mirror of
https://github.com/GTAmodding/re3.git
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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:
commit
7d8ffa9ebd
34 changed files with 3423 additions and 306 deletions
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@ -1,9 +1,124 @@
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#include "common.h"
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#include "Quaternion.h"
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#include "VuVector.h"
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// TODO: move more stuff into here
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void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in)
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{
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#ifdef GTA_PS2
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__asm__ __volatile__("\n\
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lqc2 vf01,0x0(%2)\n\
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lqc2 vf02,0x0(%1)\n\
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lqc2 vf03,0x10(%1)\n\
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lqc2 vf04,0x20(%1)\n\
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lqc2 vf05,0x30(%1)\n\
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vmulax.xyz ACC, vf02,vf01\n\
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vmadday.xyz ACC, vf03,vf01\n\
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vmaddaz.xyz ACC, vf04,vf01\n\
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vmaddw.xyz vf06,vf05,vf00\n\
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sqc2 vf06,0x0(%0)\n\
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": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
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#else
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out = mat * in;
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#endif
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}
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void TransformPoint(CVuVector &out, const CMatrix &mat, const RwV3d &in)
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{
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#ifdef GTA_PS2
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__asm__ __volatile__("\n\
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ldr $8,0x0(%2)\n\
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ldl $8,0x7(%2)\n\
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lw $9,0x8(%2)\n\
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pcpyld $10,$9,$8\n\
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qmtc2 $10,vf01\n\
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lqc2 vf02,0x0(%1)\n\
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lqc2 vf03,0x10(%1)\n\
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lqc2 vf04,0x20(%1)\n\
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lqc2 vf05,0x30(%1)\n\
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vmulax.xyz ACC, vf02,vf01\n\
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vmadday.xyz ACC, vf03,vf01\n\
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vmaddaz.xyz ACC, vf04,vf01\n\
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vmaddw.xyz vf06,vf05,vf00\n\
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sqc2 vf06,0x0(%0)\n\
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": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory");
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#else
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out = mat * in;
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#endif
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}
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void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const RwV3d *in, int stride)
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{
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#ifdef GTA_PS3
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__asm__ __volatile__("\n\
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paddub $3,%4,$0\n\
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lqc2 vf02,0x0(%2)\n\
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lqc2 vf03,0x10(%2)\n\
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lqc2 vf04,0x20(%2)\n\
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lqc2 vf05,0x30(%2)\n\
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ldr $8,0x0(%3)\n\
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ldl $8,0x7(%3)\n\
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lw $9,0x8(%3)\n\
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pcpyld $10,$9,$8\n\
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qmtc2 $10,vf01\n\
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1: vmulax.xyz ACC, vf02,vf01\n\
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vmadday.xyz ACC, vf03,vf01\n\
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vmaddaz.xyz ACC, vf04,vf01\n\
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vmaddw.xyz vf06,vf05,vf00\n\
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add %3,%3,$3\n\
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ldr $8,0x0(%3)\n\
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ldl $8,0x7(%3)\n\
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lw $9,0x8(%3)\n\
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pcpyld $10,$9,$8\n\
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qmtc2 $10,vf01\n\
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addi %1,%1,-1\n\
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addiu %0,%0,0x10\n\
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sqc2 vf06,-0x10(%0)\n\
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bnez %1,1b\n\
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": : "r" (out) , "r" (n), "r" (&mat), "r" (in), "r" (stride): "memory");
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#else
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while(n--){
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*out = mat * *in;
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in = (RwV3d*)((uint8*)in + stride);
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out++;
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}
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#endif
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}
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void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector *in)
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{
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#ifdef GTA_PS2
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__asm__ __volatile__("\n\
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lqc2 vf02,0x0(%2)\n\
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lqc2 vf03,0x10(%2)\n\
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lqc2 vf04,0x20(%2)\n\
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lqc2 vf05,0x30(%2)\n\
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lqc2 vf01,0x0(%3)\n\
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nop\n\
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1: vmulax.xyz ACC, vf02,vf01\n\
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vmadday.xyz ACC, vf03,vf01\n\
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vmaddaz.xyz ACC, vf04,vf01\n\
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vmaddw.xyz vf06,vf05,vf00\n\
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lqc2 vf01,0x10(%3)\n\
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addiu %3,%3,0x10\n\
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addi %1,%1,-1\n\
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addiu %0,%0,0x10\n\
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sqc2 vf06,-0x10(%0)\n\
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bnez %1,1b\n\
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": : "r" (out) , "r" (n), "r" (&mat) ,"r" (in): "memory");
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#else
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while(n--){
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*out = mat * *in;
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in++;
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out++;
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}
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#endif
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}
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void
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CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
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{
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CMatrix&
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Invert(const CMatrix &src, CMatrix &dst)
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{
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// TODO: VU0 code
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// GTA handles this as a raw 4x4 orthonormal matrix
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// and trashes the RW flags, let's not do that
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// actual copy of librw code:
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CVector
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operator*(const CMatrix &mat, const CVector &vec)
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{
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// TODO: VU0 code
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return CVector(
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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,
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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,
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CMatrix
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operator*(const CMatrix &m1, const CMatrix &m2)
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{
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// TODO: VU0 code
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CMatrix out;
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RwMatrix *dst = &out.m_matrix;
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const RwMatrix *src1 = &m1.m_matrix;
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return out;
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}
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CMatrix&
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CMatrix::operator*=(CMatrix const &rhs)
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{
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// TODO: VU0 code
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*this = *this * rhs;
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return *this;
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}
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const CVector
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Multiply3x3(const CMatrix &mat, const CVector &vec)
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{
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// TODO: VU0 code
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return CVector(
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mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
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mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
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w1 = Sin((1.0f - t) * theta) * invSin;
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w2 = Sin(t * theta) * invSin;
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}
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// TODO: VU0 code
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*this = w1*q1 + w2*q2;
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}
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}
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