jak-project/game/graphics/opengl_renderer/sprite_common.h
water111 35bdc9b1d3
add an optional, less-accurate-but-faster sprite render and fix silly math bug (#1102)
* also add a new sprite renderer

* claaaang

* goal build fix

* fix tests, add stack singleton option

* make all event-message-blocks the same

* diskboot
2022-01-21 21:11:57 -05:00

145 lines
3.5 KiB
C

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