mirror of
https://github.com/n64decomp/sm64.git
synced 2024-11-16 14:25:05 -05:00
304 lines
8.5 KiB
Diff
304 lines
8.5 KiB
Diff
diff --git a/src/game/area.c b/src/game/area.c
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index 240605d8..88c1a314 100644
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--- a/src/game/area.c
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+++ b/src/game/area.c
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@@ -19,7 +19,8 @@
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#include "level_update.h"
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#include "engine/geo_layout.h"
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#include "save_file.h"
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#include "level_table.h"
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+#include "debug_box.h"
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struct SpawnInfo gPlayerSpawnInfos[1];
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struct GraphNode *D_8033A160[0x100];
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@@ -353,6 +354,8 @@ void render_game(void) {
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if (gCurrentArea != NULL && !gWarpTransition.pauseRendering) {
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geo_process_root(gCurrentArea->unk04, D_8032CE74, D_8032CE78, gFBSetColor);
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+ render_debug_boxes();
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+
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gSPViewport(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&D_8032CF00));
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gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, BORDER_HEIGHT, SCREEN_WIDTH,
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diff --git a/src/game/debug_box.c b/src/game/debug_box.c
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new file mode 100644
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index 00000000..0ee87ec7
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--- /dev/null
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+++ b/src/game/debug_box.c
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@@ -0,0 +1,244 @@
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+#include <ultra64.h>
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+
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+#include "sm64.h"
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+#include "game/game_init.h"
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+#include "game/geo_misc.h"
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+#include "engine/math_util.h"
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+
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+#include "debug_box.h"
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+
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+/**
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+ * @file debug_box.c
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+ * Draws 3D boxes for debugging purposes.
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+ *
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+ * How to use:
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+ *
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+ * In render_game() in area.c, add a call to render_debug_boxes():
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+ *
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+ * void render_game(void) {
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+ * if (gCurrentArea != NULL && !gWarpTransition.pauseRendering) {
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+ * geo_process_root(...);
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+ *
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+ * render_debug_boxes(); // add here
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+ *
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+ * gSPViewport(...);
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+ * gDPSetScissor(...);
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+ * //...
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+ *
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+ * Now just call debug_box() whenever you want to draw one!
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+ *
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+ * debug_box by default takes two arguments: a center and bounds vec3f.
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+ * This will draw a box starting from the point (center - bounds) to (center + bounds).
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+ *
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+ * Use debug_box_rot to draw a box rotated in the xz-plane.
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+ *
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+ * If you want to draw a box by specifying min and max points, use debug_box_pos() instead.
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+ */
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+
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+/**
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+ * Internal struct containing box info
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+ */
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+struct DebugBox {
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+ Vec3s center;
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+ Vec3s bounds;
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+ s16 yaw;
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+};
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+
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+struct DebugBox *sBoxes[MAX_DEBUG_BOXES];
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+s16 sNumBoxes = 0;
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+
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+extern Mat4 gMatStack[32]; //XXX: Hack
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+
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+/**
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+ * The debug boxes' transparency
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+ */
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+#define DBG_BOX_ALPHA 0x7F
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+/**
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+ * The debug boxes' color
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+ */
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+#define DBG_BOX_COL 0xFF, 0x00, 0x00, DBG_BOX_ALPHA
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+
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+/**
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+ * Sets up the RCP for drawing the boxes
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+ */
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+static const Gfx dl_debug_box_begin[] = {
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+ gsDPPipeSync(),
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+#if DBG_BOX_ALPHA < 0xFF
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+ gsDPSetRenderMode(G_RM_ZB_XLU_SURF, G_RM_NOOP2),
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+#else
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+ gsDPSetRenderMode(G_RM_ZB_OPA_SURF, G_RM_NOOP2),
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+#endif
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+ gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK),
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+ gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH),
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+ gsSPTexture(0, 0, 0, 0, G_OFF),
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+ gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
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+ gsSPEndDisplayList(),
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+};
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+
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+/**
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+ * Actually draws the box
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+ */
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+static const Gfx dl_debug_draw_box[] = {
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+ gsSP2Triangles( 0, 1, 2, 0x0, 2, 1, 3, 0x0),
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+ gsSP2Triangles( 2, 3, 6, 0x0, 6, 3, 7, 0x0),
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+
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+ gsSP2Triangles( 4, 0, 2, 0x0, 2, 6, 4, 0x0),
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+ gsSP2Triangles( 1, 5, 3, 0x0, 3, 5, 7, 0x0),
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+
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+ gsSP2Triangles( 1, 0, 4, 0x0, 1, 4, 5, 0x0),
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+ gsSP2Triangles( 5, 4, 6, 0x0, 5, 6, 7, 0x0),
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+
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+ gsSPEndDisplayList(),
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+};
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+
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+/**
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+ * Adds a box to the list to be rendered this frame.
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+ *
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+ * If there are already MAX_DEBUG_BOXES boxes, does nothing.
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+ */
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+static void append_debug_box(Vec3f center, Vec3f bounds, s16 yaw)
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+{
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+ if (sNumBoxes >= MAX_DEBUG_BOXES ||
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+ (sBoxes[sNumBoxes] = mem_pool_alloc(gEffectsMemoryPool, sizeof(struct DebugBox))) == NULL) {
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+ return;
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+ }
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+
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+ vec3f_to_vec3s(sBoxes[sNumBoxes]->center, center);
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+ vec3f_to_vec3s(sBoxes[sNumBoxes]->bounds, bounds);
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+
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+ sBoxes[sNumBoxes]->yaw = yaw;
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+
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+ ++sNumBoxes;
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+}
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+
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+/**
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+ * Draws a debug box from (center - bounds) to (center + bounds)
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+ * To draw a rotated box, use debug_box_rot()
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+ *
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+ * @see debug_box_rot()
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+ */
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+void debug_box(Vec3f center, Vec3f bounds)
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+{
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+ append_debug_box(center, bounds, 0);
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+}
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+
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+/**
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+ * Draws a debug box from (center - bounds) to (center + bounds), rotating it by `yaw`
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+ */
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+void debug_box_rot(Vec3f center, Vec3f bounds, s16 yaw)
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+{
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+ append_debug_box(center, bounds, yaw);
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+}
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+
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+/**
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+ * Draws a debug box from pMin to pMax
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+ * To draw a rotated box this way, use debug_box_pos_rot()
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+ *
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+ * @see debug_box_pos_rot()
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+ */
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+void debug_box_pos(Vec3f pMin, Vec3f pMax)
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+{
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+ debug_box_pos_rot(pMin, pMax, 0);
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+}
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+
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+/**
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+ * Draws a debug box from pMin to pMax, rotating it in the xz-plane by `yaw`
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+ */
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+void debug_box_pos_rot(Vec3f pMin, Vec3f pMax, s16 yaw)
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+{
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+ Vec3f center, bounds;
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+
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+ bounds[0] = pMax[0] - pMin[0] / 2.0f;
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+ bounds[1] = pMax[1] - pMin[1] / 2.0f;
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+ bounds[2] = pMax[2] - pMin[2] / 2.0f;
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+
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+ center[0] = pMin[0] + bounds[0];
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+ center[1] = pMin[1] + bounds[1];
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+ center[2] = pMin[2] + bounds[2];
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+
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+ append_debug_box(center, bounds, yaw);
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+}
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+
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+static void render_box(struct DebugBox *box)
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+{
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+ Vtx *verts = alloc_display_list(8 * sizeof(Vtx));
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+ Mtx *translate;
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+ Mtx *rotate;
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+ Mtx *translateback;
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+ s32 x0 = box->center[0],
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+ y0 = box->center[1],
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+ z0 = box->center[2];
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+
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+ s32 xb = box->bounds[0],
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+ yb = box->bounds[1],
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+ zb = box->bounds[2];
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+
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+ if (verts != NULL) {
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+ if (box->yaw != 0) {
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+ // Translate to the origin, rotate, then translate back, effectively rotating the box about
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+ // its center
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+ translate = alloc_display_list(sizeof(Mtx));
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+ rotate = alloc_display_list(sizeof(Mtx));
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+ translateback = alloc_display_list(sizeof(Mtx));
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+
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+ guTranslate(translate, box->center[0], box->center[1], box->center[2]);
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+ guRotate(rotate, box->yaw / (float)0x10000 * 360.0f, 0, 1.0f, 0);
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+ guTranslate(translateback, -box->center[0], -box->center[1], -box->center[2]);
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+
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+ gSPMatrix(gDisplayListHead++, translate, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_PUSH);
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+ gSPMatrix(gDisplayListHead++, rotate, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_NOPUSH);
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+ gSPMatrix(gDisplayListHead++, translateback, G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_NOPUSH);
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+ }
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+
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+#define DBG_BOX_VTX(i, x, y, z) make_vertex(verts, i, x, y, z, 0, 0, DBG_BOX_COL)
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+ DBG_BOX_VTX(0, x0 - xb, y0 + yb, z0 - zb);
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+ DBG_BOX_VTX(1, x0 + xb, y0 + yb, z0 - zb);
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+ DBG_BOX_VTX(2, x0 - xb, y0 - yb, z0 - zb);
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+ DBG_BOX_VTX(3, x0 + xb, y0 - yb, z0 - zb);
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+ DBG_BOX_VTX(4, x0 - xb, y0 + yb, z0 + zb);
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+ DBG_BOX_VTX(5, x0 + xb, y0 + yb, z0 + zb);
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+ DBG_BOX_VTX(6, x0 - xb, y0 - yb, z0 + zb);
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+ DBG_BOX_VTX(7, x0 + xb, y0 - yb, z0 + zb);
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+#undef DBG_BOX_VTX
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+
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+ gSPVertex(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(verts), 8, 0);
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+
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+ gSPDisplayList(gDisplayListHead++, dl_debug_draw_box);
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+
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+ if (box->yaw != 0) {
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+ gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
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+ }
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+ }
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+}
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+
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+void render_debug_boxes(void)
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+{
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+ s32 i;
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+ Mtx *mtx;
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+
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+ if (sNumBoxes == 0) {
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+ return;
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+ }
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+
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+ mtx = alloc_display_list(sizeof(Mtx));
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+ if (mtx == NULL) {
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+ for (i = 0; i < sNumBoxes; ++i) {
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+ mem_pool_free(gEffectsMemoryPool, sBoxes[i]);
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+ }
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+ sNumBoxes = 0;
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+ return;
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+ }
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+
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+ //XXX: This is hacky. Ths camera's look-at matrix is stored in gMatStack[1], so this is a simple way
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+ // of using it without reconstructing the matrix.
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+ mtxf_to_mtx(mtx, gMatStack[1]);
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+ gSPMatrix(gDisplayListHead++, mtx, G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
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+ gSPDisplayList(gDisplayListHead++, dl_debug_box_begin);
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+
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+ for (i = 0; i < sNumBoxes; ++i) {
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+ render_box(sBoxes[i]);
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+ mem_pool_free(gEffectsMemoryPool, sBoxes[i]);
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+ }
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+
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+ sNumBoxes = 0;
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+}
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diff --git a/src/game/debug_box.h b/src/game/debug_box.h
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new file mode 100644
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index 00000000..cdb3dc9d
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--- /dev/null
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+++ b/src/game/debug_box.h
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@@ -0,0 +1,25 @@
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+#ifndef _DEBUG_DRAW_CUBE_H
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+#define _DEBUG_DRAW_CUBE_H
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+
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+/**
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+ * @file debug_box.h
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+ * Draws debug boxes, see debug_box.inc.c for details
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+ */
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+
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+#include "types.h"
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+
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+/**
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+ * The max amount of debug boxes before debug_box() just returns.
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+ * You can set this to something higher like 1000, but things like text will stop rendering.
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+ */
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+#define MAX_DEBUG_BOXES 100
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+
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+void debug_box(Vec3f center, Vec3f bounds);
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+void debug_box_rot(Vec3f center, Vec3f bounds, s16 yaw);
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+
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+void debug_box_pos(Vec3f pMin, Vec3f pMax);
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+void debug_box_pos_rot(Vec3f pMin, Vec3f pMax, s16 yaw);
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+
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+void render_debug_boxes(void);
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+
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+#endif /* _DEBUG_DRAW_CUBE_H */
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