Splashpack fixes, rendering from splaspack now works
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@@ -4,6 +4,7 @@
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#include "psyqo/fixed-point.hh"
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#include "psyqo/gte-kernels.hh"
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#include "psyqo/gte-registers.hh"
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#include "psyqo/primitives/common.hh"
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#include "psyqo/primitives/triangles.hh"
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#include "psyqo/soft-math.hh"
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#include "psyqo/trigonometry.hh"
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@@ -54,18 +55,11 @@ void psxsplash::Renderer::render(eastl::vector<GameObject *> &objects) {
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for (auto &obj : objects) {
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/*psyqo::GTE::write<psyqo::GTE::Register::TRX, psyqo::GTE::Unsafe>(
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obj->position.x.raw());
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psyqo::GTE::write<psyqo::GTE::Register::TRY, psyqo::GTE::Unsafe>(
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obj->position.y.raw());
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auto transform = psyqo::SoftMath::generateRotationMatrix33(
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0, psyqo::SoftMath::Axis::X, m_trig);
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psyqo::GTE::writeUnsafe<psyqo::GTE::PseudoRegister::Rotation>(
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obj->rotation);*/
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transform);
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psyqo::GTE::write<psyqo::GTE::Register::TRZ, psyqo::GTE::Unsafe>(1024);
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psyqo::GTE::writeUnsafe<psyqo::GTE::PseudoRegister::Rotation>(
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obj->rotation);
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for (int i = 0; i < obj->polyCount; i++) {
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Tri &tri = obj->polygons[i];
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@@ -80,23 +74,24 @@ void psxsplash::Renderer::render(eastl::vector<GameObject *> &objects) {
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int32_t mac0 = 0;
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psyqo::GTE::read<psyqo::GTE::Register::MAC0>(
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reinterpret_cast<uint32_t *>(&mac0));
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// if (mac0 <= 0)
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// continue;
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if (mac0 <= 0)
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continue;
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psyqo::GTE::Kernels::avsz3();
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int32_t zIndex = 0;
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psyqo::GTE::read<psyqo::GTE::Register::OTZ>(
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reinterpret_cast<uint32_t *>(&zIndex));
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// if (zIndex < 0 || zIndex >= ORDERING_TABLE_SIZE)
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// continue;
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if (zIndex < 0 || zIndex >= ORDERING_TABLE_SIZE)
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continue;
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psyqo::GTE::read<psyqo::GTE::Register::SXY0>(&projected[0].packed);
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psyqo::GTE::read<psyqo::GTE::Register::SXY1>(&projected[1].packed);
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psyqo::GTE::read<psyqo::GTE::Register::SXY2>(&projected[2].packed);
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auto &prim =
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balloc.allocateFragment<psyqo::Prim::TexturedTriangle>();
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balloc.allocateFragment<psyqo::Prim::GouraudTexturedTriangle>();
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prim.primitive.pointA = projected[0];
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prim.primitive.pointB = projected[1];
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prim.primitive.pointC = projected[2];
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@@ -104,8 +99,11 @@ void psxsplash::Renderer::render(eastl::vector<GameObject *> &objects) {
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prim.primitive.uvB = tri.uvB;
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prim.primitive.uvC = tri.uvC;
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prim.primitive.tpage = obj->texture;
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prim.primitive.tpage.setPageX(5);
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prim.primitive.tpage.setPageY(0);
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prim.primitive.tpage.setDithering(true);
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prim.primitive.setColorA(tri.colorA);
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prim.primitive.setColorB(tri.colorB);
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prim.primitive.setColorC(tri.colorC);
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prim.primitive.setOpaque();
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