mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-29 15:33:01 +00:00
303 lines
8.5 KiB
Diff
303 lines
8.5 KiB
Diff
diff --git a/src/game/area.c b/src/game/area.c
|
|
index 240605d8..88c1a314 100644
|
|
--- a/src/game/area.c
|
|
+++ b/src/game/area.c
|
|
@@ -19,7 +19,8 @@
|
|
#include "level_update.h"
|
|
#include "engine/geo_layout.h"
|
|
#include "save_file.h"
|
|
#include "level_table.h"
|
|
+#include "debug_box.h"
|
|
|
|
struct SpawnInfo gPlayerSpawnInfos[1];
|
|
struct GraphNode *D_8033A160[0x100];
|
|
@@ -353,6 +354,8 @@ void render_game(void) {
|
|
if (gCurrentArea != NULL && !gWarpTransition.pauseRendering) {
|
|
geo_process_root(gCurrentArea->unk04, D_8032CE74, D_8032CE78, gFBSetColor);
|
|
|
|
+ render_debug_boxes();
|
|
+
|
|
gSPViewport(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&D_8032CF00));
|
|
|
|
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, BORDER_HEIGHT, SCREEN_WIDTH,
|
|
diff --git a/src/game/debug_box.c b/src/game/debug_box.c
|
|
new file mode 100644
|
|
index 00000000..0ee87ec7
|
|
--- /dev/null
|
|
+++ b/src/game/debug_box.c
|
|
@@ -0,0 +1,244 @@
|
|
+#include <ultra64.h>
|
|
+
|
|
+#include "sm64.h"
|
|
+#include "game/game_init.h"
|
|
+#include "game/geo_misc.h"
|
|
+#include "engine/math_util.h"
|
|
+
|
|
+#include "debug_box.h"
|
|
+
|
|
+/**
|
|
+ * @file debug_box.c
|
|
+ * Draws 3D boxes for debugging purposes.
|
|
+ *
|
|
+ * How to use:
|
|
+ *
|
|
+ * In render_game() in area.c, add a call to render_debug_boxes():
|
|
+ *
|
|
+ * void render_game(void) {
|
|
+ * if (gCurrentArea != NULL && !gWarpTransition.pauseRendering) {
|
|
+ * geo_process_root(...);
|
|
+ *
|
|
+ * render_debug_boxes(); // add here
|
|
+ *
|
|
+ * gSPViewport(...);
|
|
+ * gDPSetScissor(...);
|
|
+ * //...
|
|
+ *
|
|
+ * Now just call debug_box() whenever you want to draw one!
|
|
+ *
|
|
+ * debug_box by default takes two arguments: a center and bounds vec3f.
|
|
+ * This will draw a box starting from the point (center - bounds) to (center + bounds).
|
|
+ *
|
|
+ * Use debug_box_rot to draw a box rotated in the xz-plane.
|
|
+ *
|
|
+ * If you want to draw a box by specifying min and max points, use debug_box_pos() instead.
|
|
+ */
|
|
+
|
|
+/**
|
|
+ * Internal struct containing box info
|
|
+ */
|
|
+struct DebugBox {
|
|
+ Vec3s center;
|
|
+ Vec3s bounds;
|
|
+ s16 yaw;
|
|
+};
|
|
+
|
|
+struct DebugBox *sBoxes[MAX_DEBUG_BOXES];
|
|
+s16 sNumBoxes = 0;
|
|
+
|
|
+extern Mat4 gMatStack[32]; //XXX: Hack
|
|
+
|
|
+/**
|
|
+ * The debug boxes' transparency
|
|
+ */
|
|
+#define DBG_BOX_ALPHA 0x7F
|
|
+/**
|
|
+ * The debug boxes' color
|
|
+ */
|
|
+#define DBG_BOX_COL 0xFF, 0x00, 0x00, DBG_BOX_ALPHA
|
|
+
|
|
+/**
|
|
+ * Sets up the RCP for drawing the boxes
|
|
+ */
|
|
+static const Gfx dl_debug_box_begin[] = {
|
|
+ gsDPPipeSync(),
|
|
+#if DBG_BOX_ALPHA < 0xFF
|
|
+ gsDPSetRenderMode(G_RM_ZB_XLU_SURF, G_RM_NOOP2),
|
|
+#else
|
|
+ gsDPSetRenderMode(G_RM_ZB_OPA_SURF, G_RM_NOOP2),
|
|
+#endif
|
|
+ gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK),
|
|
+ gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH),
|
|
+ gsSPTexture(0, 0, 0, 0, G_OFF),
|
|
+ gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
|
|
+ gsSPEndDisplayList(),
|
|
+};
|
|
+
|
|
+/**
|
|
+ * Actually draws the box
|
|
+ */
|
|
+static const Gfx dl_debug_draw_box[] = {
|
|
+ gsSP2Triangles( 0, 1, 2, 0x0, 2, 1, 3, 0x0),
|
|
+ gsSP2Triangles( 2, 3, 6, 0x0, 6, 3, 7, 0x0),
|
|
+
|
|
+ gsSP2Triangles( 4, 0, 2, 0x0, 2, 6, 4, 0x0),
|
|
+ gsSP2Triangles( 1, 5, 3, 0x0, 3, 5, 7, 0x0),
|
|
+
|
|
+ gsSP2Triangles( 1, 0, 4, 0x0, 1, 4, 5, 0x0),
|
|
+ gsSP2Triangles( 5, 4, 6, 0x0, 5, 6, 7, 0x0),
|
|
+
|
|
+ gsSPEndDisplayList(),
|
|
+};
|
|
+
|
|
+/**
|
|
+ * Adds a box to the list to be rendered this frame.
|
|
+ *
|
|
+ * If there are already MAX_DEBUG_BOXES boxes, does nothing.
|
|
+ */
|
|
+static void append_debug_box(Vec3f center, Vec3f bounds, s16 yaw)
|
|
+{
|
|
+ if (sNumBoxes >= MAX_DEBUG_BOXES ||
|
|
+ (sBoxes[sNumBoxes] = mem_pool_alloc(gEffectsMemoryPool, sizeof(struct DebugBox))) == NULL) {
|
|
+ return;
|
|
+ }
|
|
+
|
|
+ vec3f_to_vec3s(sBoxes[sNumBoxes]->center, center);
|
|
+ vec3f_to_vec3s(sBoxes[sNumBoxes]->bounds, bounds);
|
|
+
|
|
+ sBoxes[sNumBoxes]->yaw = yaw;
|
|
+
|
|
+ ++sNumBoxes;
|
|
+}
|
|
+
|
|
+/**
|
|
+ * Draws a debug box from (center - bounds) to (center + bounds)
|
|
+ * To draw a rotated box, use debug_box_rot()
|
|
+ *
|
|
+ * @see debug_box_rot()
|
|
+ */
|
|
+void debug_box(Vec3f center, Vec3f bounds)
|
|
+{
|
|
+ append_debug_box(center, bounds, 0);
|
|
+}
|
|
+
|
|
+/**
|
|
+ * Draws a debug box from (center - bounds) to (center + bounds), rotating it by `yaw`
|
|
+ */
|
|
+void debug_box_rot(Vec3f center, Vec3f bounds, s16 yaw)
|
|
+{
|
|
+ append_debug_box(center, bounds, yaw);
|
|
+}
|
|
+
|
|
+/**
|
|
+ * Draws a debug box from pMin to pMax
|
|
+ * To draw a rotated box this way, use debug_box_pos_rot()
|
|
+ *
|
|
+ * @see debug_box_pos_rot()
|
|
+ */
|
|
+void debug_box_pos(Vec3f pMin, Vec3f pMax)
|
|
+{
|
|
+ debug_box_pos_rot(pMin, pMax, 0);
|
|
+}
|
|
+
|
|
+/**
|
|
+ * Draws a debug box from pMin to pMax, rotating it in the xz-plane by `yaw`
|
|
+ */
|
|
+void debug_box_pos_rot(Vec3f pMin, Vec3f pMax, s16 yaw)
|
|
+{
|
|
+ Vec3f center, bounds;
|
|
+
|
|
+ bounds[0] = pMax[0] - pMin[0] / 2.0f;
|
|
+ bounds[1] = pMax[1] - pMin[1] / 2.0f;
|
|
+ bounds[2] = pMax[2] - pMin[2] / 2.0f;
|
|
+
|
|
+ center[0] = pMin[0] + bounds[0];
|
|
+ center[1] = pMin[1] + bounds[1];
|
|
+ center[2] = pMin[2] + bounds[2];
|
|
+
|
|
+ append_debug_box(center, bounds, yaw);
|
|
+}
|
|
+
|
|
+static void render_box(struct DebugBox *box)
|
|
+{
|
|
+ Vtx *verts = alloc_display_list(8 * sizeof(Vtx));
|
|
+ Mtx *translate;
|
|
+ Mtx *rotate;
|
|
+ Mtx *translateback;
|
|
+ s32 x0 = box->center[0],
|
|
+ y0 = box->center[1],
|
|
+ z0 = box->center[2];
|
|
+
|
|
+ s32 xb = box->bounds[0],
|
|
+ yb = box->bounds[1],
|
|
+ zb = box->bounds[2];
|
|
+
|
|
+ if (verts != NULL) {
|
|
+ if (box->yaw != 0) {
|
|
+ // Translate to the origin, rotate, then translate back, effectively rotating the box about
|
|
+ // its center
|
|
+ translate = alloc_display_list(sizeof(Mtx));
|
|
+ rotate = alloc_display_list(sizeof(Mtx));
|
|
+ translateback = alloc_display_list(sizeof(Mtx));
|
|
+
|
|
+ guTranslate(translate, box->center[0], box->center[1], box->center[2]);
|
|
+ guRotate(rotate, box->yaw / (float)0x10000 * 360.0f, 0, 1.0f, 0);
|
|
+ guTranslate(translateback, -box->center[0], -box->center[1], -box->center[2]);
|
|
+
|
|
+ gSPMatrix(gDisplayListHead++, translate, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_PUSH);
|
|
+ gSPMatrix(gDisplayListHead++, rotate, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_NOPUSH);
|
|
+ gSPMatrix(gDisplayListHead++, translateback, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_NOPUSH);
|
|
+ }
|
|
+
|
|
+#define DBG_BOX_VTX(i, x, y, z) make_vertex(verts, i, x, y, z, 0, 0, DBG_BOX_COL)
|
|
+ DBG_BOX_VTX(0, x0 - xb, y0 + yb, z0 - zb);
|
|
+ DBG_BOX_VTX(1, x0 + xb, y0 + yb, z0 - zb);
|
|
+ DBG_BOX_VTX(2, x0 - xb, y0 - yb, z0 - zb);
|
|
+ DBG_BOX_VTX(3, x0 + xb, y0 - yb, z0 - zb);
|
|
+ DBG_BOX_VTX(4, x0 - xb, y0 + yb, z0 + zb);
|
|
+ DBG_BOX_VTX(5, x0 + xb, y0 + yb, z0 + zb);
|
|
+ DBG_BOX_VTX(6, x0 - xb, y0 - yb, z0 + zb);
|
|
+ DBG_BOX_VTX(7, x0 + xb, y0 - yb, z0 + zb);
|
|
+#undef DBG_BOX_VTX
|
|
+
|
|
+ gSPVertex(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(verts), 8, 0);
|
|
+
|
|
+ gSPDisplayList(gDisplayListHead++, dl_debug_draw_box);
|
|
+
|
|
+ if (box->yaw != 0) {
|
|
+ gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
|
|
+ }
|
|
+ }
|
|
+}
|
|
+
|
|
+void render_debug_boxes(void)
|
|
+{
|
|
+ s32 i;
|
|
+ Mtx *mtx;
|
|
+
|
|
+ if (sNumBoxes == 0) {
|
|
+ return;
|
|
+ }
|
|
+
|
|
+ mtx = alloc_display_list(sizeof(Mtx));
|
|
+ if (mtx == NULL) {
|
|
+ for (i = 0; i < sNumBoxes; ++i) {
|
|
+ mem_pool_free(gEffectsMemoryPool, sBoxes[i]);
|
|
+ }
|
|
+ sNumBoxes = 0;
|
|
+ return;
|
|
+ }
|
|
+
|
|
+ //XXX: This is hacky. Ths camera's look-at matrix is stored in gMatStack[1], so this is a simple way
|
|
+ // of using it without reconstructing the matrix.
|
|
+ mtxf_to_mtx(mtx, gMatStack[1]);
|
|
+ gSPMatrix(gDisplayListHead++, mtx, G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
|
|
+ gSPDisplayList(gDisplayListHead++, dl_debug_box_begin);
|
|
+
|
|
+ for (i = 0; i < sNumBoxes; ++i) {
|
|
+ render_box(sBoxes[i]);
|
|
+ mem_pool_free(gEffectsMemoryPool, sBoxes[i]);
|
|
+ }
|
|
+
|
|
+ sNumBoxes = 0;
|
|
+}
|
|
diff --git a/src/game/debug_box.h b/src/game/debug_box.h
|
|
new file mode 100644
|
|
index 00000000..cdb3dc9d
|
|
--- /dev/null
|
|
+++ b/src/game/debug_box.h
|
|
@@ -0,0 +1,25 @@
|
|
+#ifndef _DEBUG_DRAW_CUBE_H
|
|
+#define _DEBUG_DRAW_CUBE_H
|
|
+
|
|
+/**
|
|
+ * @file debug_box.h
|
|
+ * Draws debug boxes, see debug_box.inc.c for details
|
|
+ */
|
|
+
|
|
+#include "types.h"
|
|
+
|
|
+/**
|
|
+ * The max amount of debug boxes before debug_box() just returns.
|
|
+ * You can set this to something higher like 1000, but things like text will stop rendering.
|
|
+ */
|
|
+#define MAX_DEBUG_BOXES 100
|
|
+
|
|
+void debug_box(Vec3f center, Vec3f bounds);
|
|
+void debug_box_rot(Vec3f center, Vec3f bounds, s16 yaw);
|
|
+
|
|
+void debug_box_pos(Vec3f pMin, Vec3f pMax);
|
|
+void debug_box_pos_rot(Vec3f pMin, Vec3f pMax, s16 yaw);
|
|
+
|
|
+void render_debug_boxes(void);
|
|
+
|
|
+#endif /* _DEBUG_DRAW_CUBE_H */
|