#include "global.h" #include "z64shrink_window.h" #include "z64view.h" s32 View_ApplyPerspective(View* view); s32 View_ApplyOrtho(View* view); void View_ViewportToVp(Vp* dest, Viewport* src) { s32 width = src->rightX - src->leftX; s32 height = src->bottomY - src->topY; dest->vp.vscale[0] = width * 2; dest->vp.vscale[1] = height * 2; dest->vp.vscale[2] = 0x01FF; dest->vp.vscale[3] = 0; dest->vp.vtrans[0] = ((src->leftX * 2) + width) * 2; dest->vp.vtrans[1] = ((src->topY * 2) + height) * 2; dest->vp.vtrans[2] = 0x01FF; dest->vp.vtrans[3] = 0; if ((src->leftX == 0) && (src->rightX == SCREEN_WIDTH_HIGH_RES) && (src->topY == 0) && (src->bottomY == SCREEN_HEIGHT_HIGH_RES)) {} } void View_Init(View* view, GraphicsContext* gfxCtx) { view->gfxCtx = gfxCtx; view->viewport.topY = 0; view->viewport.bottomY = SCREEN_HEIGHT; view->viewport.leftX = 0; view->viewport.rightX = SCREEN_WIDTH; view->magic = 0x56494557; // "VIEW" if (1) {} view->scale = 1.0f; view->fovy = 60.0f; view->zNear = 10.0f; view->zFar = 12800.0f; view->eye.x = 0.0f; view->eye.y = 0.0f; view->eye.z = -1.0f; view->at.x = 0.0f; view->up.x = 0.0f; view->up.y = 1.0f; view->up.z = 0.0f; view->unk164 = 0; view->flags = VIEW_VIEWING | VIEW_VIEWPORT | VIEW_PROJECTION_PERSPECTIVE; View_InitDistortion(view); } void View_LookAt(View* view, Vec3f* eye, Vec3f* at, Vec3f* up) { if ((eye->x == at->x) && (eye->z == at->z)) { eye->z += 0.1f; up->z = 0.0f; up->x = 0.0f; up->y = 1.0f; } view->eye = *eye; view->at = *at; view->up = *up; view->flags |= VIEW_VIEWING; } /* * Unused. View_LookAt is always used instead. This version is similar but * is missing the input sanitization and the update to the flags. */ void View_LookAtUnsafe(View* view, Vec3f* eye, Vec3f* at, Vec3f* up) { view->eye = *eye; view->at = *at; view->up = *up; } void View_SetScale(View* view, f32 scale) { view->flags |= VIEW_PROJECTION_PERSPECTIVE; view->scale = scale; } void View_GetScale(View* view, f32* scale) { *scale = view->scale; } void View_SetPerspective(View* view, f32 fovy, f32 zNear, f32 zFar) { view->fovy = fovy; view->zNear = zNear; view->zFar = zFar; view->flags |= VIEW_PROJECTION_PERSPECTIVE; } void View_GetPerspective(View* view, f32* fovy, f32* zNear, f32* zFar) { *fovy = view->fovy; *zNear = view->zNear; *zFar = view->zFar; } void View_SetOrtho(View* view, f32 fovy, f32 zNear, f32 zFar) { view->fovy = fovy; view->zNear = zNear; view->zFar = zFar; view->flags |= VIEW_PROJECTION_ORTHO; view->scale = 1.0f; } /* * Identical to View_GetPerspective, and never called. * Named as it seems to fit the "set, get" pattern. */ void View_GetOrtho(View* view, f32* fovy, f32* zNear, f32* zFar) { *fovy = view->fovy; *zNear = view->zNear; *zFar = view->zFar; } void View_SetViewport(View* view, Viewport* viewport) { view->viewport = *viewport; view->flags |= VIEW_VIEWPORT; } void View_GetViewport(View* view, Viewport* viewport) { *viewport = view->viewport; } void View_SetScissor(Gfx** gfx, s32 ulx, s32 uly, s32 lrx, s32 lry) { Gfx* gfxp = *gfx; gDPSetScissor(gfxp++, G_SC_NON_INTERLACE, ulx, uly, lrx, lry); *gfx = gfxp; } void View_ClearScissor(View* view, Gfx** gfx) { Gfx* gfxp = *gfx; s32 ulx = view->viewport.leftX; s32 uly = view->viewport.topY; s32 lrx = view->viewport.rightX; s32 lry = view->viewport.bottomY; gDPPipeSync(gfxp++); View_SetScissor(&gfxp, ulx, uly, lrx, lry); *gfx = gfxp; } void View_ApplyLetterbox(View* view) { s32 letterboxY; s32 letterboxX; s32 pad1; s32 ulx; s32 uly; s32 lrx; s32 lry; OPEN_DISPS(view->gfxCtx); letterboxY = ShrinkWindow_Letterbox_GetSize(); letterboxX = -1; // The following is optimized to varX = 0 but affects codegen if (letterboxX < 0) { letterboxX = 0; } if (letterboxX > (SCREEN_WIDTH / 2)) { letterboxX = SCREEN_WIDTH / 2; } if (letterboxY < 0) { letterboxY = 0; } else if (letterboxY > (SCREEN_HEIGHT / 2)) { letterboxY = SCREEN_HEIGHT / 2; } ulx = view->viewport.leftX + letterboxX; uly = view->viewport.topY + letterboxY; lrx = view->viewport.rightX - letterboxX; lry = view->viewport.bottomY - letterboxY; gDPPipeSync(POLY_OPA_DISP++); { s32 pad2; Gfx* polyOpa; polyOpa = POLY_OPA_DISP; View_SetScissor(&polyOpa, ulx, uly, lrx, lry); POLY_OPA_DISP = polyOpa; } gDPPipeSync(POLY_XLU_DISP++); { Gfx* polyXlu; s32 pad3; polyXlu = POLY_XLU_DISP; View_SetScissor(&polyXlu, ulx, uly, lrx, lry); POLY_XLU_DISP = polyXlu; } CLOSE_DISPS(view->gfxCtx); } s32 View_SetDistortionOrientation(View* view, f32 rotX, f32 rotY, f32 rotZ) { view->distortionOrientation.x = rotX; view->distortionOrientation.y = rotY; view->distortionOrientation.z = rotZ; return 1; } s32 View_SetDistortionScale(View* view, f32 scaleX, f32 scaleY, f32 scaleZ) { view->distortionScale.x = scaleX; view->distortionScale.y = scaleY; view->distortionScale.z = scaleZ; return 1; } s32 View_SetDistortionSpeed(View* view, f32 speed) { view->distortionSpeed = speed; return 1; } s32 View_InitDistortion(View* view) { view->distortionOrientation.x = 0.0f; view->distortionOrientation.y = 0.0f; view->distortionOrientation.z = 0.0f; view->distortionScale.x = 1.0f; view->distortionScale.y = 1.0f; view->distortionScale.z = 1.0f; view->curDistortionOrientation = view->distortionOrientation; view->curDistortionScale = view->distortionScale; view->distortionSpeed = 0.0f; return 1; } s32 View_ClearDistortion(View* view) { view->distortionOrientation.x = 0.0f; view->distortionOrientation.y = 0.0f; view->distortionOrientation.z = 0.0f; view->distortionScale.x = 1.0f; view->distortionScale.y = 1.0f; view->distortionScale.z = 1.0f; view->distortionSpeed = 1.0f; return 1; } s32 View_SetDistortion(View* view, Vec3f orientation, Vec3f scale, f32 speed) { view->distortionOrientation = orientation; view->distortionScale = scale; view->distortionSpeed = speed; return 1; } s32 View_StepDistortion(View* view, Mtx* projectionMtx) { MtxF projectionMtxF; if (view->distortionSpeed == 0.0f) { return false; } if (view->distortionSpeed == 1.0f) { view->curDistortionOrientation = view->distortionOrientation; view->curDistortionScale = view->distortionScale; view->distortionSpeed = 0.0f; } else { view->curDistortionOrientation.x = F32_LERPIMP(view->curDistortionOrientation.x, view->distortionOrientation.x, view->distortionSpeed); view->curDistortionOrientation.y = F32_LERPIMP(view->curDistortionOrientation.y, view->distortionOrientation.y, view->distortionSpeed); view->curDistortionOrientation.z = F32_LERPIMP(view->curDistortionOrientation.z, view->distortionOrientation.z, view->distortionSpeed); view->curDistortionScale.x = F32_LERPIMP(view->curDistortionScale.x, view->distortionScale.x, view->distortionSpeed); view->curDistortionScale.y = F32_LERPIMP(view->curDistortionScale.y, view->distortionScale.y, view->distortionSpeed); view->curDistortionScale.z = F32_LERPIMP(view->curDistortionScale.z, view->distortionScale.z, view->distortionSpeed); } Matrix_MtxToMtxF(projectionMtx, &projectionMtxF); Matrix_Put(&projectionMtxF); Matrix_RotateXFApply(view->curDistortionOrientation.x); Matrix_RotateYF(view->curDistortionOrientation.y, MTXMODE_APPLY); Matrix_RotateZF(view->curDistortionOrientation.z, MTXMODE_APPLY); Matrix_Scale(view->curDistortionScale.x, view->curDistortionScale.y, view->curDistortionScale.z, MTXMODE_APPLY); Matrix_RotateZF(-view->curDistortionOrientation.z, MTXMODE_APPLY); Matrix_RotateYF(-view->curDistortionOrientation.y, MTXMODE_APPLY); Matrix_RotateXFApply(-view->curDistortionOrientation.x); Matrix_ToMtx(projectionMtx); return true; } /** * Apply view to POLY_OPA_DISP, POLY_XLU_DISP (and OVERLAY_DISP if ortho) */ void View_Apply(View* view, s32 mask) { mask = (view->flags & mask) | (mask >> 4); if (mask & VIEW_PROJECTION_ORTHO) { View_ApplyOrtho(view); } else { View_ApplyPerspective(view); } } s32 View_ApplyPerspective(View* view) { f32 aspect; s32 width; s32 height; Vp* vp; Mtx* projection; Mtx* viewing; GraphicsContext* gfxCtx = view->gfxCtx; OPEN_DISPS(gfxCtx); // Viewport vp = GRAPH_ALLOC(gfxCtx, sizeof(Vp)); View_ViewportToVp(vp, &view->viewport); view->vp = *vp; View_ApplyLetterbox(view); gSPViewport(POLY_OPA_DISP++, vp); gSPViewport(POLY_XLU_DISP++, vp); // Perspective projection projection = GRAPH_ALLOC(gfxCtx, sizeof(Mtx)); view->projectionPtr = projection; width = view->viewport.rightX - view->viewport.leftX; height = view->viewport.bottomY - view->viewport.topY; aspect = (f32)width / (f32)height; guPerspective(projection, &view->perspNorm, view->fovy, aspect, view->zNear, view->zFar, view->scale); view->projection = *projection; View_StepDistortion(view, projection); gSPPerspNormalize(POLY_OPA_DISP++, view->perspNorm); gSPMatrix(POLY_OPA_DISP++, projection, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); gSPPerspNormalize(POLY_XLU_DISP++, view->perspNorm); gSPMatrix(POLY_XLU_DISP++, projection, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); // View matrix (look-at) viewing = GRAPH_ALLOC(gfxCtx, sizeof(Mtx)); view->viewingPtr = viewing; if ((view->eye.x == view->at.x) && (view->eye.y == view->at.y) && (view->eye.z == view->at.z)) { view->eye.z += 2.0f; } guLookAt(viewing, view->eye.x, view->eye.y, view->eye.z, view->at.x, view->at.y, view->at.z, view->up.x, view->up.y, view->up.z); view->viewing = *viewing; gSPMatrix(POLY_OPA_DISP++, viewing, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION); gSPMatrix(POLY_XLU_DISP++, viewing, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION); CLOSE_DISPS(gfxCtx); return 1; } s32 View_ApplyOrtho(View* view) { Vp* vp; Mtx* projection; GraphicsContext* gfxCtx = view->gfxCtx; OPEN_DISPS(gfxCtx); vp = GRAPH_ALLOC(gfxCtx, sizeof(Vp)); View_ViewportToVp(vp, &view->viewport); view->vp = *vp; View_ApplyLetterbox(view); gSPViewport(POLY_OPA_DISP++, vp); gSPViewport(POLY_XLU_DISP++, vp); gSPViewport(OVERLAY_DISP++, vp); projection = GRAPH_ALLOC(gfxCtx, sizeof(Mtx)); view->projectionPtr = projection; guOrtho(projection, gScreenWidth * -0.5f, gScreenWidth * 0.5f, gScreenHeight * -0.5f, gScreenHeight * 0.5f, view->zNear, view->zFar, view->scale); view->projection = *projection; gSPMatrix(POLY_OPA_DISP++, projection, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); gSPMatrix(POLY_XLU_DISP++, projection, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); CLOSE_DISPS(gfxCtx); return 1; } /** * Apply scissor, viewport and projection (ortho) to OVERLAY_DISP. */ s32 View_ApplyOrthoToOverlay(View* view) { Vp* vp; Mtx* projection; GraphicsContext* gfxCtx; gfxCtx = view->gfxCtx; OPEN_DISPS(gfxCtx); vp = GRAPH_ALLOC(gfxCtx, sizeof(Vp)); View_ViewportToVp(vp, &view->viewport); view->vp = *vp; gDPPipeSync(OVERLAY_DISP++); { Gfx* overlay; s32 pad; overlay = OVERLAY_DISP; View_SetScissor(&overlay, view->viewport.leftX, view->viewport.topY, view->viewport.rightX, view->viewport.bottomY); OVERLAY_DISP = overlay; } gSPViewport(OVERLAY_DISP++, vp); projection = GRAPH_ALLOC(gfxCtx, sizeof(Mtx)); view->projectionPtr = projection; guOrtho(projection, gScreenWidth * -0.5f, gScreenWidth * 0.5f, gScreenHeight * -0.5f, gScreenHeight * 0.5f, view->zNear, view->zFar, view->scale); view->projection = *projection; gSPMatrix(OVERLAY_DISP++, projection, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); CLOSE_DISPS(gfxCtx); return 1; } /** * Apply scissor, viewport, view and projection (perspective) to OVERLAY_DISP. */ s32 View_ApplyPerspectiveToOverlay(View* view) { f32 aspect; s32 width; s32 height; Vp* vp; Mtx* projection; Mtx* viewing; GraphicsContext* gfxCtx; s32 pad; gfxCtx = view->gfxCtx; OPEN_DISPS(gfxCtx); vp = GRAPH_ALLOC(gfxCtx, sizeof(Vp)); View_ViewportToVp(vp, &view->viewport); view->vp = *vp; gDPPipeSync(OVERLAY_DISP++); { s32 pad; Gfx* overlay; overlay = OVERLAY_DISP; View_SetScissor(&overlay, view->viewport.leftX, view->viewport.topY, view->viewport.rightX, view->viewport.bottomY); OVERLAY_DISP = overlay; } gSPViewport(OVERLAY_DISP++, vp); projection = GRAPH_ALLOC(gfxCtx, sizeof(Mtx)); view->projectionPtr = projection; width = view->viewport.rightX - view->viewport.leftX; height = view->viewport.bottomY - view->viewport.topY; aspect = (f32)width / (f32)height; guPerspective(projection, &view->perspNorm, view->fovy, aspect, view->zNear, view->zFar, view->scale); view->projection = *projection; gSPPerspNormalize(OVERLAY_DISP++, view->perspNorm); gSPMatrix(OVERLAY_DISP++, projection, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); viewing = GRAPH_ALLOC(gfxCtx, sizeof(Mtx)); view->viewingPtr = viewing; // This check avoids a divide-by-zero in guLookAt if eye == at if (view->eye.x == view->at.x && view->eye.y == view->at.y && view->eye.z == view->at.z) { view->eye.z += 2.0f; } guLookAt(viewing, view->eye.x, view->eye.y, view->eye.z, view->at.x, view->at.y, view->at.z, view->up.x, view->up.y, view->up.z); view->viewing = *viewing; gSPMatrix(OVERLAY_DISP++, viewing, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION); CLOSE_DISPS(gfxCtx); return 1; } /** * Just updates view's view matrix from its eye/at/up vectors. */ s32 View_UpdateViewingMatrix(View* view) { guLookAt(view->viewingPtr, view->eye.x, view->eye.y, view->eye.z, view->at.x, view->at.y, view->at.z, view->up.x, view->up.y, view->up.z); view->unkE0 = *view->viewingPtr; view->viewingPtr = &view->unkE0; return 1; } s32 View_ApplyTo(View* view, Gfx** gfxp) { Gfx* gfx = *gfxp; GraphicsContext* gfxCtx = view->gfxCtx; Viewport* viewport = &view->viewport; Mtx* projection; Vp* vp; vp = GRAPH_ALLOC(gfxCtx, sizeof(Vp)); View_ViewportToVp(vp, viewport); view->vp = *vp; View_ClearScissor(view, &gfx); gSPViewport(gfx++, vp); projection = GRAPH_ALLOC(gfxCtx, sizeof(Mtx)); view->projectionPtr = projection; guOrtho(projection, gScreenWidth * -0.5f, gScreenWidth * 0.5f, gScreenHeight * -0.5f, gScreenHeight * 0.5f, view->zNear, view->zFar, view->scale); view->projection = *projection; gSPMatrix(gfx++, projection, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION); *gfxp = gfx; return 1; }