine->start.y;
//// r.z = ( r.z * distance ) + pLine->start.z;
//// // Draw a collision cross.
//// NsRender::setBlendMode( NsBlendMode_None, NULL, (unsigned char)0 );
//// NsPrim::line( r.x, r.y, r.z, r.x+25.0f, r.y, r.z, (GXColor){255,0,0,255} );
//// NsPrim::line( r.x, r.y, r.z, r.x-25.0f, r.y, r.z, (GXColor){255,0,0,255} );
//// NsPrim::line( r.x, r.y, r.z, r.x, r.y, r.z+25.0f, (GXColor){255,0,0,255} );
//// NsPrim::line( r.x, r.y, r.z, r.x, r.y, r.z-25.0f, (GXColor){255,0,0,255} );
////
//// NsPrim::line(
//// ct.corner(0)->x, ct.corner(0)->y, ct.corner(0)->z,
//// ct.corner(1)->x, ct.corner(1)->y, ct.corner(1)->z,
//// (GXColor){0,255,0,255} );
//// NsPrim::line(
//// ct.corner(1)->x, ct.corner(1)->y, ct.corner(1)->z,
//// ct.corner(2)->x, ct.corner(2)->y, ct.corner(2)->z,
//// (GXColor){0,255,0,255} );
//// NsPrim::line(
//// ct.corner(2)->x, ct.corner(2)->y, ct.corner(2)->z,
//// ct.corner(0)->x, ct.corner(0)->y, ct.corner(0)->z,
//// (GXColor){0,255,0,255} );
//// NsPrim::line(
//// ct.corner(0)->x, ct.corner(0)->y, ct.corner(0)->z,
//// ct.corner(0)->x+tri.normal.x, ct.corner(0)->y+tri.normal.y, ct.corner(0)->z+tri.normal.z,
//// (GXColor){0,255,0,255} );
//// }
// }
// }
// return rv;
//}
//
//int NsDL::cull ( NsMatrix * m )
//{
// int lp;
// unsigned int code;
// unsigned int codeAND;
// f32 rx[8], ry[8], rz[8];
// f32 p[GX_PROJECTION_SZ];
// f32 vp[GX_VIEWPORT_SZ];
// u32 clip_x;
// u32 clip_y;
// u32 clip_w;
// u32 clip_h;
// float clip_l;
// float clip_t;
// float clip_r;
// float clip_b;
// MtxPtr view;
// float minx, miny, minz;
// float maxx, maxy, maxz;
//
// GXGetProjectionv( p );
// GXGetViewportv( vp );
// GXGetScissor ( &clip_x, &clip_y, &clip_w, &clip_h );
// clip_l = (float)clip_x;
// clip_t = (float)clip_y;
// clip_r = (float)(clip_x + clip_w);
// clip_b = (float)(clip_y + clip_h);
//
// view = m->m_matrix;
//
// minx = m_cull.box.m_min.x;
// miny = m_cull.box.m_min.y;
// minz = m_cull.box.m_min.z;
// maxx = m_cull.box.m_max.x;
// maxy = m_cull.box.m_max.y;
// maxz = m_cull.box.m_max.z;
// GXProject ( minx, miny, minz, view, p, vp, &rx[0], &ry[0], &rz[0] );
// GXProject ( minx, maxy, minz, view, p, vp, &rx[1], &ry[1], &rz[1] );
// GXProject ( maxx, miny, minz, view, p, vp, &rx[2], &ry[2], &rz[2] );
// GXProject ( maxx, maxy, minz, view, p, vp, &rx[3], &ry[3], &rz[3] );
// GXProject ( minx, miny, maxz, view, p, vp, &rx[4], &ry[4], &rz[4] );
// GXProject ( minx, maxy, maxz, view, p, vp, &rx[5], &ry[5], &rz[5] );
// GXProject ( maxx, miny, maxz, view, p, vp, &rx[6], &ry[6], &rz[6] );
// GXProject ( maxx, maxy, maxz, view, p, vp, &rx[7], &ry[7], &rz[7] );
// m_cull.visible = 1;
//
// // Generate clip code. {page 178, Procedural Elements for Computer Graphics}
// // 1001|1000|1010
// // | |
// // ----+----+----
// // 0001|0000|0010
// // | |
// // ----+----+----
// // 0101|0100|0110
// // | |
// //
// // Addition: Bit 4 is used for z behind.
//
// codeAND = 0x001f;
// for ( lp = 0; lp < 8; lp++ ) {
// // Only check x/y if z is valid (if z is invalid, the x/y values will be garbage).
// if ( rz[lp] > 1.0f ) {
// code = (1<<4);
// } else {
// code = 0;
// if ( rx[lp] < clip_l ) code |= (1<<0);
// if ( rx[lp] > clip_r ) code |= (1<<1);
// if ( ry[lp] > clip_b ) code |= (1<<2);
// if ( ry[lp] < clip_t ) code |= (1<<3);
// }
// codeAND &= code;
// }
// m_cull.clipCodeAND = codeAND;
// // If any bits are set in the AND code, the object is invisible.
// if ( codeAND ) {
// m_cull.visible = 0;
// }
//
// return !m_cull.visible; // 0 = not culled, 1 = culled.
//}