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#include "z64skybox.h"
#include "global.h"
#include "buffers.h"
typedef struct SkyboxFaceParams {
/* 0x00 */ s32 xStart;
/* 0x04 */ s32 yStart;
/* 0x08 */ s32 zStart;
/* 0x0C */ s32 outerIncrVal;
/* 0x10 */ s32 innerIncrVal;
} SkyboxFaceParams; // size = 0x14
// Converts texture coordinate values to s10.5 fixed point
#define TC(x) ((s16)((x)*32))
// Texture offsets for each face in the static segment buffer
u32 sSkybox128TexOffsets[] = {
128 * 64 * 0, 128 * 64 * 1, 128 * 64 * 2, 128 * 64 * 3, 128 * 64 * 4, 128 * 64 * 4 + 128 * 128,
};
// Maps vertex buffer index to coordinate buffer index
u16 sSkybox128VtxBufIndices[] = {
0, 2, 10, 12, 2, 4, 12, 14, 10, 12, 20, 22, 12, 14, 22, 24, 1, 3, 5, 6, 7, 8, 9, 11, 13, 15, 16, 17, 18, 19, 21, 23,
};
// S coordinates for all faces
s32 sSkybox128TexSCoords[] = {
TC(62 * 0), TC(62 * 1), TC(62 * 2), TC(62 * 3), TC(62 * 4),
};
// T coordinates for top and bottom faces
s32 sSkybox128TexTCoordsXZ[] = {
TC(62 * 0), TC(62 * 1), TC(62 * 2), TC(62 * 3), TC(62 * 4),
};
// T coordinates for side faces
s32 sSkybox128TexTCoords[] = {
TC(62 * 0), TC(62 * 1), TC(62 * 2), TC(62 * 1), TC(62 * 0),
};
// Maps vertex index to vertex buffer index
s16 sSkybox128VtxIndices[] = {
0, 16, 19, 18, 16, 1, 20, 19, 1, 17, 21, 20, 17, 5, 22, 21, 18, 19, 23, 2, 19, 20,
3, 23, 20, 21, 24, 3, 21, 22, 7, 24, 2, 23, 26, 25, 23, 3, 27, 26, 3, 24, 28, 27,
24, 7, 29, 28, 25, 26, 30, 10, 26, 27, 11, 30, 27, 28, 31, 11, 28, 29, 15, 31,
};
/**
* Build the vertex and display list data for a skybox with 128x128 and 128x64 face textures.
*
* While the textures are nominally 128x128 (128x64) the 4x4 (4x2) tiles that cover it are only 31x31,
* therefore only a 125x125 (125x63) area is ever sampled (125 = 4 * 31 + 1, the additional +1 accounts for bilinear
* filtering)
*
* Each texture dimension is padded to the next power of 2, resulting in a final size of 128x128 (128x64)
*/
s32 Skybox_CalculateFace128(SkyboxContext* skyboxCtx, Vtx* roomVtx, s32 roomVtxStartIndex, s32 xStart, s32 yStart,
s32 zStart, s32 innerIncrVal, s32 outerIncrVal, s32 faceNum) {
s32 i;
s32 j;
s32 k;
s16 uls;
s16 m;
s32 outerIncr;
u16 index;
s16 ult;
s16 l;
s16 vtxIndex;
s32 innerIncr;
s32 xPoints[5 * 5];
s32 yPoints[5 * 5];
s32 zPoints[5 * 5];
s32 tcS[5 * 5];
s32 tcT[5 * 5];
s32 pad;
// Collect all vertex positions for this face
switch (faceNum) {
case 0: // xy plane
case 1:
outerIncr = yStart;
for (i = 0, k = 0; k < 25; i++) {
innerIncr = xStart;
for (j = 0; j < 5; j++, k++) {
zPoints[k] = zStart;
xPoints[k] = innerIncr;
yPoints[k] = outerIncr;
tcS[k] = sSkybox128TexSCoords[j];
tcT[k] = sSkybox128TexTCoords[i];
innerIncr += innerIncrVal;
}
outerIncr += outerIncrVal;
}
break;
case 2: // yz plane
case 3:
outerIncr = yStart;
for (i = 0, k = 0; k < 25; i++) {
innerIncr = zStart;
for (j = 0; j < 5; j++, k++) {
xPoints[k] = xStart;
yPoints[k] = outerIncr;
zPoints[k] = innerIncr;
tcS[k] = sSkybox128TexSCoords[j];
tcT[k] = sSkybox128TexTCoords[i];
innerIncr += innerIncrVal;
}
outerIncr += outerIncrVal;
}
break;
case 4: // xz plane
case 5:
outerIncr = zStart;
for (i = 0, k = 0; k < 25; i++) {
innerIncr = xStart;
for (j = 0; j < 5; j++, k++) {
yPoints[k] = yStart;
xPoints[k] = innerIncr;
zPoints[k] = outerIncr;
tcS[k] = sSkybox128TexSCoords[j];
tcT[k] = sSkybox128TexTCoordsXZ[i];
innerIncr += innerIncrVal;
}
outerIncr += outerIncrVal;
}
break;
default:
break;
}
// Select gfx buffer
skyboxCtx->gfx = &skyboxCtx->dListBuf[2 * faceNum][0];
// Generate and load Vertex structures
for (i = 0; i < ARRAY_COUNT(sSkybox128VtxBufIndices); i++) {
index = sSkybox128VtxBufIndices[i];
roomVtx[roomVtxStartIndex + i].v.ob[0] = xPoints[index];
roomVtx[roomVtxStartIndex + i].v.ob[1] = yPoints[index];
roomVtx[roomVtxStartIndex + i].v.ob[2] = zPoints[index];
roomVtx[roomVtxStartIndex + i].v.flag = 0;
roomVtx[roomVtxStartIndex + i].v.tc[0] = tcS[index];
roomVtx[roomVtxStartIndex + i].v.tc[1] = tcT[index];
roomVtx[roomVtxStartIndex + i].v.cn[1] = 0;
roomVtx[roomVtxStartIndex + i].v.cn[2] = 0;
roomVtx[roomVtxStartIndex + i].v.cn[0] = 255;
}
gSPVertex(skyboxCtx->gfx++, &roomVtx[roomVtxStartIndex], 32, 0);
roomVtxStartIndex += i; // += 32
// Cull the face if not within the viewing volume
gSPCullDisplayList(skyboxCtx->gfx++, 0, 15);
// Draw face, load the texture in several tiles to work around TMEM size limitations
if ((faceNum == 4) || (faceNum == 5)) {
// top/bottom faces, 128x128 texture
ult = 0;
for (vtxIndex = 0, l = 0; l < 4; l++, ult += 31) {
for (uls = 0, m = 0; m < 4; m++, uls += 31, vtxIndex += 4) {
gDPLoadMultiTile(skyboxCtx->gfx++,
(uintptr_t)skyboxCtx->staticSegments[0] + sSkybox128TexOffsets[faceNum], 0,
G_TX_RENDERTILE, G_IM_FMT_CI, G_IM_SIZ_8b, 128, 0, uls, ult, uls + 31, ult + 31, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOLOD);
gDPLoadMultiTile(
skyboxCtx->gfx++, (uintptr_t)skyboxCtx->staticSegments[1] + sSkybox128TexOffsets[faceNum], 0x80, 1,
G_IM_FMT_CI, G_IM_SIZ_8b, 128, 0, uls, ult, uls + 31, ult + 31, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD);
gSP1Quadrangle(skyboxCtx->gfx++, sSkybox128VtxIndices[vtxIndex + 1], sSkybox128VtxIndices[vtxIndex + 2],
sSkybox128VtxIndices[vtxIndex + 3], sSkybox128VtxIndices[vtxIndex + 0], 3);
}
}
} else {
// other faces, 128x64 texture
ult = 0;
for (vtxIndex = 0, l = 0; l < 2; l++, ult += 31) {
for (uls = 0, m = 0; m < 4; m++, uls += 31, vtxIndex += 4) {
gDPLoadMultiTile(skyboxCtx->gfx++,
(uintptr_t)skyboxCtx->staticSegments[0] + sSkybox128TexOffsets[faceNum], 0,
G_TX_RENDERTILE, G_IM_FMT_CI, G_IM_SIZ_8b, 128, 0, uls, ult, uls + 31, ult + 31, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOLOD);
gDPLoadMultiTile(
skyboxCtx->gfx++, (uintptr_t)skyboxCtx->staticSegments[1] + sSkybox128TexOffsets[faceNum], 0x80, 1,
G_IM_FMT_CI, G_IM_SIZ_8b, 128, 0, uls, ult, uls + 31, ult + 31, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD);
gSP1Quadrangle(skyboxCtx->gfx++, sSkybox128VtxIndices[vtxIndex + 1], sSkybox128VtxIndices[vtxIndex + 2],
sSkybox128VtxIndices[vtxIndex + 3], sSkybox128VtxIndices[vtxIndex + 0], 3);
}
}
ult -= 31;
for (l = 0; l < 2; l++, ult -= 31) {
for (uls = 0, m = 0; m < 4; m++, uls += 31, vtxIndex += 4) {
gDPLoadMultiTile(skyboxCtx->gfx++,
(uintptr_t)skyboxCtx->staticSegments[0] + sSkybox128TexOffsets[faceNum], 0,
G_TX_RENDERTILE, G_IM_FMT_CI, G_IM_SIZ_8b, 128, 0, uls, ult, uls + 31, ult + 31, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOLOD);
gDPLoadMultiTile(
skyboxCtx->gfx++, (uintptr_t)skyboxCtx->staticSegments[1] + sSkybox128TexOffsets[faceNum], 0x80, 1,
G_IM_FMT_CI, G_IM_SIZ_8b, 128, 0, uls, ult, uls + 31, ult + 31, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD);
gSP1Quadrangle(skyboxCtx->gfx++, sSkybox128VtxIndices[vtxIndex + 1], sSkybox128VtxIndices[vtxIndex + 2],
sSkybox128VtxIndices[vtxIndex + 3], sSkybox128VtxIndices[vtxIndex + 0], 3);
}
}
}
gSPEndDisplayList(skyboxCtx->gfx++);
return roomVtxStartIndex;
}
SkyboxFaceParams sSkybox128FaceParams[] = {
{ -64, 64, -64, 32, -32 }, { 64, 64, 64, -32, -32 }, { -64, 64, 64, -32, -32 },
{ 64, 64, -64, 32, -32 }, { -64, 64, 64, 32, -32 }, { -64, -64, -64, 32, 32 },
};
/**
* Computes the display list for a skybox with up to 6 faces, where the sides are 128x64 CI8 textures and the
* top/bottom faces are 128x128 CI8 textures.
*/
void Skybox_Calculate128(SkyboxContext* skyboxCtx, s32 nFaces) {
s32 roomVtxStartIndex = 0;
s32 faceNum;
for (faceNum = 0; faceNum < nFaces; faceNum++) {
roomVtxStartIndex = Skybox_CalculateFace128(
skyboxCtx, skyboxCtx->roomVtx, roomVtxStartIndex, sSkybox128FaceParams[faceNum].xStart,
sSkybox128FaceParams[faceNum].yStart, sSkybox128FaceParams[faceNum].zStart,
sSkybox128FaceParams[faceNum].outerIncrVal, sSkybox128FaceParams[faceNum].innerIncrVal, faceNum);
}
}
void Skybox_Setup(GameState* gameState, SkyboxContext* skyboxCtx, s16 skyboxId) {
PlayState* play = (PlayState*)gameState;
size_t size;
void* segment;
skyboxCtx->rot.z = 0.0f;
switch (skyboxId) {
case SKYBOX_NORMAL_SKY:
// Send a DMA request for the cloudy sky texture
skyboxCtx->staticSegments[0] = gLoBuffer.skyboxBuffer;
size = SEGMENT_ROM_SIZE(d2_cloud_static);
segment = (void*)ALIGN8((uintptr_t)skyboxCtx->staticSegments[0] + size);
DmaMgr_RequestSync(skyboxCtx->staticSegments[0], SEGMENT_ROM_START(d2_cloud_static), size);
// Send a DMA request for the clear sky texture
skyboxCtx->staticSegments[1] = segment;
size = SEGMENT_ROM_SIZE(d2_fine_static);
segment = (void*)ALIGN8((uintptr_t)segment + size);
DmaMgr_RequestSync(skyboxCtx->staticSegments[1], SEGMENT_ROM_START(d2_fine_static), size);
// Send a DMA request for the skybox palette
skyboxCtx->palette = segment;
size = SEGMENT_ROM_SIZE(d2_fine_pal_static);
segment = (void*)ALIGN8((uintptr_t)segment + size);
DmaMgr_RequestSync(skyboxCtx->palette, SEGMENT_ROM_START(d2_fine_pal_static), size);
skyboxCtx->prim.r = 145;
skyboxCtx->prim.g = 120;
skyboxCtx->prim.b = 155;
skyboxCtx->env.r = 40;
skyboxCtx->env.g = 0;
skyboxCtx->env.b = 40;
// Inverted Stone Tower Temple and Inverted Stone Tower
if ((play->sceneId == SCENE_F41) || (play->sceneId == SCENE_INISIE_R)) {
skyboxCtx->rot.z = 3.15f;
}
break;
case SKYBOX_2:
break;
default:
break;
}
}
void Skybox_Reload(PlayState* play, SkyboxContext* skyboxCtx, s16 skyboxId) {
size_t size;
switch (skyboxId) {
case SKYBOX_NORMAL_SKY:
osCreateMesgQueue(&skyboxCtx->loadQueue, skyboxCtx->loadMsg, ARRAY_COUNT(skyboxCtx->loadMsg));
if (play->envCtx.skybox1Index == 0) {
// Send a DMA request for the clear sky texture
size = SEGMENT_ROM_SIZE(d2_fine_static);
DmaMgr_RequestAsync(&skyboxCtx->skybox1DmaRequest, skyboxCtx->staticSegments[0],
SEGMENT_ROM_START(d2_fine_static), size, 0, &skyboxCtx->loadQueue, NULL);
} else {
// Send a DMA request for the cloudy sky texture
size = SEGMENT_ROM_SIZE(d2_cloud_static);
DmaMgr_RequestAsync(&skyboxCtx->skybox1DmaRequest, skyboxCtx->staticSegments[0],
SEGMENT_ROM_START(d2_cloud_static), size, 0, &skyboxCtx->loadQueue, NULL);
}
osRecvMesg(&skyboxCtx->loadQueue, NULL, OS_MESG_BLOCK);
osCreateMesgQueue(&skyboxCtx->loadQueue, skyboxCtx->loadMsg, ARRAY_COUNT(skyboxCtx->loadMsg));
if (play->envCtx.skybox2Index == 0) {
// Send a DMA request for the clear sky texture
size = SEGMENT_ROM_SIZE(d2_fine_static);
DmaMgr_RequestAsync(&skyboxCtx->skybox2DmaRequest, skyboxCtx->staticSegments[1],
SEGMENT_ROM_START(d2_fine_static), size, 0, &skyboxCtx->loadQueue, NULL);
} else {
// Send a DMA request for the cloudy sky texture
size = SEGMENT_ROM_SIZE(d2_cloud_static);
DmaMgr_RequestAsync(&skyboxCtx->skybox2DmaRequest, skyboxCtx->staticSegments[1],
SEGMENT_ROM_START(d2_cloud_static), size, 0, &skyboxCtx->loadQueue, NULL);
}
osRecvMesg(&skyboxCtx->loadQueue, NULL, OS_MESG_BLOCK);
osCreateMesgQueue(&skyboxCtx->loadQueue, skyboxCtx->loadMsg, ARRAY_COUNT(skyboxCtx->loadMsg));
size = SEGMENT_ROM_SIZE(d2_fine_pal_static);
// Send a DMA request for the skybox palette
DmaMgr_RequestAsync(&skyboxCtx->paletteDmaRequest, skyboxCtx->palette,
SEGMENT_ROM_START(d2_fine_pal_static), size, 0, &skyboxCtx->loadQueue, NULL);
osRecvMesg(&skyboxCtx->loadQueue, NULL, OS_MESG_BLOCK);
break;
default:
break;
}
}
void Skybox_Init(GameState* gameState, SkyboxContext* skyboxCtx, s16 skyboxId) {
skyboxCtx->shouldDraw = false;
skyboxCtx->rot.x = skyboxCtx->rot.y = skyboxCtx->rot.z = 0.0f;
Skybox_Setup(gameState, skyboxCtx, skyboxId);
if (skyboxId != SKYBOX_NONE) {
skyboxCtx->dListBuf = THA_AllocTailAlign16(&gameState->tha, 12 * 150 * sizeof(Gfx));
if (skyboxId == SKYBOX_CUTSCENE_MAP) {
// Allocate enough space for the vertices for a 6 sided skybox (cube)
skyboxCtx->roomVtx = THA_AllocTailAlign16(&gameState->tha, 6 * 32 * sizeof(Vtx));
Skybox_Calculate128(skyboxCtx, 6);
} else {
// Allocate enough space for the vertices for a 5 sided skybox (bottom is missing)
skyboxCtx->roomVtx = THA_AllocTailAlign16(&gameState->tha, 5 * 32 * sizeof(Vtx));
Skybox_Calculate128(skyboxCtx, 5);
}
}
}
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