ref_gu: clipping code update

This commit is contained in:
Crow-bar
2022-12-07 17:03:11 +03:00
parent d419921ca3
commit 9812a9104b
6 changed files with 162 additions and 211 deletions

View File

@@ -154,10 +154,10 @@ GL_LoadMatrix
*/
void GL_LoadMatrix( const matrix4x4 source )
{
float dest[16];
ScePspFMatrix4 dest;
Matrix4x4_ToArrayFloatGL( source, dest );
sceGumLoadMatrix( ( const ScePspFMatrix4 * ) dest );
Matrix4x4_ToFMatrix4( source, &dest );
sceGumLoadMatrix( &dest );
}
/*

View File

@@ -18,25 +18,20 @@ GNU General Public License for more details.
Based on clipping system from PSP Quake by Peter Mackay and Chris Swindle.
*/
/*
VFPU REGS:
M700 - current frustum
M600 - world frustum
C010 - current plane ( GU_Clip2Plane )
*/
#include "gu_local.h"
#define MAX_CLIPPED_VERTICES 32
#define CPLANE_BOTTOM 0
#define CPLANE_LEFT 1
#define CPLANE_RIGHT 2
#define CPLANE_TOP 3
#define MAX_CPLANES 4
// Types.
typedef ScePspFVector4 plane_type;
typedef plane_type frustum_t[MAX_CPLANES];
// Transformed frustum.
static ScePspFMatrix4 projection_view_matrix __attribute__(( aligned( 16 )));
static frustum_t projection_view_frustum __attribute__(( aligned( 16 )));
static frustum_t clipping_frustum __attribute__(( aligned( 16 )));
// Cache
static ScePspFMatrix4 projection_view_matrix;
// The temporary working buffers.
static gu_vert_t work_buffer[2][MAX_CLIPPED_VERTICES] __attribute__(( aligned( 16 )));
@@ -46,16 +41,16 @@ static gu_vert_t work_buffer[2][MAX_CLIPPED_VERTICES] __attribute__(( aligned( 1
GU_ClipGetFrustum
=================
*/
_inline void GU_ClipGetFrustum(const ScePspFMatrix4 *matrix, frustum_t* frustum)
_inline void GU_ClipGetAndStoreFrustum( const ScePspFMatrix4 *matrix )
{
__asm__ (
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"vzero.q C210\n" // set zero vector
"lv.q C100, 0(%4)\n" // C000 = matrix->x
"lv.q C110, 16(%4)\n" // C010 = matrix->y
"lv.q C120, 32(%4)\n" // C020 = matrix->z
"lv.q C130, 48(%4)\n" // C030 = matrix->w
"lv.q C100, 0(%0)\n" // C000 = matrix->x
"lv.q C110, 16(%0)\n" // C010 = matrix->y
"lv.q C120, 32(%0)\n" // C020 = matrix->z
"lv.q C130, 48(%0)\n" // C030 = matrix->w
"vadd.q C000, R103, R101\n" // C000 = R103 + R101 ( BOTTOM )
"vadd.q C010, R103, R100\n" // C010 = R103 + R100 ( LEFT )
"vsub.q C020, R103, R100\n" // C020 = R103 - R100 ( RIGHT )
@@ -64,23 +59,15 @@ _inline void GU_ClipGetFrustum(const ScePspFMatrix4 *matrix, frustum_t* frustum)
"vdot.q S201, C010, C010\n" // S110 = S100*S100 + S101*S101 + S102*S102 + S103*S103 ( LEFT )
"vdot.q S202, C020, C020\n" // S110 = S100*S100 + S101*S101 + S102*S102 + S103*S103 ( RIGHT )
"vdot.q S203, C030, C030\n" // S110 = S100*S100 + S101*S101 + S102*S102 + S103*S103 ( TOP )
"vcmp.q EZ, C200\n" // CC[0] = ( C200 == 0.0f )
"vcmp.q EZ, C200\n" // CC[*] = ( C200 == 0.0f )
"vrsq.q C200, C200\n" // C200 = 1.0 / sqrt( C200 )
"vcmovt.q C200, C210, 0\n" // if ( CC[*] ) C200 = C210
"vscl.q C000, C000, S200\n" // C000 = C000 * S200 ( BOTTOM )
"vscl.q C010, C010, S201\n" // C010 = C010 * S201 ( LEFT )
"vscl.q C020, C020, S202\n" // C020 = C020 * S202 ( RIGHT )
"vscl.q C030, C030, S203\n" // C030 = C030 * S203 ( TOP )
"sv.q C000, %0\n" // Store plane from register
"sv.q C010, %1\n" // Store plane from register
"sv.q C020, %2\n" // Store plane from register
"sv.q C030, %3\n" // Store plane from register
"vcmovt.q C200, C210, 6\n" // if ( CC[*] ) C200 = C210
"vscl.q C700, C000, S200\n" // C700 = C000 * S200 ( BOTTOM )
"vscl.q C710, C010, S201\n" // C710 = C010 * S201 ( LEFT )
"vscl.q C720, C020, S202\n" // C720 = C020 * S202 ( RIGHT )
"vscl.q C730, C030, S203\n" // C730 = C030 * S203 ( TOP )
".set pop\n" // Restore assembler option
: "=m"( ( *frustum )[CPLANE_BOTTOM] ),
"=m"( ( *frustum )[CPLANE_LEFT] ),
"=m"( ( *frustum )[CPLANE_RIGHT] ),
"=m"( ( *frustum )[CPLANE_TOP] )
: "r"( matrix ) /* addr */
:: "r"( matrix )
);
}
@@ -91,117 +78,63 @@ GU_ClipBeginFrame
Calculate the clipping frustum for static objects
=================
*/
void GU_ClipBeginFrame( void )
void GU_ClipSetWorldFrustum( const matrix4x4 in )
{
// Get the projection matrix.
sceGumMatrixMode( GU_PROJECTION );
ScePspFMatrix4 proj;
sceGumStoreMatrix( &proj );
// Get the view matrix.
sceGumMatrixMode( GU_VIEW );
ScePspFMatrix4 view;
sceGumStoreMatrix( &view );
// Restore matrix mode.
sceGumMatrixMode( GU_MODEL );
// Combine the two matrices (multiply projection by view).
gumMultMatrix( &projection_view_matrix, &proj, &view );
// Get matrix.
Matrix4x4_ToFMatrix4( in, &projection_view_matrix );
// Calculate and cache the clipping frustum.
GU_ClipGetFrustum( &projection_view_matrix, &projection_view_frustum );
GU_ClipGetAndStoreFrustum( &projection_view_matrix );
// Save the clipping frustum.
__asm__ volatile(
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"lv.q C700, %4\n" // Load plane into register
"lv.q C710, %5\n" // Load plane into register
"lv.q C720, %6\n" // Load plane into register
"lv.q C730, %7\n" // Load plane into register
"sv.q C700, %0\n" // Store plane from register
"sv.q C710, %1\n" // Store plane from register
"sv.q C720, %2\n" // Store plane from register
"sv.q C730, %3\n" // Store plane from register
"vmmov.q M600, M700\n" // Save frustum
".set pop\n" // Restore assembler option
: "=m"( clipping_frustum[CPLANE_BOTTOM] ),
"=m"( clipping_frustum[CPLANE_LEFT] ),
"=m"( clipping_frustum[CPLANE_RIGHT] ),
"=m"( clipping_frustum[CPLANE_TOP] )
: "m"( projection_view_frustum[CPLANE_BOTTOM] ),
"m"( projection_view_frustum[CPLANE_LEFT] ),
"m"( projection_view_frustum[CPLANE_RIGHT] ),
"m"( projection_view_frustum[CPLANE_TOP] )
);
}
/*
=================
GU_ClipBeginBrush
Calculate the clipping frustum for dynamic objects
=================
*/
void GU_ClipBeginBrush( void )
{
// Get the model matrix.
ScePspFMatrix4 model_matrix;
sceGumStoreMatrix( &model_matrix );
// Combine the matrices (multiply projection-view by model).
ScePspFMatrix4 projection_view_model_matrix;
gumMultMatrix( &projection_view_model_matrix, &projection_view_matrix, &model_matrix );
// Calculate the clipping frustum.
GU_ClipGetFrustum( &projection_view_model_matrix, &clipping_frustum );
__asm__ volatile(
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"lv.q C700, %0\n" // Load plane into register
"lv.q C710, %1\n" // Load plane into register
"lv.q C720, %2\n" // Load plane into register
"lv.q C730, %3\n" // Load plane into register
".set pop\n" // Restore assembler option
:: "m"( clipping_frustum[CPLANE_BOTTOM] ),
"m"( clipping_frustum[CPLANE_LEFT] ),
"m"( clipping_frustum[CPLANE_RIGHT] ),
"m"( clipping_frustum[CPLANE_TOP] )
);
}
/*
=================
GU_ClipEndBrush
GU_ClipRestoreWorldFrustum
Restore the clipping frustum
=================
*/
void GU_ClipEndBrush( void )
void GU_ClipRestoreWorldFrustum( void )
{
// Restore the clipping frustum.
__asm__ volatile(
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"lv.q C700, %4\n" // Load plane into register
"lv.q C710, %5\n" // Load plane into register
"lv.q C720, %6\n" // Load plane into register
"lv.q C730, %7\n" // Load plane into register
"sv.q C700, %0\n" // Store plane from register
"sv.q C710, %1\n" // Store plane from register
"sv.q C720, %2\n" // Store plane from register
"sv.q C730, %3\n" // Store plane from register
"vmmov.q M700, M600\n" // Restore frustum
".set pop\n" // Restore assembler option
: "=m"( clipping_frustum[CPLANE_BOTTOM] ),
"=m"( clipping_frustum[CPLANE_LEFT] ),
"=m"( clipping_frustum[CPLANE_RIGHT] ),
"=m"( clipping_frustum[CPLANE_TOP] )
: "m"( projection_view_frustum[CPLANE_BOTTOM] ),
"m"( projection_view_frustum[CPLANE_LEFT] ),
"m"( projection_view_frustum[CPLANE_RIGHT] ),
"m"( projection_view_frustum[CPLANE_TOP] )
);
}
/*
=================
GU_ClipSetModelFrustum
Calculate the clipping frustum for dynamic objects
=================
*/
void GU_ClipSetModelFrustum( const matrix4x4 in )
{
ScePspFMatrix4 model_matrix;
ScePspFMatrix4 projection_view_model_matrix;
// Get matrix.
Matrix4x4_ToFMatrix4( in, &model_matrix );
// Combine the matrices (multiply projection-view by model).
gumMultMatrix( &projection_view_model_matrix, &projection_view_matrix, &model_matrix );
// Calculate and cache the clipping frustum.
GU_ClipGetAndStoreFrustum( &projection_view_model_matrix );
}
/*
=================
GU_ClipLoadFrustum
@@ -215,21 +148,13 @@ void GU_ClipLoadFrustum( const mplane_t *plane )
__asm__ volatile(
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"ulv.q C700, %4\n" // Load plane into register
"ulv.q C710, %5\n" // Load plane into register
"ulv.q C720, %6\n" // Load plane into register
"ulv.q C730, %7\n" // Load plane into register
"ulv.q C700, %0\n" // Load plane into register
"ulv.q C710, %1\n" // Load plane into register
"ulv.q C720, %2\n" // Load plane into register
"ulv.q C730, %3\n" // Load plane into register
"vneg.q R703, R703\n" // R703 = -R703 = -dist
"sv.q C700, %0\n" // Store plane from register
"sv.q C710, %1\n" // Store plane from register
"sv.q C720, %2\n" // Store plane from register
"sv.q C730, %3\n" // Store plane from register
".set pop\n" // Restore assembler option
: "=m"( clipping_frustum[CPLANE_BOTTOM] ),
"=m"( clipping_frustum[CPLANE_LEFT] ),
"=m"( clipping_frustum[CPLANE_RIGHT] ),
"=m"( clipping_frustum[CPLANE_TOP] )
: "m"( plane[FRUSTUM_BOTTOM] ),
:: "m"( plane[FRUSTUM_BOTTOM] ),
"m"( plane[FRUSTUM_LEFT] ),
"m"( plane[FRUSTUM_RIGHT] ),
"m"( plane[FRUSTUM_TOP] )
@@ -253,13 +178,13 @@ int GU_ClipIsRequired( gu_vert_t* uv, int uvc )
__asm__ (
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"vzero.q C600\n" // C600 = [0.0f, 0.0f, 0.0f. 0.0f]
"vzero.q C000\n" // C000 = [0.0f, 0.0f, 0.0f. 0.0f]
"0:\n" // loop
"lv.s S610, 8(%1)\n" // S610 = v[i].xyz[0]
"lv.s S611, 12(%1)\n" // S611 = v[i].xyz[1]
"lv.s S612, 16(%1)\n" // S612 = v[i].xyz[2]
"vhtfm4.q C620, M700, C610\n" // C620 = frustrum * v[i].xyz
"vcmp.q LT, C620, C600\n" // S620 < 0.0f || S621 < 0.0f || S622 < 0.0f || S623 < 0.0f
"lv.s S010, 8(%1)\n" // S010 = v[i].xyz[0]
"lv.s S011, 12(%1)\n" // S011 = v[i].xyz[1]
"lv.s S012, 16(%1)\n" // S012 = v[i].xyz[2]
"vhtfm4.q C020, M700, C010\n" // C020 = frustrum * v[i].xyz
"vcmp.q LT, C020, C000\n" // S020 < 0.0f || S021 < 0.0f || S022 < 0.0f || S023 < 0.0f
"bvt 4, 1f\n" // if ( CC[4] == 1 ) jump to exit
"nop\n" // ( delay slot )
"bne %1, %2, 0b\n" // if ( $10 != $8 ) jump to loop
@@ -282,7 +207,7 @@ GU_Clip2Plane
Clips a polygon against a plane.
=================
*/
_inline void GU_Clip2Plane( plane_type *plane, gu_vert_t *uv, int uvc, gu_vert_t *cv, int *cvc )
_inline void GU_Clip2Plane( gu_vert_t *uv, int uvc, gu_vert_t *cv, int *cvc )
{
gu_vert_t *uv_end = uv + ( uvc - 1 );
gu_vert_t *cv_start = cv;
@@ -291,7 +216,6 @@ _inline void GU_Clip2Plane( plane_type *plane, gu_vert_t *uv, int uvc, gu_vert_t
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"vzero.q C000\n" // set zero vector
"lv.q C010, 0(%3)\n" // plane
"lv.s S200, 8(%2)\n" // Load vertex P XYZ(4b) X into register
"lv.s S201, 12(%2)\n" // Load vertex P XYZ(4b) Y into register
"lv.s S202, 16(%2)\n" // Load vertex P XYZ(4b) Z into register
@@ -313,7 +237,7 @@ _inline void GU_Clip2Plane( plane_type *plane, gu_vert_t *uv, int uvc, gu_vert_t
"sv.s S200, 8(%0)\n" // cv->xyz[0] = C030 X
"sv.s S201, 12(%0)\n" // cv->xyz[1] = C031 Y
"sv.s S202, 16(%0)\n" // cv->xyz[2] = C032 Z
"addiu %0, %0, 20\n"
"addiu %0, %0, %3\n" // cv + sizeof(gu_vert_t)
"1:\n"
"vmul.s S020, S232, S212\n" // (dS * dP)
"vcmp.s LT, S020, S000\n" // if (dS * dP < 0)
@@ -341,15 +265,15 @@ _inline void GU_Clip2Plane( plane_type *plane, gu_vert_t *uv, int uvc, gu_vert_t
"sv.s S200, 8(%0)\n" // cv->xyz[0] = S200 X
"sv.s S201, 12(%0)\n" // cv->xyz[1] = S201 Y
"sv.s S202, 16(%0)\n" // cv->xyz[2] = S202 Z
"addiu %0, %0, %4\n" // cv + sizeof(gu_vert_t)
"addiu %0, %0, %3\n" // cv + sizeof(gu_vert_t)
"2:\n"
"vmov.t C200, C220\n" // P = S XYZ
"vmov.t C210, C230\n" // P = S UV and dS
"bne %1, %2, 0b\n" // if (uv != uv_end) goto 0:
"addiu %1, %1, %4\n" // uv + sizeof(gu_vert_t) ( delay slot )
"addiu %1, %1, %3\n" // uv + sizeof(gu_vert_t) ( delay slot )
".set pop\n" // suppress reordering
: "+r"( cv ), "+r"( uv )
: "r"( uv_end ), "r"( plane ),
: "r"( uv_end ),
"n"( sizeof( gu_vert_t ))
: "memory"
) ;
@@ -373,14 +297,41 @@ void GU_Clip( gu_vert_t *uv, int uvc, gu_vert_t **cv, int* cvc )
vc = uvc;
*cvc = 0;
GU_Clip2Plane( &clipping_frustum[CPLANE_BOTTOM], uv, vc, work_buffer[0], &vc );
__asm__ volatile(
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"vmov.q C010, C700\n" // CPLANE_BOTTOM
".set pop\n" // suppress reordering
);
GU_Clip2Plane( uv, vc, work_buffer[0], &vc );
if ( !vc ) return;
GU_Clip2Plane( &clipping_frustum[CPLANE_LEFT], work_buffer[0], vc, work_buffer[1], &vc );
__asm__ volatile(
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"vmov.q C010, C710\n" // CPLANE_LEFT
".set pop\n" // suppress reordering
);
GU_Clip2Plane( work_buffer[0], vc, work_buffer[1], &vc );
if ( !vc ) return;
GU_Clip2Plane( &clipping_frustum[CPLANE_RIGHT], work_buffer[1], vc, work_buffer[0], &vc );
__asm__ volatile(
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"vmov.q C010, C720\n" // CPLANE_RIGHT
".set pop\n" // suppress reordering
);
GU_Clip2Plane( work_buffer[1], vc, work_buffer[0], &vc );
if ( !vc ) return;
__asm__ volatile(
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"vmov.q C010, C730\n" // CPLANE_TOP
".set pop\n" // suppress reordering
);
*cv = extGuBeginPacket( NULL ); // uncached
GU_Clip2Plane( &clipping_frustum[CPLANE_TOP], work_buffer[0], vc, *cv, cvc );
GU_Clip2Plane( work_buffer[0], vc, *cv, cvc );
if (!( *cvc )) return;
extGuEndPacket(( void * )( *cv + *cvc ));
}
}

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@@ -497,8 +497,8 @@ int CL_FxBlend( cl_entity_t *e );
//
// gu_rmath.c
//
void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] );
void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] );
void Matrix4x4_ToFMatrix4( const matrix4x4 in, ScePspFMatrix4 *out );
void Matrix4x4_FromFMatrix4( matrix4x4 out, ScePspFMatrix4 *in );
void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 );
void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z );
void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z );
@@ -690,9 +690,9 @@ int getTriAPI( int version, triangleapi_t *api );
// gu_clipping.c
//
#define CLIPPING_DEBUGGING 0
void GU_ClipBeginFrame( void );
void GU_ClipBeginBrush( void );
void GU_ClipEndBrush( void );
void GU_ClipSetWorldFrustum( const matrix4x4 in );
void GU_ClipRestoreWorldFrustum( void );
void GU_ClipSetModelFrustum( const matrix4x4 in );
void GU_ClipLoadFrustum( const mplane_t *plane ); // Experimental
int GU_ClipIsRequired( gu_vert_t* uv, int uvc );
void GU_Clip( gu_vert_t *uv, int uvc, gu_vert_t **cv, int* cvc );

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@@ -625,7 +625,7 @@ void R_SetupGL( qboolean set_gl_state )
sceGuDisable( GU_ALPHA_TEST );
sceGuColor( GUCOLOR4F( 1.0f, 1.0f, 1.0f, 1.0f ) );
GU_ClipBeginFrame();
GU_ClipSetWorldFrustum( RI.worldviewProjectionMatrix );
}

View File

@@ -27,22 +27,22 @@ void Matrix4x4_Concat( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 )
{
#if 1
__asm__ (
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"lv.q C100, 0 + %1\n" // C100 = in1[0]
"lv.q C110, 16 + %1\n" // C110 = in1[1]
"lv.q C120, 32 + %1\n" // C120 = in1[2]
"lv.q C130, 48 + %1\n" // C130 = in1[3]
"lv.q C200, 0 + %2\n" // C200 = in2[0]
"lv.q C210, 16 + %2\n" // C210 = in2[1]
"lv.q C220, 32 + %2\n" // C220 = in2[2]
"lv.q C230, 48 + %2\n" // C230 = in2[3]
"vmmul.q E000, E100, E200\n" // E000 = E100 * E200
"sv.q C000, 0 + %0\n" // out[0] = C000
"sv.q C010, 16 + %0\n" // out[1] = C010
"sv.q C020, 32 + %0\n" // out[2] = C020
"sv.q C030, 48 + %0\n" // out[3] = C030
".set pop\n" // restore assembler option
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"lv.q C100, 0 + %1\n" // C100 = in1[0]
"lv.q C110, 16 + %1\n" // C110 = in1[1]
"lv.q C120, 32 + %1\n" // C120 = in1[2]
"lv.q C130, 48 + %1\n" // C130 = in1[3]
"lv.q C200, 0 + %2\n" // C200 = in2[0]
"lv.q C210, 16 + %2\n" // C210 = in2[1]
"lv.q C220, 32 + %2\n" // C220 = in2[2]
"lv.q C230, 48 + %2\n" // C230 = in2[3]
"vmmul.q E000, E100, E200\n" // E000 = E100 * E200
"sv.q C000, 0 + %0\n" // out[0] = C000
"sv.q C010, 16 + %0\n" // out[1] = C010
"sv.q C020, 32 + %0\n" // out[2] = C020
"sv.q C030, 48 + %0\n" // out[3] = C030
".set pop\n" // restore assembler option
: "=m"( *out )
: "m"( *in1 ), "m"( *in2 )
);
@@ -122,44 +122,44 @@ void Matrix4x4_CreateModelview( matrix4x4 out )
out[1][2] = 1.0f;
}
void Matrix4x4_ToArrayFloatGL( const matrix4x4 in, float out[16] )
void Matrix4x4_ToFMatrix4( const matrix4x4 in, ScePspFMatrix4 *out )
{
out[ 0] = in[0][0];
out[ 1] = in[1][0];
out[ 2] = in[2][0];
out[ 3] = in[3][0];
out[ 4] = in[0][1];
out[ 5] = in[1][1];
out[ 6] = in[2][1];
out[ 7] = in[3][1];
out[ 8] = in[0][2];
out[ 9] = in[1][2];
out[10] = in[2][2];
out[11] = in[3][2];
out[12] = in[0][3];
out[13] = in[1][3];
out[14] = in[2][3];
out[15] = in[3][3];
// transpose matrix
__asm__ (
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"lv.q C000, 0 + %1\n" // C000 = in->x
"lv.q C010, 16 + %1\n" // C010 = in->y
"lv.q C020, 32 + %1\n" // C020 = in->z
"lv.q C030, 48 + %1\n" // C030 = in->w
"sv.q R000, 0 + %0\n" // out->x = R000
"sv.q R001, 16 + %0\n" // out->y = R010
"sv.q R002, 32 + %0\n" // out->z = R020
"sv.q R003, 48 + %0\n" // out->w = R030
".set pop\n" // restore assembler option
: "=m"( *out )
: "m"( *in )
);
}
void Matrix4x4_FromArrayFloatGL( matrix4x4 out, const float in[16] )
void Matrix4x4_FromFMatrix4( matrix4x4 out, ScePspFMatrix4 *in )
{
out[0][0] = in[0];
out[1][0] = in[1];
out[2][0] = in[2];
out[3][0] = in[3];
out[0][1] = in[4];
out[1][1] = in[5];
out[2][1] = in[6];
out[3][1] = in[7];
out[0][2] = in[8];
out[1][2] = in[9];
out[2][2] = in[10];
out[3][2] = in[11];
out[0][3] = in[12];
out[1][3] = in[13];
out[2][3] = in[14];
out[3][3] = in[15];
// transpose matrix
__asm__ (
".set push\n" // save assembler option
".set noreorder\n" // suppress reordering
"lv.q C000, 0 + %1\n" // C000 = in->x
"lv.q C010, 16 + %1\n" // C010 = in->y
"lv.q C020, 32 + %1\n" // C020 = in->z
"lv.q C030, 48 + %1\n" // C030 = in->w
"sv.q R000, 0 + %0\n" // out->x = R000
"sv.q R001, 16 + %0\n" // out->y = R010
"sv.q R002, 32 + %0\n" // out->z = R020
"sv.q R003, 48 + %0\n" // out->w = R030
".set pop\n" // restore assembler option
: "=m"( *out )
: "m"( *in )
);
}
void Matrix4x4_CreateTranslate( matrix4x4 out, float x, float y, float z )

View File

@@ -1663,7 +1663,7 @@ void R_DrawBrushModel( cl_entity_t *e )
psurf = &clmodel->surfaces[clmodel->firstmodelsurface];
GU_ClipBeginBrush();
GU_ClipSetModelFrustum( RI.objectMatrix );
// sorting is not required, +Z_Realloc in Mod_LoadSubmodels (mod_bmodel.c)
for( i = 0; i < clmodel->nummodelsurfaces; i++, psurf++ )
@@ -1697,7 +1697,6 @@ void R_DrawBrushModel( cl_entity_t *e )
R_BlendLightmaps();
R_RenderFullbrights();
R_RenderDetails();
GU_ClipEndBrush();
// restore fog here
if( e->curstate.rendermode == kRenderTransAdd )
@@ -1711,6 +1710,7 @@ void R_DrawBrushModel( cl_entity_t *e )
sceGuDepthMask( GU_FALSE );
R_DrawModelHull(); // draw before restore
GU_ClipRestoreWorldFrustum();
R_LoadIdentity(); // restore worldmatrix
}