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 + +#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 */