more PS2 stuff; memory movement done
This commit is contained in:
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3c24505990
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13cefd3293
@ -40,7 +40,7 @@ CTempColModels::Initialise(void)
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colmodel.numSpheres = ARRAY_SIZE(sphrs);\
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colmodel.spheres = sphrs;\
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colmodel.level = LEVEL_GENERIC;\
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colmodel.ownsCollisionVolumes = false;\
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colmodel.ownsCollisionVolumes = false;
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int i;
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@ -1032,17 +1032,261 @@ void CGame::Process(void)
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int32 gNumMemMoved;
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bool
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MoveMem(void **ptr)
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{
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if(*ptr){
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gNumMemMoved++;
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void *newPtr = gMainHeap.MoveMemory(*ptr);
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if(*ptr != newPtr){
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*ptr = newPtr;
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return true;
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}
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}
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return false;
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}
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typedef struct _SkyRasterExt _SkyRasterExt;
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struct _SkyRasterExt
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{
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RwInt32 dmaRefCount; /**< Internal use */
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RwInt32 dmaClrCount; /**< Internal use */
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/* General texture setup register */
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RwUInt32 lsb; /**< Internal use */
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RwUInt32 msb; /**< Internal use */
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RwUInt32 palOffset; /**< Internal use */
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/* K: a 12 bit 8.4 value in bottom bits */
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/* L: a 2 bit value in 12,13 */
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RwUInt16 mipmapKL; /**< Internal use */
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/* NOTE: This is left shifted two */
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RwUInt8 maxMipLevel; /**< Internal use */
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/* Is this texture to stay in the cache? */
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RwUInt8 bLocked; /**< Internal use */
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/* Mipmap addresses */
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RwUInt32 miptbp1Lsb; /**< Internal use */
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RwUInt32 miptbp1Msb; /**< Internal use */
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RwUInt32 miptbp2Lsb; /**< Internal use */
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RwUInt32 miptbp2Msb; /**< Internal use */
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/* Size in bytes in system memory for pixels */
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RwUInt32 sysMemSize; /**< Internal use */
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/* Size in bytes in system memory for palette */
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RwUInt32 sysMemPalSize; /**< Internal use */
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/* Size in words in video memory for pixels + palette */
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RwUInt32 nTexCacheSize; /**< Internal use */
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/* Should we cache packets for this raster */
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RwUInt8 cachePkts; /**< Internal use */
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RwUInt8 lockedMipLevel; /**< Currently locked mip level */
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RwUInt8 flags; /**< Bit 0 new format texture */
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/**< Bit 1 twiddled (->32) */
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/**< Bit 2 twiddled (->16) */
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RwUInt8 pad[1]; /**< Internal use */
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#if defined(GSB) && defined(GSPLUS)
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RwUInt32 lsb3; /**< Internal use */
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RwUInt32 msb3; /**< Internal use */
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RwUInt32 miptbp3Lsb, miptbp3Msb; /**< Internal use */
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RwUInt32 miptbp4Lsb, miptbp4Msb; /**< Internal use */
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#endif /* defined(GSB) && defined(GSPLUS) */
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};
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uint32 skyRasterExt;
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#define RASTEREXTFROMRASTER(raster) \
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((_SkyRasterExt *)(((RwUInt8 *)(raster)) + skyRasterExt))
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// Some convenience structs
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struct SkyDataPrefix
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{
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uint32 pktSize1;
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uint32 data; // pointer to data as read from TXD
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uint32 pktSize2;
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uint32 unused;
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};
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struct DMAGIFUpload
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{
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uint32 tag1_qwc, tag1_addr; // dmaref
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uint32 nop1, vif_direct1;
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uint32 giftag[4];
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uint32 gs_bitbltbuf[4];
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uint32 tag2_qwc, tag2_addr; // dmaref
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uint32 nop2, vif_direct2;
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};
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// This is very scary. it depends on the exact memory layout of the DMA chains and whatnot
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RwTexture *
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MoveTextureMemoryCB(RwTexture *texture, void *pData)
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{
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// TODO
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#ifdef GTA_PS2
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bool *pRet = (bool*)pData;
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RwRaster *raster = RwTextureGetRaster(texture);
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_SkyRasterExt *rasterExt = RASTEREXTFROMRASTER(raster);
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if(raster->originalPixels == nil || // the raw data
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raster->cpPixels == raster->originalPixels || // old format, can't handle it
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rasterExt->dmaRefCount != 0 && rasterExt->dmaClrCount != 0)
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return texture;
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// this is the allocated pointer we will move
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SkyDataPrefix *prefix = (SkyDataPrefix*)raster->originalPixels;
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DMAGIFUpload *uploads = (DMAGIFUpload*)(prefix+1);
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// We have 4qw for each upload,
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// i.e. for each buffer width of mip levels,
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// and the palette if there is one.
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// NB: this code does NOT support mipmaps!
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// so we assume two uploads (pixels and palette)
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//
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// each upload looks like this:
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// (DMAcnt; NOP; VIF DIRECT(2))
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// giftag (1, A+D)
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// GS_BITBLTBUF
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// (DMAref->pixel data; NOP; VIF DIRECT(5))
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// the DMArefs are what we have to adjust
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uintptr dataDiff, upload1Diff, upload2Diff, pixelDiff, paletteDiff;
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dataDiff = prefix->data - (uintptr)raster->originalPixels;
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upload1Diff = uploads[0].tag2_addr - (uintptr)raster->originalPixels;
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if(raster->palette)
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upload2Diff = uploads[1].tag2_addr - (uintptr)raster->originalPixels;
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pixelDiff = (uintptr)raster->cpPixels - (uintptr)raster->originalPixels;
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if(raster->palette)
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paletteDiff = (uintptr)raster->palette - (uintptr)raster->originalPixels;
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uint8 *newptr = (uint8*)gMainHeap.MoveMemory(raster->originalPixels);
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if(newptr != raster->originalPixels){
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// adjust everything
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prefix->data = (uintptr)newptr + dataDiff;
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uploads[0].tag2_addr = (uintptr)newptr + upload1Diff;
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if(raster->palette)
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uploads[1].tag2_addr = (uintptr)newptr + upload2Diff;
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raster->originalPixels = newptr;
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raster->cpPixels = newptr + pixelDiff;
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if(raster->palette)
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raster->palette = newptr + paletteDiff;
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if(pRet){
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*pRet = true;
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return nil;
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}
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}
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#else
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// nothing to do here really, everything should be in videomemory
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#endif
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return texture;
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}
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bool
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TidyUpModelInfo(CBaseModelInfo *,bool)
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MoveAtomicMemory(RpAtomic *atomic, bool onlyOne)
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{
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// TODO
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RpGeometry *geo = RpAtomicGetGeometry(atomic);
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#if THIS_IS_COMPATIBLE_WITH_GTA3_RW31
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if(MoveMem((void**)&geo->triangles) && onlyOne)
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return true;
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if(MoveMem((void**)&geo->matList.materials) && onlyOne)
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return true;
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if(MoveMem((void**)&geo->preLitLum) && onlyOne)
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return true;
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if(MoveMem((void**)&geo->texCoords[0]) && onlyOne)
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return true;
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if(MoveMem((void**)&geo->texCoords[1]) && onlyOne)
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return true;
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// verts and normals of morph target are allocated together
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int vertDiff;
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if(geo->morphTarget->normals)
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vertDiff = geo->morphTarget->normals - geo->morphTarget->verts;
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if(MoveMem((void**)&geo->morphTarget->verts)){
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if(geo->morphTarget->normals)
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geo->morphTarget->normals = geo->morphTarget->verts + vertDiff;
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if(onlyOne)
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return true;
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}
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RpMeshHeader *oldmesh = geo->mesh;
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if(MoveMem((void**)&geo->mesh)){
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// index pointers are allocated together with meshes,
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// have to relocate those too
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RpMesh *mesh = (RpMesh*)(geo->mesh+1);
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uintptr reloc = (uintptr)geo->mesh - (uintptr)oldmesh;
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for(int i = 0; i < geo->mesh->numMeshes; i++)
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mesh[i].indices = (RxVertexIndex*)((uintptr)mesh[i].indices + reloc);
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if(onlyOne)
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return true;
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}
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#else
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// we could do something in librw here
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#endif
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return false;
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}
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bool
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MoveColModelMemory(CColModel &colModel, bool onlyOne)
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{
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#if GTA_VERSION >= GTA3_PS2_160
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// hm...should probably only do this if ownsCollisionVolumes
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// but it doesn't exist on PS2...
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if(!colModel.ownsCollisionVolumes)
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return false;
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#endif
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if(MoveMem((void**)&colModel.spheres) && onlyOne)
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return true;
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if(MoveMem((void**)&colModel.lines) && onlyOne)
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return true;
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if(MoveMem((void**)&colModel.boxes) && onlyOne)
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return true;
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if(MoveMem((void**)&colModel.vertices) && onlyOne)
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return true;
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if(MoveMem((void**)&colModel.triangles) && onlyOne)
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return true;
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if(MoveMem((void**)&colModel.trianglePlanes) && onlyOne)
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return true;
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return false;
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}
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RpAtomic*
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MoveAtomicMemoryCB(RpAtomic *atomic, void *pData)
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{
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bool *pRet = (bool*)pData;
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if(pRet == nil)
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MoveAtomicMemory(atomic, false);
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else if(MoveAtomicMemory(atomic, true)){
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*pRet = true;
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return nil;
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}
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return atomic;
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}
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bool
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TidyUpModelInfo(CBaseModelInfo *modelInfo, bool onlyone)
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{
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if(modelInfo->GetColModel() && modelInfo->DoesOwnColModel())
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if(MoveColModelMemory(*modelInfo->GetColModel(), onlyone))
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return true;
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RwObject *rwobj = modelInfo->GetRwObject();
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if(RwObjectGetType(rwobj) == rpATOMIC)
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if(MoveAtomicMemory((RpAtomic*)rwobj, onlyone))
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return true;
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if(RwObjectGetType(rwobj) == rpCLUMP){
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bool ret = false;
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if(onlyone)
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RpClumpForAllAtomics((RpClump*)rwobj, MoveAtomicMemoryCB, &ret);
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else
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RpClumpForAllAtomics((RpClump*)rwobj, MoveAtomicMemoryCB, nil);
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if(ret)
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return true;
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}
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if(modelInfo->GetModelType() == MITYPE_PED && ((CPedModelInfo*)modelInfo)->m_hitColModel)
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if(MoveColModelMemory(*((CPedModelInfo*)modelInfo)->m_hitColModel, onlyone))
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return true;
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return false;
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}
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@ -922,24 +922,24 @@ CEntity *
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CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float radius, CEntity *entityToIgnore,
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bool ignoreSomeObjects)
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{
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static CColModel sphereCol;
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static CColModel OurColModel;
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sphereCol.boundingSphere.center.x = 0.0f;
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sphereCol.boundingSphere.center.y = 0.0f;
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sphereCol.boundingSphere.center.z = 0.0f;
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sphereCol.boundingSphere.radius = radius;
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sphereCol.boundingBox.min.x = -radius;
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sphereCol.boundingBox.min.y = -radius;
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sphereCol.boundingBox.min.z = -radius;
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sphereCol.boundingBox.max.x = radius;
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sphereCol.boundingBox.max.y = radius;
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sphereCol.boundingBox.max.z = radius;
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sphereCol.numSpheres = 1;
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sphereCol.spheres = &sphereCol.boundingSphere;
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sphereCol.numLines = 0;
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sphereCol.numBoxes = 0;
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sphereCol.numTriangles = 0;
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sphereCol.ownsCollisionVolumes = false;
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OurColModel.boundingSphere.center.x = 0.0f;
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OurColModel.boundingSphere.center.y = 0.0f;
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OurColModel.boundingSphere.center.z = 0.0f;
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OurColModel.boundingSphere.radius = radius;
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OurColModel.boundingBox.min.x = -radius;
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OurColModel.boundingBox.min.y = -radius;
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OurColModel.boundingBox.min.z = -radius;
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OurColModel.boundingBox.max.x = radius;
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OurColModel.boundingBox.max.y = radius;
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OurColModel.boundingBox.max.z = radius;
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OurColModel.numSpheres = 1;
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OurColModel.spheres = &OurColModel.boundingSphere;
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OurColModel.numLines = 0;
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OurColModel.numBoxes = 0;
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OurColModel.numTriangles = 0;
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OurColModel.ownsCollisionVolumes = false;
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CMatrix sphereMat;
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sphereMat.SetTranslate(spherePos);
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@ -962,7 +962,7 @@ CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float rad
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if(e->GetBoundRadius() + radius > distance) {
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CColModel *eCol = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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int collidedSpheres =
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CCollision::ProcessColModels(sphereMat, sphereCol, e->GetMatrix(), *eCol,
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CCollision::ProcessColModels(sphereMat, OurColModel, e->GetMatrix(), *eCol,
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gaTempSphereColPoints, nil, nil);
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if(collidedSpheres != 0 ||
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@ -1,27 +1,27 @@
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#pragma once
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enum Config {
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NUMPLAYERS = 1,
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NUMPLAYERS = 1, // 4 on PS2
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NUMCDIMAGES = 12, // gta3.img duplicates (not used on PC)
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MAX_CDIMAGES = 8, // additional cdimages
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MAX_CDCHANNELS = 5,
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MODELINFOSIZE = 5500,
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MODELINFOSIZE = 5500, // 3150 on PS2
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// TXDSTORESIZE = 850,
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TXDSTORESIZE = 1024, // for Xbox map
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EXTRADIRSIZE = 128,
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CUTSCENEDIRSIZE = 512,
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SIMPLEMODELSIZE = 5000,
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SIMPLEMODELSIZE = 5000, // 2910 on PS2
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MLOMODELSIZE = 1,
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MLOINSTANCESIZE = 1,
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TIMEMODELSIZE = 30,
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CLUMPMODELSIZE = 5,
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PEDMODELSIZE = 90,
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VEHICLEMODELSIZE = 120,
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VEHICLEMODELSIZE = 120, // 70 on PS2
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XTRACOMPSMODELSIZE = 2,
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TWODFXSIZE = 2000,
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TWODFXSIZE = 2000, // 1210 on PS2
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MAXVEHICLESLOADED = 50, // 70 on mobile
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@ -63,9 +63,9 @@ public:
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bool DoesOwnColModel(void) { return m_bOwnsColModel; }
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void DeleteCollisionModel(void);
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void ClearTexDictionary(void) { m_txdSlot = -1; }
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short GetObjectID(void) { return m_objectId; }
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int16 GetObjectID(void) { return m_objectId; }
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void SetObjectID(int16 id) { m_objectId = id; }
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short GetTxdSlot(void) { return m_txdSlot; }
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int16 GetTxdSlot(void) { return m_txdSlot; }
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void AddRef(void);
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void RemoveRef(void);
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void SetTexDictionary(const char *name);
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@ -11,6 +11,18 @@ public:
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float m_lodDistances[3];
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uint8 m_numAtomics;
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uint8 m_alpha;
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/* // For reference, PS2 has:
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uint8 m_firstDamaged;
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uint8 m_normalCull : 1;
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uint8 m_isDamaged : 1;
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uint8 m_isBigBuilding : 1;
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uint8 m_noFade : 1;
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uint8 m_drawLast : 1;
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uint8 m_additive : 1;
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uint8 m_isSubway : 1;
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uint8 m_ignoreLight : 1;
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// m_noZwrite is missing because not needed
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*/
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uint16 m_firstDamaged : 2; // 0: no damage model
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// 1: 1 and 2 are damage models
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// 2: 2 is damage model
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@ -778,8 +778,10 @@ CHeli::InitHelis(void)
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for(i = 0; i < NUM_HELIS; i++)
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pHelis[i] = nil;
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#if GTA_VERSION >= GTA3_PS2_160
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((CVehicleModelInfo*)CModelInfo::GetModelInfo(MI_ESCAPE))->SetColModel(&CTempColModels::ms_colModelPed1);
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((CVehicleModelInfo*)CModelInfo::GetModelInfo(MI_CHOPPER))->SetColModel(&CTempColModels::ms_colModelPed1);
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#endif
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}
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CHeli*
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@ -789,6 +791,13 @@ GenerateHeli(bool catalina)
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CVector heliPos;
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int i;
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#if GTA_VERSION < GTA3_PS2_160
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if(catalina)
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((CVehicleModelInfo*)CModelInfo::GetModelInfo(MI_ESCAPE))->SetColModel(&CTempColModels::ms_colModelPed1);
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else
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((CVehicleModelInfo*)CModelInfo::GetModelInfo(MI_CHOPPER))->SetColModel(&CTempColModels::ms_colModelPed1);
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#endif
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if(catalina)
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heli = new CHeli(MI_ESCAPE, PERMANENT_VEHICLE);
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else
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