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https://github.com/open-goal/jak-project.git
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35bdc9b1d3
* also add a new sprite renderer * claaaang * goal build fix * fix tests, add stack singleton option * make all event-message-blocks the same * diskboot
145 lines
3.5 KiB
C
145 lines
3.5 KiB
C
#pragma once
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#include "game/graphics/opengl_renderer/BucketRenderer.h"
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#include "game/graphics/opengl_renderer/DirectRenderer.h"
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#include "common/dma/gs.h"
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#include "common/math/Vector.h"
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using math::Matrix4f;
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using math::Vector4f;
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/*!
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* GOAL sprite-frame-data, all the data that's uploaded once per frame for the sprite system.
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*/
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struct SpriteFrameData {
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Vector4f xy_array[8];
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Vector4f st_array[4];
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Vector4f xyz_array[4];
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Vector4f hmge_scale;
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float pfog0;
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float deg_to_rad;
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float min_scale;
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float inv_area;
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GifTag adgif_giftag;
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GifTag sprite_2d_giftag;
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GifTag sprite_2d_giftag2;
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Vector4f sincos[5];
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Vector4f basis_x;
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Vector4f basis_y;
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GifTag sprite_3d_giftag;
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AdGifData screen_shader;
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GifTag clipped_giftag;
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Vector4f inv_hmge_scale;
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Vector4f stq_offset;
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Vector4f stq_scale;
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Vector4f rgba_plain;
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GifTag warp_giftag;
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float fog_min;
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float fog_max;
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float max_scale;
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float bonus;
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};
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/*!
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* "Matrix Data" for 3D sprites. This is shared for all 3D sprites
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*/
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struct Sprite3DMatrixData {
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Matrix4f camera;
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Vector4f hvdf_offset;
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};
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/*!
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* "Matrix Data" for 2D screen space sprites. These are shared for all 2D HUD sprites
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*/
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struct SpriteHudMatrixData {
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Matrix4f matrix;
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// the "matrix" field is an index into these 76 quadwords
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Vector4f hvdf_offset;
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Vector4f user_hvdf[75];
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};
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/*!
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* The "vector data" (sprite-vec-data-2d). Each sprite has its own vector data.
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*/
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struct SpriteVecData2d {
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Vector4f xyz_sx; // position + x scale
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Vector4f flag_rot_sy; // flags, rotation, and scale y
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Vector4f rgba; // color
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float sx() const { return xyz_sx.w(); }
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// for HUD, this is the hvdf offset index
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s32 flag() {
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s32 result;
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memcpy(&result, &flag_rot_sy.x(), sizeof(s32));
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return result;
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}
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// unused for HUD
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s32 matrix() {
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s32 result;
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memcpy(&result, &flag_rot_sy.y(), sizeof(s32));
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return result;
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}
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// rotation in degrees
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float rot() const { return flag_rot_sy.z(); }
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// scale y.
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float sy() const { return flag_rot_sy.w(); }
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};
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static_assert(sizeof(SpriteVecData2d) == 48);
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/*!
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* The layout of VU1 data memory, in quadword addresses
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* The lower 800 qw's hold two buffers for double buffering drawing/loading.
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*/
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enum SpriteDataMem {
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// these three can have an offset of 0 or 400 depending on which buffer
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Header = 0, // number of sprites (updated per chunk)
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Vector = 1, // vector data (updated per chunk)
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Adgif = 145, // adgifs (updated per chunk)
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// offset of first buffer
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Buffer0 = 0,
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// offset of second buffer
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Buffer1 = 400,
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GiftagBuilding = 800, // used to store gs packets for xgkicking
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// matrix data (different depending on group)
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Matrix = 900,
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// frame data (same for the whole frame)
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FrameData = 980
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};
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/*!
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* The GS packet built by the sprite renderer.
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*/
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struct SpriteHud2DPacket {
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GifTag adgif_giftag; // starts the adgif shader. 0
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AdGifData user_adgif; // the adgif shader 16
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GifTag sprite_giftag; // 96
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math::Vector<s32, 4> color;
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Vector4f st0;
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math::Vector<s32, 4> xy0;
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Vector4f st1;
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math::Vector<s32, 4> xy1;
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Vector4f st2;
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math::Vector<s32, 4> xy2;
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Vector4f st3;
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math::Vector<s32, 4> xy3;
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};
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/*!
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* The layout of VU1 code memory
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*/
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enum SpriteProgMem {
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Init = 0, // the sprite initialization program. runs once per frame.
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Sprites2dGrp0 = 3, // world space 2d sprites
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Sprites2dHud = 109, // hud sprites
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Sprites3d = 211 // 3d sprites
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};
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static_assert(offsetof(SpriteFrameData, hmge_scale) == 256);
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static_assert(sizeof(SpriteFrameData) == 0x290, "SpriteFrameData size"); |