reman3/Rayman_X/cpa/tempgrp/GliGlou/Drivers/SGL2/Acces_SGL2.c

163 lines
4.4 KiB
C

// GET
#define GetX(a) a.fX
#define GetY(a) a.fY
#define GetZ(a) a.fInvW
#define GetPackedColor(a) a.u32Colour
#define GetU(a) a.fUOverW
#define GetV(a) a.fVOverW
// SET
#define SetX(a,b) a.fX = b
#define SetY(a,b) a.fY = b
#define SetZ(a,b) a.fInvW = b
#define SetPackedColor(a,b) a.u32Colour = b
#define SetPackedSpecular(a,b) a.u32Specular = b
#define SetU(a,b) a.fUOverW = b
#define SetV(a,b) a.fVOverW = b
#define SetU_Cpy(a,b) *(unsigned long *)&a.fUOverW = *(unsigned long *)&b
#define SetV_Cpy(a,b) *(unsigned long *)&a.fVOverW = *(unsigned long *)&b
// Fond de roulement SGL2
#define GLI_C_SGL2lMaxTriBuffer 512
#define GLI_C_SGL2lMaxVertBuffer GLI_C_SGL2lMaxTriBuffer * 3L
long GLI_glActualSizeOfVertex;
#define GLI_tdScreenVertx SGLVERTEX
SGLVERTEX aDEFCurrentDestXYZ[GLI_C_SGL2lMaxVertBuffer];
SGLVERTEX *CurrentDestXYZ;
extern SGLCONTEXT SGLContext;
extern SGLCONTEXT2 SGLContext2;
#define GLI_M_RestoreCW()
void GLI_BeforeDraw()
{
CurrentDestXYZ = aDEFCurrentDestXYZ;
GLI_glActualSizeOfVertex = 0;
};
void GLI_AfterDraw()
{
CurrentDestXYZ = aDEFCurrentDestXYZ;
if (GLI_glActualSizeOfVertex != 0)
sgltri_triangles(&SGLContext , GLI_glActualSizeOfVertex , NULL , CurrentDestXYZ);
GLI_glActualSizeOfVertex = 0;
}
void GLI_DrawQuad(void)
{
/* add 2 triangles */
CurrentDestXYZ[5] = CurrentDestXYZ[3];
CurrentDestXYZ[4] = CurrentDestXYZ[2];
CurrentDestXYZ[3] = CurrentDestXYZ[0];
if (GLI_glActualSizeOfVertex > GLI_C_SGL2lMaxTriBuffer - 4)
{
CurrentDestXYZ = aDEFCurrentDestXYZ;
sgltri_triangles(&SGLContext , GLI_glActualSizeOfVertex + 2, NULL , CurrentDestXYZ);
GLI_glActualSizeOfVertex = 0;
} else
{
CurrentDestXYZ += 6;
GLI_glActualSizeOfVertex+=2;
}
}
// Draw
GLI_FuncNodeBegin(GLI_vDrawTriangle)
{
/* draw */
if (GLI_glActualSizeOfVertex > GLI_C_SGL2lMaxTriBuffer - 4)
{
CurrentDestXYZ = aDEFCurrentDestXYZ;
sgltri_triangles(&SGLContext , GLI_glActualSizeOfVertex + 1, NULL , CurrentDestXYZ);
GLI_glActualSizeOfVertex = 0;
} else
{
CurrentDestXYZ += 3;
GLI_glActualSizeOfVertex++;
}
}
void GLI_vDrawZSortedTriangle(void *p_3Point)
{
}
void GLI_vDrawZSortedQuad(void *p_3Point)
{
}
void GLI_vAddDrawFunc()
{
GLI_M_AddFunc(GLI_vDrawTriangle);
}
// GLI_BIG_GLOBALS -> lClippingModeMask
void GLI_ReComputeClippingMask()
{
*(float *)&fX_CMP_Optimize = 640.0f;
*(float *)&fY_CMP_Optimize = 480.0f;
*(float *)&fXMin_CLIP_Optimize = 100.0f;
*(float *)&fYMin_CLIP_Optimize = 50.0f;
*(float *)&fXMax_CLIP_Optimize = 540.0f;
*(float *)&fYMax_CLIP_Optimize = 430.0f;
}
//********************************************************************************************
// Name: GLI_DRV_vSendSpriteToClip
// Goal: draw a sprite
// Code: Philippe Vimont
// OPTIMMIZED : No
//********************************************************************************************
void GLI_DRV_vSendSpriteToClip
(
GLI_tdstAligned2DVector *a4_st2DVertex ,
MTH_tdxReal xZ ,
GLI_tdstInternalGlobalValuesFor3dEngine *p_stGlobaleMT)
{
GLI_BeforeDraw();
GLI_M_InitSprite();
SetU(CurrentDestXYZ[0],0.0f);
SetV(CurrentDestXYZ[0],1.0f);
SetU(CurrentDestXYZ[1],1.0f);
SetV(CurrentDestXYZ[1],1.0f);
SetU(CurrentDestXYZ[2],1.0f);
SetV(CurrentDestXYZ[2],0.0f);
SetU(CurrentDestXYZ[3],0.0f);
SetV(CurrentDestXYZ[3],0.0f);
GLI_DrawQuad();
GLI_AfterDraw();
}
//********************************************************************************************
// Name: GLI_DRV_vSendSpriteToClipWithUV 1.0
// Goal:
// Code: Philippe Vimont / 1.0
// REM:
// OPTIMMIZED : No
//********************************************************************************************
void GLI_DRV_vSendSpriteToClipWithUV
(
GLI_tdstAligned2DVector *a4_st2DVertex ,
MTH_tdxReal *a8_stUVVertex,
MTH_tdxReal xZ ,
GLI_tdstInternalGlobalValuesFor3dEngine *p_stGlobaleMT)
{
GLI_BeforeDraw();
GLI_M_InitSprite();
SetU(CurrentDestXYZ[2],a8_stUVVertex[4]);
SetV(CurrentDestXYZ[2],a8_stUVVertex[4+1]);
SetU(CurrentDestXYZ[3],a8_stUVVertex[6]);
SetV(CurrentDestXYZ[3],a8_stUVVertex[6+1]);
SetU(CurrentDestXYZ[0],a8_stUVVertex[0]);
SetV(CurrentDestXYZ[0],a8_stUVVertex[0+1]);
SetU(CurrentDestXYZ[1],a8_stUVVertex[2]);
SetV(CurrentDestXYZ[1],a8_stUVVertex[2+1]);
GLI_DrawQuad();
GLI_AfterDraw();
}