Merge remote-tracking branch 'origin/master' into miami

# Conflicts:
#	src/control/RoadBlocks.cpp
#	src/core/Collision.h
#	src/core/Pad.cpp
#	src/core/SurfaceTable.h
#	src/core/main.cpp
#	src/core/re3.cpp
#	src/peds/Population.cpp
#	src/render/Fluff.cpp
#	src/render/Shadows.cpp
#	src/render/Shadows.h
#	src/render/Sprite2d.cpp
#	src/weapons/BulletInfo.cpp
This commit is contained in:
Sergeanur 2020-08-07 12:34:41 +03:00
commit 7d8ffa9ebd
34 changed files with 3423 additions and 306 deletions

View file

@ -1,9 +1,124 @@
#include "common.h"
#include "Quaternion.h"
#include "VuVector.h"
// TODO: move more stuff into here
void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in)
{
#ifdef GTA_PS2
__asm__ __volatile__("\n\
lqc2 vf01,0x0(%2)\n\
lqc2 vf02,0x0(%1)\n\
lqc2 vf03,0x10(%1)\n\
lqc2 vf04,0x20(%1)\n\
lqc2 vf05,0x30(%1)\n\
vmulax.xyz ACC, vf02,vf01\n\
vmadday.xyz ACC, vf03,vf01\n\
vmaddaz.xyz ACC, vf04,vf01\n\
vmaddw.xyz vf06,vf05,vf00\n\
sqc2 vf06,0x0(%0)\n\
": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
#else
out = mat * in;
#endif
}
void TransformPoint(CVuVector &out, const CMatrix &mat, const RwV3d &in)
{
#ifdef GTA_PS2
__asm__ __volatile__("\n\
ldr $8,0x0(%2)\n\
ldl $8,0x7(%2)\n\
lw $9,0x8(%2)\n\
pcpyld $10,$9,$8\n\
qmtc2 $10,vf01\n\
lqc2 vf02,0x0(%1)\n\
lqc2 vf03,0x10(%1)\n\
lqc2 vf04,0x20(%1)\n\
lqc2 vf05,0x30(%1)\n\
vmulax.xyz ACC, vf02,vf01\n\
vmadday.xyz ACC, vf03,vf01\n\
vmaddaz.xyz ACC, vf04,vf01\n\
vmaddw.xyz vf06,vf05,vf00\n\
sqc2 vf06,0x0(%0)\n\
": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
#else
out = mat * in;
#endif
}
void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const RwV3d *in, int stride)
{
#ifdef GTA_PS3
__asm__ __volatile__("\n\
paddub $3,%4,$0\n\
lqc2 vf02,0x0(%2)\n\
lqc2 vf03,0x10(%2)\n\
lqc2 vf04,0x20(%2)\n\
lqc2 vf05,0x30(%2)\n\
ldr $8,0x0(%3)\n\
ldl $8,0x7(%3)\n\
lw $9,0x8(%3)\n\
pcpyld $10,$9,$8\n\
qmtc2 $10,vf01\n\
1: vmulax.xyz ACC, vf02,vf01\n\
vmadday.xyz ACC, vf03,vf01\n\
vmaddaz.xyz ACC, vf04,vf01\n\
vmaddw.xyz vf06,vf05,vf00\n\
add %3,%3,$3\n\
ldr $8,0x0(%3)\n\
ldl $8,0x7(%3)\n\
lw $9,0x8(%3)\n\
pcpyld $10,$9,$8\n\
qmtc2 $10,vf01\n\
addi %1,%1,-1\n\
addiu %0,%0,0x10\n\
sqc2 vf06,-0x10(%0)\n\
bnez %1,1b\n\
": : "r" (out) , "r" (n), "r" (&mat), "r" (in), "r" (stride): "memory");
#else
while(n--){
*out = mat * *in;
in = (RwV3d*)((uint8*)in + stride);
out++;
}
#endif
}
void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector *in)
{
#ifdef GTA_PS2
__asm__ __volatile__("\n\
lqc2 vf02,0x0(%2)\n\
lqc2 vf03,0x10(%2)\n\
lqc2 vf04,0x20(%2)\n\
lqc2 vf05,0x30(%2)\n\
lqc2 vf01,0x0(%3)\n\
nop\n\
1: vmulax.xyz ACC, vf02,vf01\n\
vmadday.xyz ACC, vf03,vf01\n\
vmaddaz.xyz ACC, vf04,vf01\n\
vmaddw.xyz vf06,vf05,vf00\n\
lqc2 vf01,0x10(%3)\n\
addiu %3,%3,0x10\n\
addi %1,%1,-1\n\
addiu %0,%0,0x10\n\
sqc2 vf06,-0x10(%0)\n\
bnez %1,1b\n\
": : "r" (out) , "r" (n), "r" (&mat) ,"r" (in): "memory");
#else
while(n--){
*out = mat * *in;
in++;
out++;
}
#endif
}
void
CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
{
@ -74,6 +189,7 @@ CMatrix::Reorthogonalise(void)
CMatrix&
Invert(const CMatrix &src, CMatrix &dst)
{
// TODO: VU0 code
// GTA handles this as a raw 4x4 orthonormal matrix
// and trashes the RW flags, let's not do that
// actual copy of librw code:
@ -104,6 +220,7 @@ Invert(const CMatrix &src, CMatrix &dst)
CVector
operator*(const CMatrix &mat, const CVector &vec)
{
// TODO: VU0 code
return CVector(
mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
@ -113,6 +230,7 @@ operator*(const CMatrix &mat, const CVector &vec)
CMatrix
operator*(const CMatrix &m1, const CMatrix &m2)
{
// TODO: VU0 code
CMatrix out;
RwMatrix *dst = &out.m_matrix;
const RwMatrix *src1 = &m1.m_matrix;
@ -132,9 +250,18 @@ operator*(const CMatrix &m1, const CMatrix &m2)
return out;
}
CMatrix&
CMatrix::operator*=(CMatrix const &rhs)
{
// TODO: VU0 code
*this = *this * rhs;
return *this;
}
const CVector
Multiply3x3(const CMatrix &mat, const CVector &vec)
{
// TODO: VU0 code
return CVector(
mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
@ -166,6 +293,7 @@ CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, fl
w1 = Sin((1.0f - t) * theta) * invSin;
w2 = Sin(t * theta) * invSin;
}
// TODO: VU0 code
*this = w1*q1 + w2*q2;
}
}