Support apply_matrix on Vertex type
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1bf91b2d75
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@ -18,22 +18,19 @@ namespace GTETest {
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}
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void apply(const GTE::MATRIX& matrix) {
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static const auto apply_to = [](const GTE::MATRIX& matrix, GTE::SVECTOR vector) -> GPU::Vertex {
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static const auto apply_to = [](const GTE::MATRIX& matrix, GPU::Vertex vertex) -> GPU::Vertex {
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GTE::MATRIX move_back = GTE::MATRIX{
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GTE::ROTMATRIX::identity(), GTE::TRANSFERVECTOR::translated(-matrix.transfer.x, -matrix.transfer.y, -matrix.transfer.z)
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};
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GTE::SVECTOR output;
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int32_t flag;
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GTE::comp_matrix(matrix, move_back, move_back);
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return GTE::apply_matrix(move_back, vector, output).to<GPU::Vertex>();
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return GTE::apply_matrix(move_back, vertex, vertex);
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};
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const auto& area = this->area;
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this->display.vertex0 = apply_to(matrix, GTE::SVECTOR::from(area.get_top_left()));
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this->display.vertex1 = apply_to(matrix, GTE::SVECTOR::from(area.get_top_right()));
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this->display.vertex2 = apply_to(matrix, GTE::SVECTOR::from(area.get_bottom_left()));
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this->display.vertex3 = apply_to(matrix, GTE::SVECTOR::from(area.get_bottom_right()));
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this->display.vertex0 = apply_to(matrix, area.get_top_left());
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this->display.vertex1 = apply_to(matrix, area.get_top_right());
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this->display.vertex2 = apply_to(matrix, area.get_bottom_left());
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this->display.vertex3 = apply_to(matrix, area.get_bottom_right());
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}
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void render() {
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@ -5,6 +5,20 @@ namespace JabyEngine {
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namespace GTE {
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static constexpr auto StackSize = 16;
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/*
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matrix: first input
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Sets the 3x3 constant rotation matrix and the parallel transfer vector from input
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*/
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void set_matrix(const MATRIX& matrix);
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/*
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returns: current matrix
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Gets the current 3x3 constant rotation matrix and the parallel transfer vector
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*/
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MATRIX get_matrix();
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/*
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RotTrans
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@ -99,8 +113,28 @@ namespace JabyEngine {
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returns: result
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Applies the matrix to the vector
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The function destroys the constant rotation matrix and transfer vector
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*/
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SVECTOR& apply_matrix(const MATRIX& m0, const SVECTOR& v0, SVECTOR& v1);
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static SVECTOR& apply_matrix(const MATRIX& m0, const SVECTOR& v0, SVECTOR& v1) {
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set_matrix(m0);
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JabyEngine::GTE::ldv0(v0);
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JabyEngine::GTE::rt();
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JabyEngine::GTE::stsv(v1);
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return v1;
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}
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/*
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Same as apply_matrix but works on Vertex
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*/
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static GPU::Vertex& apply_matrix(const MATRIX& m0, const GPU::Vertex& v0, GPU::Vertex& v1) {
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set_matrix(m0);
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JabyEngine::GTE::ldgv0(v0);
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JabyEngine::GTE::rt();
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JabyEngine::GTE::stgv(v1);
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return v1;
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}
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/*
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MulMatrix0
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@ -133,20 +167,6 @@ namespace JabyEngine {
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return result;
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}
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/*
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matrix: first input
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Sets the 3x3 constant rotation matrix and the parallel transfer vector from input
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*/
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void set_matrix(const MATRIX& matrix);
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/*
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returns: current matrix
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Gets the current 3x3 constant rotation matrix and the parallel transfer vector
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*/
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MATRIX get_matrix();
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/*
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matrix: optional input
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@ -29,7 +29,12 @@ namespace JabyEngine {
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__asm__ volatile("or $12, $12, $13" :: "r"(&vector) : "$12", "$13");
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__asm__ volatile("mtc2 $12, $0" :: "r"(&vector) : "$12", "$13");
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__asm__ volatile("lwc2 $1, 8(%0)" :: "r"(&vector) : "$12", "$13");
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}
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// Loads a GPU VERTEX type
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static __always_inline void ldgv0(const GPU::Vertex& vertex) {
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__asm__ volatile("lwc2 $0, 0(%0)" :: "r"(&vertex));
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__asm__ volatile("lwc2 $1, 0" :: "r"(&vertex));
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}
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// Load column vector of MATRIX to universal register
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@ -77,6 +82,14 @@ namespace JabyEngine {
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__asm__ volatile("sh $14, 4(%0)" :: "r"(&out_vector) : "$12", "$13", "$14", "memory");
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}
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// Stores result into a GPU Vertex type
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static __always_inline void stgv(GPU::Vertex& out_vertex) {
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__asm__ volatile("mfc2 $12, $9" :: "r"(&out_vertex) : "$12", "$13", "$14", "memory");
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__asm__ volatile("mfc2 $13, $10" :: "r"(&out_vertex) : "$12", "$13", "$14", "memory");
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__asm__ volatile("sh $12, 0(%0)" :: "r"(&out_vertex) : "$12", "$13", "$14", "memory");
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__asm__ volatile("sh $13, 2(%0)" :: "r"(&out_vertex) : "$12", "$13", "$14", "memory");
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}
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/*
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Kernel of RotTrans
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(Transfer vector)+(Rotation Matrix)*(vertex register 0)
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@ -10,13 +10,14 @@ namespace JabyEngine {
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T x;
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T y;
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T z;
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T pad;
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static constexpr VECTOR create() {
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return VECTOR::create(0, 0, 0);
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}
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static constexpr VECTOR create(T x, T y, T z) {
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return VECTOR{.x = x, .y = y, .z = z};
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return VECTOR{.x = x, .y = y, .z = z, .pad = 0};
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}
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template<typename S>
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@ -2,10 +2,7 @@
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#include "../../internal-include/GPU/gpu_internal.hpp"
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#include <stdio.h>
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#include <PSX/GTE/gte.hpp>
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#include <PSX/System/syscalls.hpp>
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#include "../../reference/inline_n.h"
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#include <math.h>
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extern "C" uint32_t __heap_start;
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extern "C" uint32_t __bss_start;
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@ -43,16 +43,6 @@ namespace JabyEngine {
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static MATRIX Stack[StackSize];
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static MATRIX* FreeStackEntry = Stack;
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SVECTOR& apply_matrix(const MATRIX& m0, const SVECTOR& v0, SVECTOR& v1) {
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// TODO: Do we want to push here?
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set_matrix(m0);
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JabyEngine::GTE::ldv0(v0);
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JabyEngine::GTE::rt();
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JabyEngine::GTE::stsv(v1);
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return v1;
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}
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ROTMATRIX& multiply_matrix(const ROTMATRIX& m0, const ROTMATRIX& m1, ROTMATRIX& result) {
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set_rot_matrix(m0);
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