diff options
Diffstat (limited to 'src')
37 files changed, 4414 insertions, 79 deletions
diff --git a/src/audio/eax/eax-util.cpp b/src/audio/eax/eax-util.cpp new file mode 100644 index 00000000..42eef738 --- /dev/null +++ b/src/audio/eax/eax-util.cpp @@ -0,0 +1,706 @@ +/***********************************************************************************************\ +* * +* EAX-UTIL.CPP - utilities for EAX 3.0 * +* Function declaration for EAX Morphing * +* String names of the all the presets defined in eax-util.h * +* Arrays grouping together all the EAX presets in a scenario * +* * +************************************************************************************************/ + +#include "eax-util.h" +#include <math.h> + +// Function prototypes used by EAX3ListenerInterpolate +void Clamp(EAXVECTOR *eaxVector); +bool CheckEAX3LP(LPEAXLISTENERPROPERTIES lpEAX3LP); + + +/***********************************************************************************************\ +* +* Definition of the EAXMorph function - EAX3ListenerInterpolate +* +\***********************************************************************************************/ + +/* + EAX3ListenerInterpolate + lpStart - Initial EAX 3 Listener parameters + lpFinish - Final EAX 3 Listener parameters + flRatio - Ratio Destination : Source (0.0 == Source, 1.0 == Destination) + lpResult - Interpolated EAX 3 Listener parameters + bCheckValues - Check EAX 3.0 parameters are in range, default = false (no checking) +*/ +bool EAX3ListenerInterpolate(LPEAXLISTENERPROPERTIES lpStart, LPEAXLISTENERPROPERTIES lpFinish, + float flRatio, LPEAXLISTENERPROPERTIES lpResult, bool bCheckValues) +{ + EAXVECTOR StartVector, FinalVector; + + float flInvRatio; + + if (bCheckValues) + { + if (!CheckEAX3LP(lpStart)) + return false; + + if (!CheckEAX3LP(lpFinish)) + return false; + } + + if (flRatio >= 1.0f) + { + memcpy(lpResult, lpFinish, sizeof(EAXLISTENERPROPERTIES)); + return true; + } + else if (flRatio <= 0.0f) + { + memcpy(lpResult, lpStart, sizeof(EAXLISTENERPROPERTIES)); + return true; + } + + flInvRatio = (1.0f - flRatio); + + // Environment + lpResult->ulEnvironment = 26; // (UNDEFINED environment) + + // Environment Size + if (lpStart->flEnvironmentSize == lpFinish->flEnvironmentSize) + lpResult->flEnvironmentSize = lpStart->flEnvironmentSize; + else + lpResult->flEnvironmentSize = (float)exp( (log(lpStart->flEnvironmentSize) * flInvRatio) + (log(lpFinish->flEnvironmentSize) * flRatio) ); + + // Environment Diffusion + if (lpStart->flEnvironmentDiffusion == lpFinish->flEnvironmentDiffusion) + lpResult->flEnvironmentDiffusion = lpStart->flEnvironmentDiffusion; + else + lpResult->flEnvironmentDiffusion = (lpStart->flEnvironmentDiffusion * flInvRatio) + (lpFinish->flEnvironmentDiffusion * flRatio); + + // Room + if (lpStart->lRoom == lpFinish->lRoom) + lpResult->lRoom = lpStart->lRoom; + else + lpResult->lRoom = (int)( ((float)lpStart->lRoom * flInvRatio) + ((float)lpFinish->lRoom * flRatio) ); + + // Room HF + if (lpStart->lRoomHF == lpFinish->lRoomHF) + lpResult->lRoomHF = lpStart->lRoomHF; + else + lpResult->lRoomHF = (int)( ((float)lpStart->lRoomHF * flInvRatio) + ((float)lpFinish->lRoomHF * flRatio) ); + + // Room LF + if (lpStart->lRoomLF == lpFinish->lRoomLF) + lpResult->lRoomLF = lpStart->lRoomLF; + else + lpResult->lRoomLF = (int)( ((float)lpStart->lRoomLF * flInvRatio) + ((float)lpFinish->lRoomLF * flRatio) ); + + // Decay Time + if (lpStart->flDecayTime == lpFinish->flDecayTime) + lpResult->flDecayTime = lpStart->flDecayTime; + else + lpResult->flDecayTime = (float)exp( (log(lpStart->flDecayTime) * flInvRatio) + (log(lpFinish->flDecayTime) * flRatio) ); + + // Decay HF Ratio + if (lpStart->flDecayHFRatio == lpFinish->flDecayHFRatio) + lpResult->flDecayHFRatio = lpStart->flDecayHFRatio; + else + lpResult->flDecayHFRatio = (float)exp( (log(lpStart->flDecayHFRatio) * flInvRatio) + (log(lpFinish->flDecayHFRatio) * flRatio) ); + + // Decay LF Ratio + if (lpStart->flDecayLFRatio == lpFinish->flDecayLFRatio) + lpResult->flDecayLFRatio = lpStart->flDecayLFRatio; + else + lpResult->flDecayLFRatio = (float)exp( (log(lpStart->flDecayLFRatio) * flInvRatio) + (log(lpFinish->flDecayLFRatio) * flRatio) ); + + // Reflections + if (lpStart->lReflections == lpFinish->lReflections) + lpResult->lReflections = lpStart->lReflections; + else + lpResult->lReflections = (int)( ((float)lpStart->lReflections * flInvRatio) + ((float)lpFinish->lReflections * flRatio) ); + + // Reflections Delay + if (lpStart->flReflectionsDelay == lpFinish->flReflectionsDelay) + lpResult->flReflectionsDelay = lpStart->flReflectionsDelay; + else + lpResult->flReflectionsDelay = (float)exp( (log(lpStart->flReflectionsDelay+0.0001f) * flInvRatio) + (log(lpFinish->flReflectionsDelay+0.0001f) * flRatio) ); + + // Reflections Pan + + // To interpolate the vector correctly we need to ensure that both the initial and final vectors vectors are clamped to a length of 1.0f + StartVector = lpStart->vReflectionsPan; + FinalVector = lpFinish->vReflectionsPan; + + Clamp(&StartVector); + Clamp(&FinalVector); + + if (lpStart->vReflectionsPan.x == lpFinish->vReflectionsPan.x) + lpResult->vReflectionsPan.x = lpStart->vReflectionsPan.x; + else + lpResult->vReflectionsPan.x = FinalVector.x + (flInvRatio * (StartVector.x - FinalVector.x)); + + if (lpStart->vReflectionsPan.y == lpFinish->vReflectionsPan.y) + lpResult->vReflectionsPan.y = lpStart->vReflectionsPan.y; + else + lpResult->vReflectionsPan.y = FinalVector.y + (flInvRatio * (StartVector.y - FinalVector.y)); + + if (lpStart->vReflectionsPan.z == lpFinish->vReflectionsPan.z) + lpResult->vReflectionsPan.z = lpStart->vReflectionsPan.z; + else + lpResult->vReflectionsPan.z = FinalVector.z + (flInvRatio * (StartVector.z - FinalVector.z)); + + // Reverb + if (lpStart->lReverb == lpFinish->lReverb) + lpResult->lReverb = lpStart->lReverb; + else + lpResult->lReverb = (int)( ((float)lpStart->lReverb * flInvRatio) + ((float)lpFinish->lReverb * flRatio) ); + + // Reverb Delay + if (lpStart->flReverbDelay == lpFinish->flReverbDelay) + lpResult->flReverbDelay = lpStart->flReverbDelay; + else + lpResult->flReverbDelay = (float)exp( (log(lpStart->flReverbDelay+0.0001f) * flInvRatio) + (log(lpFinish->flReverbDelay+0.0001f) * flRatio) ); + + // Reverb Pan + + // To interpolate the vector correctly we need to ensure that both the initial and final vectors are clamped to a length of 1.0f + StartVector = lpStart->vReverbPan; + FinalVector = lpFinish->vReverbPan; + + Clamp(&StartVector); + Clamp(&FinalVector); + + if (lpStart->vReverbPan.x == lpFinish->vReverbPan.x) + lpResult->vReverbPan.x = lpStart->vReverbPan.x; + else + lpResult->vReverbPan.x = FinalVector.x + (flInvRatio * (StartVector.x - FinalVector.x)); + + if (lpStart->vReverbPan.y == lpFinish->vReverbPan.y) + lpResult->vReverbPan.y = lpStart->vReverbPan.y; + else + lpResult->vReverbPan.y = FinalVector.y + (flInvRatio * (StartVector.y - FinalVector.y)); + + if (lpStart->vReverbPan.z == lpFinish->vReverbPan.z) + lpResult->vReverbPan.z = lpStart->vReverbPan.z; + else + lpResult->vReverbPan.z = FinalVector.z + (flInvRatio * (StartVector.z - FinalVector.z)); + + // Echo Time + if (lpStart->flEchoTime == lpFinish->flEchoTime) + lpResult->flEchoTime = lpStart->flEchoTime; + else + lpResult->flEchoTime = (float)exp( (log(lpStart->flEchoTime) * flInvRatio) + (log(lpFinish->flEchoTime) * flRatio) ); + + // Echo Depth + if (lpStart->flEchoDepth == lpFinish->flEchoDepth) + lpResult->flEchoDepth = lpStart->flEchoDepth; + else + lpResult->flEchoDepth = (lpStart->flEchoDepth * flInvRatio) + (lpFinish->flEchoDepth * flRatio); + + // Modulation Time + if (lpStart->flModulationTime == lpFinish->flModulationTime) + lpResult->flModulationTime = lpStart->flModulationTime; + else + lpResult->flModulationTime = (float)exp( (log(lpStart->flModulationTime) * flInvRatio) + (log(lpFinish->flModulationTime) * flRatio) ); + + // Modulation Depth + if (lpStart->flModulationDepth == lpFinish->flModulationDepth) + lpResult->flModulationDepth = lpStart->flModulationDepth; + else + lpResult->flModulationDepth = (lpStart->flModulationDepth * flInvRatio) + (lpFinish->flModulationDepth * flRatio); + + // Air Absorption HF + if (lpStart->flAirAbsorptionHF == lpFinish->flAirAbsorptionHF) + lpResult->flAirAbsorptionHF = lpStart->flAirAbsorptionHF; + else + lpResult->flAirAbsorptionHF = (lpStart->flAirAbsorptionHF * flInvRatio) + (lpFinish->flAirAbsorptionHF * flRatio); + + // HF Reference + if (lpStart->flHFReference == lpFinish->flHFReference) + lpResult->flHFReference = lpStart->flHFReference; + else + lpResult->flHFReference = (float)exp( (log(lpStart->flHFReference) * flInvRatio) + (log(lpFinish->flHFReference) * flRatio) ); + + // LF Reference + if (lpStart->flLFReference == lpFinish->flLFReference) + lpResult->flLFReference = lpStart->flLFReference; + else + lpResult->flLFReference = (float)exp( (log(lpStart->flLFReference) * flInvRatio) + (log(lpFinish->flLFReference) * flRatio) ); + + // Room Rolloff Factor + if (lpStart->flRoomRolloffFactor == lpFinish->flRoomRolloffFactor) + lpResult->flRoomRolloffFactor = lpStart->flRoomRolloffFactor; + else + lpResult->flRoomRolloffFactor = (lpStart->flRoomRolloffFactor * flInvRatio) + (lpFinish->flRoomRolloffFactor * flRatio); + + // Flags + lpResult->ulFlags = (lpStart->ulFlags & lpFinish->ulFlags); + + // Clamp Delays + if (lpResult->flReflectionsDelay > EAXLISTENER_MAXREFLECTIONSDELAY) + lpResult->flReflectionsDelay = EAXLISTENER_MAXREFLECTIONSDELAY; + + if (lpResult->flReverbDelay > EAXLISTENER_MAXREVERBDELAY) + lpResult->flReverbDelay = EAXLISTENER_MAXREVERBDELAY; + + return true; +} + + +/* + CheckEAX3LP + Checks that the parameters in the EAX 3 Listener Properties structure are in-range +*/ +bool CheckEAX3LP(LPEAXLISTENERPROPERTIES lpEAX3LP) +{ + if ( (lpEAX3LP->lRoom < EAXLISTENER_MINROOM) || (lpEAX3LP->lRoom > EAXLISTENER_MAXROOM) ) + return false; + + if ( (lpEAX3LP->lRoomHF < EAXLISTENER_MINROOMHF) || (lpEAX3LP->lRoomHF > EAXLISTENER_MAXROOMHF) ) + return false; + + if ( (lpEAX3LP->lRoomLF < EAXLISTENER_MINROOMLF) || (lpEAX3LP->lRoomLF > EAXLISTENER_MAXROOMLF) ) + return false; + + if ( (lpEAX3LP->ulEnvironment < EAXLISTENER_MINENVIRONMENT) || (lpEAX3LP->ulEnvironment > EAXLISTENER_MAXENVIRONMENT) ) + return false; + + if ( (lpEAX3LP->flEnvironmentSize < EAXLISTENER_MINENVIRONMENTSIZE) || (lpEAX3LP->flEnvironmentSize > EAXLISTENER_MAXENVIRONMENTSIZE) ) + return false; + + if ( (lpEAX3LP->flEnvironmentDiffusion < EAXLISTENER_MINENVIRONMENTDIFFUSION) || (lpEAX3LP->flEnvironmentDiffusion > EAXLISTENER_MAXENVIRONMENTDIFFUSION) ) + return false; + + if ( (lpEAX3LP->flDecayTime < EAXLISTENER_MINDECAYTIME) || (lpEAX3LP->flDecayTime > EAXLISTENER_MAXDECAYTIME) ) + return false; + + if ( (lpEAX3LP->flDecayHFRatio < EAXLISTENER_MINDECAYHFRATIO) || (lpEAX3LP->flDecayHFRatio > EAXLISTENER_MAXDECAYHFRATIO) ) + return false; + + if ( (lpEAX3LP->flDecayLFRatio < EAXLISTENER_MINDECAYLFRATIO) || (lpEAX3LP->flDecayLFRatio > EAXLISTENER_MAXDECAYLFRATIO) ) + return false; + + if ( (lpEAX3LP->lReflections < EAXLISTENER_MINREFLECTIONS) || (lpEAX3LP->lReflections > EAXLISTENER_MAXREFLECTIONS) ) + return false; + + if ( (lpEAX3LP->flReflectionsDelay < EAXLISTENER_MINREFLECTIONSDELAY) || (lpEAX3LP->flReflectionsDelay > EAXLISTENER_MAXREFLECTIONSDELAY) ) + return false; + + if ( (lpEAX3LP->lReverb < EAXLISTENER_MINREVERB) || (lpEAX3LP->lReverb > EAXLISTENER_MAXREVERB) ) + return false; + + if ( (lpEAX3LP->flReverbDelay < EAXLISTENER_MINREVERBDELAY) || (lpEAX3LP->flReverbDelay > EAXLISTENER_MAXREVERBDELAY) ) + return false; + + if ( (lpEAX3LP->flEchoTime < EAXLISTENER_MINECHOTIME) || (lpEAX3LP->flEchoTime > EAXLISTENER_MAXECHOTIME) ) + return false; + + if ( (lpEAX3LP->flEchoDepth < EAXLISTENER_MINECHODEPTH) || (lpEAX3LP->flEchoDepth > EAXLISTENER_MAXECHODEPTH) ) + return false; + + if ( (lpEAX3LP->flModulationTime < EAXLISTENER_MINMODULATIONTIME) || (lpEAX3LP->flModulationTime > EAXLISTENER_MAXMODULATIONTIME) ) + return false; + + if ( (lpEAX3LP->flModulationDepth < EAXLISTENER_MINMODULATIONDEPTH) || (lpEAX3LP->flModulationDepth > EAXLISTENER_MAXMODULATIONDEPTH) ) + return false; + + if ( (lpEAX3LP->flAirAbsorptionHF < EAXLISTENER_MINAIRABSORPTIONHF) || (lpEAX3LP->flAirAbsorptionHF > EAXLISTENER_MAXAIRABSORPTIONHF) ) + return false; + + if ( (lpEAX3LP->flHFReference < EAXLISTENER_MINHFREFERENCE) || (lpEAX3LP->flHFReference > EAXLISTENER_MAXHFREFERENCE) ) + return false; + + if ( (lpEAX3LP->flLFReference < EAXLISTENER_MINLFREFERENCE) || (lpEAX3LP->flLFReference > EAXLISTENER_MAXLFREFERENCE) ) + return false; + + if ( (lpEAX3LP->flRoomRolloffFactor < EAXLISTENER_MINROOMROLLOFFFACTOR) || (lpEAX3LP->flRoomRolloffFactor > EAXLISTENER_MAXROOMROLLOFFFACTOR) ) + return false; + + if (lpEAX3LP->ulFlags & EAXLISTENERFLAGS_RESERVED) + return false; + + return true; +} + +/* + Clamp + Clamps the length of the vector to 1.0f +*/ +void Clamp(EAXVECTOR *eaxVector) +{ + float flMagnitude; + float flInvMagnitude; + + flMagnitude = (float)sqrt((eaxVector->x*eaxVector->x) + (eaxVector->y*eaxVector->y) + (eaxVector->z*eaxVector->z)); + + if (flMagnitude <= 1.0f) + return; + + flInvMagnitude = 1.0f / flMagnitude; + + eaxVector->x *= flInvMagnitude; + eaxVector->y *= flInvMagnitude; + eaxVector->z *= flInvMagnitude; +} + + +/***********************************************************************************************\ +* +* To assist those developers wishing to add EAX effects to their level editors, each of the + +* List of string names of the various EAX 3.0 presets defined in eax-util.h +* Arrays to group together presets of the same scenario +* +\***********************************************************************************************/ + + +////////////////////////////////////////////////////// +// Array of scenario names // +////////////////////////////////////////////////////// + +const char* EAX30_SCENARIO_NAMES[] = +{ + "Castle", + "Factory", + "IcePalace", + "SpaceStation", + "WoodenShip", + "Sports", + "Prefab", + "Domes and Pipes", + "Outdoors", + "Mood", + "Driving", + "City", + "Miscellaneous", + "Original" +}; + +////////////////////////////////////////////////////// +// Array of standardised location names // +////////////////////////////////////////////////////// + +const char* EAX30_LOCATION_NAMES[] = +{ + "Hall", + "Large Room", + "Medium Room", + "Small Room", + "Cupboard", + "Alcove", + "Long Passage", + "Short Passage", + "Courtyard" +}; + +////////////////////////////////////////////////////// +// Standardised Location effects can be accessed // +// from a matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_STANDARD_PRESETS[EAX30_NUM_STANDARD_SCENARIOS][EAX30_NUM_LOCATIONS]= +{ + {EAX30_PRESET_CASTLE_HALL, EAX30_PRESET_CASTLE_LARGEROOM, EAX30_PRESET_CASTLE_MEDIUMROOM, EAX30_PRESET_CASTLE_SMALLROOM, EAX30_PRESET_CASTLE_CUPBOARD, EAX30_PRESET_CASTLE_ALCOVE, EAX30_PRESET_CASTLE_LONGPASSAGE, EAX30_PRESET_CASTLE_SHORTPASSAGE, EAX30_PRESET_CASTLE_COURTYARD}, + {EAX30_PRESET_FACTORY_HALL, EAX30_PRESET_FACTORY_LARGEROOM, EAX30_PRESET_FACTORY_MEDIUMROOM, EAX30_PRESET_FACTORY_SMALLROOM, EAX30_PRESET_FACTORY_CUPBOARD, EAX30_PRESET_FACTORY_ALCOVE, EAX30_PRESET_FACTORY_LONGPASSAGE, EAX30_PRESET_FACTORY_SHORTPASSAGE, EAX30_PRESET_FACTORY_COURTYARD}, + {EAX30_PRESET_ICEPALACE_HALL, EAX30_PRESET_ICEPALACE_LARGEROOM, EAX30_PRESET_ICEPALACE_MEDIUMROOM, EAX30_PRESET_ICEPALACE_SMALLROOM, EAX30_PRESET_ICEPALACE_CUPBOARD, EAX30_PRESET_ICEPALACE_ALCOVE, EAX30_PRESET_ICEPALACE_LONGPASSAGE, EAX30_PRESET_ICEPALACE_SHORTPASSAGE, EAX30_PRESET_ICEPALACE_COURTYARD}, + {EAX30_PRESET_SPACESTATION_HALL,EAX30_PRESET_SPACESTATION_LARGEROOM,EAX30_PRESET_SPACESTATION_MEDIUMROOM, EAX30_PRESET_SPACESTATION_SMALLROOM,EAX30_PRESET_SPACESTATION_CUPBOARD, EAX30_PRESET_SPACESTATION_ALCOVE, EAX30_PRESET_SPACESTATION_LONGPASSAGE, EAX30_PRESET_SPACESTATION_SHORTPASSAGE, EAX30_PRESET_SPACESTATION_HALL}, + {EAX30_PRESET_WOODEN_HALL, EAX30_PRESET_WOODEN_LARGEROOM, EAX30_PRESET_WOODEN_MEDIUMROOM, EAX30_PRESET_WOODEN_SMALLROOM, EAX30_PRESET_WOODEN_CUPBOARD, EAX30_PRESET_WOODEN_ALCOVE, EAX30_PRESET_WOODEN_LONGPASSAGE, EAX30_PRESET_WOODEN_SHORTPASSAGE, EAX30_PRESET_WOODEN_COURTYARD}, +}; + + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of original environment names // +////////////////////////////////////////////////////// + +const char* EAX30_ORIGINAL_PRESET_NAMES[] = +{ + "Generic", + "Padded Cell", + "Room", + "Bathroom", + "Living Room", + "Stone Room", + "Auditorium", + "Concert Hall", + "Cave", + "Arena", + "Hangar", + "Carpetted Hallway", + "Hallway", + "Stone Corridor", + "Alley", + "Forest", + "City", + "Mountains", + "Quarry", + "Plain", + "Parking Lot", + "Sewer Pipe", + "Underwater", + "Drugged", + "Dizzy", + "Psychotic" +}; + +////////////////////////////////////////////////////// +// Sports effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_ORIGINAL_PRESETS[] = +{ + EAX30_PRESET_GENERIC, + EAX30_PRESET_PADDEDCELL, + EAX30_PRESET_ROOM, + EAX30_PRESET_BATHROOM, + EAX30_PRESET_LIVINGROOM, + EAX30_PRESET_STONEROOM, + EAX30_PRESET_AUDITORIUM, + EAX30_PRESET_CONCERTHALL, + EAX30_PRESET_CAVE, + EAX30_PRESET_ARENA, + EAX30_PRESET_HANGAR, + EAX30_PRESET_CARPETTEDHALLWAY, + EAX30_PRESET_HALLWAY, + EAX30_PRESET_STONECORRIDOR, + EAX30_PRESET_ALLEY, + EAX30_PRESET_FOREST, + EAX30_PRESET_CITY, + EAX30_PRESET_MOUNTAINS, + EAX30_PRESET_QUARRY, + EAX30_PRESET_PLAIN, + EAX30_PRESET_PARKINGLOT, + EAX30_PRESET_SEWERPIPE, + EAX30_PRESET_UNDERWATER, + EAX30_PRESET_DRUGGED, + EAX30_PRESET_DIZZY, + EAX30_PRESET_PSYCHOTIC +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of sport environment names // +////////////////////////////////////////////////////// + +const char* EAX30_SPORTS_PRESET_NAMES[] = +{ + "Empty Stadium", + "Full Stadium", + "Stadium Tannoy", + "Squash Court", + "Small Swimming Pool", + "Large Swimming Pool", + "Gymnasium" +}; + +////////////////////////////////////////////////////// +// Sports effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_SPORTS_PRESETS[] = +{ + EAX30_PRESET_SPORT_EMPTYSTADIUM, + EAX30_PRESET_SPORT_FULLSTADIUM, + EAX30_PRESET_SPORT_STADIUMTANNOY, + EAX30_PRESET_SPORT_SQUASHCOURT, + EAX30_PRESET_SPORT_SMALLSWIMMINGPOOL, + EAX30_PRESET_SPORT_LARGESWIMMINGPOOL, + EAX30_PRESET_SPORT_GYMNASIUM +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of prefab environment names // +////////////////////////////////////////////////////// + +const char* EAX30_PREFAB_PRESET_NAMES[] = +{ + "Workshop", + "School Room", + "Practise Room", + "Outhouse", + "Caravan" +}; + +////////////////////////////////////////////////////// +// Prefab effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_PREFAB_PRESETS[] = +{ + EAX30_PRESET_PREFAB_WORKSHOP, + EAX30_PRESET_PREFAB_SCHOOLROOM, + EAX30_PRESET_PREFAB_PRACTISEROOM, + EAX30_PRESET_PREFAB_OUTHOUSE, + EAX30_PRESET_PREFAB_CARAVAN +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of Domes & Pipes environment names // +////////////////////////////////////////////////////// + +const char* EAX30_DOMESNPIPES_PRESET_NAMES[] = +{ + "Domed Tomb", + "Saint Paul's Dome", + "Small Pipe", + "Long Thin Pipe", + "Large Pipe", + "Resonant Pipe" +}; + +////////////////////////////////////////////////////// +// Domes & Pipes effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_DOMESNPIPES_PRESETS[] = +{ + EAX30_PRESET_DOME_TOMB, + EAX30_PRESET_DOME_SAINTPAULS, + EAX30_PRESET_PIPE_SMALL, + EAX30_PRESET_PIPE_LONGTHIN, + EAX30_PRESET_PIPE_LARGE, + EAX30_PRESET_PIPE_RESONANT +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of Outdoors environment names // +////////////////////////////////////////////////////// + +const char* EAX30_OUTDOORS_PRESET_NAMES[] = +{ + "Backyard", + "Rolling Plains", + "Deep Canyon", + "Creek", + "Valley" +}; + +////////////////////////////////////////////////////// +// Outdoors effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_OUTDOORS_PRESETS[] = +{ + EAX30_PRESET_OUTDOORS_BACKYARD, + EAX30_PRESET_OUTDOORS_ROLLINGPLAINS, + EAX30_PRESET_OUTDOORS_DEEPCANYON, + EAX30_PRESET_OUTDOORS_CREEK, + EAX30_PRESET_OUTDOORS_VALLEY +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of Mood environment names // +////////////////////////////////////////////////////// + +const char* EAX30_MOOD_PRESET_NAMES[] = +{ + "Heaven", + "Hell", + "Memory" +}; + +////////////////////////////////////////////////////// +// Mood effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_MOOD_PRESETS[] = +{ + EAX30_PRESET_MOOD_HEAVEN, + EAX30_PRESET_MOOD_HELL, + EAX30_PRESET_MOOD_MEMORY +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of driving environment names // +////////////////////////////////////////////////////// + +const char* EAX30_DRIVING_PRESET_NAMES[] = +{ + "Race Commentator", + "Pit Garage", + "In-car (Stripped out racer)", + "In-car (Sportscar)", + "In-car (Luxury)", + "Full Grandstand", + "Empty Grandstand", + "Tunnel" +}; + +////////////////////////////////////////////////////// +// Driving effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_DRIVING_PRESETS[] = +{ + EAX30_PRESET_DRIVING_COMMENTATOR, + EAX30_PRESET_DRIVING_PITGARAGE, + EAX30_PRESET_DRIVING_INCAR_RACER, + EAX30_PRESET_DRIVING_INCAR_SPORTS, + EAX30_PRESET_DRIVING_INCAR_LUXURY, + EAX30_PRESET_DRIVING_FULLGRANDSTAND, + EAX30_PRESET_DRIVING_EMPTYGRANDSTAND, + EAX30_PRESET_DRIVING_TUNNEL +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of City environment names // +////////////////////////////////////////////////////// + +const char* EAX30_CITY_PRESET_NAMES[] = +{ + "City Streets", + "Subway", + "Museum", + "Library", + "Underpass", + "Abandoned City" +}; + +////////////////////////////////////////////////////// +// City effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_CITY_PRESETS[] = +{ + EAX30_PRESET_CITY_STREETS, + EAX30_PRESET_CITY_SUBWAY, + EAX30_PRESET_CITY_MUSEUM, + EAX30_PRESET_CITY_LIBRARY, + EAX30_PRESET_CITY_UNDERPASS, + EAX30_PRESET_CITY_ABANDONED +}; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Array of Misc environment names // +////////////////////////////////////////////////////// + +const char* EAX30_MISC_PRESET_NAMES[] = +{ + "Dusty Box Room", + "Chapel", + "Small Water Room" +}; + +////////////////////////////////////////////////////// +// Misc effects matrix // +////////////////////////////////////////////////////// + +EAXLISTENERPROPERTIES EAX30_MISC_PRESETS[] = +{ + EAX30_PRESET_DUSTYROOM, + EAX30_PRESET_CHAPEL, + EAX30_PRESET_SMALLWATERROOM +}; + diff --git a/src/audio/eax/eax-util.h b/src/audio/eax/eax-util.h new file mode 100644 index 00000000..441f0115 --- /dev/null +++ b/src/audio/eax/eax-util.h @@ -0,0 +1,765 @@ +/*******************************************************************\ +* * +* EAX-UTIL.H - utilities for Environmental Audio Extensions v. 3.0 * +* Definitions of the Original 26 EAX Presets * +* Definitions for some new EAX Presets * +* Definitions of some Material Presets * +* Function declaration for EAX Morphing * +* * +\*******************************************************************/ + +#ifndef EAXUTIL_INCLUDED +#define EAXUTIL_INCLUDED + +#include <eax.h> + +/*********************************************************************************************** +* Function : EAX3ListenerInterpolate +* Params : lpStart - Initial EAX 3 Listener parameters +* : lpFinish - Final EAX 3 Listener parameters +* : flRatio - Ratio Destination : Source (0.0 == Source, 1.0 == Destination) +* : lpResult - Interpolated EAX 3 Listener parameters +* : bCheckValues - Check EAX 3.0 parameters are in range, + - default == false (no checking) +************************************************************************************************/ +bool EAX3ListenerInterpolate(EAXLISTENERPROPERTIES *lpStartEAX3LP, EAXLISTENERPROPERTIES *lpFinishEAX3LP, + float flRatio, EAXLISTENERPROPERTIES *lpResultEAX3LP, bool bCheckValues = false); + + +/***********************************************************************************************\ +* +* Legacy environment presets for use with DSPROPERTY_EAXLISTENER_ALLPARAMETERS. +* Each array conforms to the DSPROPSETID_EAX30_ListenerProperties structure defined in EAX.H. +* +************************************************************************************************/ + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_GENERIC \ + {0, 7.5f, 1.000f, -1000, -100, 0, 1.49f, 0.83f, 1.00f, -2602, 0.007f, 0.00f,0.00f,0.00f, 200, 0.011f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_PADDEDCELL \ + {1, 1.4f, 1.000f, -1000, -6000, 0, 0.17f, 0.10f, 1.00f, -1204, 0.001f, 0.00f,0.00f,0.00f, 207, 0.002f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_ROOM \ + {2, 1.9f, 1.000f, -1000, -454, 0, 0.40f, 0.83f, 1.00f, -1646, 0.002f, 0.00f,0.00f,0.00f, 53, 0.003f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_BATHROOM \ + {3, 1.4f, 1.000f, -1000, -1200, 0, 1.49f, 0.54f, 1.00f, -370, 0.007f, 0.00f,0.00f,0.00f, 1030, 0.011f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_LIVINGROOM \ + {4, 2.5f, 1.000f, -1000, -6000, 0, 0.50f, 0.10f, 1.00f, -1376, 0.003f, 0.00f,0.00f,0.00f, -1104, 0.004f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_STONEROOM \ + {5, 11.6f, 1.000f, -1000, -300, 0, 2.31f, 0.64f, 1.00f, -711, 0.012f, 0.00f,0.00f,0.00f, 83, 0.017f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_AUDITORIUM \ + {6, 21.6f, 1.000f, -1000, -476, 0, 4.32f, 0.59f, 1.00f, -789, 0.020f, 0.00f,0.00f,0.00f, -289, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_CONCERTHALL \ + {7, 19.6f, 1.000f, -1000, -500, 0, 3.92f, 0.70f, 1.00f, -1230, 0.020f, 0.00f,0.00f,0.00f, -02, 0.029f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_CAVE \ + {8, 14.6f, 1.000f, -1000, 0, 0, 2.91f, 1.30f, 1.00f, -602, 0.015f, 0.00f,0.00f,0.00f, -302, 0.022f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f } +#define EAX30_PRESET_ARENA \ + {9, 36.2f, 1.000f, -1000, -698, 0, 7.24f, 0.33f, 1.00f, -1166, 0.020f, 0.00f,0.00f,0.00f, 16, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_HANGAR \ + {10, 50.3f, 1.000f, -1000, -1000, 0, 10.05f, 0.23f, 1.00f, -602, 0.020f, 0.00f,0.00f,0.00f, 198, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_CARPETTEDHALLWAY \ + {11, 1.9f, 1.000f, -1000, -4000, 0, 0.30f, 0.10f, 1.00f, -1831, 0.002f, 0.00f,0.00f,0.00f, -1630, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_HALLWAY \ + {12, 1.8f, 1.000f, -1000, -300, 0, 1.49f, 0.59f, 1.00f, -1219, 0.007f, 0.00f,0.00f,0.00f, 441, 0.011f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_STONECORRIDOR \ + {13, 13.5f, 1.000f, -1000, -237, 0, 2.70f, 0.79f, 1.00f, -1214, 0.013f, 0.00f,0.00f,0.00f, 395, 0.020f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_ALLEY \ + {14, 7.5f, 0.300f, -1000, -270, 0, 1.49f, 0.86f, 1.00f, -1204, 0.007f, 0.00f,0.00f,0.00f, -4, 0.011f, 0.00f,0.00f,0.00f, 0.125f, 0.950f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_FOREST \ + {15, 38.0f, 0.300f, -1000, -3300, 0, 1.49f, 0.54f, 1.00f, -2560, 0.162f, 0.00f,0.00f,0.00f, -229, 0.088f, 0.00f,0.00f,0.00f, 0.125f, 1.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_CITY \ + {16, 7.5f, 0.500f, -1000, -800, 0, 1.49f, 0.67f, 1.00f, -2273, 0.007f, 0.00f,0.00f,0.00f, -1691, 0.011f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_MOUNTAINS \ + {17, 100.0f, 0.270f, -1000, -2500, 0, 1.49f, 0.21f, 1.00f, -2780, 0.300f, 0.00f,0.00f,0.00f, -1434, 0.100f, 0.00f,0.00f,0.00f, 0.250f, 1.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f } +#define EAX30_PRESET_QUARRY \ + {18, 17.5f, 1.000f, -1000, -1000, 0, 1.49f, 0.83f, 1.00f, -10000, 0.061f, 0.00f,0.00f,0.00f, 500, 0.025f, 0.00f,0.00f,0.00f, 0.125f, 0.700f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_PLAIN \ + {19, 42.5f, 0.210f, -1000, -2000, 0, 1.49f, 0.50f, 1.00f, -2466, 0.179f, 0.00f,0.00f,0.00f, -1926, 0.100f, 0.00f,0.00f,0.00f, 0.250f, 1.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_PARKINGLOT \ + {20, 8.3f, 1.000f, -1000, 0, 0, 1.65f, 1.50f, 1.00f, -1363, 0.008f, 0.00f,0.00f,0.00f, -1153, 0.012f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f } +#define EAX30_PRESET_SEWERPIPE \ + {21, 1.7f, 0.800f, -1000, -1000, 0, 2.81f, 0.14f, 1.00f, 429, 0.014f, 0.00f,0.00f,0.00f, 1023, 0.021f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_UNDERWATER \ + {22, 1.8f, 1.000f, -1000, -4000, 0, 1.49f, 0.10f, 1.00f, -449, 0.007f, 0.00f,0.00f,0.00f, 1700, 0.011f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 1.180f, 0.348f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_DRUGGED \ + {23, 1.9f, 0.500f, -1000, 0, 0, 8.39f, 1.39f, 1.00f, -115, 0.002f, 0.00f,0.00f,0.00f, 985, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f } +#define EAX30_PRESET_DIZZY \ + {24, 1.8f, 0.600f, -1000, -400, 0, 17.23f, 0.56f, 1.00f, -1713, 0.020f, 0.00f,0.00f,0.00f, -613, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 1.000f, 0.810f, 0.310f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f } +#define EAX30_PRESET_PSYCHOTIC \ + {25, 1.0f, 0.500f, -1000, -151, 0, 7.56f, 0.91f, 1.00f, -626, 0.020f, 0.00f,0.00f,0.00f, 774, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 4.000f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f } + + +/***********************************************************************************************\ +* +* New environment presets for use with DSPROPERTY_EAXLISTENER_ALLPARAMETERS. +* Each array conforms to the DSPROPSETID_EAX30_ListenerProperties structure defined in EAX.H. +* +************************************************************************************************/ + +// STANDARDISED-LOCATION SCENARIOS + +// CASTLE PRESETS + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_CASTLE_SMALLROOM \ + { 26, 8.3f, 0.890f, -1100, -800, -2000, 1.22f, 0.83f, 0.31f, -100, 0.022f, 0.00f,0.00f,0.00f, 0, 0.011f, 0.00f,0.00f,0.00f, 0.138f, 0.080f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 } +#define EAX30_PRESET_CASTLE_SHORTPASSAGE \ + { 26, 8.3f, 0.890f, -1000, -1000, -2000, 2.32f, 0.83f, 0.31f, -100, 0.007f, 0.00f,0.00f,0.00f, -500, 0.023f, 0.00f,0.00f,0.00f, 0.138f, 0.080f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 } +#define EAX30_PRESET_CASTLE_MEDIUMROOM \ + { 26, 8.3f, 0.930f, -1000, -1100, -2000, 2.04f, 0.83f, 0.46f, -300, 0.022f, 0.00f,0.00f,0.00f, -200, 0.011f, 0.00f,0.00f,0.00f, 0.155f, 0.030f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 } +#define EAX30_PRESET_CASTLE_LONGPASSAGE \ + { 26, 8.3f, 0.890f, -1000, -800, -2000, 3.42f, 0.83f, 0.31f, -200, 0.007f, 0.00f,0.00f,0.00f, -600, 0.023f, 0.00f,0.00f,0.00f, 0.138f, 0.080f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 } +#define EAX30_PRESET_CASTLE_LARGEROOM \ + { 26, 8.3f, 0.820f, -1000, -1100, -1800, 2.53f, 0.83f, 0.50f, -900, 0.034f, 0.00f,0.00f,0.00f, -400, 0.016f, 0.00f,0.00f,0.00f, 0.185f, 0.070f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 } +#define EAX30_PRESET_CASTLE_HALL \ + { 26, 8.3f, 0.810f, -1000, -1100, -1500, 3.14f, 0.79f, 0.62f, -1300, 0.056f, 0.00f,0.00f,0.00f, -500, 0.024f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 } +#define EAX30_PRESET_CASTLE_CUPBOARD \ + { 26, 8.3f, 0.890f, -1000, -1100, -2000, 0.67f, 0.87f, 0.31f, 300, 0.010f, 0.00f,0.00f,0.00f, 300, 0.007f, 0.00f,0.00f,0.00f, 0.138f, 0.080f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 } +#define EAX30_PRESET_CASTLE_COURTYARD \ + { 26, 8.3f, 0.420f, -1100, -700, -900, 2.13f, 0.61f, 0.23f, -2300, 0.112f, 0.00f,0.00f,0.00f, -1500, 0.036f, 0.00f,0.00f,0.00f, 0.250f, 0.370f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x1f } +#define EAX30_PRESET_CASTLE_ALCOVE \ + { 26, 8.3f, 0.890f, -1000, -600, -2000, 1.64f, 0.87f, 0.31f, -100, 0.007f, 0.00f,0.00f,0.00f, -500, 0.034f, 0.00f,0.00f,0.00f, 0.138f, 0.080f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 } + + +// FACTORY PRESETS + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_FACTORY_ALCOVE \ + { 26, 1.8f, 0.590f, -1200, -200, -600, 3.14f, 0.65f, 1.31f, 300, 0.010f, 0.00f,0.00f,0.00f, -1200, 0.038f, 0.00f,0.00f,0.00f, 0.114f, 0.100f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 } +#define EAX30_PRESET_FACTORY_SHORTPASSAGE \ + { 26, 1.8f, 0.640f, -1200, -200, -600, 2.53f, 0.65f, 1.31f, 0, 0.010f, 0.00f,0.00f,0.00f, -600, 0.038f, 0.00f,0.00f,0.00f, 0.135f, 0.230f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 } +#define EAX30_PRESET_FACTORY_MEDIUMROOM \ + { 26, 1.9f, 0.820f, -1200, -200, -600, 2.76f, 0.65f, 1.31f, -1100, 0.022f, 0.00f,0.00f,0.00f, -400, 0.023f, 0.00f,0.00f,0.00f, 0.174f, 0.070f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 } +#define EAX30_PRESET_FACTORY_LONGPASSAGE \ + { 26, 1.8f, 0.640f, -1200, -200, -600, 4.06f, 0.65f, 1.31f, 0, 0.020f, 0.00f,0.00f,0.00f, -900, 0.037f, 0.00f,0.00f,0.00f, 0.135f, 0.230f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 } +#define EAX30_PRESET_FACTORY_LARGEROOM \ + { 26, 1.9f, 0.750f, -1200, -300, -400, 4.24f, 0.51f, 1.31f, -1500, 0.039f, 0.00f,0.00f,0.00f, -600, 0.023f, 0.00f,0.00f,0.00f, 0.231f, 0.070f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 } +#define EAX30_PRESET_FACTORY_HALL \ + { 26, 1.9f, 0.750f, -1000, -300, -400, 7.43f, 0.51f, 1.31f, -2400, 0.073f, 0.00f,0.00f,0.00f, -500, 0.027f, 0.00f,0.00f,0.00f, 0.250f, 0.070f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 } +#define EAX30_PRESET_FACTORY_CUPBOARD \ + { 26, 1.7f, 0.630f, -1200, -200, -600, 0.49f, 0.65f, 1.31f, 200, 0.010f, 0.00f,0.00f,0.00f, 200, 0.032f, 0.00f,0.00f,0.00f, 0.107f, 0.070f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 } +#define EAX30_PRESET_FACTORY_COURTYARD \ + { 26, 1.7f, 0.570f, -1000, -1000, -400, 2.32f, 0.29f, 0.56f, -2400, 0.090f, 0.00f,0.00f,0.00f, -2000, 0.039f, 0.00f,0.00f,0.00f, 0.250f, 0.290f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 } +#define EAX30_PRESET_FACTORY_SMALLROOM \ + { 26, 1.8f, 0.820f, -1200, -200, -600, 1.72f, 0.65f, 1.31f, -300, 0.010f, 0.00f,0.00f,0.00f, -200, 0.024f, 0.00f,0.00f,0.00f, 0.119f, 0.070f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 } + +// ICE PALACE PRESETS + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_ICEPALACE_ALCOVE \ + { 26, 2.7f, 0.840f, -1000, -500, -1100, 2.76f, 1.46f, 0.28f, 100, 0.010f, 0.00f,0.00f,0.00f, -1200, 0.030f, 0.00f,0.00f,0.00f, 0.161f, 0.090f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 } +#define EAX30_PRESET_ICEPALACE_SHORTPASSAGE \ + { 26, 2.7f, 0.750f, -1000, -500, -1100, 1.79f, 1.46f, 0.28f, -600, 0.010f, 0.00f,0.00f,0.00f, -700, 0.019f, 0.00f,0.00f,0.00f, 0.177f, 0.090f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 } +#define EAX30_PRESET_ICEPALACE_MEDIUMROOM \ + { 26, 2.7f, 0.870f, -1000, -500, -700, 2.22f, 1.53f, 0.32f, -800, 0.039f, 0.00f,0.00f,0.00f, -1200, 0.027f, 0.00f,0.00f,0.00f, 0.186f, 0.120f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 } +#define EAX30_PRESET_ICEPALACE_LONGPASSAGE \ + { 26, 2.7f, 0.770f, -1000, -500, -800, 3.01f, 1.46f, 0.28f, -200, 0.012f, 0.00f,0.00f,0.00f, -800, 0.025f, 0.00f,0.00f,0.00f, 0.186f, 0.040f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 } +#define EAX30_PRESET_ICEPALACE_LARGEROOM \ + { 26, 2.9f, 0.810f, -1000, -500, -700, 3.14f, 1.53f, 0.32f, -1200, 0.039f, 0.00f,0.00f,0.00f, -1300, 0.027f, 0.00f,0.00f,0.00f, 0.214f, 0.110f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 } +#define EAX30_PRESET_ICEPALACE_HALL \ + { 26, 2.9f, 0.760f, -1000, -700, -500, 5.49f, 1.53f, 0.38f, -1900, 0.054f, 0.00f,0.00f,0.00f, -1400, 0.052f, 0.00f,0.00f,0.00f, 0.226f, 0.110f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 } +#define EAX30_PRESET_ICEPALACE_CUPBOARD \ + { 26, 2.7f, 0.830f, -1000, -600, -1300, 0.76f, 1.53f, 0.26f, 100, 0.012f, 0.00f,0.00f,0.00f, 100, 0.016f, 0.00f,0.00f,0.00f, 0.143f, 0.080f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 } +#define EAX30_PRESET_ICEPALACE_COURTYARD \ + { 26, 2.9f, 0.590f, -1000, -1100, -1000, 2.04f, 1.20f, 0.38f, -2000, 0.073f, 0.00f,0.00f,0.00f, -2200, 0.043f, 0.00f,0.00f,0.00f, 0.235f, 0.480f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 } +#define EAX30_PRESET_ICEPALACE_SMALLROOM \ + { 26, 2.7f, 0.840f, -1000, -500, -1100, 1.51f, 1.53f, 0.27f, -100, 0.010f, 0.00f,0.00f,0.00f, -900, 0.011f, 0.00f,0.00f,0.00f, 0.164f, 0.140f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 } + +// SPACE STATION PRESETS + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_SPACESTATION_ALCOVE \ + { 26, 1.5f, 0.780f, -1100, -300, -100, 1.16f, 0.81f, 0.55f, 300, 0.007f, 0.00f,0.00f,0.00f, -500, 0.018f, 0.00f,0.00f,0.00f, 0.192f, 0.210f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 } +#define EAX30_PRESET_SPACESTATION_MEDIUMROOM \ + { 26, 1.5f, 0.750f, -1000, -400, -100, 3.01f, 0.50f, 0.55f, -1000, 0.034f, 0.00f,0.00f,0.00f, -700, 0.035f, 0.00f,0.00f,0.00f, 0.209f, 0.310f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 } +#define EAX30_PRESET_SPACESTATION_SHORTPASSAGE \ + { 26, 1.5f, 0.870f, -1000, -400, -100, 3.57f, 0.50f, 0.55f, 0, 0.012f, 0.00f,0.00f,0.00f, -600, 0.016f, 0.00f,0.00f,0.00f, 0.172f, 0.200f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 } +#define EAX30_PRESET_SPACESTATION_LONGPASSAGE \ + { 26, 1.9f, 0.820f, -1000, -400, -100, 4.62f, 0.62f, 0.55f, 0, 0.012f, 0.00f,0.00f,0.00f, -800, 0.031f, 0.00f,0.00f,0.00f, 0.250f, 0.230f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 } +#define EAX30_PRESET_SPACESTATION_LARGEROOM \ + { 26, 1.8f, 0.810f, -1000, -400, -100, 3.89f, 0.38f, 0.61f, -1200, 0.056f, 0.00f,0.00f,0.00f, -800, 0.035f, 0.00f,0.00f,0.00f, 0.233f, 0.280f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 } +#define EAX30_PRESET_SPACESTATION_HALL \ + { 26, 1.9f, 0.870f, -1000, -400, -100, 7.11f, 0.38f, 0.61f, -1500, 0.100f, 0.00f,0.00f,0.00f, -1000, 0.047f, 0.00f,0.00f,0.00f, 0.250f, 0.250f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 } +#define EAX30_PRESET_SPACESTATION_CUPBOARD \ + { 26, 1.4f, 0.560f, -1000, -300, -100, 0.79f, 0.81f, 0.55f, 200, 0.007f, 0.00f,0.00f,0.00f, 400, 0.018f, 0.00f,0.00f,0.00f, 0.181f, 0.310f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 } +#define EAX30_PRESET_SPACESTATION_SMALLROOM \ + { 26, 1.5f, 0.700f, -1000, -300, -100, 1.72f, 0.82f, 0.55f, -400, 0.007f, 0.00f,0.00f,0.00f, -500, 0.013f, 0.00f,0.00f,0.00f, 0.188f, 0.260f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 } + +// WOODEN GALLEON PRESETS + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_WOODEN_ALCOVE \ + { 26, 7.5f, 1.000f, -1100, -1800, -1000, 1.22f, 0.62f, 0.91f, -100, 0.012f, 0.00f,0.00f,0.00f, -600, 0.024f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f } +#define EAX30_PRESET_WOODEN_SHORTPASSAGE \ + { 26, 7.5f, 1.000f, -1100, -1800, -1000, 1.45f, 0.50f, 0.87f, -300, 0.012f, 0.00f,0.00f,0.00f, -700, 0.024f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f } +#define EAX30_PRESET_WOODEN_MEDIUMROOM \ + { 26, 7.5f, 1.000f, -1200, -2000, -1100, 1.07f, 0.42f, 0.82f, -300, 0.039f, 0.00f,0.00f,0.00f, -400, 0.029f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f } +#define EAX30_PRESET_WOODEN_LONGPASSAGE \ + { 26, 7.5f, 1.000f, -1100, -2000, -1000, 1.79f, 0.40f, 0.79f, -200, 0.020f, 0.00f,0.00f,0.00f, -1000, 0.036f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f } +#define EAX30_PRESET_WOODEN_LARGEROOM \ + { 26, 7.5f, 1.000f, -1200, -2100, -1100, 1.45f, 0.33f, 0.82f, -300, 0.056f, 0.00f,0.00f,0.00f, -500, 0.049f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f } +#define EAX30_PRESET_WOODEN_HALL \ + { 26, 7.5f, 1.000f, -1200, -2200, -1100, 1.95f, 0.30f, 0.82f, -300, 0.068f, 0.00f,0.00f,0.00f, -500, 0.063f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f } +#define EAX30_PRESET_WOODEN_CUPBOARD \ + { 26, 7.5f, 1.000f, -1000, -1700, -1000, 0.56f, 0.46f, 0.91f, -100, 0.012f, 0.00f,0.00f,0.00f, -100, 0.028f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f } +#define EAX30_PRESET_WOODEN_SMALLROOM \ + { 26, 7.5f, 1.000f, -1200, -1900, -1000, 0.79f, 0.32f, 0.87f, -200, 0.032f, 0.00f,0.00f,0.00f, -300, 0.029f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f } +#define EAX30_PRESET_WOODEN_COURTYARD \ + { 26, 7.5f, 0.650f, -1700, -2200, -1000, 1.79f, 0.35f, 0.79f, -700, 0.063f, 0.00f,0.00f,0.00f, -2300, 0.032f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f } + + +// OTHER SCENARIOS + +// SPORTS PRESETS + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_SPORT_EMPTYSTADIUM \ + { 26, 7.2f, 1.000f, -1300, -700, -200, 6.26f, 0.51f, 1.10f, -2400, 0.183f, 0.00f,0.00f,0.00f, -1100, 0.038f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x20 } +#define EAX30_PRESET_SPORT_SQUASHCOURT \ + { 26, 7.5f, 0.750f, -1100, -1000, -200, 2.22f, 0.91f, 1.16f, -700, 0.007f, 0.00f,0.00f,0.00f, -300, 0.011f, 0.00f,0.00f,0.00f, 0.126f, 0.190f, 0.250f, 0.000f, -0.0f, 7176.9f, 211.2f, 0.00f, 0x20 } +#define EAX30_PRESET_SPORT_SMALLSWIMMINGPOOL \ + { 26, 36.2f, 0.700f, -1400, -200, -100, 2.76f, 1.25f, 1.14f, -400, 0.020f, 0.00f,0.00f,0.00f, -300, 0.030f, 0.00f,0.00f,0.00f, 0.179f, 0.150f, 0.895f, 0.190f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x0 } +#define EAX30_PRESET_SPORT_LARGESWIMMINGPOOL\ + { 26, 36.2f, 0.820f, -1200, -200, 0, 5.49f, 1.31f, 1.14f, -700, 0.039f, 0.00f,0.00f,0.00f, -800, 0.049f, 0.00f,0.00f,0.00f, 0.222f, 0.550f, 1.159f, 0.210f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x0 } +#define EAX30_PRESET_SPORT_GYMNASIUM \ + { 26, 7.5f, 0.810f, -1200, -700, -100, 3.14f, 1.06f, 1.35f, -800, 0.029f, 0.00f,0.00f,0.00f, -700, 0.045f, 0.00f,0.00f,0.00f, 0.146f, 0.140f, 0.250f, 0.000f, -0.0f, 7176.9f, 211.2f, 0.00f, 0x20 } +#define EAX30_PRESET_SPORT_FULLSTADIUM \ + { 26, 7.2f, 1.000f, -1300, -2300, -200, 5.25f, 0.17f, 0.80f, -2000, 0.188f, 0.00f,0.00f,0.00f, -1300, 0.038f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x20 } +#define EAX30_PRESET_SPORT_STADIUMTANNOY \ + { 26, 3.0f, 0.780f, -900, -500, -600, 2.53f, 0.88f, 0.68f, -1100, 0.230f, 0.00f,0.00f,0.00f, -600, 0.063f, 0.00f,0.00f,0.00f, 0.250f, 0.200f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x20 } + +// PREFAB PRESETS + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_PREFAB_WORKSHOP \ + { 26, 1.9f, 1.000f, -1000, -1700, -800, 0.76f, 1.00f, 1.00f, 0, 0.012f, 0.00f,0.00f,0.00f, -200, 0.012f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x0 } +#define EAX30_PRESET_PREFAB_SCHOOLROOM \ + { 26, 1.86f, 0.690f, -1100, -400, -600, 0.98f, 0.45f, 0.18f, 300, 0.017f, 0.00f,0.00f,0.00f, 0, 0.015f, 0.00f,0.00f,0.00f, 0.095f, 0.140f, 0.250f, 0.000f, -0.0f, 7176.9f, 211.2f, 0.00f, 0x20 } +#define EAX30_PRESET_PREFAB_PRACTISEROOM \ + { 26, 1.86f, 0.870f, -1000, -800, -600, 1.12f, 0.56f, 0.18f, 200, 0.010f, 0.00f,0.00f,0.00f, -200, 0.011f, 0.00f,0.00f,0.00f, 0.095f, 0.140f, 0.250f, 0.000f, -0.0f, 7176.9f, 211.2f, 0.00f, 0x20 } +#define EAX30_PRESET_PREFAB_OUTHOUSE \ + { 26, 80.3f, 0.820f, -1100, -1900, -1600, 1.38f, 0.38f, 0.35f, -100, 0.024f, 0.00f,0.00f,-0.00f, -800, 0.044f, 0.00f,0.00f,0.00f, 0.121f, 0.170f, 0.250f, 0.000f, -0.0f, 2854.4f, 107.5f, 0.00f, 0x0 } +#define EAX30_PRESET_PREFAB_CARAVAN \ + { 26, 8.3f, 1.000f, -1000, -2100, -1800, 0.43f, 1.50f, 1.00f, 0, 0.012f, 0.00f,0.00f,0.00f, 400, 0.012f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f } + // for US developers, a caravan is the same as a trailer =o) + + +// DOME AND PIPE PRESETS + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_DOME_TOMB \ + { 26, 51.8f, 0.790f, -1000, -900, -1300, 4.18f, 0.21f, 0.10f, -825, 0.030f, 0.00f,0.00f,0.00f, -125, 0.022f, 0.00f,0.00f,0.00f, 0.177f, 0.190f, 0.250f, 0.000f, -5.0f, 2854.4f, 20.0f, 0.00f, 0x0 } +#define EAX30_PRESET_PIPE_SMALL \ + { 26, 50.3f, 1.000f, -1000, -900, -1300, 5.04f, 0.10f, 0.10f, -600, 0.032f, 0.00f,0.00f,0.00f, 400, 0.015f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 2854.4f, 20.0f, 0.00f, 0x3f } +#define EAX30_PRESET_DOME_SAINTPAULS \ + { 26, 50.3f, 0.870f, -1000, -900, -1300, 10.48f, 0.19f, 0.10f, -1500, 0.090f, 0.00f,0.00f,0.00f, -500, 0.042f, 0.00f,0.00f,0.00f, 0.250f, 0.120f, 0.250f, 0.000f, -5.0f, 2854.4f, 20.0f, 0.00f, 0x3f } +#define EAX30_PRESET_PIPE_LONGTHIN \ + { 26, 1.6f, 0.910f, -1200, -700, -1100, 9.21f, 0.18f, 0.10f, -300, 0.010f, 0.00f,0.00f,0.00f, -1000, 0.022f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 2854.4f, 20.0f, 0.00f, 0x0 } +#define EAX30_PRESET_PIPE_LARGE \ + { 26, 50.3f, 1.000f, -1000, -900, -1300, 8.45f, 0.10f, 0.10f, -800, 0.046f, 0.00f,0.00f,0.00f, 0, 0.032f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 2854.4f, 20.0f, 0.00f, 0x3f } +#define EAX30_PRESET_PIPE_RESONANT \ + { 26, 1.3f, 0.910f, -1200, -700, -1100, 6.81f, 0.18f, 0.10f, -300, 0.010f, 0.00f,0.00f,0.00f, -700, 0.022f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 2854.4f, 20.0f, 0.00f, 0x0 } + +// OUTDOORS PRESETS + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_OUTDOORS_BACKYARD \ + { 26, 80.3f, 0.450f, -1100, -1200, -600, 1.12f, 0.34f, 0.46f, -1100, 0.049f, 0.00f,0.00f,-0.00f, -1300, 0.023f, 0.00f,0.00f,0.00f, 0.218f, 0.340f, 0.250f, 0.000f, -5.0f, 4399.1f, 242.9f, 0.00f, 0x0 } +#define EAX30_PRESET_OUTDOORS_ROLLINGPLAINS \ + { 26, 80.3f, 0.000f, -1100, -3900, -400, 2.13f, 0.21f, 0.46f, -2000, 0.300f, 0.00f,0.00f,-0.00f, -1500, 0.019f, 0.00f,0.00f,0.00f, 0.250f, 1.000f, 0.250f, 0.000f, -5.0f, 4399.1f, 242.9f, 0.00f, 0x0 } +#define EAX30_PRESET_OUTDOORS_DEEPCANYON \ + { 26, 80.3f, 0.740f, -1100, -1500, -400, 3.89f, 0.21f, 0.46f, -2000, 0.193f, 0.00f,0.00f,-0.00f, -1100, 0.019f, 0.00f,0.00f,0.00f, 0.250f, 1.000f, 0.250f, 0.000f, -5.0f, 4399.1f, 242.9f, 0.00f, 0x0 } +#define EAX30_PRESET_OUTDOORS_CREEK \ + { 26, 80.3f, 0.350f, -1100, -1500, -600, 2.13f, 0.21f, 0.46f, -1700, 0.115f, 0.00f,0.00f,-0.00f, -1100, 0.031f, 0.00f,0.00f,0.00f, 0.218f, 0.340f, 0.250f, 0.000f, -5.0f, 4399.1f, 242.9f, 0.00f, 0x0 } +#define EAX30_PRESET_OUTDOORS_VALLEY \ + { 26, 80.3f, 0.280f, -1100, -3100, -1600, 2.88f, 0.26f, 0.35f, -3200, 0.163f, 0.00f,0.00f,-0.00f, -1000, 0.100f, 0.00f,0.00f,0.00f, 0.250f, 0.340f, 0.250f, 0.000f, -0.0f, 2854.4f, 107.5f, 0.00f, 0x0 } + + +// MOOD PRESETS + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_MOOD_HEAVEN \ + { 26, 19.6f, 0.940f, -1000, -200, -700, 5.04f, 1.12f, 0.56f, -1230, 0.020f, 0.00f,0.00f,0.00f, -200, 0.029f, 0.00f,0.00f,0.00f, 0.250f, 0.080f, 2.742f, 0.050f, -2.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_MOOD_HELL \ + { 26, 100.0f, 0.570f, -1000, -900, -700, 3.57f, 0.49f, 2.00f, -10000, 0.020f, 0.00f,0.00f,0.00f, 100, 0.030f, 0.00f,0.00f,0.00f, 0.110f, 0.040f, 2.109f, 0.520f, -5.0f, 5000.0f, 139.5f, 0.00f, 0x40 } +#define EAX30_PRESET_MOOD_MEMORY \ + { 26, 8.0f, 0.850f, -1000, -400, -900, 4.06f, 0.82f, 0.56f, -2800, 0.000f, 0.00f,0.00f,0.00f, -500, 0.000f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.474f, 0.450f, -2.0f, 5000.0f, 250.0f, 0.00f, 0x0 } + +// DRIVING SIMULATION PRESETS + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_DRIVING_COMMENTATOR \ + { 26, 3.0f, 0.000f, -900, -500, -600, 2.42f, 0.88f, 0.68f, -1400, 0.093f, 0.00f,0.00f,0.00f, -1200, 0.017f, 0.00f,0.00f,0.00f, 0.250f, 1.000f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x20 } +#define EAX30_PRESET_DRIVING_PITGARAGE \ + { 26, 1.9f, 0.590f, -1400, -300, -500, 1.72f, 0.93f, 0.87f, -500, 0.000f, 0.00f,0.00f,0.00f, 0, 0.016f, 0.00f,0.00f,0.00f, 0.250f, 0.110f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x0 } +#define EAX30_PRESET_DRIVING_INCAR_RACER \ + { 26, 1.1f, 0.800f, -700, 0, -200, 0.17f, 2.00f, 0.41f, 500, 0.007f, 0.00f,0.00f,0.00f, -500, 0.015f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -0.0f, 10268.2f, 251.0f, 0.00f, 0x20 } +#define EAX30_PRESET_DRIVING_INCAR_SPORTS \ + { 26, 1.1f, 0.800f, -900, -400, 0, 0.17f, 0.75f, 0.41f, 0, 0.010f, 0.00f,0.00f,0.00f, -600, 0.000f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -0.0f, 10268.2f, 251.0f, 0.00f, 0x20 } +#define EAX30_PRESET_DRIVING_INCAR_LUXURY \ + { 26, 1.6f, 1.000f, -800, -2000, -600, 0.13f, 0.41f, 0.46f, -200, 0.010f, 0.00f,0.00f,0.00f, 300, 0.010f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -0.0f, 10268.2f, 251.0f, 0.00f, 0x20 } +#define EAX30_PRESET_DRIVING_FULLGRANDSTAND \ + { 26, 8.3f, 1.000f, -1100, -1100, -400, 3.01f, 1.37f, 1.28f, -900, 0.090f, 0.00f,0.00f,0.00f, -1700, 0.049f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 10420.2f, 250.0f, 0.00f, 0x1f } +#define EAX30_PRESET_DRIVING_EMPTYGRANDSTAND \ + { 26, 8.3f, 1.000f, -700, 0, -200, 4.62f, 1.75f, 1.40f, -1363, 0.090f, 0.00f,0.00f,0.00f, -1900, 0.049f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 10420.2f, 250.0f, 0.00f, 0x1f } +#define EAX30_PRESET_DRIVING_TUNNEL \ + { 26, 3.1f, 0.810f, -900, -800, -100, 3.42f, 0.94f, 1.31f, -300, 0.051f, 0.00f,0.00f,0.00f, -500, 0.047f, 0.00f,0.00f,0.00f, 0.214f, 0.050f, 0.250f, 0.000f, -0.0f, 5000.0f, 155.3f, 0.00f, 0x20 } + +// CITY PRESETS + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_CITY_STREETS \ + { 26, 3.0f, 0.780f, -1100, -300, -100, 1.79f, 1.12f, 0.91f, -1700, 0.046f, 0.00f,0.00f,0.00f, -2800, 0.028f, 0.00f,0.00f,0.00f, 0.250f, 0.200f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x20 } +#define EAX30_PRESET_CITY_SUBWAY \ + { 26, 3.0f, 0.740f, -1100, -300, -100, 3.01f, 1.23f, 0.91f, -700, 0.046f, 0.00f,0.00f,0.00f, -1000, 0.028f, 0.00f,0.00f,0.00f, 0.125f, 0.210f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x20 } +#define EAX30_PRESET_CITY_MUSEUM \ + { 26, 80.3f, 0.820f, -1100, -1500, -1500, 3.28f, 1.40f, 0.57f, -1600, 0.039f, 0.00f,0.00f,-0.00f, -600, 0.034f, 0.00f,0.00f,0.00f, 0.130f, 0.170f, 0.250f, 0.000f, -0.0f, 2854.4f, 107.5f, 0.00f, 0x0 } +#define EAX30_PRESET_CITY_LIBRARY \ + { 26, 80.3f, 0.820f, -1100, -1100, -2100, 2.76f, 0.89f, 0.41f, -1100, 0.029f, 0.00f,0.00f,-0.00f, -500, 0.020f, 0.00f,0.00f,0.00f, 0.130f, 0.170f, 0.250f, 0.000f, -0.0f, 2854.4f, 107.5f, 0.00f, 0x0 } +#define EAX30_PRESET_CITY_UNDERPASS \ + { 26, 3.0f, 0.820f, -1500, -700, -100, 3.57f, 1.12f, 0.91f, -1500, 0.059f, 0.00f,0.00f,0.00f, -1100, 0.037f, 0.00f,0.00f,0.00f, 0.250f, 0.140f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x20 } +#define EAX30_PRESET_CITY_ABANDONED \ + { 26, 3.0f, 0.690f, -1100, -200, -100, 3.28f, 1.17f, 0.91f, -1400, 0.044f, 0.00f,0.00f,0.00f, -2400, 0.024f, 0.00f,0.00f,0.00f, 0.250f, 0.200f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x20 } + +// MISC ROOMS + +// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS +#define EAX30_PRESET_DUSTYROOM \ + { 26, 1.8f, 0.560f, -1100, -200, -300, 1.79f, 0.38f, 0.21f, -600, 0.002f, 0.00f,0.00f,0.00f, 200, 0.006f, 0.00f,0.00f,0.00f, 0.202f, 0.050f, 0.250f, 0.000f, -3.0f, 13046.0f, 163.3f, 0.00f, 0x20 } +#define EAX30_PRESET_CHAPEL \ + { 26, 19.6f, 0.840f, -1000, -500, 0, 4.62f, 0.64f, 1.23f, -700, 0.032f, 0.00f,0.00f,0.00f, -800, 0.049f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.110f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f } +#define EAX30_PRESET_SMALLWATERROOM \ + { 26, 36.2f, 0.700f, -1200, -698, 0, 1.51f, 1.25f, 1.14f, -100, 0.020f, 0.00f,0.00f,0.00f, 200, 0.030f, 0.00f,0.00f,0.00f, 0.179f, 0.150f, 0.895f, 0.190f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x0 } + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Effect Scenarios enumerated // +////////////////////////////////////////////////////// + +typedef enum +{ + EAX30_SCENARIO_CASTLE = 0, + EAX30_SCENARIO_FACTORY, + EAX30_SCENARIO_ICEPALACE, + EAX30_SCENARIO_SPACESTATION, + EAX30_SCENARIO_WOODGALLEON, + EAX30_SCENARIO_SPORTS, + EAX30_SCENARIO_PREFAB, + EAX30_SCENARIO_DOMESNPIPES, + EAX30_SCENARIO_OUTDOORS, + EAX30_SCENARIO_MOOD, + EAX30_SCENARIO_DRIVING, + EAX30_SCENARIO_CITY, + EAX30_SCENARIO_MISC, + EAX30_SCENARIO_ORIGINAL +} +EAX30_SCENARIO; + +////////////////////////////////////////////////////// +// Number of Effect Scenarios // +////////////////////////////////////////////////////// + +#define EAX30_NUM_SCENARIOS 14 + +////////////////////////////////////////////////////// +// Number of Effect Scenarios with standardised // +// locations // +////////////////////////////////////////////////////// + +#define EAX30_NUM_STANDARD_SCENARIOS 5 + +////////////////////////////////////////////////////// +// Array of scenario names // +////////////////////////////////////////////////////// + +extern const char* EAX30_SCENARIO_NAMES[]; + +////////////////////////////////////////////////////// +// Standardised Locations enumerated // +////////////////////////////////////////////////////// + +typedef enum +{ + EAX30_LOCATION_HALL = 0, + EAX30_LOCATION_LARGEROOM, + EAX30_LOCATION_MEDIUMROOM, + EAX30_LOCATION_SMALLROOM, + EAX30_LOCATION_CUPBOARD, + EAX30_LOCATION_ALCOVE, + EAX30_LOCATION_LONGPASSAGE, + EAX30_LOCATION_SHORTPASSAGE, + EAX30_LOCATION_COURTYARD +} +EAX30_LOCATION; + +////////////////////////////////////////////////////// +// Number of Standardised Locations // +////////////////////////////////////////////////////// + +#define EAX30_NUM_LOCATIONS 9 + +////////////////////////////////////////////////////// +// Array of standardised location names // +////////////////////////////////////////////////////// + +extern const char* EAX30_LOCATION_NAMES[]; + +////////////////////////////////////////////////////// +// Number of effects in each scenario // +////////////////////////////////////////////////////// + +#define EAX30_NUM_ORIGINAL_PRESETS 26 +#define EAX30_NUM_CASTLE_PRESETS EAX30_NUM_LOCATIONS +#define EAX30_NUM_FACTORY_PRESETS EAX30_NUM_LOCATIONS +#define EAX30_NUM_ICEPALACE_PRESETS EAX30_NUM_LOCATIONS +#define EAX30_NUM_SPACESTATION_PRESETS EAX30_NUM_LOCATIONS +#define EAX30_NUM_WOODGALLEON_PRESETS EAX30_NUM_LOCATIONS +#define EAX30_NUM_SPORTS_PRESETS 7 +#define EAX30_NUM_PREFAB_PRESETS 5 +#define EAX30_NUM_DOMESNPIPES_PRESETS 6 +#define EAX30_NUM_OUTDOORS_PRESETS 5 +#define EAX30_NUM_MOOD_PRESETS 3 +#define EAX30_NUM_DRIVING_PRESETS 8 +#define EAX30_NUM_CITY_PRESETS 6 +#define EAX30_NUM_MISC_PRESETS 3 + +////////////////////////////////////////////////////// +// Standardised Location effects can be accessed // +// from a matrix // +////////////////////////////////////////////////////// + +extern EAXLISTENERPROPERTIES EAX30_STANDARD_PRESETS[EAX30_NUM_STANDARD_SCENARIOS][EAX30_NUM_LOCATIONS]; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Original Preset effects enumerated // +////////////////////////////////////////////////////// + +typedef enum +{ + ORIGINAL_GENERIC = 0, + ORIGINAL_PADDEDCELL, + ORIGINAL_ROOM, + ORIGINAL_BATHROOM, + ORIGINAL_LIVINGROOM, + ORIGINAL_STONEROOM, + ORIGINAL_AUDITORIUM, + ORIGINAL_CONCERTHALL, + ORIGINAL_CAVE, + ORIGINAL_ARENA, + ORIGINAL_HANGAR, + ORIGINAL_CARPETTEDHALLWAY, + ORIGINAL_HALLWAY, + ORIGINAL_STONECORRIDOR, + ORIGINAL_ALLEY, + ORIGINAL_FOREST, + ORIGINAL_CITY, + ORIGINAL_MOUNTAINS, + ORIGINAL_QUARRY, + ORIGINAL_PLAIN, + ORIGINAL_PARKINGLOT, + ORIGINAL_SEWERPIPE, + ORIGINAL_UNDERWATER, + ORIGINAL_DRUGGED, + ORIGINAL_DIZZY, + ORIGINAL_PSYCHOTIC +} +EAX30_ORIGINAL_PRESET_ENUMS; + +////////////////////////////////////////////////////// +// Array of original environment names // +////////////////////////////////////////////////////// + +extern const char* EAX30_ORIGINAL_PRESET_NAMES[]; + +////////////////////////////////////////////////////// +// Original effects matrix // +////////////////////////////////////////////////////// + +extern EAXLISTENERPROPERTIES EAX30_ORIGINAL_PRESETS[]; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Sports scenario effects enumerated // +////////////////////////////////////////////////////// + +typedef enum +{ + SPORT_EMPTYSTADIUM=0, + SPORT_FULLSTADIUM, + SPORT_STADIUMTANNOY, + SPORT_SQUASHCOURT, + SPORT_SMALLSWIMMINGPOOL, + SPORT_LARGESWIMMINGPOOL, + SPORT_GYMNASIUM +} +EAX30_SPORTS_PRESET_ENUMS; + +////////////////////////////////////////////////////// +// Array of sport environment names // +////////////////////////////////////////////////////// + +extern const char* EAX30_SPORTS_PRESET_NAMES[]; + +////////////////////////////////////////////////////// +// Sports effects matrix // +////////////////////////////////////////////////////// + +extern EAXLISTENERPROPERTIES EAX30_SPORTS_PRESETS[]; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Prefab scenario effects enumerated // +////////////////////////////////////////////////////// + +typedef enum +{ + PREFAB_WORKSHOP, + PREFAB_SCHOOLROOM, + PREFAB_PRACTISEROOM, + PREFAB_OUTHOUSE, + PREFAB_CARAVAN +} +EAX30_PREFAB_PRESET_ENUMS; + +////////////////////////////////////////////////////// +// Array of prefab environment names // +////////////////////////////////////////////////////// + +extern const char* EAX30_PREFAB_PRESET_NAMES[]; + +////////////////////////////////////////////////////// +// Prefab effects matrix // +////////////////////////////////////////////////////// + +extern EAXLISTENERPROPERTIES EAX30_PREFAB_PRESETS[]; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Domes & Pipes effects enumerated // +////////////////////////////////////////////////////// + +typedef enum +{ + DOME_TOMB, + DOME_SAINTPAULS, + PIPE_SMALL, + PIPE_LONGTHIN, + PIPE_LARGE, + PIPE_RESONANT +} +EAX30_DOMESNPIPES_PRESET_ENUMS; + +////////////////////////////////////////////////////// +// Array of Domes & Pipes environment names // +////////////////////////////////////////////////////// + +extern const char* EAX30_DOMESNPIPES_PRESET_NAMES[]; + +////////////////////////////////////////////////////// +// Domes & Pipes effects matrix // +////////////////////////////////////////////////////// + +extern EAXLISTENERPROPERTIES EAX30_DOMESNPIPES_PRESETS[]; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Outdoors scenario effects enumerated // +////////////////////////////////////////////////////// + +typedef enum +{ + OUTDOORS_BACKYARD, + OUTDOORS_ROLLINGPLAINS, + OUTDOORS_DEEPCANYON, + OUTDOORS_CREEK, + OUTDOORS_VALLEY +} +EAX30_OUTDOORS_PRESET_ENUMS; + +////////////////////////////////////////////////////// +// Array of Outdoors environment names // +////////////////////////////////////////////////////// + +extern const char* EAX30_OUTDOORS_PRESET_NAMES[]; + +////////////////////////////////////////////////////// +// Outdoors effects matrix // +////////////////////////////////////////////////////// + +extern EAXLISTENERPROPERTIES EAX30_OUTDOORS_PRESETS[]; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Mood scenario effects enumerated // +////////////////////////////////////////////////////// + +typedef enum +{ + MOOD_HEAVEN, + MOOD_HELL, + MOOD_MEMORY +} +EAX30_MOOD_PRESET_ENUMS; + +////////////////////////////////////////////////////// +// Array of Mood environment names // +////////////////////////////////////////////////////// + +extern const char* EAX30_MOOD_PRESET_NAMES[]; + +////////////////////////////////////////////////////// +// Mood effects matrix // +////////////////////////////////////////////////////// + +extern EAXLISTENERPROPERTIES EAX30_MOOD_PRESETS[]; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Driving scenario effects enumerated // +////////////////////////////////////////////////////// + +typedef enum +{ + DRIVING_COMMENTATOR, + DRIVING_PITGARAGE, + DRIVING_INCAR_RACER, + DRIVING_INCAR_SPORTS, + DRIVING_INCAR_LUXURY, + DRIVING_FULLGRANDSTAND, + DRIVING_EMPTYGRANDSTAND, + DRIVING_TUNNEL +} +EAX30_DRIVING_PRESET_ENUMS; + +////////////////////////////////////////////////////// +// Array of driving environment names // +////////////////////////////////////////////////////// + +extern const char* EAX30_DRIVING_PRESET_NAMES[]; + +////////////////////////////////////////////////////// +// Driving effects matrix // +////////////////////////////////////////////////////// + +extern EAXLISTENERPROPERTIES EAX30_DRIVING_PRESETS[]; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// City scenario effects enumerated // +////////////////////////////////////////////////////// + +typedef enum +{ + CITY_STREETS, + CITY_SUBWAY, + CITY_MUSEUM, + CITY_LIBRARY, + CITY_UNDERPASS, + CITY_ABANDONED +} +EAX30_CITY_PRESET_ENUMS; + +////////////////////////////////////////////////////// +// Array of City environment names // +////////////////////////////////////////////////////// + +extern const char* EAX30_CITY_PRESET_NAMES[]; + +////////////////////////////////////////////////////// +// City effects matrix // +////////////////////////////////////////////////////// + +extern EAXLISTENERPROPERTIES EAX30_CITY_PRESETS[]; + +/********************************************************************************************************/ + +////////////////////////////////////////////////////// +// Misc scenario effects enumerated // +////////////////////////////////////////////////////// + +typedef enum +{ + DUSTYROOM, + CHAPEL, + SMALLWATERROOM +} +EAX30_MISC_PRESET_ENUMS; + + +////////////////////////////////////////////////////// +// Array of Misc environment names // +////////////////////////////////////////////////////// + +extern const char* EAX30_MISC_PRESET_NAMES[]; + +////////////////////////////////////////////////////// +// Misc effects matrix // +////////////////////////////////////////////////////// + +extern EAXLISTENERPROPERTIES EAX30_MISC_PRESETS[]; + + +/***********************************************************************************************\ +* +* Material transmission presets +* +* Three values in this order :- +* +* 1. Occlusion (or Obstruction) +* 2. Occlusion LF Ratio (or Obstruction LF Ratio) +* 3. Occlusion Room Ratio +* +************************************************************************************************/ + + +// Single window material preset +#define EAX_MATERIAL_SINGLEWINDOW (-2800) +#define EAX_MATERIAL_SINGLEWINDOWLF 0.71f +#define EAX_MATERIAL_SINGLEWINDOWROOMRATIO 0.43f + +// Double window material preset +#define EAX_MATERIAL_DOUBLEWINDOW (-5000) +#define EAX_MATERIAL_DOUBLEWINDOWLF 0.40f +#define EAX_MATERIAL_DOUBLEWINDOWROOMRATIO 0.24f + +// Thin door material preset +#define EAX_MATERIAL_THINDOOR (-1800) +#define EAX_MATERIAL_THINDOORLF 0.66f +#define EAX_MATERIAL_THINDOORROOMRATIO 0.66f + +// Thick door material preset +#define EAX_MATERIAL_THICKDOOR (-4400) +#define EAX_MATERIAL_THICKDOORLF 0.64f +#define EAX_MATERIAL_THICKDOORROOMRATIO 0.27f + +// Wood wall material preset +#define EAX_MATERIAL_WOODWALL (-4000) +#define EAX_MATERIAL_WOODWALLLF 0.50f +#define EAX_MATERIAL_WOODWALLROOMRATIO 0.30f + +// Brick wall material preset +#define EAX_MATERIAL_BRICKWALL (-5000) +#define EAX_MATERIAL_BRICKWALLLF 0.60f +#define EAX_MATERIAL_BRICKWALLROOMRATIO 0.24f + +// Stone wall material preset +#define EAX_MATERIAL_STONEWALL (-6000) +#define EAX_MATERIAL_STONEWALLLF 0.68f +#define EAX_MATERIAL_STONEWALLROOMRATIO 0.20f + +// Curtain material preset +#define EAX_MATERIAL_CURTAIN (-1200) +#define EAX_MATERIAL_CURTAINLF 0.15f +#define EAX_MATERIAL_CURTAINROOMRATIO 1.00f + + +#endif // EAXUTIL_INCLUDED diff --git a/src/audio/eax/eax.h b/src/audio/eax/eax.h new file mode 100644 index 00000000..b2210936 --- /dev/null +++ b/src/audio/eax/eax.h @@ -0,0 +1,536 @@ +/*******************************************************************\ +* * +* EAX.H - Environmental Audio Extensions version 3.0 * +* for OpenAL and DirectSound3D * +* * +********************************************************************/ + +#ifndef EAX_H_INCLUDED +#define EAX_H_INCLUDED + +#ifdef __cplusplus +extern "C" { +#endif // __cplusplus + +#ifndef AUDIO_OAL + #include <dsound.h> + + /* + * EAX Wrapper Interface (using Direct X 7) {4FF53B81-1CE0-11d3-AAB8-00A0C95949D5} + */ + DEFINE_GUID(CLSID_EAXDirectSound, + 0x4ff53b81, + 0x1ce0, + 0x11d3, + 0xaa, 0xb8, 0x0, 0xa0, 0xc9, 0x59, 0x49, 0xd5); + + /* + * EAX Wrapper Interface (using Direct X 8) {CA503B60-B176-11d4-A094-D0C0BF3A560C} + */ + DEFINE_GUID(CLSID_EAXDirectSound8, + 0xca503b60, + 0xb176, + 0x11d4, + 0xa0, 0x94, 0xd0, 0xc0, 0xbf, 0x3a, 0x56, 0xc); + + + +#ifdef DIRECTSOUND_VERSION +#if DIRECTSOUND_VERSION >= 0x0800 + __declspec(dllimport) HRESULT WINAPI EAXDirectSoundCreate8(GUID*, LPDIRECTSOUND8*, IUnknown FAR *); + typedef HRESULT (FAR PASCAL *LPEAXDIRECTSOUNDCREATE8)(GUID*, LPDIRECTSOUND8*, IUnknown FAR*); +#endif +#endif + + __declspec(dllimport) HRESULT WINAPI EAXDirectSoundCreate(GUID*, LPDIRECTSOUND*, IUnknown FAR *); + typedef HRESULT (FAR PASCAL *LPEAXDIRECTSOUNDCREATE)(GUID*, LPDIRECTSOUND*, IUnknown FAR*); + + __declspec(dllimport) void CDECL GetCurrentVersion(LPDWORD major, LPDWORD minor); + typedef void (CDECL *LPGETCURRENTVERSION)(LPDWORD major, LPDWORD minor); + + +#else // AUDIO_OAL + #include <AL/al.h> + #include <string.h> + + #ifndef GUID_DEFINED + #define GUID_DEFINED + typedef struct _GUID + { + unsigned long Data1; + unsigned short Data2; + unsigned short Data3; + unsigned char Data4[8]; + } GUID; + #endif // !GUID_DEFINED + + #ifndef DEFINE_GUID + #ifndef INITGUID + #define DEFINE_GUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \ + extern const GUID /*FAR*/ name + #else + #define DEFINE_GUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \ + extern const GUID name = { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } } + #endif // INITGUID + #endif // DEFINE_GUID + + + /* + * EAX OpenAL Extension + */ + typedef ALenum (*EAXSet)(const GUID*, ALuint, ALuint, ALvoid*, ALuint); + typedef ALenum (*EAXGet)(const GUID*, ALuint, ALuint, ALvoid*, ALuint); +#endif + +#pragma pack(push, 4) + +/* + * EAX 3.0 listener property set {A8FA6880-B476-11d3-BDB9-00C0F02DDF87} + */ +DEFINE_GUID(DSPROPSETID_EAX30_ListenerProperties, + 0xa8fa6882, + 0xb476, + 0x11d3, + 0xbd, 0xb9, 0x00, 0xc0, 0xf0, 0x2d, 0xdf, 0x87); + +// For compatibility with future EAX versions: +#define DSPROPSETID_EAX_ListenerProperties DSPROPSETID_EAX30_ListenerProperties + +typedef enum +{ + DSPROPERTY_EAXLISTENER_NONE, + DSPROPERTY_EAXLISTENER_ALLPARAMETERS, + DSPROPERTY_EAXLISTENER_ENVIRONMENT, + DSPROPERTY_EAXLISTENER_ENVIRONMENTSIZE, + DSPROPERTY_EAXLISTENER_ENVIRONMENTDIFFUSION, + DSPROPERTY_EAXLISTENER_ROOM, + DSPROPERTY_EAXLISTENER_ROOMHF, + DSPROPERTY_EAXLISTENER_ROOMLF, + DSPROPERTY_EAXLISTENER_DECAYTIME, + DSPROPERTY_EAXLISTENER_DECAYHFRATIO, + DSPROPERTY_EAXLISTENER_DECAYLFRATIO, + DSPROPERTY_EAXLISTENER_REFLECTIONS, + DSPROPERTY_EAXLISTENER_REFLECTIONSDELAY, + DSPROPERTY_EAXLISTENER_REFLECTIONSPAN, + DSPROPERTY_EAXLISTENER_REVERB, + DSPROPERTY_EAXLISTENER_REVERBDELAY, + DSPROPERTY_EAXLISTENER_REVERBPAN, + DSPROPERTY_EAXLISTENER_ECHOTIME, + DSPROPERTY_EAXLISTENER_ECHODEPTH, + DSPROPERTY_EAXLISTENER_MODULATIONTIME, + DSPROPERTY_EAXLISTENER_MODULATIONDEPTH, + DSPROPERTY_EAXLISTENER_AIRABSORPTIONHF, + DSPROPERTY_EAXLISTENER_HFREFERENCE, + DSPROPERTY_EAXLISTENER_LFREFERENCE, + DSPROPERTY_EAXLISTENER_ROOMROLLOFFFACTOR, + DSPROPERTY_EAXLISTENER_FLAGS +} DSPROPERTY_EAX_LISTENERPROPERTY; + +// OR these flags with property id +#define DSPROPERTY_EAXLISTENER_IMMEDIATE 0x00000000 // changes take effect immediately +#define DSPROPERTY_EAXLISTENER_DEFERRED 0x80000000 // changes take effect later +#define DSPROPERTY_EAXLISTENER_COMMITDEFERREDSETTINGS (DSPROPERTY_EAXLISTENER_NONE | \ + DSPROPERTY_EAXLISTENER_IMMEDIATE) + +typedef struct _EAXVECTOR { + float x; + float y; + float z; +} EAXVECTOR; + +// Use this structure for DSPROPERTY_EAXLISTENER_ALLPARAMETERS +// - all levels are hundredths of decibels +// - all times and delays are in seconds +// +// NOTE: This structure may change in future EAX versions. +// It is recommended to initialize fields by name: +// myListener.lRoom = -1000; +// myListener.lRoomHF = -100; +// ... +// myListener.dwFlags = myFlags /* see EAXLISTENERFLAGS below */ ; +// instead of: +// myListener = { -1000, -100, ... , 0x00000009 }; +// If you want to save and load presets in binary form, you +// should define your own structure to insure future compatibility. +// +typedef struct _EAXLISTENERPROPERTIES +{ + unsigned long ulEnvironment; // sets all listener properties + float flEnvironmentSize; // environment size in meters + float flEnvironmentDiffusion; // environment diffusion + long lRoom; // room effect level (at mid frequencies) + long lRoomHF; // relative room effect level at high frequencies + long lRoomLF; // relative room effect level at low frequencies + float flDecayTime; // reverberation decay time at mid frequencies + float flDecayHFRatio; // high-frequency to mid-frequency decay time ratio + float flDecayLFRatio; // low-frequency to mid-frequency decay time ratio + long lReflections; // early reflections level relative to room effect + float flReflectionsDelay; // initial reflection delay time + EAXVECTOR vReflectionsPan; // early reflections panning vector + long lReverb; // late reverberation level relative to room effect + float flReverbDelay; // late reverberation delay time relative to initial reflection + EAXVECTOR vReverbPan; // late reverberation panning vector + float flEchoTime; // echo time + float flEchoDepth; // echo depth + float flModulationTime; // modulation time + float flModulationDepth; // modulation depth + float flAirAbsorptionHF; // change in level per meter at high frequencies + float flHFReference; // reference high frequency + float flLFReference; // reference low frequency + float flRoomRolloffFactor; // like DS3D flRolloffFactor but for room effect + unsigned long ulFlags; // modifies the behavior of properties +} EAXLISTENERPROPERTIES, *LPEAXLISTENERPROPERTIES; + +// used by DSPROPERTY_EAXLISTENER_ENVIRONMENT +enum +{ + EAX_ENVIRONMENT_GENERIC, + EAX_ENVIRONMENT_PADDEDCELL, + EAX_ENVIRONMENT_ROOM, + EAX_ENVIRONMENT_BATHROOM, + EAX_ENVIRONMENT_LIVINGROOM, + EAX_ENVIRONMENT_STONEROOM, + EAX_ENVIRONMENT_AUDITORIUM, + EAX_ENVIRONMENT_CONCERTHALL, + EAX_ENVIRONMENT_CAVE, + EAX_ENVIRONMENT_ARENA, + EAX_ENVIRONMENT_HANGAR, + EAX_ENVIRONMENT_CARPETEDHALLWAY, + EAX_ENVIRONMENT_HALLWAY, + EAX_ENVIRONMENT_STONECORRIDOR, + EAX_ENVIRONMENT_ALLEY, + EAX_ENVIRONMENT_FOREST, + EAX_ENVIRONMENT_CITY, + EAX_ENVIRONMENT_MOUNTAINS, + EAX_ENVIRONMENT_QUARRY, + EAX_ENVIRONMENT_PLAIN, + EAX_ENVIRONMENT_PARKINGLOT, + EAX_ENVIRONMENT_SEWERPIPE, + EAX_ENVIRONMENT_UNDERWATER, + EAX_ENVIRONMENT_DRUGGED, + EAX_ENVIRONMENT_DIZZY, + EAX_ENVIRONMENT_PSYCHOTIC, + + EAX_ENVIRONMENT_UNDEFINED, + + EAX_ENVIRONMENT_COUNT +}; + +// Used by DSPROPERTY_EAXLISTENER_FLAGS +// +// Note: The number and order of flags may change in future EAX versions. +// It is recommended to use the flag defines as follows: +// myFlags = EAXLISTENERFLAGS_DECAYTIMESCALE | EAXLISTENERFLAGS_REVERBSCALE; +// instead of: +// myFlags = 0x00000009; +// +// These flags determine what properties are affected by environment size. +#define EAXLISTENERFLAGS_DECAYTIMESCALE 0x00000001 // reverberation decay time +#define EAXLISTENERFLAGS_REFLECTIONSSCALE 0x00000002 // reflection level +#define EAXLISTENERFLAGS_REFLECTIONSDELAYSCALE 0x00000004 // initial reflection delay time +#define EAXLISTENERFLAGS_REVERBSCALE 0x00000008 // reflections level +#define EAXLISTENERFLAGS_REVERBDELAYSCALE 0x00000010 // late reverberation delay time +#define EAXLISTENERFLAGS_ECHOTIMESCALE 0x00000040 // echo time +#define EAXLISTENERFLAGS_MODULATIONTIMESCALE 0x00000080 // modulation time + +// This flag limits high-frequency decay time according to air absorption. +#define EAXLISTENERFLAGS_DECAYHFLIMIT 0x00000020 + +#define EAXLISTENERFLAGS_RESERVED 0xFFFFFF00 // reserved future use + +// Property ranges and defaults: + +#define EAXLISTENER_MINENVIRONMENT 0 +#define EAXLISTENER_MAXENVIRONMENT (EAX_ENVIRONMENT_COUNT-1) +#define EAXLISTENER_DEFAULTENVIRONMENT EAX_ENVIRONMENT_GENERIC + +#define EAXLISTENER_MINENVIRONMENTSIZE 1.0f +#define EAXLISTENER_MAXENVIRONMENTSIZE 100.0f +#define EAXLISTENER_DEFAULTENVIRONMENTSIZE 7.5f + +#define EAXLISTENER_MINENVIRONMENTDIFFUSION 0.0f +#define EAXLISTENER_MAXENVIRONMENTDIFFUSION 1.0f +#define EAXLISTENER_DEFAULTENVIRONMENTDIFFUSION 1.0f + +#define EAXLISTENER_MINROOM (-10000) +#define EAXLISTENER_MAXROOM 0 +#define EAXLISTENER_DEFAULTROOM (-1000) + +#define EAXLISTENER_MINROOMHF (-10000) +#define EAXLISTENER_MAXROOMHF 0 +#define EAXLISTENER_DEFAULTROOMHF (-100) + +#define EAXLISTENER_MINROOMLF (-10000) +#define EAXLISTENER_MAXROOMLF 0 +#define EAXLISTENER_DEFAULTROOMLF 0 + +#define EAXLISTENER_MINDECAYTIME 0.1f +#define EAXLISTENER_MAXDECAYTIME 20.0f +#define EAXLISTENER_DEFAULTDECAYTIME 1.49f + +#define EAXLISTENER_MINDECAYHFRATIO 0.1f +#define EAXLISTENER_MAXDECAYHFRATIO 2.0f +#define EAXLISTENER_DEFAULTDECAYHFRATIO 0.83f + +#define EAXLISTENER_MINDECAYLFRATIO 0.1f +#define EAXLISTENER_MAXDECAYLFRATIO 2.0f +#define EAXLISTENER_DEFAULTDECAYLFRATIO 1.00f + +#define EAXLISTENER_MINREFLECTIONS (-10000) +#define EAXLISTENER_MAXREFLECTIONS 1000 +#define EAXLISTENER_DEFAULTREFLECTIONS (-2602) + +#define EAXLISTENER_MINREFLECTIONSDELAY 0.0f +#define EAXLISTENER_MAXREFLECTIONSDELAY 0.3f +#define EAXLISTENER_DEFAULTREFLECTIONSDELAY 0.007f + +#define EAXLISTENER_MINREVERB (-10000) +#define EAXLISTENER_MAXREVERB 2000 +#define EAXLISTENER_DEFAULTREVERB 200 + +#define EAXLISTENER_MINREVERBDELAY 0.0f +#define EAXLISTENER_MAXREVERBDELAY 0.1f +#define EAXLISTENER_DEFAULTREVERBDELAY 0.011f + +#define EAXLISTENER_MINECHOTIME 0.075f +#define EAXLISTENER_MAXECHOTIME 0.25f +#define EAXLISTENER_DEFAULTECHOTIME 0.25f + +#define EAXLISTENER_MINECHODEPTH 0.0f +#define EAXLISTENER_MAXECHODEPTH 1.0f +#define EAXLISTENER_DEFAULTECHODEPTH 0.0f + +#define EAXLISTENER_MINMODULATIONTIME 0.04f +#define EAXLISTENER_MAXMODULATIONTIME 4.0f +#define EAXLISTENER_DEFAULTMODULATIONTIME 0.25f + +#define EAXLISTENER_MINMODULATIONDEPTH 0.0f +#define EAXLISTENER_MAXMODULATIONDEPTH 1.0f +#define EAXLISTENER_DEFAULTMODULATIONDEPTH 0.0f + +#define EAXLISTENER_MINAIRABSORPTIONHF (-100.0f) +#define EAXLISTENER_MAXAIRABSORPTIONHF 0.0f +#define EAXLISTENER_DEFAULTAIRABSORPTIONHF (-5.0f) + +#define EAXLISTENER_MINHFREFERENCE 1000.0f +#define EAXLISTENER_MAXHFREFERENCE 20000.0f +#define EAXLISTENER_DEFAULTHFREFERENCE 5000.0f + +#define EAXLISTENER_MINLFREFERENCE 20.0f +#define EAXLISTENER_MAXLFREFERENCE 1000.0f +#define EAXLISTENER_DEFAULTLFREFERENCE 250.0f + +#define EAXLISTENER_MINROOMROLLOFFFACTOR 0.0f +#define EAXLISTENER_MAXROOMROLLOFFFACTOR 10.0f +#define EAXLISTENER_DEFAULTROOMROLLOFFFACTOR 0.0f + +#define EAXLISTENER_DEFAULTFLAGS (EAXLISTENERFLAGS_DECAYTIMESCALE | \ + EAXLISTENERFLAGS_REFLECTIONSSCALE | \ + EAXLISTENERFLAGS_REFLECTIONSDELAYSCALE | \ + EAXLISTENERFLAGS_REVERBSCALE | \ + EAXLISTENERFLAGS_REVERBDELAYSCALE | \ + EAXLISTENERFLAGS_DECAYHFLIMIT) + + + +/* +* EAX 3.0 buffer property set {A8FA6881-B476-11d3-BDB9-00C0F02DDF87} +*/ +DEFINE_GUID(DSPROPSETID_EAX30_BufferProperties, + 0xa8fa6881, + 0xb476, + 0x11d3, + 0xbd, 0xb9, 0x0, 0xc0, 0xf0, 0x2d, 0xdf, 0x87); + +// For compatibility with future EAX versions: +#define DSPROPSETID_EAX_BufferProperties DSPROPSETID_EAX30_BufferProperties +#define DSPROPSETID_EAX_SourceProperties DSPROPSETID_EAX30_BufferProperties + +typedef enum +{ + DSPROPERTY_EAXBUFFER_NONE, + DSPROPERTY_EAXBUFFER_ALLPARAMETERS, + DSPROPERTY_EAXBUFFER_OBSTRUCTIONPARAMETERS, + DSPROPERTY_EAXBUFFER_OCCLUSIONPARAMETERS, + DSPROPERTY_EAXBUFFER_EXCLUSIONPARAMETERS, + DSPROPERTY_EAXBUFFER_DIRECT, + DSPROPERTY_EAXBUFFER_DIRECTHF, + DSPROPERTY_EAXBUFFER_ROOM, + DSPROPERTY_EAXBUFFER_ROOMHF, + DSPROPERTY_EAXBUFFER_OBSTRUCTION, + DSPROPERTY_EAXBUFFER_OBSTRUCTIONLFRATIO, + DSPROPERTY_EAXBUFFER_OCCLUSION, + DSPROPERTY_EAXBUFFER_OCCLUSIONLFRATIO, + DSPROPERTY_EAXBUFFER_OCCLUSIONROOMRATIO, + DSPROPERTY_EAXBUFFER_OCCLUSIONDIRECTRATIO, + DSPROPERTY_EAXBUFFER_EXCLUSION, + DSPROPERTY_EAXBUFFER_EXCLUSIONLFRATIO, + DSPROPERTY_EAXBUFFER_OUTSIDEVOLUMEHF, + DSPROPERTY_EAXBUFFER_DOPPLERFACTOR, + DSPROPERTY_EAXBUFFER_ROLLOFFFACTOR, + DSPROPERTY_EAXBUFFER_ROOMROLLOFFFACTOR, + DSPROPERTY_EAXBUFFER_AIRABSORPTIONFACTOR, + DSPROPERTY_EAXBUFFER_FLAGS +} DSPROPERTY_EAX_BUFFERPROPERTY; + +// OR these flags with property id +#define DSPROPERTY_EAXBUFFER_IMMEDIATE 0x00000000 // changes take effect immediately +#define DSPROPERTY_EAXBUFFER_DEFERRED 0x80000000 // changes take effect later +#define DSPROPERTY_EAXBUFFER_COMMITDEFERREDSETTINGS (DSPROPERTY_EAXBUFFER_NONE | \ + DSPROPERTY_EAXBUFFER_IMMEDIATE) + +// Use this structure for DSPROPERTY_EAXBUFFER_ALLPARAMETERS +// - all levels are hundredths of decibels +// - all delays are in seconds +// +// NOTE: This structure may change in future EAX versions. +// It is recommended to initialize fields by name: +// myBuffer.lDirect = 0; +// myBuffer.lDirectHF = -200; +// ... +// myBuffer.dwFlags = myFlags /* see EAXBUFFERFLAGS below */ ; +// instead of: +// myBuffer = { 0, -200, ... , 0x00000003 }; +// +typedef struct _EAXBUFFERPROPERTIES +{ + long lDirect; // direct path level (at low and mid frequencies) + long lDirectHF; // relative direct path level at high frequencies + long lRoom; // room effect level (at low and mid frequencies) + long lRoomHF; // relative room effect level at high frequencies + long lObstruction; // main obstruction control (attenuation at high frequencies) + float flObstructionLFRatio; // obstruction low-frequency level re. main control + long lOcclusion; // main occlusion control (attenuation at high frequencies) + float flOcclusionLFRatio; // occlusion low-frequency level re. main control + float flOcclusionRoomRatio; // relative occlusion control for room effect + float flOcclusionDirectRatio; // relative occlusion control for direct path + long lExclusion; // main exlusion control (attenuation at high frequencies) + float flExclusionLFRatio; // exclusion low-frequency level re. main control + long lOutsideVolumeHF; // outside sound cone level at high frequencies + float flDopplerFactor; // like DS3D flDopplerFactor but per source + float flRolloffFactor; // like DS3D flRolloffFactor but per source + float flRoomRolloffFactor; // like DS3D flRolloffFactor but for room effect + float flAirAbsorptionFactor; // multiplies DSPROPERTY_EAXLISTENER_AIRABSORPTIONHF + unsigned long ulFlags; // modifies the behavior of properties +} EAXBUFFERPROPERTIES, *LPEAXBUFFERPROPERTIES; + +// Use this structure for DSPROPERTY_EAXBUFFER_OBSTRUCTION, +typedef struct _EAXOBSTRUCTIONPROPERTIES +{ + long lObstruction; + float flObstructionLFRatio; +} EAXOBSTRUCTIONPROPERTIES, *LPEAXOBSTRUCTIONPROPERTIES; + +// Use this structure for DSPROPERTY_EAXBUFFER_OCCLUSION +typedef struct _EAXOCCLUSIONPROPERTIES +{ + long lOcclusion; + float flOcclusionLFRatio; + float flOcclusionRoomRatio; + float flOcclusionDirectRatio; +} EAXOCCLUSIONPROPERTIES, *LPEAXOCCLUSIONPROPERTIES; + +// Use this structure for DSPROPERTY_EAXBUFFER_EXCLUSION +typedef struct _EAXEXCLUSIONPROPERTIES +{ + long lExclusion; + float flExclusionLFRatio; +} EAXEXCLUSIONPROPERTIES, *LPEAXEXCLUSIONPROPERTIES; + +// Used by DSPROPERTY_EAXBUFFER_FLAGS +// TRUE: value is computed automatically - property is an offset +// FALSE: value is used directly +// +// Note: The number and order of flags may change in future EAX versions. +// To insure future compatibility, use flag defines as follows: +// myFlags = EAXBUFFERFLAGS_DIRECTHFAUTO | EAXBUFFERFLAGS_ROOMAUTO; +// instead of: +// myFlags = 0x00000003; +// +#define EAXBUFFERFLAGS_DIRECTHFAUTO 0x00000001 // affects DSPROPERTY_EAXBUFFER_DIRECTHF +#define EAXBUFFERFLAGS_ROOMAUTO 0x00000002 // affects DSPROPERTY_EAXBUFFER_ROOM +#define EAXBUFFERFLAGS_ROOMHFAUTO 0x00000004 // affects DSPROPERTY_EAXBUFFER_ROOMHF + +#define EAXBUFFERFLAGS_RESERVED 0xFFFFFFF8 // reserved future use + +// Property ranges and defaults: + +#define EAXBUFFER_MINDIRECT (-10000) +#define EAXBUFFER_MAXDIRECT 1000 +#define EAXBUFFER_DEFAULTDIRECT 0 + +#define EAXBUFFER_MINDIRECTHF (-10000) +#define EAXBUFFER_MAXDIRECTHF 0 +#define EAXBUFFER_DEFAULTDIRECTHF 0 + +#define EAXBUFFER_MINROOM (-10000) +#define EAXBUFFER_MAXROOM 1000 +#define EAXBUFFER_DEFAULTROOM 0 + +#define EAXBUFFER_MINROOMHF (-10000) +#define EAXBUFFER_MAXROOMHF 0 +#define EAXBUFFER_DEFAULTROOMHF 0 + +#define EAXBUFFER_MINOBSTRUCTION (-10000) +#define EAXBUFFER_MAXOBSTRUCTION 0 +#define EAXBUFFER_DEFAULTOBSTRUCTION 0 + +#define EAXBUFFER_MINOBSTRUCTIONLFRATIO 0.0f +#define EAXBUFFER_MAXOBSTRUCTIONLFRATIO 1.0f +#define EAXBUFFER_DEFAULTOBSTRUCTIONLFRATIO 0.0f + +#define EAXBUFFER_MINOCCLUSION (-10000) +#define EAXBUFFER_MAXOCCLUSION 0 +#define EAXBUFFER_DEFAULTOCCLUSION 0 + +#define EAXBUFFER_MINOCCLUSIONLFRATIO 0.0f +#define EAXBUFFER_MAXOCCLUSIONLFRATIO 1.0f +#define EAXBUFFER_DEFAULTOCCLUSIONLFRATIO 0.25f + +#define EAXBUFFER_MINOCCLUSIONROOMRATIO 0.0f +#define EAXBUFFER_MAXOCCLUSIONROOMRATIO 10.0f +#define EAXBUFFER_DEFAULTOCCLUSIONROOMRATIO 1.5f + +#define EAXBUFFER_MINOCCLUSIONDIRECTRATIO 0.0f +#define EAXBUFFER_MAXOCCLUSIONDIRECTRATIO 10.0f +#define EAXBUFFER_DEFAULTOCCLUSIONDIRECTRATIO 1.0f + +#define EAXBUFFER_MINEXCLUSION (-10000) +#define EAXBUFFER_MAXEXCLUSION 0 +#define EAXBUFFER_DEFAULTEXCLUSION 0 + +#define EAXBUFFER_MINEXCLUSIONLFRATIO 0.0f +#define EAXBUFFER_MAXEXCLUSIONLFRATIO 1.0f +#define EAXBUFFER_DEFAULTEXCLUSIONLFRATIO 1.0f + +#define EAXBUFFER_MINOUTSIDEVOLUMEHF (-10000) +#define EAXBUFFER_MAXOUTSIDEVOLUMEHF 0 +#define EAXBUFFER_DEFAULTOUTSIDEVOLUMEHF 0 + +#define EAXBUFFER_MINDOPPLERFACTOR 0.0f +#define EAXBUFFER_MAXDOPPLERFACTOR 10.f +#define EAXBUFFER_DEFAULTDOPPLERFACTOR 0.0f + +#define EAXBUFFER_MINROLLOFFFACTOR 0.0f +#define EAXBUFFER_MAXROLLOFFFACTOR 10.f +#define EAXBUFFER_DEFAULTROLLOFFFACTOR 0.0f + +#define EAXBUFFER_MINROOMROLLOFFFACTOR 0.0f +#define EAXBUFFER_MAXROOMROLLOFFFACTOR 10.f +#define EAXBUFFER_DEFAULTROOMROLLOFFFACTOR 0.0f + +#define EAXBUFFER_MINAIRABSORPTIONFACTOR 0.0f +#define EAXBUFFER_MAXAIRABSORPTIONFACTOR 10.0f +#define EAXBUFFER_DEFAULTAIRABSORPTIONFACTOR 1.0f + +#define EAXBUFFER_DEFAULTFLAGS (EAXBUFFERFLAGS_DIRECTHFAUTO | \ + EAXBUFFERFLAGS_ROOMAUTO | \ + EAXBUFFERFLAGS_ROOMHFAUTO ) + +#pragma pack(pop) + +#ifdef __cplusplus +} +#endif // __cplusplus + +#endif diff --git a/src/audio/oal/stream.cpp b/src/audio/oal/stream.cpp index 34080514..eeaaafb0 100644 --- a/src/audio/oal/stream.cpp +++ b/src/audio/oal/stream.cpp @@ -8,13 +8,8 @@ #include <opusfile.h> #else #ifdef _WIN32 - -// TODO: This is due to version difference of 32-bit libmpg123 and 64-bit libmpg123, fix it -#ifndef _WIN64 -typedef long ssize_t; -#endif #pragma comment( lib, "libsndfile-1.lib" ) -#pragma comment( lib, "libmpg123.lib" ) +#pragma comment( lib, "libmpg123-0.lib" ) #else #include "crossplatform.h" #endif diff --git a/src/control/RoadBlocks.cpp b/src/control/RoadBlocks.cpp index ee9ec17e..86b4caf1 100644 --- a/src/control/RoadBlocks.cpp +++ b/src/control/RoadBlocks.cpp @@ -105,6 +105,10 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType void CRoadBlocks::GenerateRoadBlocks(void) { +#ifdef SQUEEZE_PERFORMANCE + if (FindPlayerPed()->m_pWanted->m_RoadblockDensity == 0) + return; +#endif CMatrix offsetMatrix; uint32 frame = CTimer::GetFrameCounter() & 0xF; int16 nRoadblockNode = (int16)(NUMROADBLOCKS * frame) / 16; diff --git a/src/core/Accident.cpp b/src/core/Accident.cpp index 1fd6c123..c8611323 100644 --- a/src/core/Accident.cpp +++ b/src/core/Accident.cpp @@ -53,6 +53,10 @@ CAccidentManager::ReportAccident(CPed *ped) void CAccidentManager::Update() { +#ifdef SQUEEZE_PERFORMANCE + // Handled after injury registered. + return; +#endif int32 e; if (CEventList::GetEvent(EVENT_INJURED_PED, &e)) { CPed *ped = CPools::GetPed(gaEvent[e].entityRef); diff --git a/src/core/Accident.h b/src/core/Accident.h index 949d5fb9..568e1149 100644 --- a/src/core/Accident.h +++ b/src/core/Accident.h @@ -1,5 +1,4 @@ #pragma once -#include "common.h" #include "config.h" class CPed; diff --git a/src/core/Collision.cpp b/src/core/Collision.cpp index 99be816f..6522ff1c 100644 --- a/src/core/Collision.cpp +++ b/src/core/Collision.cpp @@ -1,5 +1,6 @@ #include "common.h" +#include "VuVector.h" #include "main.h" #include "Lists.h" #include "Game.h" @@ -21,6 +22,346 @@ #include "Lines.h" #include "Collision.h" + +// TODO: where do these go? + +#ifdef VU_COLLISION + +struct VuTriangle +{ + // Compressed int16 but unpacked +#ifdef GTA_PS2 + uint128 v0; + uint128 v1; + uint128 v2; + uint128 plane; +#else + int32 v0[4]; + int32 v1[4]; + int32 v2[4]; + int32 plane[4]; +#endif +}; + +#ifndef GTA_PS2 +static int16 vi01; +static CVuVector vf01; +static CVuVector vf02; +static CVuVector vf03; + +CVuVector +DistanceBetweenSphereAndLine(const CVuVector ¢er, const CVuVector &p0, const CVuVector &line) +{ + // center VF12 + // p0 VF14 + // line VF15 + CVuVector ret; // VF16 + CVuVector p1 = p0+line; + CVuVector dist0 = center - p0; // VF20 + CVuVector dist1 = center - p1; // VF25 + float lenSq = line.MagnitudeSqr(); // VF21 + float distSq0 = dist0.MagnitudeSqr(); // VF22 + float distSq1 = dist1.MagnitudeSqr(); + float dot = DotProduct(dist0, line); // VF23 + if(dot < 0.0f){ + // not above line, closest to p0 + ret = p0; + ret.w = distSq0; + return ret; + } + float t = dot/lenSq; // param of nearest point on infinite line + if(t > 1.0f){ + // not above line, closest to p1 + ret = p1; + ret.w = distSq1; + return ret; + } + // closest to line + ret = p0 + line*t; + ret.w = (ret - center).MagnitudeSqr(); + return ret; +} +inline int SignFlags(const CVector &v) +{ + int f = 0; + if(v.x < 0.0f) f |= 1; + if(v.y < 0.0f) f |= 2; + if(v.z < 0.0f) f |= 4; + return f; +} +#endif + +extern "C" void +LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1, + const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, + const CVuVector &plane) +{ +#ifdef GTA_PS2 + __asm__ volatile ( + ".set noreorder\n" + "lqc2 vf12, 0x0(%0)\n" + "lqc2 vf13, 0x0(%1)\n" + "lqc2 vf14, 0x0(%2)\n" + "lqc2 vf15, 0x0(%3)\n" + "lqc2 vf16, 0x0(%4)\n" + "lqc2 vf17, 0x0(%5)\n" + "vcallms Vu0LineToTriangleCollisionStart\n" + ".set reorder\n" + : + : "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane) + ); +#else + float dot0 = DotProduct(plane, p0); + float dot1 = DotProduct(plane, p1); + float dist0 = plane.w - dot0; + float dist1 = plane.w - dot1; + + // if points are on the same side, no collision + if(dist0 * dist1 > 0.0f){ + vi01 = 0; + return; + } + + CVuVector diff = p1 - p0; + float t = dist0/(dot1 - dot0); + CVuVector p = p0 + diff*t; + p.w = 0.0f; + vf01 = p; + vf03.x = t; + + // Check if point is inside + CVector cross1 = CrossProduct(p-v0, v1-v0); + CVector cross2 = CrossProduct(p-v1, v2-v1); + CVector cross3 = CrossProduct(p-v2, v0-v2); + // Only check relevant directions + int flagmask = 0; + if(Abs(plane.x) > 0.5f) flagmask |= 1; + if(Abs(plane.y) > 0.5f) flagmask |= 2; + if(Abs(plane.z) > 0.5f) flagmask |= 4; + int flags1 = SignFlags(cross1) & flagmask; + int flags2 = SignFlags(cross2) & flagmask; + int flags3 = SignFlags(cross3) & flagmask; + // inside if on the same side of all edges + if(flags1 != flags2 || flags1 != flags3){ + vi01 = 0; + return; + } + vi01 = 1; + vf02 = plane; + return; +#endif +} + +extern "C" void +LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri) +{ +#ifdef GTA_PS2 + __asm__ volatile ( + ".set noreorder\n" + "lqc2 vf12, 0x0(%0)\n" + "lqc2 vf13, 0x0(%1)\n" + "lqc2 vf14, 0x0(%2)\n" + "lqc2 vf15, 0x10(%2)\n" + "lqc2 vf16, 0x20(%2)\n" + "lqc2 vf17, 0x30(%2)\n" + "vcallms Vu0LineToTriangleCollisionCompressedStart\n" + ".set reorder\n" + : + : "r" (&p0), "r" (&p1), "r" (&tri) + ); +#else + CVuVector v0, v1, v2, plane; + v0.x = tri.v0[0]/128.0f; + v0.y = tri.v0[1]/128.0f; + v0.z = tri.v0[2]/128.0f; + v0.w = tri.v0[3]/128.0f; + v1.x = tri.v1[0]/128.0f; + v1.y = tri.v1[1]/128.0f; + v1.z = tri.v1[2]/128.0f; + v1.w = tri.v1[3]/128.0f; + v2.x = tri.v2[0]/128.0f; + v2.y = tri.v2[1]/128.0f; + v2.z = tri.v2[2]/128.0f; + v2.w = tri.v2[3]/128.0f; + plane.x = tri.plane[0]/4096.0f; + plane.y = tri.plane[1]/4096.0f; + plane.z = tri.plane[2]/4096.0f; + plane.w = tri.plane[3]/128.0f; + LineToTriangleCollision(p0, p1, v0, v1, v2, plane); +#endif +} + +extern "C" void +SphereToTriangleCollision(const CVuVector &sph, + const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, + const CVuVector &plane) +{ +#ifdef GTA_PS2 + __asm__ volatile ( + ".set noreorder\n" + "lqc2 vf12, 0x0(%0)\n" + "lqc2 vf14, 0x0(%1)\n" + "lqc2 vf15, 0x0(%2)\n" + "lqc2 vf16, 0x0(%3)\n" + "lqc2 vf17, 0x0(%4)\n" + "vcallms Vu0SphereToTriangleCollisionStart\n" + ".set reorder\n" + : + : "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane) + ); +#else + float planedist = DotProduct(plane, sph) - plane.w; // VF02 + if(Abs(planedist) > sph.w){ + vi01 = 0; + return; + } + // point on plane + CVuVector p = sph - planedist*plane; + p.w = 0.0f; + vf01 = p; + planedist = Abs(planedist); + // edges + CVuVector v01 = v1 - v0; + CVuVector v12 = v2 - v1; + CVuVector v20 = v0 - v2; + // VU code calculates normal again for some weird reason... + // Check sides of point + CVector cross1 = CrossProduct(p-v0, v01); + CVector cross2 = CrossProduct(p-v1, v12); + CVector cross3 = CrossProduct(p-v2, v20); + // Only check relevant directions + int flagmask = 0; + if(Abs(plane.x) > 0.1f) flagmask |= 1; + if(Abs(plane.y) > 0.1f) flagmask |= 2; + if(Abs(plane.z) > 0.1f) flagmask |= 4; + int nflags = SignFlags(plane) & flagmask; + int flags1 = SignFlags(cross1) & flagmask; + int flags2 = SignFlags(cross2) & flagmask; + int flags3 = SignFlags(cross3) & flagmask; + int testcase = 0; + CVuVector closest(0.0f, 0.0f, 0.0f); // VF04 + if(flags1 == nflags){ + closest += v2; + testcase++; + } + if(flags2 == nflags){ + closest += v0; + testcase++; + } + if(flags3 == nflags){ + closest += v1; + testcase++; + } + if(testcase == 3){ + // inside triangle - dist to plane already checked + vf02 = plane; + vf02.w = vf03.x = planedist; + vi01 = 1; + }else if(testcase == 1){ + // outside two sides - closest to point opposide inside edge + vf01 = closest; + vf02 = sph - closest; + float distSq = vf02.MagnitudeSqr(); + vi01 = sph.w*sph.w > distSq; + vf03.x = Sqrt(distSq); + vf02 *= 1.0f/vf03.x; + }else{ + // inside two sides - closest to third edge + if(flags1 != nflags) + closest = DistanceBetweenSphereAndLine(sph, v0, v01); + else if(flags2 != nflags) + closest = DistanceBetweenSphereAndLine(sph, v1, v12); + else + closest = DistanceBetweenSphereAndLine(sph, v2, v20); + vi01 = sph.w*sph.w > closest.w; + vf01 = closest; + vf02 = sph - closest; + vf03.x = Sqrt(closest.w); + vf02 *= 1.0f/vf03.x; + } +#endif +} + +extern "C" void +SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri) +{ +#ifdef GTA_PS2 + __asm__ volatile ( + ".set noreorder\n" + "lqc2 vf12, 0x0(%0)\n" + "lqc2 vf14, 0x0(%1)\n" + "lqc2 vf15, 0x10(%1)\n" + "lqc2 vf16, 0x20(%1)\n" + "lqc2 vf17, 0x30(%1)\n" + "vcallms Vu0SphereToTriangleCollisionCompressedStart\n" + ".set reorder\n" + : + : "r" (&sph), "r" (&tri) + ); +#else + CVuVector v0, v1, v2, plane; + v0.x = tri.v0[0]/128.0f; + v0.y = tri.v0[1]/128.0f; + v0.z = tri.v0[2]/128.0f; + v0.w = tri.v0[3]/128.0f; + v1.x = tri.v1[0]/128.0f; + v1.y = tri.v1[1]/128.0f; + v1.z = tri.v1[2]/128.0f; + v1.w = tri.v1[3]/128.0f; + v2.x = tri.v2[0]/128.0f; + v2.y = tri.v2[1]/128.0f; + v2.z = tri.v2[2]/128.0f; + v2.w = tri.v2[3]/128.0f; + plane.x = tri.plane[0]/4096.0f; + plane.y = tri.plane[1]/4096.0f; + plane.z = tri.plane[2]/4096.0f; + plane.w = tri.plane[3]/128.0f; + SphereToTriangleCollision(sph, v0, v1, v2, plane); +#endif +} + +inline int +GetVUresult(void) +{ +#ifdef GTA_PS2 + int ret; + __asm__ volatile ( + "cfc2.i %0,vi01\n" // .i important! wait for VU0 to finish + : "=r" (ret) + ); + return ret; +#else + return vi01; +#endif +} + +inline int +GetVUresult(CVuVector &point, CVuVector &normal, float &dist) +{ +#ifdef GTA_PS2 + int ret; + __asm__ volatile ( + "cfc2.i %0,vi01\n" // .i important! wait for VU0 to finish + "sqc2 vf01,(%1)\n" + "sqc2 vf02,(%2)\n" + "qmfc2 $12,vf03\n" + "sw $12,(%3)\n" + : "=r" (ret) + : "r" (&point), "r" (&normal), "r" (&dist) + : "$12" + ); + return ret; +#else + point = vf01; + normal = vf02; + dist = vf03.x; + return vi01; +#endif +} + +#endif + + enum Direction { DIR_X_POS, @@ -397,6 +738,20 @@ CCollision::TestVerticalLineBox(const CColLine &line, const CColBox &box) bool CCollision::TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane) { +#ifdef VU_COLLISION + // not used in favour of optimized loops + VuTriangle vutri; + verts[tri.a].Unpack(vutri.v0); + verts[tri.b].Unpack(vutri.v1); + verts[tri.c].Unpack(vutri.v2); + plane.Unpack(vutri.plane); + + LineToTriangleCollisionCompressed(*(CVuVector*)&line.p0, *(CVuVector*)&line.p1, vutri); + + if(GetVUresult()) + return true; + return false; +#else float t; CVector normal; plane.GetNormal(normal); @@ -470,6 +825,7 @@ CCollision::TestLineTriangle(const CColLine &line, const CompressedVector *verts if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false; if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false; return true; +#endif } // Test if line segment intersects with sphere. @@ -507,6 +863,20 @@ bool CCollision::TestSphereTriangle(const CColSphere &sphere, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane) { +#ifdef VU_COLLISION + // not used in favour of optimized loops + VuTriangle vutri; + verts[tri.a].Unpack(vutri.v0); + verts[tri.b].Unpack(vutri.v1); + verts[tri.c].Unpack(vutri.v2); + plane.Unpack(vutri.plane); + + SphereToTriangleCollisionCompressed(*(CVuVector*)&sphere, vutri); + + if(GetVUresult()) + return true; + return false; +#else // If sphere and plane don't intersect, no collision float planedist = plane.CalcPoint(sphere.center); if(Abs(planedist) > sphere.radius) @@ -520,7 +890,9 @@ CCollision::TestSphereTriangle(const CColSphere &sphere, CVector vec2 = vb - va; float len = vec2.Magnitude(); vec2 = vec2 * (1.0f/len); - CVector vec1 = CrossProduct(vec2, plane.normal); + CVector normal; + plane.GetNormal(normal); + CVector vec1 = CrossProduct(vec2, normal); // We know A has local coordinate [0,0] and B has [0,len]. // Now calculate coordinates on triangle for these two vectors: @@ -563,11 +935,78 @@ CCollision::TestSphereTriangle(const CColSphere &sphere, } return dist < sphere.radius; +#endif } bool CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough) { +#ifdef VU_COLLISION + CMatrix matTransform; + int i; + + // transform line to model space + Invert(matrix, matTransform); + CVuVector newline[2]; + TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2); + + // If we don't intersect with the bounding box, no chance on the rest + if(!TestLineBox(*(CColLine*)newline, model.boundingBox)) + return false; + + for(i = 0; i < model.numSpheres; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(TestLineSphere(*(CColLine*)newline, model.spheres[i])) + return true; + } + + for(i = 0; i < model.numBoxes; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(TestLineBox(*(CColLine*)newline, model.boxes[i])) + return true; + } + + CalculateTrianglePlanes(&model); + int lastTest = -1; + VuTriangle vutri; + for(i = 0; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + + CColTriangle *tri = &model.triangles[i]; + model.vertices[tri->a].Unpack(vutri.v0); + model.vertices[tri->b].Unpack(vutri.v1); + model.vertices[tri->c].Unpack(vutri.v2); + model.trianglePlanes[i].Unpack(vutri.plane); + + LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); + lastTest = i; + break; + } +#ifdef FIX_BUGS + // no need to check first again + i++; +#endif + for(; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + + CColTriangle *tri = &model.triangles[i]; + model.vertices[tri->a].Unpack(vutri.v0); + model.vertices[tri->b].Unpack(vutri.v1); + model.vertices[tri->c].Unpack(vutri.v2); + model.trianglePlanes[i].Unpack(vutri.plane); + + if(GetVUresult()) + return true; + + LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); + lastTest = i; + + } + if(lastTest != -1 && GetVUresult()) + return true; + + return false; +#else static CMatrix matTransform; int i; @@ -599,6 +1038,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod } return false; +#endif } @@ -614,20 +1054,24 @@ CCollision::ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CCol { CVector dist = s1.center - s2.center; float d = dist.Magnitude() - s2.radius; // distance from s1's center to s2 - float dc = d < 0.0f ? 0.0f : d; // clamp to zero, i.e. if s1's center is inside s2 + float depth = s1.radius - d; // sphere overlap + if(d < 0.0f) d = 0.0f; // clamp to zero, i.e. if s1's center is inside s2 // no collision if sphere is not close enough - if(mindistsq <= dc*dc || s1.radius <= dc) - return false; - dist.Normalise(); - point.point = s1.center - dist*dc; - point.normal = dist; - point.surfaceA = s1.surface; - point.pieceA = s1.piece; - point.surfaceB = s2.surface; - point.pieceB = s2.piece; - point.depth = s1.radius - d; // sphere overlap - mindistsq = dc*dc; // collision radius - return true; + if(d*d < mindistsq && d < s1.radius){ + dist.Normalise(); + point.point = s1.center - dist*d; + point.normal = dist; +#ifndef VU_COLLISION + point.surfaceA = s1.surface; + point.pieceA = s1.piece; + point.surfaceB = s2.surface; + point.pieceB = s2.piece; +#endif + point.depth = depth; + mindistsq = d*d; // collision radius + return true; + } + return false; } bool @@ -667,10 +1111,12 @@ CCollision::ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoin if(lensq < mindistsq){ point.normal = dist * (1.0f/Sqrt(lensq)); point.point = sph.center - point.normal; +#ifndef VU_COLLISION point.surfaceA = sph.surface; point.pieceA = sph.piece; point.surfaceB = box.surface; point.pieceB = box.piece; +#endif // find absolute distance to the closer side in each dimension float dx = dist.x > 0.0f ? @@ -710,10 +1156,12 @@ CCollision::ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoin float len = Sqrt(lensq); point.point = p; point.normal = dist * (1.0f/len); +#ifndef VU_COLLISION point.surfaceA = sph.surface; point.pieceA = sph.piece; point.surfaceB = box.surface; point.pieceB = box.piece; +#endif point.depth = sph.radius - len; mindistsq = lensq; return true; @@ -828,10 +1276,12 @@ CCollision::ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint & point.point = p; point.normal = normal; +#ifndef VU_COLLISION point.surfaceA = 0; point.pieceA = 0; point.surfaceB = box.surface; point.pieceB = box.piece; +#endif mindist = mint; return true; @@ -861,10 +1311,12 @@ CCollision::ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CC point.point = line.p0 + v01*t; point.normal = point.point - sphere.center; point.normal.Normalise(); +#ifndef VU_COLLISION point.surfaceA = 0; point.pieceA = 0; point.surfaceB = sphere.surface; point.pieceB = sphere.piece; +#endif mindist = t; return true; } @@ -874,6 +1326,17 @@ CCollision::ProcessVerticalLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly) { +#ifdef VU_COLLISION + // not used in favour of optimized loops + bool res = ProcessLineTriangle(line, verts, tri, plane, point, mindist); + if(res && poly){ + poly->verts[0] = verts[tri.a].Get(); + poly->verts[1] = verts[tri.b].Get(); + poly->verts[2] = verts[tri.c].Get(); + poly->valid = true; + } + return res; +#else float t; CVector normal; @@ -960,11 +1423,40 @@ CCollision::ProcessVerticalLineTriangle(const CColLine &line, } mindist = t; return true; +#endif } bool CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly) { +#ifdef VU_COLLISION + if(!poly->valid) + return false; + + CVuVector p0 = pos; + CVuVector p1 = pos; + p1.z = z; + + CVector v01 = poly->verts[1] - poly->verts[0]; + CVector v02 = poly->verts[2] - poly->verts[0]; + CVuVector plane = CrossProduct(v02, v01); + plane.Normalise(); + plane.w = DotProduct(plane, poly->verts[0]); + + LineToTriangleCollision(p0, p1, poly->verts[0], poly->verts[1], poly->verts[2], plane); + + CVuVector pnt; + float dist; + if(!GetVUresult(pnt, plane, dist)) +#ifdef FIX_BUGS + // perhaps not needed but be safe + return poly->valid = false; +#else + return false; +#endif + point.point = pnt; + return true; +#else float t; if(!poly->valid) @@ -987,7 +1479,9 @@ CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CCol return poly->valid = false; // intersection parameter on line - t = -plane.CalcPoint(p0) / DotProduct(p1 - p0, plane.normal); + CVector normal; + plane.GetNormal(normal); + t = -plane.CalcPoint(p0) / DotProduct(p1 - p0, normal); // find point of intersection CVector p = p0 + (p1-p0)*t; @@ -1037,13 +1531,36 @@ CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CCol if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return poly->valid = false; point.point = p; return poly->valid = true; +#endif } bool -CCollision::ProcessLineTriangle(const CColLine &line , +CCollision::ProcessLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist) { +#ifdef VU_COLLISION + // not used in favour of optimized loops + VuTriangle vutri; + verts[tri.a].Unpack(vutri.v0); + verts[tri.b].Unpack(vutri.v1); + verts[tri.c].Unpack(vutri.v2); + plane.Unpack(vutri.plane); + + LineToTriangleCollisionCompressed(*(CVuVector*)&line.p0, *(CVuVector*)&line.p1, vutri); + + CVuVector pnt, normal; + float dist; + if(GetVUresult(pnt, normal, dist)){ + if(dist < mindist){ + point.point = pnt; + point.normal = normal; + mindist = dist; + return true; + } + } + return false; +#else float t; CVector normal; plane.GetNormal(normal); @@ -1117,6 +1634,7 @@ CCollision::ProcessLineTriangle(const CColLine &line , point.pieceB = 0; mindist = t; return true; +#endif } bool @@ -1124,6 +1642,30 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq) { +#ifdef VU_COLLISION + // not used in favour of optimized loops + VuTriangle vutri; + verts[tri.a].Unpack(vutri.v0); + verts[tri.b].Unpack(vutri.v1); + verts[tri.c].Unpack(vutri.v2); + plane.Unpack(vutri.plane); + + SphereToTriangleCollisionCompressed(*(CVuVector*)&sphere, vutri); + + CVuVector pnt, normal; + float dist; + if(GetVUresult(pnt, normal, dist) && dist*dist < mindistsq){ + float depth = sphere.radius - dist; + if(depth > point.depth){ + point.point = pnt; + point.normal = normal; + point.depth = depth; + mindistsq = dist*dist; + return true; + } + } + return false; +#else // If sphere and plane don't intersect, no collision float planedist = plane.CalcPoint(sphere.center); float distsq = planedist*planedist; @@ -1191,13 +1733,16 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere, point.point = p; point.normal = sphere.center - p; point.normal.Normalise(); +#ifndef VU_COLLISION point.surfaceA = sphere.surface; point.pieceA = sphere.piece; point.surfaceB = tri.surface; point.pieceB = 0; +#endif point.depth = sphere.radius - dist; mindistsq = dist*dist; return true; +#endif } bool @@ -1205,6 +1750,94 @@ CCollision::ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough) { +#ifdef VU_COLLISION + CMatrix matTransform; + int i; + + // transform line to model space + Invert(matrix, matTransform); + CVuVector newline[2]; + TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2); + + if(mindist < 1.0f) + newline[1] = newline[0] + (newline[1] - newline[0])*mindist; + + // If we don't intersect with the bounding box, no chance on the rest + if(!TestLineBox(*(CColLine*)newline, model.boundingBox)) + return false; + + float coldist = 1.0f; + for(i = 0; i < model.numSpheres; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist)) + point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece); + } + + for(i = 0; i < model.numBoxes; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist)) + point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece); + } + + CalculateTrianglePlanes(&model); + VuTriangle vutri; + CColTriangle *lasttri = nil; + for(i = 0; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + + CColTriangle *tri = &model.triangles[i]; + model.vertices[tri->a].Unpack(vutri.v0); + model.vertices[tri->b].Unpack(vutri.v1); + model.vertices[tri->c].Unpack(vutri.v2); + model.trianglePlanes[i].Unpack(vutri.plane); + + LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); + lasttri = tri; + break; + } +#ifdef FIX_BUGS + // no need to check first again + i++; +#endif + CVuVector pnt, normal; + float dist; + for(; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + + CColTriangle *tri = &model.triangles[i]; + model.vertices[tri->a].Unpack(vutri.v0); + model.vertices[tri->b].Unpack(vutri.v1); + model.vertices[tri->c].Unpack(vutri.v2); + model.trianglePlanes[i].Unpack(vutri.plane); + + if(GetVUresult(pnt, normal, dist)) + if(dist < coldist){ + point.point = pnt; + point.normal = normal; + point.Set(0, 0, lasttri->surface, 0); + coldist = dist; + } + + LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); + lasttri = tri; + } + if(lasttri && GetVUresult(pnt, normal, dist)) + if(dist < coldist){ + point.point = pnt; + point.normal = normal; + point.Set(0, 0, lasttri->surface, 0); + coldist = dist; + } + + + if(coldist < 1.0f){ + point.point = matrix * point.point; + point.normal = Multiply3x3(matrix, point.normal); + mindist *= coldist; + return true; + } + return false; +#else static CMatrix matTransform; int i; @@ -1240,6 +1873,7 @@ CCollision::ProcessLineOfSight(const CColLine &line, return true; } return false; +#endif } bool @@ -1247,6 +1881,125 @@ CCollision::ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly) { +#ifdef VU_COLLISION + static CStoredCollPoly TempStoredPoly; + CMatrix matTransform; + int i; + + // transform line to model space + Invert(matrix, matTransform); + CVuVector newline[2]; + TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2); + + if(mindist < 1.0f) + newline[1] = newline[0] + (newline[1] - newline[0])*mindist; + + if(!TestLineBox(*(CColLine*)newline, model.boundingBox)) + return false; + + float coldist = 1.0f; + for(i = 0; i < model.numSpheres; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist)) + point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece); + } + + for(i = 0; i < model.numBoxes; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist)) + point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece); + } + + CalculateTrianglePlanes(&model); + TempStoredPoly.valid = false; + if(model.numTriangles){ + bool registeredCol; + CColTriangle *lasttri = nil; + VuTriangle vutri; + for(i = 0; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + + CColTriangle *tri = &model.triangles[i]; + model.vertices[tri->a].Unpack(vutri.v0); + model.vertices[tri->b].Unpack(vutri.v1); + model.vertices[tri->c].Unpack(vutri.v2); + model.trianglePlanes[i].Unpack(vutri.plane); + + LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); + lasttri = tri; + break; + } +#ifdef FIX_BUGS + // no need to check first again + i++; +#endif + CVuVector pnt, normal; + float dist; + for(; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + + CColTriangle *tri = &model.triangles[i]; + model.vertices[tri->a].Unpack(vutri.v0); + model.vertices[tri->b].Unpack(vutri.v1); + model.vertices[tri->c].Unpack(vutri.v2); + model.trianglePlanes[i].Unpack(vutri.plane); + + if(GetVUresult(pnt, normal, dist)){ + if(dist < coldist){ + point.point = pnt; + point.normal = normal; + point.Set(0, 0, lasttri->surface, 0); + coldist = dist; + registeredCol = true; + }else + registeredCol = false; + }else + registeredCol = false; + + if(registeredCol){ + TempStoredPoly.verts[0] = model.vertices[lasttri->a].Get(); + TempStoredPoly.verts[1] = model.vertices[lasttri->b].Get(); + TempStoredPoly.verts[2] = model.vertices[lasttri->c].Get(); + TempStoredPoly.valid = true; + } + + LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); + lasttri = tri; + } + if(lasttri && GetVUresult(pnt, normal, dist)){ + if(dist < coldist){ + point.point = pnt; + point.normal = normal; + point.Set(0, 0, lasttri->surface, 0); + coldist = dist; + registeredCol = true; + }else + registeredCol = false; + }else + registeredCol = false; + + if(registeredCol){ + TempStoredPoly.verts[0] = model.vertices[lasttri->a].Get(); + TempStoredPoly.verts[1] = model.vertices[lasttri->b].Get(); + TempStoredPoly.verts[2] = model.vertices[lasttri->c].Get(); + TempStoredPoly.valid = true; + } + } + + if(coldist < 1.0f){ + point.point = matrix * point.point; + point.normal = Multiply3x3(matrix, point.normal); + if(TempStoredPoly.valid && poly){ + *poly = TempStoredPoly; + poly->verts[0] = matrix * CVector(poly->verts[0]); + poly->verts[1] = matrix * CVector(poly->verts[1]); + poly->verts[2] = matrix * CVector(poly->verts[2]); + } + mindist *= coldist; + return true; + } + return false; +#else static CStoredCollPoly TempStoredPoly; int i; @@ -1290,6 +2043,7 @@ CCollision::ProcessVerticalLine(const CColLine &line, return true; } return false; +#endif } enum { @@ -1299,6 +2053,15 @@ enum { MAXNUMTRIS = 600 }; +#ifdef VU_COLLISION +#ifdef GTA_PS2 +#define SPR(off) ((uint8*)(0x70000000 + (off))) +#else +static uint8 fakeSPR[16*1024]; +#define SPR(off) ((uint8*)(fakeSPR + (off))) +#endif +#endif + // This checks model A's spheres and lines against model B's spheres, boxes and triangles. // Returns the number of A's spheres that collide. // Returned ColPoints are in world space. @@ -1308,6 +2071,308 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists) { +#ifdef VU_COLLISION + CVuVector *aSpheresA = (CVuVector*)SPR(0x0000); + CVuVector *aSpheresB = (CVuVector*)SPR(0x0800); + CVuVector *aLinesA = (CVuVector*)SPR(0x1000); + int32 *aSphereIndicesA = (int32*)SPR(0x1200); + int32 *aSphereIndicesB = (int32*)SPR(0x1400); + int32 *aBoxIndicesB = (int32*)SPR(0x1600); + int32 *aTriangleIndicesB = (int32*)SPR(0x1680); + bool *aCollided = (bool*)SPR(0x1FE0); + CMatrix &matAB = *(CMatrix*)SPR(0x1FF0); + CMatrix &matBA = *(CMatrix*)SPR(0x2040); + int i, j, k; + + // From model A space to model B space + Invert(matrixB, matAB); + matAB *= matrixA; + + CVuVector bsphereAB; // bounding sphere of A in B space + TransformPoint(bsphereAB, matAB, *(RwV3d*)modelA.boundingSphere.center); // inlined + bsphereAB.w = modelA.boundingSphere.radius; + if(!TestSphereBox(*(CColSphere*)&bsphereAB, modelB.boundingBox)) + return 0; + + // transform modelA's spheres and lines to B space + TransformPoints(aSpheresA, modelA.numSpheres, matAB, (RwV3d*)&modelA.spheres->center, sizeof(CColSphere)); + for(i = 0; i < modelA.numSpheres; i++) + aSpheresA[i].w = modelA.spheres[i].radius; + TransformPoints(aLinesA, modelA.numLines*2, matAB, (RwV3d*)&modelA.lines->p0, sizeof(CColLine)/2); + + // Test them against model B's bounding volumes + int numSpheresA = 0; + for(i = 0; i < modelA.numSpheres; i++) + if(TestSphereBox(*(CColSphere*)&aSpheresA[i], modelB.boundingBox)) + aSphereIndicesA[numSpheresA++] = i; + // No collision + if(numSpheresA == 0 && modelA.numLines == 0) + return 0; + + + // B to A space + Invert(matrixA, matBA); + matBA *= matrixB; + + // transform modelB's spheres to A space + TransformPoints(aSpheresB, modelB.numSpheres, matBA, (RwV3d*)&modelB.spheres->center, sizeof(CColSphere)); + for(i = 0; i < modelB.numSpheres; i++) + aSpheresB[i].w = modelB.spheres[i].radius; + + // Check model B against A's bounding volumes + int numSpheresB = 0; + int numBoxesB = 0; + int numTrianglesB = 0; + for(i = 0; i < modelB.numSpheres; i++) + if(TestSphereBox(*(CColSphere*)&aSpheresB[i], modelA.boundingBox)) + aSphereIndicesB[numSpheresB++] = i; + for(i = 0; i < modelB.numBoxes; i++) + if(TestSphereBox(*(CColSphere*)&bsphereAB, modelB.boxes[i])) + aBoxIndicesB[numBoxesB++] = i; + CalculateTrianglePlanes(&modelB); + if(modelB.numTriangles){ + VuTriangle vutri; + // process the first triangle + CColTriangle *tri = &modelB.triangles[0]; + modelB.vertices[tri->a].Unpack(vutri.v0); + modelB.vertices[tri->b].Unpack(vutri.v1); + modelB.vertices[tri->c].Unpack(vutri.v2); + modelB.trianglePlanes[0].Unpack(vutri.plane); + + SphereToTriangleCollisionCompressed(bsphereAB, vutri); + + for(i = 1; i < modelB.numTriangles; i++){ + // set up the next triangle while VU0 is running + tri = &modelB.triangles[i]; + modelB.vertices[tri->a].Unpack(vutri.v0); + modelB.vertices[tri->b].Unpack(vutri.v1); + modelB.vertices[tri->c].Unpack(vutri.v2); + modelB.trianglePlanes[i].Unpack(vutri.plane); + + // check previous result + if(GetVUresult()) + aTriangleIndicesB[numTrianglesB++] = i-1; + + // kick off this one + SphereToTriangleCollisionCompressed(bsphereAB, vutri); + } + + // check last result + if(GetVUresult()) + aTriangleIndicesB[numTrianglesB++] = i-1; + } + // No collision + if(numSpheresB == 0 && numBoxesB == 0 && numTrianglesB == 0) + return 0; + + // We now have the collision volumes in A and B that are worth processing. + + // Process A's spheres against B's collision volumes + int numCollisions = 0; + spherepoints[numCollisions].depth = -1.0f; + for(i = 0; i < numSpheresA; i++){ + float coldist = 1.0e24f; + bool hasCollided = false; + CColSphere *sphA = &modelA.spheres[aSphereIndicesA[i]]; + CVuVector *vusphA = &aSpheresA[aSphereIndicesA[i]]; + + for(j = 0; j < numSpheresB; j++) + // This actually looks like something was inlined here + if(ProcessSphereSphere(*(CColSphere*)vusphA, modelB.spheres[aSphereIndicesB[j]], + spherepoints[numCollisions], coldist)){ + spherepoints[numCollisions].Set( + sphA->surface, sphA->piece, + modelB.spheres[aSphereIndicesB[j]].surface, modelB.spheres[aSphereIndicesB[j]].piece); + hasCollided = true; + } + for(j = 0; j < numBoxesB; j++) + if(ProcessSphereBox(*(CColSphere*)vusphA, modelB.boxes[aBoxIndicesB[j]], + spherepoints[numCollisions], coldist)){ + spherepoints[numCollisions].Set( + sphA->surface, sphA->piece, + modelB.boxes[aBoxIndicesB[j]].surface, modelB.boxes[aBoxIndicesB[j]].piece); + hasCollided = true; + } + if(numTrianglesB){ + CVuVector point, normal; + float depth; + bool registeredCol; + CColTriangle *lasttri; + + VuTriangle vutri; + // process the first triangle + k = aTriangleIndicesB[0]; + CColTriangle *tri = &modelB.triangles[k]; + modelB.vertices[tri->a].Unpack(vutri.v0); + modelB.vertices[tri->b].Unpack(vutri.v1); + modelB.vertices[tri->c].Unpack(vutri.v2); + modelB.trianglePlanes[k].Unpack(vutri.plane); + + SphereToTriangleCollisionCompressed(*vusphA, vutri); + lasttri = tri; + + for(j = 1; j < numTrianglesB; j++){ + k = aTriangleIndicesB[j]; + // set up the next triangle while VU0 is running + tri = &modelB.triangles[k]; + modelB.vertices[tri->a].Unpack(vutri.v0); + modelB.vertices[tri->b].Unpack(vutri.v1); + modelB.vertices[tri->c].Unpack(vutri.v2); + modelB.trianglePlanes[k].Unpack(vutri.plane); + + // check previous result + // TODO: this looks inlined but spherepoints[numCollisions] does not... + if(GetVUresult(point, normal, depth)){ + depth = sphA->radius - depth; + if(depth > spherepoints[numCollisions].depth){ + spherepoints[numCollisions].point = point; + spherepoints[numCollisions].normal = normal; + spherepoints[numCollisions].Set(depth, + sphA->surface, sphA->piece, lasttri->surface, 0); + registeredCol = true; + }else + registeredCol = false; + }else + registeredCol = false; + + if(registeredCol) + hasCollided = true; + + // kick off this one + SphereToTriangleCollisionCompressed(*vusphA, vutri); + lasttri = tri; + } + + // check last result + // TODO: this looks inlined but spherepoints[numCollisions] does not... + if(GetVUresult(point, normal, depth)){ + depth = sphA->radius - depth; + if(depth > spherepoints[numCollisions].depth){ + spherepoints[numCollisions].point = point; + spherepoints[numCollisions].normal = normal; + spherepoints[numCollisions].Set(depth, + sphA->surface, sphA->piece, lasttri->surface, 0); + registeredCol = true; + }else + registeredCol = false; + }else + registeredCol = false; + + if(registeredCol) + hasCollided = true; + } + + if(hasCollided){ + numCollisions++; + if(numCollisions == MAX_COLLISION_POINTS) + break; + spherepoints[numCollisions].depth = -1.0f; + } + } + for(i = 0; i < numCollisions; i++){ + // TODO: both VU0 macros + spherepoints[i].point = matrixB * spherepoints[i].point; + spherepoints[i].normal = Multiply3x3(matrixB, spherepoints[i].normal); + } + + // And the same thing for the lines in A + for(i = 0; i < modelA.numLines; i++){ + aCollided[i] = false; + CVuVector *lineA = &aLinesA[i*2]; + + for(j = 0; j < numSpheresB; j++) + if(ProcessLineSphere(*(CColLine*)lineA, modelB.spheres[aSphereIndicesB[j]], + linepoints[i], linedists[i])){ + linepoints[i].Set(0, 0, +#ifdef FIX_BUGS + modelB.spheres[aSphereIndicesB[j]].surface, modelB.spheres[aSphereIndicesB[j]].piece); +#else + modelB.spheres[j].surface, modelB.spheres[j].piece); +#endif + aCollided[i] = true; + } + for(j = 0; j < numBoxesB; j++) + if(ProcessLineBox(*(CColLine*)lineA, modelB.boxes[aBoxIndicesB[j]], + linepoints[i], linedists[i])){ + linepoints[i].Set(0, 0, + modelB.boxes[aBoxIndicesB[j]].surface, modelB.boxes[aBoxIndicesB[j]].piece); + aCollided[i] = true; + } + if(numTrianglesB){ + CVuVector point, normal; + float dist; + bool registeredCol; + CColTriangle *lasttri; + + VuTriangle vutri; + // process the first triangle + k = aTriangleIndicesB[0]; + CColTriangle *tri = &modelB.triangles[k]; + modelB.vertices[tri->a].Unpack(vutri.v0); + modelB.vertices[tri->b].Unpack(vutri.v1); + modelB.vertices[tri->c].Unpack(vutri.v2); + modelB.trianglePlanes[k].Unpack(vutri.plane); + + LineToTriangleCollisionCompressed(lineA[0], lineA[1], vutri); + lasttri = tri; + + for(j = 1; j < numTrianglesB; j++){ + k = aTriangleIndicesB[j]; + // set up the next triangle while VU0 is running + CColTriangle *tri = &modelB.triangles[k]; + modelB.vertices[tri->a].Unpack(vutri.v0); + modelB.vertices[tri->b].Unpack(vutri.v1); + modelB.vertices[tri->c].Unpack(vutri.v2); + modelB.trianglePlanes[k].Unpack(vutri.plane); + + // check previous result + // TODO: this again somewhat looks inlined + if(GetVUresult(point, normal, dist)){ + if(dist < linedists[i]){ + linepoints[i].point = point; + linepoints[i].normal = normal; + linedists[i] = dist; + linepoints[i].Set(0, 0, lasttri->surface, 0); + registeredCol = true; + }else + registeredCol = false; + }else + registeredCol = false; + + if(registeredCol) + aCollided[i] = true; + + // kick of this one + LineToTriangleCollisionCompressed(lineA[0], lineA[1], vutri); + lasttri = tri; + } + + // check last result + if(GetVUresult(point, normal, dist)){ + if(dist < linedists[i]){ + linepoints[i].point = point; + linepoints[i].normal = normal; + linedists[i] = dist; + linepoints[i].Set(0, 0, lasttri->surface, 0); + registeredCol = true; + }else + registeredCol = false; + }else + registeredCol = false; + + if(registeredCol) + aCollided[i] = true; + } + + if(aCollided[i]){ + // TODO: both VU0 macros + linepoints[i].point = matrixB * linepoints[i].point; + linepoints[i].normal = Multiply3x3(matrixB, linepoints[i].normal); + } + } + + return numCollisions; // sphere collisions +#else static int aSphereIndicesA[MAXNUMSPHERES]; static int aLineIndicesA[MAXNUMLINES]; static int aSphereIndicesB[MAXNUMSPHERES]; @@ -1324,14 +2389,16 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA, assert(modelA.numLines <= MAXNUMLINES); // From model A space to model B space - matAB = Invert(matrixB, matAB) * matrixA; + Invert(matrixB, matAB); + matAB *= matrixA; CColSphere bsphereAB; // bounding sphere of A in B space bsphereAB.Set(modelA.boundingSphere.radius, matAB * modelA.boundingSphere.center); if(!TestSphereBox(bsphereAB, modelB.boundingBox)) return 0; // B to A space - matBA = Invert(matrixA, matBA) * matrixB; + matBA = Invert(matrixA, matBA); + matBA *= matrixB; // transform modelA's spheres and lines to B space for(i = 0; i < modelA.numSpheres; i++){ @@ -1444,6 +2511,7 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA, } return numCollisions; // sphere collisions +#endif } @@ -1987,6 +3055,19 @@ CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uin this->surface = surf; } +#ifdef VU_COLLISION +void +CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc) +{ + CVector norm = CrossProduct(vc-va, vb-va); + norm.Normalise(); + float d = DotProduct(norm, va); + normal.x = norm.x*4096.0f; + normal.y = norm.y*4096.0f; + normal.z = norm.z*4096.0f; + dist = d*128.0f; +} +#else void CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc) { @@ -2002,6 +3083,7 @@ CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc) else dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS; } +#endif CColModel::CColModel(void) { diff --git a/src/core/Collision.h b/src/core/Collision.h index d988f0c2..d7498ac0 100644 --- a/src/core/Collision.h +++ b/src/core/Collision.h @@ -2,9 +2,12 @@ #include "templates.h" #include "Game.h" // for eLevelName +#ifdef VU_COLLISION +#include "VuVector.h" +#endif // If you spawn many tanks at once, you will see that collisions of two entity exceeds 32. -#ifdef FIX_BUGS +#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE) #define MAX_COLLISION_POINTS 64 #else #define MAX_COLLISION_POINTS 32 @@ -16,6 +19,28 @@ struct CompressedVector int16 x, y, z; CVector Get(void) const { return CVector(x, y, z)/128.0f; }; void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; }; +#ifdef GTA_PS2 + void Unpack(uint128 &qword) const { + __asm__ volatile ( + "lh $8, 0(%1)\n" + "lh $9, 2(%1)\n" + "lh $10, 4(%1)\n" + "pextlw $10, $8\n" + "pextlw $2, $9, $10\n" + "sq $2, %0\n" + : "=m" (qword) + : "r" (this) + : "$8", "$9", "$10", "$2" + ); + } +#else + void Unpack(int32 *qword) const { + qword[0] = x; + qword[1] = y; + qword[2] = z; + qword[3] = 0; // junk + } +#endif #else float x, y, z; CVector Get(void) const { return CVector(x, y, z); }; @@ -25,6 +50,7 @@ struct CompressedVector struct CColSphere { + // NB: this has to be compatible with a CVuVector CVector center; float radius; uint8 surface; @@ -47,6 +73,7 @@ struct CColBox struct CColLine { + // NB: this has to be compatible with two CVuVectors CVector p0; int pad0; CVector p1; @@ -69,6 +96,39 @@ struct CColTriangle struct CColTrianglePlane { +#ifdef VU_COLLISION + CompressedVector normal; + int16 dist; + + void Set(const CVector &va, const CVector &vb, const CVector &vc); + void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); } + void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; } + float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; }; +#ifdef GTA_PS2 + void Unpack(uint128 &qword) const { + __asm__ volatile ( + "lh $8, 0(%1)\n" + "lh $9, 2(%1)\n" + "lh $10, 4(%1)\n" + "lh $11, 6(%1)\n" + "pextlw $10, $8\n" + "pextlw $11, $9\n" + "pextlw $2, $11, $10\n" + "sq $2, %0\n" + : "=m" (qword) + : "r" (this) + : "$8", "$9", "$10", "$11", "$2" + ); + } +#else + void Unpack(int32 *qword) const { + qword[0] = normal.x; + qword[1] = normal.y; + qword[2] = normal.z; + qword[3] = dist; + } +#endif +#else CVector normal; float dist; uint8 dir; @@ -77,6 +137,7 @@ struct CColTrianglePlane void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); } void GetNormal(CVector &n) const { n = normal; } float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; }; +#endif }; struct CColPoint @@ -91,11 +152,29 @@ struct CColPoint uint8 surfaceB; uint8 pieceB; float depth; + + void Set(float depth, uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) { + this->depth = depth; + this->surfaceA = surfA; + this->pieceA = pieceA; + this->surfaceB = surfB; + this->pieceB = pieceB; + } + void Set(uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) { + this->surfaceA = surfA; + this->pieceA = pieceA; + this->surfaceB = surfB; + this->pieceB = pieceB; + } }; struct CStoredCollPoly { +#ifdef VU_COLLISION + CVuVector verts[3]; +#else CVector verts[3]; +#endif bool valid; }; diff --git a/src/core/EventList.cpp b/src/core/EventList.cpp index 675040ea..8d69ba78 100644 --- a/src/core/EventList.cpp +++ b/src/core/EventList.cpp @@ -8,6 +8,7 @@ #include "Messages.h" #include "Text.h" #include "main.h" +#include "Accident.h" int32 CEventList::ms_nFirstFreeSlotIndex; CEvent gaEvent[NUMEVENTS]; @@ -63,6 +64,13 @@ CEventList::RegisterEvent(eEventType type, eEventEntity entityType, CEntity *ent int ref; bool copsDontCare; +#ifdef SQUEEZE_PERFORMANCE + if (type == EVENT_INJURED_PED) { + gAccidentManager.ReportAccident((CPed*)ent); + return; + } +#endif + copsDontCare = false; switch(entityType){ case EVENT_ENTITY_PED: diff --git a/src/core/Game.cpp b/src/core/Game.cpp index 82e6992d..08623c65 100644 --- a/src/core/Game.cpp +++ b/src/core/Game.cpp @@ -106,6 +106,7 @@ int gameTxdSlot; bool DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha); void DoRWStuffEndOfFrame(void); +#ifdef PS2_MENU void MessageScreen(char *msg) { //TODO: stretch_screen @@ -139,6 +140,7 @@ void MessageScreen(char *msg) DoRWStuffEndOfFrame(); } +#endif bool CGame::InitialiseOnceBeforeRW(void) @@ -431,6 +433,7 @@ bool CGame::Initialise(const char* datFile) if ( !TheMemoryCard.m_bWantToLoad ) { #endif + LoadingScreen("Loading the Game", "Start script", nil); CTheScripts::StartTestScript(); CTheScripts::Process(); TheCamera.Process(); diff --git a/src/core/Pad.cpp b/src/core/Pad.cpp index 7df548aa..d4ffc5ea 100644 --- a/src/core/Pad.cpp +++ b/src/core/Pad.cpp @@ -1104,7 +1104,9 @@ void CPad::UpdatePads(void) if ( bUpdate ) { GetPad(0)->Update(0); +#ifndef SQUEEZE_PERFORMANCE GetPad(1)->Update(0); +#endif } #if defined(MASTER) && !defined(XINPUT) diff --git a/src/core/SurfaceTable.h b/src/core/SurfaceTable.h index 1f16843d..8ee1724e 100644 --- a/src/core/SurfaceTable.h +++ b/src/core/SurfaceTable.h @@ -60,6 +60,11 @@ IsSeeThrough(uint8 surfType) switch(surfType) case SURFACE_GLASS: case SURFACE_TRANSPARENT_CLOTH: +#if defined(FIX_BUGS) || defined(GTA_PS2) + case SURFACE_METAL_CHAIN_FENCE: + case SURFACE_TRANSPARENT_STONE: + case SURFACE_SCAFFOLD_POLE: +#endif return true; return false; } diff --git a/src/core/World.cpp b/src/core/World.cpp index 9f384048..7f8d8994 100644 --- a/src/core/World.cpp +++ b/src/core/World.cpp @@ -1941,6 +1941,11 @@ CWorld::Process(void) } else { for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) { CEntity *movingEnt = (CEntity *)node->item; +#ifdef SQUEEZE_PERFORMANCE + if (movingEnt->bRemoveFromWorld) { + RemoveEntityInsteadOfProcessingIt(movingEnt); + } else +#endif if(movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP && RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) { RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), diff --git a/src/core/Zones.cpp b/src/core/Zones.cpp index 1556731b..2e3e0f6e 100644 --- a/src/core/Zones.cpp +++ b/src/core/Zones.cpp @@ -7,6 +7,7 @@ #include "Clock.h" #include "Text.h" #include "World.h" +#include "Timer.h" eLevelName CTheZones::m_CurrLevel; CZone *CTheZones::m_pPlayersZone; @@ -122,6 +123,10 @@ CTheZones::Init(void) void CTheZones::Update(void) { +#ifdef SQUEEZE_PERFORMANCE + if (CTimer::GetFrameCounter() % 5 != 0) + return; +#endif CVector pos; pos = FindPlayerCoors(); m_pPlayersZone = FindSmallestZonePosition(&pos); diff --git a/src/core/common.h b/src/core/common.h index ebb3acb0..e876c4ec 100644 --- a/src/core/common.h +++ b/src/core/common.h @@ -89,6 +89,16 @@ typedef uint16_t wchar; #include <rpskin.h> #endif +#ifdef __GNUC__ +#define TYPEALIGN(n) __attribute__ ((aligned (n))) +#else +#ifdef _MSC_VER +#define TYPEALIGN(n) __declspec(align(n)) +#else +#define TYPEALIGN(n) // unknown compiler...ignore +#endif +#endif + #define ALIGNPTR(p) (void*)((((uintptr)(void*)p) + sizeof(void*)-1) & ~(sizeof(void*)-1)) // PDP-10 like byte functions diff --git a/src/core/config.h b/src/core/config.h index 94a35782..43fc54fa 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -158,7 +158,7 @@ enum Config { #if defined GTA_PS2 # define GTA_PS2_STUFF # define RANDOMSPLASH -# define COMPRESSED_COL_VECTORS +# define VU_COLLISION #elif defined GTA_PC # define GTA3_1_1_PATCH //# define GTA3_STEAM_PATCH @@ -170,6 +170,10 @@ enum Config { #elif defined GTA_XBOX #endif +#ifdef VU_COLLISION +#define COMPRESSED_COL_VECTORS // current need compressed vectors in this code +#endif + #ifdef MASTER // only in master builds #else @@ -282,4 +286,13 @@ enum Config { #ifndef AUDIO_OAL // is not working yet for openal #define AUDIO_CACHE // cache sound lengths to speed up the cold boot #endif -//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
\ No newline at end of file +//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS + + +//#define SQUEEZE_PERFORMANCE +#ifdef SQUEEZE_PERFORMANCE + #undef PS2_ALPHA_TEST + #undef NO_ISLAND_LOADING + #define PC_PARTICLE + #define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial +#endif
\ No newline at end of file diff --git a/src/core/main.cpp b/src/core/main.cpp index a1c64a6d..b63688ec 100644 --- a/src/core/main.cpp +++ b/src/core/main.cpp @@ -816,7 +816,9 @@ RenderScene(void) DefinedState(); CWaterLevel::RenderWater(); CRenderer::RenderFadingInEntities(); +#ifndef SQUEEZE_PERFORMANCE CRenderer::RenderVehiclesButNotBoats(); +#endif CWeather::RenderRainStreaks(); } diff --git a/src/core/re3.cpp b/src/core/re3.cpp index 8c0020d0..f9be4b51 100644 --- a/src/core/re3.cpp +++ b/src/core/re3.cpp @@ -457,9 +457,7 @@ DebugMenuPopulate(void) DebugMenuAddCmd("Spawn", "Spawn Predator", [](){ SpawnCar(MI_PREDATOR); }); DebugMenuAddVarBool8("Render", "Draw hud", &CHud::m_Wants_To_Draw_Hud, nil); -#ifdef LIBRW DebugMenuAddVarBool8("Render", "PS2 Alpha test Emu", &gPS2alphaTest, nil); -#endif DebugMenuAddVarBool8("Render", "Frame limiter", &FrontEndMenuManager.m_PrefsFrameLimiter, nil); DebugMenuAddVarBool8("Render", "VSynch", &FrontEndMenuManager.m_PrefsVsync, nil); DebugMenuAddVar("Render", "Max FPS", &RsGlobal.maxFPS, nil, 1, 1, 1000, nil); diff --git a/src/core/vu0Collision.dsm b/src/core/vu0Collision.dsm new file mode 100644 index 00000000..657c8b81 --- /dev/null +++ b/src/core/vu0Collision.dsm @@ -0,0 +1,21 @@ +.align 4 +.global Vu0CollisionDmaTag +Vu0CollisionDmaTag: +DMAcnt * +MPG 0, * +.vu +.include "vu0Collision_1.s" +.EndMPG +.EndDmaData +DMAend + +.global Vu0Collision2DmaTag +Vu0Collision2DmaTag: +DMAcnt * +MPG 0, * +.vu +.include "vu0Collision_2.s" +.EndMPG +.EndDmaData +DMAend +.end diff --git a/src/core/vu0Collision_1.s b/src/core/vu0Collision_1.s new file mode 100644 index 00000000..055c8640 --- /dev/null +++ b/src/core/vu0Collision_1.s @@ -0,0 +1,610 @@ +QuitAndFail: + NOP[E] IADDIU VI01, VI00, 0 + NOP NOP + + +QuitAndSucceed: + NOP[E] IADDIU VI01, VI00, 1 + NOP NOP + + +; 20 -- unused +; VF12, VF13 xyz: sphere centers +; VF14, VF15 x: sphere radii +; out: +; VI01: set when collision +; VF01: supposed to be intersection point? +; VF02: normal (pointing towards s1, not normalized) +.globl Vu0SphereToSphereCollision +Vu0SphereToSphereCollision: + SUB.xyz VF02, VF13, VF12 NOP ; dist of centers + ADD.x VF04, VF14, VF15 NOP ; s = sum of radii + MUL.xyzw VF03, VF02, VF02 NOP ; + MUL.x VF04, VF04, VF04 DIV Q, VF14x, VF04x ; square s + NOP NOP ; + NOP NOP ; + MULAx.w ACC, VF00, VF03 NOP ; + MADDAy.w ACC, VF00, VF03 NOP ; + MADDz.w VF03, VF00, VF03 NOP ; d = DistSq of centers + NOP NOP ; + MULAw.xyz ACC, VF12, VF00 NOP ; + MADDq.xyz VF01, VF02, Q NOP ; intersection, but wrong + CLIPw.xyz VF04, VF03 NOP ; compare s and d + SUB.xyz VF02, VF00, VF02 NOP ; compute normal + NOP NOP ; + NOP NOP ; + NOP FCAND VI01, 0x3 ; 0x2 cannot be set here + NOP[E] NOP ; + NOP NOP ; + + +; B8 -- unused +; VF12: +; VF13: radius +; VF14: +; VF15: box dimensions (?) +.globl Vu0SphereToAABBCollision +Vu0SphereToAABBCollision: + SUB.xyz VF03, VF12, VF14 LOI 0.5 + MULi.xyz VF15, VF15, I NOP + MUL.x VF13, VF13, VF13 NOP + SUB.xyz VF04, VF03, VF15 NOP + ADD.xyz VF05, VF03, VF15 MR32.xyzw VF16, VF15 + CLIPw.xyz VF03, VF16 MR32.xyzw VF17, VF16 + MUL.xyz VF04, VF04, VF04 NOP + MUL.xyz VF05, VF05, VF05 NOP + CLIPw.xyz VF03, VF17 MR32.xyzw VF16, VF17 + NOP FCAND VI01, 0x1 + MINI.xyz VF04, VF04, VF05 MFIR.x VF09, VI01 + NOP NOP + CLIPw.xyz VF03, VF16 FCAND VI01, 0x4 + NOP MFIR.y VF09, VI01 + NOP NOP + MULAx.w ACC, VF00, VF00 NOP + ADD.xyz VF01, VF00, VF03 FCAND VI01, 0x10 + NOP MFIR.z VF09, VI01 + NOP LOI 2 + NOP FCAND VI01, 0x30 + SUBAw.xyz ACC, VF00, VF00 IADD VI04, VI00, VI01 + ITOF0.xyz VF09, VF09 FCAND VI01, 0x300 + NOP IADD VI03, VI00, VI01 + NOP FCAND VI01, 0x3000 + NOP IADD VI02, VI00, VI01 + MADDi.xyzw VF09, VF09, I NOP + NOP IBEQ VI04, VI00, IgnoreZValue + NOP NOP + MADDAz.w ACC, VF00, VF04 NOP + MUL.z VF01, VF09, VF15 NOP +IgnoreZValue: + NOP IBEQ VI03, VI00, IgnoreYValue + NOP NOP + MADDAy.w ACC, VF00, VF04 NOP + MUL.y VF01, VF09, VF15 NOP +IgnoreYValue: + NOP IBEQ VI02, VI00, IgnoreXValue + NOP NOP + MADDAx.w ACC, VF00, VF04 NOP + MUL.x VF01, VF09, VF15 NOP +IgnoreXValue: + MADDx.w VF06, VF00, VF00 NOP + SUB.xyz VF02, VF03, VF01 NOP + ADD.xyz VF01, VF01, VF14 NOP + MULx.w VF01, VF00, VF00 NOP + CLIPw.xyz VF13, VF06 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x1 +QuitMicrocode: + NOP[E] NOP + NOP NOP + + +; 240 +.globl Vu0LineToSphereCollision +Vu0LineToSphereCollision: + SUB.xyzw VF01, VF13, VF12 NOP + SUB.xyzw VF02, VF14, VF12 NOP + MUL.xyz VF03, VF01, VF02 NOP + MUL.xyz VF04, VF01, VF01 NOP + MUL.x VF15, VF15, VF15 NOP + MUL.xyz VF02, VF02, VF02 NOP + MULAx.w ACC, VF00, VF03 NOP + MADDAy.w ACC, VF00, VF03 NOP + MADDz.w VF03, VF00, VF03 NOP + MULAx.w ACC, VF00, VF04 NOP + MADDAy.w ACC, VF00, VF04 NOP + MADDz.w VF01, VF00, VF04 NOP + MULAx.w ACC, VF00, VF02 NOP + MADDAy.w ACC, VF00, VF02 NOP + MADDz.w VF02, VF00, VF02 NOP + MULA.w ACC, VF03, VF03 NOP + MADDAx.w ACC, VF01, VF15 NOP + MSUB.w VF05, VF01, VF02 NOP + NOP NOP + NOP NOP + NOP IADDIU VI02, VI00, 0x10 + NOP FMAND VI01, VI02 + NOP IBNE VI01, VI00, QuitAndFail + NOP NOP + CLIPw.xyz VF15, VF02 SQRT Q, VF05w + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x1 + NOP IBNE VI00, VI01, LineStartInsideSphere + NOP NOP + SUBq.w VF05, VF03, Q NOP + SUB.w VF05, VF05, VF01 DIV Q, VF05w, VF01w + NOP FMAND VI01, VI02 + NOP IBNE VI01, VI00, QuitAndFail + NOP NOP + NOP FMAND VI01, VI02 + NOP IBEQ VI01, VI00, QuitAndFail + NOP NOP + ADDA.xyz ACC, VF12, VF00 NOP + MADDq.xyz VF01, VF01, Q NOP + MULx.w VF01, VF00, VF00 NOP + SUB.xyz VF02, VF01, VF14 NOP + NOP[E] NOP + NOP NOP +LineStartInsideSphere: + NOP MOVE.xyzw VF01, VF12 + NOP[E] IADDIU VI01, VI00, 0x1 + NOP NOP + + +; 3C0 +.globl Vu0LineToAABBCollision +Vu0LineToAABBCollision: + SUB.xyzw VF08, VF13, VF12 LOI 0.5 + MULi.xyz VF15, VF15, I IADDIU VI08, VI00, 0x0 + SUB.xyzw VF12, VF12, VF14 NOP + SUB.xyzw VF13, VF13, VF14 NOP + NOP DIV Q, VF00w, VF08x + NOP MR32.xyzw VF03, VF15 + SUB.xyz VF06, VF15, VF12 NOP + ADD.xyz VF07, VF15, VF12 NOP + NOP NOP + CLIPw.xyz VF12, VF03 MR32.xyzw VF04, VF03 + NOP NOP + ADDq.x VF09, VF00, Q DIV Q, VF00w, VF08y + NOP NOP + CLIPw.xyz VF12, VF04 MR32.xyzw VF05, VF04 + SUB.xyz VF07, VF00, VF07 IADDIU VI06, VI00, 0xCC + NOP IADDIU VI07, VI00, 0x30 + NOP NOP + CLIPw.xyz VF12, VF05 FCGET VI02 + NOP IAND VI02, VI02, VI06 + ADDq.y VF09, VF00, Q DIV Q, VF00w, VF08z + SUB.xyz VF10, VF00, VF10 NOP + CLIPw.xyz VF13, VF03 FCGET VI03 + CLIPw.xyz VF13, VF04 IAND VI03, VI03, VI07 + CLIPw.xyz VF13, VF05 FCAND VI01, 0x3330 + NOP IBEQ VI01, VI00, StartPointInsideAABB + NOP NOP + ADDq.z VF09, VF00, Q FCGET VI04 + NOP FCGET VI05 + NOP IAND VI04, VI04, VI06 + NOP IAND VI05, VI05, VI07 + MULx.xyz VF17, VF08, VF09 NOP + MULy.xyz VF18, VF08, VF09 IADDIU VI07, VI00, 0x80 + MULz.xyz VF19, VF08, VF09 IAND VI06, VI02, VI07 + MUL.w VF10, VF00, VF00 IAND VI07, VI04, VI07 + NOP NOP + NOP IBEQ VI06, VI07, CheckMaxXSide + NOP NOP + MULAx.xyz ACC, VF17, VF07 NOP + MADDw.xyz VF16, VF12, VF00 NOP + MUL.x VF10, VF07, VF09 NOP + CLIPw.xyz VF16, VF04 NOP + CLIPw.xyz VF16, VF05 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x330 + NOP IBNE VI01, VI00, CheckMaxXSide + NOP NOP + MULx.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 + ADD.yz VF02, VF00, VF00 MOVE.xyzw VF01, VF16 + SUBw.x VF02, VF00, VF00 NOP +CheckMaxXSide: + MULAx.xyz ACC, VF17, VF06 IADDIU VI07, VI00, 0x40 + MADDw.xyz VF16, VF12, VF00 IAND VI06, VI02, VI07 + MUL.x VF10, VF06, VF09 IAND VI07, VI04, VI07 + NOP NOP + NOP IBEQ VI06, VI07, CheckMinYSide + NOP NOP + CLIPw.xyz VF16, VF04 NOP + CLIPw.xyz VF16, VF05 NOP + CLIPw.xyz VF10, VF10 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0xCC03 + NOP IBNE VI01, VI00, CheckMinYSide + NOP NOP + MULx.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 + ADD.yz VF02, VF00, VF00 MOVE.xyzw VF01, VF16 + ADDw.x VF02, VF00, VF00 NOP +CheckMinYSide: + MULAy.xyz ACC, VF18, VF07 IADDIU VI07, VI00, 0x8 + MADDw.xyz VF16, VF12, VF00 IAND VI06, VI02, VI07 + MUL.y VF10, VF07, VF09 IAND VI07, VI04, VI07 + NOP NOP + NOP IBEQ VI06, VI07, CheckMaxYSide + NOP NOP + CLIPw.xyz VF16, VF03 NOP + CLIPw.xyz VF16, VF05 NOP + CLIPw.xyz VF10, VF10 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x3C0C + NOP IBNE VI01, VI00, CheckMaxYSide + NOP NOP + MULy.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 + ADD.xz VF02, VF00, VF00 MOVE.xyzw VF01, VF16 + SUBw.y VF02, VF00, VF00 NOP +CheckMaxYSide: + MULAy.xyz ACC, VF18, VF06 IADDIU VI07, VI00, 0x4 + MADDw.xyz VF16, VF12, VF00 IAND VI06, VI02, VI07 + MUL.y VF10, VF06, VF09 IAND VI07, VI04, VI07 + NOP NOP + NOP IBEQ VI06, VI07, CheckMinZSide + NOP NOP + CLIPw.xyz VF16, VF03 NOP + CLIPw.xyz VF16, VF05 NOP + CLIPw.xyz VF10, VF10 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x3C0C + NOP IBNE VI01, VI00, CheckMinZSide + NOP NOP + MULy.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 + ADD.xz VF02, VF00, VF00 MOVE.xyzw VF01, VF16 + ADDw.y VF02, VF00, VF00 NOP +CheckMinZSide: + MULAz.xyz ACC, VF19, VF07 IADDIU VI07, VI00, 0x20 + MADDw.xyz VF16, VF12, VF00 IAND VI06, VI03, VI07 + MUL.z VF10, VF07, VF09 IAND VI07, VI05, VI07 + NOP NOP + NOP IBEQ VI06, VI07, CheckMaxZSide + NOP NOP + CLIPw.xyz VF16, VF03 NOP + CLIPw.xyz VF16, VF04 NOP + CLIPw.xyz VF10, VF10 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x3330 + NOP IBNE VI01, VI00, CheckMaxZSide + NOP NOP + MULz.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 + ADD.xy VF02, VF00, VF00 MOVE.xyzw VF01, VF16 + SUBw.z VF02, VF00, VF00 NOP +CheckMaxZSide: + MULAz.xyz ACC, VF19, VF06 IADDIU VI07, VI00, 0x10 + MADDw.xyz VF16, VF12, VF00 IAND VI06, VI03, VI07 + MUL.z VF10, VF06, VF09 IAND VI07, VI05, VI07 + NOP NOP + NOP IBEQ VI06, VI07, DoneAllChecks + NOP NOP + CLIPw.xyz VF16, VF03 NOP + CLIPw.xyz VF16, VF04 NOP + CLIPw.xyz VF10, VF10 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x3330 + NOP IBNE VI01, VI00, DoneAllChecks + NOP NOP + MULz.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 + ADD.xy VF02, VF00, VF00 MOVE.xyzw VF01, VF16 + ADDw.z VF02, VF00, VF00 NOP +DoneAllChecks: + ADD.xyz VF01, VF01, VF14 IADD VI01, VI00, VI08 + NOP[E] NOP + NOP NOP +StartPointInsideAABB: + ADD.xyz VF01, VF12, VF14 WAITQ + NOP IADDIU VI01, VI00, 0x1 + NOP[E] NOP + NOP NOP + + +; 860 +.globl Vu0LineToTriangleCollisionCompressedStart +Vu0LineToTriangleCollisionCompressedStart: + ITOF0.xyzw VF17, VF17 LOI 0.000244140625 ; 1.0/4096.0 + ITOF0.xyzw VF14, VF14 NOP + ITOF0.xyzw VF15, VF15 NOP + ITOF0.xyzw VF16, VF16 NOP + MULi.xyz VF17, VF17, I LOI 0.0078125 ; 1.0/128.0 + MULi.w VF17, VF17, I NOP + MULi.xyzw VF14, VF14, I NOP + MULi.xyzw VF15, VF15, I NOP + MULi.xyzw VF16, VF16, I NOP +; fall through + +; 8A8 +; VF12: point0 +; VF13: point1 +; VF14-16: verts +; VF17: plane +; out: +; VF01: intersection point +; VF02: triangle normal +; VF03 x: intersection parameter +.globl Vu0LineToTriangleCollisionStart +Vu0LineToTriangleCollisionStart: + MUL.xyz VF10, VF17, VF12 LOI 0.5 + MUL.xyz VF11, VF17, VF13 NOP + SUB.xyz VF02, VF13, VF12 NOP ; line dist + ADD.xyz VF17, VF17, VF00 NOP + MULi.w VF03, VF00, I NOP + MULAx.w ACC, VF00, VF10 NOP + MADDAy.w ACC, VF00, VF10 IADDIU VI06, VI00, 0xE0 + MADDz.w VF10, VF00, VF10 FMAND VI05, VI06 ; -- normal sign flags, unused + MULAx.w ACC, VF00, VF11 NOP + MADDAy.w ACC, VF00, VF11 NOP + MADDz.w VF11, VF00, VF11 NOP + SUB.w VF09, VF17, VF10 NOP ; plane-pos 0 + CLIPw.xyz VF17, VF03 NOP ; compare normal against 0.5 to figure out which in which dimension to compare + NOP IADDIU VI02, VI00, 0x10 ; Sw flag + SUBA.w ACC, VF17, VF11 NOP ; plane-pos 1 + SUB.w VF08, VF11, VF10 FMAND VI01, VI02 + NOP NOP + NOP NOP + NOP FMAND VI02, VI02 + NOP IBEQ VI01, VI02, QuitAndFail ; if on same side, no collision + NOP NOP + NOP DIV Q, VF09w, VF08w ; parameter of intersection + NOP FCAND VI01, 0x3 ; check x direction + NOP IADDIU VI02, VI01, 0x7F + NOP IADDIU VI06, VI00, 0x80 + NOP IAND VI02, VI02, VI06 ; Sx flag + NOP FCAND VI01, 0xC ; check y direction + NOP IADDIU VI03, VI01, 0x3F + MULAw.xyz ACC, VF12, VF00 IADDIU VI06, VI00, 0x40 + MADDq.xyz VF01, VF02, Q IAND VI03, VI03, VI06 ; point of intersection -- Sy flag + MULx.w VF01, VF00, VF00 FCAND VI01, 0x30 ; -- check z direction + ADDq.x VF03, VF00, Q IADDIU VI04, VI01, 0x1F ; output parameter + SUB.xyz VF05, VF15, VF14 IADDIU VI06, VI00, 0x20 ; edge vectors + SUB.xyz VF08, VF01, VF14 IAND VI04, VI04, VI06 ; edge vectors -- Sz flag + SUB.xyz VF06, VF16, VF15 IADD VI06, VI02, VI03 ; edge vectors + SUB.xyz VF09, VF01, VF15 IADD VI06, VI06, VI04 ; edge vectors -- combine flags + SUB.xyz VF07, VF14, VF16 NOP ; edge vectors + SUB.xyz VF10, VF01, VF16 NOP ; edge vectors + OPMULA.xyz ACC, VF08, VF05 NOP + OPMSUB.xyz VF18, VF05, VF08 NOP ; cross1 + OPMULA.xyz ACC, VF09, VF06 NOP + OPMSUB.xyz VF19, VF06, VF09 NOP ; cross2 + OPMULA.xyz ACC, VF10, VF07 NOP + OPMSUB.xyz VF20, VF07, VF10 FMAND VI02, VI06 ; cross3 + NOP NOP + NOP FMAND VI03, VI06 + NOP NOP + NOP FMAND VI04, VI06 + NOP NOP + NOP IBNE VI03, VI02, QuitAndFail ; point has to lie on the same side of all edges (i.e. inside) + NOP NOP + NOP IBNE VI04, VI02, QuitAndFail + NOP NOP + MULw.xyz VF02, VF17, VF00 IADDIU VI01, VI00, 0x1 ; success + NOP[E] NOP + NOP NOP + + +; A68 +; VF12: center +; VF14: line origin +; VF15: line vector to other point +; out: VF16 xyz: nearest point on line; w: distance to that point +DistanceBetweenSphereAndLine: + SUB.xyz VF20, VF12, VF14 NOP + MUL.xyz VF21, VF15, VF15 NOP + ADDA.xyz ACC, VF14, VF15 NOP + MSUBw.xyz VF25, VF12, VF00 NOP ; VF25 = VF12 - (VF14+VF15) + MUL.xyz VF22, VF20, VF20 NOP + MUL.xyz VF23, VF20, VF15 NOP + MULAx.w ACC, VF00, VF21 NOP + MADDAy.w ACC, VF00, VF21 NOP + MADDz.w VF21, VF00, VF21 NOP ; MagSq VF15 (line length) + MULAx.w ACC, VF00, VF23 NOP + MADDAy.w ACC, VF00, VF23 NOP + MADDz.w VF23, VF00, VF23 NOP ; dot(VF12-VF14, VF15) + MULAx.w ACC, VF00, VF22 NOP + MADDAy.w ACC, VF00, VF22 NOP + MADDz.w VF22, VF00, VF22 IADDIU VI08, VI00, 0x10 ; MagSq VF12-VF14 -- Sw bit + MUL.xyz VF25, VF25, VF25 FMAND VI08, VI08 + NOP DIV Q, VF23w, VF21w + NOP IBNE VI00, VI08, NegativeRatio + NOP NOP + ADDA.xyz ACC, VF00, VF14 NOP + MADDq.xyz VF16, VF15, Q WAITQ ; nearest point on infinte line + ADDq.x VF24, VF00, Q NOP ; ratio + NOP NOP + NOP NOP + SUB.xyz VF26, VF16, VF12 NOP + CLIPw.xyz VF24, VF00 NOP ; compare ratio to 1.0 + NOP NOP + NOP NOP + MUL.xyz VF26, VF26, VF26 NOP + NOP FCAND VI01, 0x1 + NOP IBNE VI00, VI01, RatioGreaterThanOne + NOP NOP + MULAx.w ACC, VF00, VF26 NOP + MADDAy.w ACC, VF00, VF26 NOP + MADDz.w VF16, VF00, VF26 NOP ; distance + NOP JR VI15 + NOP NOP +NegativeRatio: + ADD.xyz VF16, VF00, VF14 NOP ; return line origin + MUL.w VF16, VF00, VF22 NOP ; and DistSq to it + NOP JR VI15 + NOP NOP +RatioGreaterThanOne: + MULAx.w ACC, VF00, VF25 NOP + MADDAy.w ACC, VF00, VF25 NOP + MADDz.w VF16, VF00, VF25 NOP + ADD.xyz VF16, VF14, VF15 NOP ; return toerh line point + NOP JR VI15 + NOP NOP + + +; BE0 +.globl Vu0SphereToTriangleCollisionCompressedStart +Vu0SphereToTriangleCollisionCompressedStart: + ITOF0.xyzw VF17, VF17 LOI 0.000244140625 ; 1.0/4096.0 + ITOF0.xyzw VF14, VF14 NOP + ITOF0.xyzw VF15, VF15 NOP + ITOF0.xyzw VF16, VF16 NOP + MULi.xyz VF17, VF17, I LOI 0.0078125 ; 1.0/128.0 + MULi.w VF17, VF17, I NOP + MULi.xyzw VF14, VF14, I NOP + MULi.xyzw VF15, VF15, I NOP + MULi.xyzw VF16, VF16, I NOP +; fall through + +; C28 +; VF12: sphere +; VF14-16: verts +; VF17: plane +; out: +; VF01: intersection point +; VF02: triangle normal +; VF03 x: intersection parameter +.globl Vu0SphereToTriangleCollisionStart +Vu0SphereToTriangleCollisionStart: + MUL.xyz VF02, VF12, VF17 LOI 0.1 + ADD.xyz VF17, VF17, VF00 NOP + ADDw.x VF13, VF00, VF12 NOP + NOP NOP + MULAx.w ACC, VF00, VF02 IADDIU VI06, VI00, 0xE0 + MADDAy.w ACC, VF00, VF02 FMAND VI05, VI06 ; normal sign flags + MADDAz.w ACC, VF00, VF02 NOP + MSUB.w VF02, VF00, VF17 NOP ; center plane pos + MULi.w VF03, VF00, I MOVE.xyzw VF04, VF03 + NOP NOP + NOP NOP + CLIPw.xyz VF13, VF02 NOP ; compare dist and radius + CLIPw.xyz VF17, VF03 NOP + MULAw.xyz ACC, VF12, VF00 IADDIU VI07, VI00, 0x0 ; -- clear test case + MSUBw.xyz VF01, VF17, VF02 NOP + MULx.w VF01, VF00, VF00 FCAND VI01, 0x3 ; projected center on plane + ABS.w VF02, VF02 IBEQ VI00, VI01, QuitAndFail ; no intersection + NOP NOP + NOP FCAND VI01, 0x3 ; -- check x direction + SUB.xyz VF02, VF12, VF01 IADDIU VI02, VI01, 0x7F + NOP IADDIU VI06, VI00, 0x80 + SUB.xyz VF05, VF15, VF14 IAND VI02, VI02, VI06 + SUB.xyz VF08, VF01, VF14 FCAND VI01, 0xC ; -- check y direction + SUB.xyz VF06, VF16, VF15 IADDIU VI03, VI01, 0x3F + SUB.xyz VF09, VF01, VF15 IADDIU VI06, VI00, 0x40 + SUB.xyz VF07, VF14, VF16 IAND VI03, VI03, VI06 + SUB.xyz VF10, VF01, VF16 FCAND VI01, 0x30 ; -- check z direction + MUL.xyz VF03, VF02, VF02 IADDIU VI04, VI01, 0x1F + OPMULA.xyz ACC, VF08, VF05 IADDIU VI06, VI00, 0x20 + OPMSUB.xyz VF18, VF05, VF08 IAND VI04, VI04, VI06 + OPMULA.xyz ACC, VF09, VF06 NOP + OPMSUB.xyz VF19, VF06, VF09 IADD VI06, VI02, VI03 + OPMULA.xyz ACC, VF10, VF07 IADD VI06, VI06, VI04 ; -- combine flags + OPMSUB.xyz VF20, VF07, VF10 FMAND VI02, VI06 ; -- cross 1 flags + MULAx.w ACC, VF00, VF03 IAND VI05, VI05, VI06 + MADDAy.w ACC, VF00, VF03 FMAND VI03, VI06 ; -- cross 2 flags + MADDz.w VF03, VF00, VF03 IADDIU VI08, VI00, 0x3 + NOP FMAND VI04, VI06 ; -- cross 3 flags + NOP NOP + NOP IBNE VI02, VI05, CheckSide2 + NOP RSQRT Q, VF00w, VF03w + ADD.xyz VF04, VF00, VF16 IADDIU VI07, VI07, 0x1 ; inside side 1 +CheckSide2: + NOP IBNE VI03, VI05, CheckSide3 + NOP NOP + ADD.xyz VF04, VF00, VF14 IADDIU VI07, VI07, 0x1 ; inside side 2 +CheckSide3: + NOP IBNE VI04, VI05, FinishCheckingSides + NOP NOP + ADD.xyz VF04, VF00, VF15 IADDIU VI07, VI07, 0x1 ; inside side 3 + NOP NOP + NOP IBEQ VI07, VI08, TotallyInsideTriangle + NOP NOP +FinishCheckingSides: + MUL.x VF13, VF13, VF13 IADDIU VI08, VI00, 0x2 + MULq.xyz VF02, VF02, Q WAITQ + NOP IBNE VI07, VI08, IntersectionOutsideTwoSides + NOP NOP + NOP IBEQ VI02, VI05, CheckDistanceSide2 + NOP NOP + NOP MOVE.xyzw VF15, VF05 + NOP BAL VI15, DistanceBetweenSphereAndLine + NOP NOP + NOP B ProcessLineResult + NOP NOP +CheckDistanceSide2: + NOP IBEQ VI03, VI05, CheckDistanceSide3 + NOP NOP + NOP MOVE.xyzw VF14, VF15 + NOP MOVE.xyzw VF15, VF06 + NOP BAL VI15, DistanceBetweenSphereAndLine + NOP NOP + NOP B ProcessLineResult + NOP NOP +CheckDistanceSide3: + NOP MOVE.xyzw VF14, VF16 + NOP MOVE.xyzw VF15, VF07 + NOP BAL VI15, DistanceBetweenSphereAndLine + NOP NOP + NOP B ProcessLineResult + NOP NOP +IntersectionOutsideTwoSides: + SUB.xyz VF05, VF04, VF12 NOP + ADD.xyz VF01, VF00, VF04 NOP ; col point + SUB.xyz VF02, VF12, VF04 NOP + NOP NOP + MUL.xyz VF05, VF05, VF05 NOP + NOP NOP + NOP NOP + NOP NOP + MULAx.w ACC, VF00, VF05 NOP + MADDAy.w ACC, VF00, VF05 NOP + MADDz.w VF05, VF00, VF05 NOP ; distSq to vertex + NOP NOP + NOP NOP + NOP NOP + CLIPw.xyz VF13, VF05 SQRT Q, VF05w ; compare radiusSq and distSq + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x1 + ADDq.x VF03, VF00, Q WAITQ ; dist to vertex + NOP IBEQ VI00, VI01, QuitAndFail ; too far + NOP NOP + NOP NOP + NOP DIV Q, VF00w, VF03x + MULq.xyz VF02, VF02, Q WAITQ ; col normal + NOP[E] NOP + NOP NOP +TotallyInsideTriangle: + ADDw.x VF03, VF00, VF02 WAITQ + MULq.xyz VF02, VF02, Q NOP + NOP[E] IADDIU VI01, VI00, 0x1 + NOP NOP +ProcessLineResult: + CLIPw.xyz VF13, VF16 SQRT Q, VF16w + ADD.xyz VF01, VF00, VF16 NOP + SUB.xyz VF02, VF12, VF16 NOP + NOP NOP + NOP FCAND VI01, 0x1 + ADDq.x VF03, VF00, Q WAITQ + NOP IBEQ VI00, VI01, QuitAndFail + NOP NOP + NOP NOP + NOP DIV Q, VF00w, VF03x + MULq.xyz VF02, VF02, Q WAITQ + NOP[E] NOP + NOP NOP + +EndOfMicrocode: diff --git a/src/core/vu0Collision_2.s b/src/core/vu0Collision_2.s new file mode 100644 index 00000000..716c29ac --- /dev/null +++ b/src/core/vu0Collision_2.s @@ -0,0 +1,191 @@ +QuitAndFail2: + NOP[E] IADDIU VI01, VI00, 0x0 + NOP NOP + + +QuitAndSucceed2: + NOP[E] IADDIU VI01, VI00, 0x1 + NOP NOP + + +; 20 +GetBBVertices: + MULw.xy VF02, VF01, VF00 NOP + MUL.z VF02, VF01, VF11 NOP + MULw.xz VF03, VF01, VF00 NOP + MUL.y VF03, VF01, VF11 NOP + MULw.x VF04, VF01, VF00 NOP + MUL.yz VF04, VF01, VF11 NOP + NOP JR VI15 + NOP NOP + + +; 60 +Vu0OBBToOBBCollision: + SUBw.xyz VF11, VF00, VF00 LOI 0.5 + MULi.xyz VF12, VF12, I NOP + MULi.xyz VF13, VF13, I NOP + NOP NOP + NOP NOP + NOP MOVE.xyz VF01, VF12 + NOP BAL VI15, GetBBVertices + NOP NOP + MULAx.xyz ACC, VF14, VF01 NOP + MADDAy.xyz ACC, VF15, VF01 NOP + MADDz.xyz VF01, VF16, VF01 NOP + MULAx.xyz ACC, VF14, VF02 NOP + MADDAy.xyz ACC, VF15, VF02 NOP + MADDz.xyz VF02, VF16, VF02 NOP + MULAx.xyz ACC, VF14, VF03 NOP + MADDAy.xyz ACC, VF15, VF03 NOP + MADDz.xyz VF03, VF16, VF03 NOP + MULAx.xyz ACC, VF14, VF04 NOP + MADDAy.xyz ACC, VF15, VF04 NOP + MADDz.xyz VF04, VF16, VF04 NOP + ABS.xyz VF05, VF01 NOP + ABS.xyz VF06, VF02 NOP + ABS.xyz VF07, VF03 NOP + ABS.xyz VF08, VF04 NOP + NOP NOP + MAX.xyz VF05, VF05, VF06 NOP + NOP NOP + MAX.xyz VF07, VF07, VF08 NOP + NOP NOP + NOP NOP + NOP NOP + MAX.xyz VF05, VF05, VF07 NOP + NOP NOP + NOP NOP + NOP NOP + ADD.xyz VF09, VF05, VF13 NOP + NOP NOP + NOP NOP + NOP NOP + MULx.w VF05, VF00, VF09 NOP + MULy.w VF06, VF00, VF09 NOP + MULz.w VF07, VF00, VF09 NOP + CLIPw.xyz VF17, VF05 NOP + CLIPw.xyz VF17, VF06 NOP + CLIPw.xyz VF17, VF07 MOVE.xyz VF01, VF13 + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x3330 + NOP IBNE VI01, VI00, QuitAndFail2 + NOP NOP + NOP BAL VI15, GetBBVertices + NOP NOP + MULAx.xyz ACC, VF18, VF01 NOP + MADDAy.xyz ACC, VF19, VF01 NOP + MADDz.xyz VF01, VF20, VF01 NOP + MULAx.xyz ACC, VF18, VF02 NOP + MADDAy.xyz ACC, VF19, VF02 NOP + MADDz.xyz VF02, VF20, VF02 NOP + MULAx.xyz ACC, VF18, VF03 NOP + MADDAy.xyz ACC, VF19, VF03 NOP + MADDz.xyz VF03, VF20, VF03 NOP + MULAx.xyz ACC, VF18, VF04 NOP + MADDAy.xyz ACC, VF19, VF04 NOP + MADDz.xyz VF04, VF20, VF04 NOP + ABS.xyz VF05, VF01 NOP + ABS.xyz VF06, VF02 NOP + ABS.xyz VF07, VF03 NOP + ABS.xyz VF08, VF04 NOP + NOP NOP + MAX.xyz VF05, VF05, VF06 NOP + NOP NOP + MAX.xyz VF07, VF07, VF08 NOP + NOP NOP + NOP NOP + NOP NOP + MAX.xyz VF05, VF05, VF07 NOP + NOP NOP + NOP NOP + NOP NOP + ADD.xyz VF09, VF05, VF12 NOP + NOP NOP + NOP NOP + NOP NOP + MULx.w VF05, VF00, VF09 NOP + MULy.w VF06, VF00, VF09 NOP + MULz.w VF07, VF00, VF09 NOP + CLIPw.xyz VF21, VF05 NOP + CLIPw.xyz VF21, VF06 NOP + CLIPw.xyz VF21, VF07 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x3330 + NOP IBNE VI01, VI00, QuitAndFail2 + NOP NOP + SUB.xyz VF06, VF02, VF01 NOP + SUB.xyz VF07, VF03, VF01 NOP + ADD.xyz VF08, VF04, VF01 NOP + ADD.x VF09, VF00, VF12 NOP + ADD.yz VF09, VF00, VF00 NOP + ADD.y VF10, VF00, VF12 NOP + ADD.xz VF10, VF00, VF00 NOP + ADD.z VF11, VF00, VF12 IADDI VI04, VI00, 0x0 + ADD.xy VF11, VF00, VF00 IADD VI02, VI00, VI00 + OPMULA.xyz ACC, VF06, VF09 NOP + OPMSUB.xyz VF01, VF09, VF06 NOP + OPMULA.xyz ACC, VF06, VF10 NOP + OPMSUB.xyz VF02, VF10, VF06 NOP + OPMULA.xyz ACC, VF06, VF11 NOP + OPMSUB.xyz VF03, VF11, VF06 SQI.xyzw VF01, (VI02++) + OPMULA.xyz ACC, VF07, VF09 NOP + OPMSUB.xyz VF01, VF09, VF07 SQI.xyzw VF02, (VI02++) + OPMULA.xyz ACC, VF07, VF10 NOP + OPMSUB.xyz VF02, VF10, VF07 SQI.xyzw VF03, (VI02++) + OPMULA.xyz ACC, VF07, VF11 NOP + OPMSUB.xyz VF03, VF11, VF07 SQI.xyzw VF01, (VI02++) + OPMULA.xyz ACC, VF08, VF09 NOP + OPMSUB.xyz VF01, VF09, VF08 SQI.xyzw VF02, (VI02++) + OPMULA.xyz ACC, VF08, VF10 NOP + OPMSUB.xyz VF02, VF10, VF08 SQI.xyzw VF03, (VI02++) + OPMULA.xyz ACC, VF08, VF11 LOI 0.5 + OPMSUB.xyz VF01, VF11, VF08 SQI.xyzw VF01, (VI02++) + MULi.xyz VF06, VF06, I NOP + MULi.xyz VF07, VF07, I SQI.xyzw VF02, (VI02++) + MULi.xyz VF08, VF08, I NOP + MUL.xyz VF02, VF21, VF01 NOP + MUL.xyz VF03, VF12, VF01 NOP + MUL.xyz VF09, VF06, VF01 NOP + MUL.xyz VF10, VF07, VF01 NOP + MUL.xyz VF11, VF08, VF01 NOP + ABS.xyz VF03, VF03 NOP + ADDy.x VF05, VF09, VF09 NOP + ADDx.y VF05, VF10, VF10 NOP + ADDx.z VF05, VF11, VF11 NOP + NOP NOP +EdgePairLoop: + ADDz.x VF05, VF05, VF09 NOP + ADDz.y VF05, VF05, VF10 NOP + ADDy.z VF05, VF05, VF11 NOP + MULAx.w ACC, VF00, VF02 IADD VI03, VI02, VI00 + MADDAy.w ACC, VF00, VF02 LQD.xyzw VF01, (--VI02) + MADDz.w VF02, VF00, VF02 NOP + ABS.xyz VF05, VF05 NOP + MULAx.w ACC, VF00, VF03 NOP + MADDAy.w ACC, VF00, VF03 NOP + MADDAz.w ACC, VF00, VF03 NOP + MADDAx.w ACC, VF00, VF05 NOP + MADDAy.w ACC, VF00, VF05 NOP + MADDz.w VF03, VF00, VF05 NOP + ADDw.x VF04, VF00, VF02 NOP + MUL.xyz VF02, VF21, VF01 NOP + MUL.xyz VF03, VF12, VF01 NOP + MUL.xyz VF09, VF06, VF01 NOP + CLIPw.xyz VF04, VF03 NOP + MUL.xyz VF10, VF07, VF01 NOP + MUL.xyz VF11, VF08, VF01 NOP + ABS.xyz VF03, VF03 NOP + ADDy.x VF05, VF09, VF09 FCAND VI01, 0x3 + ADDx.y VF05, VF10, VF10 IBNE VI01, VI00, QuitAndFail2 + ADDx.z VF05, VF11, VF11 NOP + NOP IBNE VI03, VI00, EdgePairLoop + NOP NOP + NOP[E] IADDIU VI01, VI00, 0x1 + NOP NOP + +EndOfMicrocode2: diff --git a/src/math/Matrix.h b/src/math/Matrix.h index c849a5c4..e2d6b0e0 100644 --- a/src/math/Matrix.h +++ b/src/math/Matrix.h @@ -81,6 +81,7 @@ public: m_matrix.pos.z += rhs.m_matrix.pos.z; return *this; } + CMatrix& operator*=(CMatrix const &rhs); CVector &GetPosition(void){ return *(CVector*)&m_matrix.pos; } CVector &GetRight(void) { return *(CVector*)&m_matrix.right; } diff --git a/src/math/VuVector.h b/src/math/VuVector.h new file mode 100644 index 00000000..f90818e0 --- /dev/null +++ b/src/math/VuVector.h @@ -0,0 +1,41 @@ +#pragma once + +class TYPEALIGN(16) CVuVector : public CVector +{ +public: + float w; + CVuVector(void) {} + CVuVector(float x, float y, float z) : CVector(x, y, z) {} + CVuVector(float x, float y, float z, float w) : CVector(x, y, z), w(w) {} + CVuVector(const CVector &v) : CVector(v.x, v.y, v.z) {} +#ifdef RWCORE_H + CVuVector(const RwV3d &v) : CVector(v.x, v.y, v.z) {} + + operator RwV3d (void) const { + RwV3d vecRw = { this->x, this->y, this->z }; + return vecRw; + } + + operator RwV3d *(void) { + return (RwV3d*)this; + } +#endif +/* + void Normalise(void) { + float sq = MagnitudeSqr(); + // TODO: VU0 code + if(sq > 0.0f){ + float invsqrt = RecipSqrt(sq); + x *= invsqrt; + y *= invsqrt; + z *= invsqrt; + }else + x = 1.0f; + } +*/ +}; + +void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in); +void TransformPoint(CVuVector &out, const CMatrix &mat, const RwV3d &in); +void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const RwV3d *in, int stride); +void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector *in); diff --git a/src/math/math.cpp b/src/math/math.cpp index 0cfc2ce9..4792fdd0 100644 --- a/src/math/math.cpp +++ b/src/math/math.cpp @@ -1,9 +1,124 @@ #include "common.h" #include "Quaternion.h" +#include "VuVector.h" // TODO: move more stuff into here + +void TransformPoint(CVuVector &out, const CMatrix &mat, const CVuVector &in) +{ +#ifdef GTA_PS2 + __asm__ __volatile__("\n\ + lqc2 vf01,0x0(%2)\n\ + lqc2 vf02,0x0(%1)\n\ + lqc2 vf03,0x10(%1)\n\ + lqc2 vf04,0x20(%1)\n\ + lqc2 vf05,0x30(%1)\n\ + vmulax.xyz ACC, vf02,vf01\n\ + vmadday.xyz ACC, vf03,vf01\n\ + vmaddaz.xyz ACC, vf04,vf01\n\ + vmaddw.xyz vf06,vf05,vf00\n\ + sqc2 vf06,0x0(%0)\n\ + ": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory"); +#else + out = mat * in; +#endif +} + +void TransformPoint(CVuVector &out, const CMatrix &mat, const RwV3d &in) +{ +#ifdef GTA_PS2 + __asm__ __volatile__("\n\ + ldr $8,0x0(%2)\n\ + ldl $8,0x7(%2)\n\ + lw $9,0x8(%2)\n\ + pcpyld $10,$9,$8\n\ + qmtc2 $10,vf01\n\ + lqc2 vf02,0x0(%1)\n\ + lqc2 vf03,0x10(%1)\n\ + lqc2 vf04,0x20(%1)\n\ + lqc2 vf05,0x30(%1)\n\ + vmulax.xyz ACC, vf02,vf01\n\ + vmadday.xyz ACC, vf03,vf01\n\ + vmaddaz.xyz ACC, vf04,vf01\n\ + vmaddw.xyz vf06,vf05,vf00\n\ + sqc2 vf06,0x0(%0)\n\ + ": : "r" (&out) , "r" (&mat) ,"r" (&in): "memory"); +#else + out = mat * in; +#endif +} + +void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const RwV3d *in, int stride) +{ +#ifdef GTA_PS3 + __asm__ __volatile__("\n\ + paddub $3,%4,$0\n\ + lqc2 vf02,0x0(%2)\n\ + lqc2 vf03,0x10(%2)\n\ + lqc2 vf04,0x20(%2)\n\ + lqc2 vf05,0x30(%2)\n\ + ldr $8,0x0(%3)\n\ + ldl $8,0x7(%3)\n\ + lw $9,0x8(%3)\n\ + pcpyld $10,$9,$8\n\ + qmtc2 $10,vf01\n\ + 1: vmulax.xyz ACC, vf02,vf01\n\ + vmadday.xyz ACC, vf03,vf01\n\ + vmaddaz.xyz ACC, vf04,vf01\n\ + vmaddw.xyz vf06,vf05,vf00\n\ + add %3,%3,$3\n\ + ldr $8,0x0(%3)\n\ + ldl $8,0x7(%3)\n\ + lw $9,0x8(%3)\n\ + pcpyld $10,$9,$8\n\ + qmtc2 $10,vf01\n\ + addi %1,%1,-1\n\ + addiu %0,%0,0x10\n\ + sqc2 vf06,-0x10(%0)\n\ + bnez %1,1b\n\ + ": : "r" (out) , "r" (n), "r" (&mat), "r" (in), "r" (stride): "memory"); +#else + while(n--){ + *out = mat * *in; + in = (RwV3d*)((uint8*)in + stride); + out++; + } +#endif +} + +void TransformPoints(CVuVector *out, int n, const CMatrix &mat, const CVuVector *in) +{ +#ifdef GTA_PS2 + __asm__ __volatile__("\n\ + lqc2 vf02,0x0(%2)\n\ + lqc2 vf03,0x10(%2)\n\ + lqc2 vf04,0x20(%2)\n\ + lqc2 vf05,0x30(%2)\n\ + lqc2 vf01,0x0(%3)\n\ + nop\n\ + 1: vmulax.xyz ACC, vf02,vf01\n\ + vmadday.xyz ACC, vf03,vf01\n\ + vmaddaz.xyz ACC, vf04,vf01\n\ + vmaddw.xyz vf06,vf05,vf00\n\ + lqc2 vf01,0x10(%3)\n\ + addiu %3,%3,0x10\n\ + addi %1,%1,-1\n\ + addiu %0,%0,0x10\n\ + sqc2 vf06,-0x10(%0)\n\ + bnez %1,1b\n\ + ": : "r" (out) , "r" (n), "r" (&mat) ,"r" (in): "memory"); +#else + while(n--){ + *out = mat * *in; + in++; + out++; + } +#endif +} + + void CVector2D::Normalise(void) { @@ -87,6 +202,7 @@ CMatrix::Reorthogonalise(void) CMatrix& Invert(const CMatrix &src, CMatrix &dst) { + // TODO: VU0 code // GTA handles this as a raw 4x4 orthonormal matrix // and trashes the RW flags, let's not do that // actual copy of librw code: @@ -117,6 +233,7 @@ Invert(const CMatrix &src, CMatrix &dst) CVector operator*(const CMatrix &mat, const CVector &vec) { + // TODO: VU0 code return CVector( mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x, mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y, @@ -126,6 +243,7 @@ operator*(const CMatrix &mat, const CVector &vec) CMatrix operator*(const CMatrix &m1, const CMatrix &m2) { + // TODO: VU0 code CMatrix out; RwMatrix *dst = &out.m_matrix; const RwMatrix *src1 = &m1.m_matrix; @@ -145,9 +263,18 @@ operator*(const CMatrix &m1, const CMatrix &m2) return out; } +CMatrix& +CMatrix::operator*=(CMatrix const &rhs) +{ + // TODO: VU0 code + *this = *this * rhs; + return *this; +} + const CVector Multiply3x3(const CMatrix &mat, const CVector &vec) { + // TODO: VU0 code return CVector( mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z, mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z, @@ -179,6 +306,7 @@ CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, fl w1 = Sin((1.0f - t) * theta) * invSin; w2 = Sin(t * theta) * invSin; } + // TODO: VU0 code *this = w1*q1 + w2*q2; } } diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp index 6d106b0e..f289697e 100644 --- a/src/peds/CopPed.cpp +++ b/src/peds/CopPed.cpp @@ -45,7 +45,7 @@ CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP) SetCurrentWeapon(WEAPONTYPE_UZI); m_fArmour = 50.0f; m_wepSkills = 32; /* TODO: what is this? seems unused */ - m_wepAccuracy = 64; + m_wepAccuracy = 68; break; case COP_ARMY: SetModelIndex(MI_ARMY); @@ -479,7 +479,7 @@ CCopPed::CopAI(void) SetAttack(playerOrHisVeh); SetShootTimer(CGeneral::GetRandomNumberInRange(500, 1000)); } - SetAttackTimer(CGeneral::GetRandomNumberInRange(100, 300)); + SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 300)); } SetMoveState(PEDMOVE_STILL); } diff --git a/src/peds/Population.cpp b/src/peds/Population.cpp index 1357907d..0756df38 100644 --- a/src/peds/Population.cpp +++ b/src/peds/Population.cpp @@ -1104,7 +1104,11 @@ CPopulation::ManagePopulation(void) } int pedPoolSize = CPools::GetPedPool()->GetSize(); +#ifndef SQUEEZE_PERFORMANCE for (int poolIndex = pedPoolSize-1; poolIndex >= 0; poolIndex--) { +#else + for (int poolIndex = (pedPoolSize * (frameMod32 + 1) / 32) - 1; poolIndex >= pedPoolSize * frameMod32 / 32; poolIndex--) { +#endif CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex); if (ped && !ped->IsPlayer() && ped->CanBeDeleted() && !ped->bInVehicle) { @@ -1117,6 +1121,13 @@ CPopulation::ManagePopulation(void) } float dist = (ped->GetPosition() - playerPos).Magnitude2D(); +#ifdef SQUEEZE_PERFORMANCE + if (dist > 50.f) + ped->bUsesCollision = false; + else + ped->bUsesCollision = true; +#endif + bool pedIsFarAway = false; if (PedCreationDistMultiplier() * (PED_REMOVE_DIST_SPECIAL * TheCamera.GenerationDistMultiplier) < dist || (!ped->bCullExtraFarAway && PedCreationDistMultiplier() * PED_REMOVE_DIST * TheCamera.GenerationDistMultiplier < dist) diff --git a/src/render/Fluff.cpp b/src/render/Fluff.cpp index f86801bf..690a1d3f 100644 --- a/src/render/Fluff.cpp +++ b/src/render/Fluff.cpp @@ -152,9 +152,9 @@ void CMovingThings::Shutdown() void CMovingThings::Update() { - const int TIME_SPAN = 64; // frames to process all aMovingThings - int16 i; +#ifndef SQUEEZE_PERFORMANCE + const int TIME_SPAN = 64; // frames to process all aMovingThings int block = CTimer::GetFrameCounter() % TIME_SPAN; @@ -167,6 +167,7 @@ void CMovingThings::Update() if (aMovingThings[i].m_nHidden == 0) aMovingThings[i].Update(); } +#endif for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i) { diff --git a/src/render/Font.h b/src/render/Font.h index 9b4e7132..48f5703d 100644 --- a/src/render/Font.h +++ b/src/render/Font.h @@ -68,8 +68,8 @@ class CFont static int16 Size[MAX_FONTS][193]; #endif static int16 NewLine; - static CSprite2d Sprite[MAX_FONTS]; public: + static CSprite2d Sprite[MAX_FONTS]; static CFontDetails Details; static void Initialise(void); diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index 88d412c9..717021a7 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -73,8 +73,12 @@ CRenderer::PreRender(void) for(i = 0; i < ms_nNoOfVisibleEntities; i++) ms_aVisibleEntityPtrs[i]->PreRender(); - for(i = 0; i < ms_nNoOfInVisibleEntities; i++) + for (i = 0; i < ms_nNoOfInVisibleEntities; i++) { +#ifdef SQUEEZE_PERFORMANCE + if (ms_aInVisibleEntityPtrs[i]->IsVehicle() && ((CVehicle*)ms_aInVisibleEntityPtrs[i])->IsHeli()) +#endif ms_aInVisibleEntityPtrs[i]->PreRender(); + } for(node = CVisibilityPlugins::m_alphaEntityList.head.next; node != &CVisibilityPlugins::m_alphaEntityList.tail; diff --git a/src/render/Rubbish.h b/src/render/Rubbish.h index 2be592fe..37f895f3 100644 --- a/src/render/Rubbish.h +++ b/src/render/Rubbish.h @@ -4,7 +4,11 @@ class CVehicle; enum { // NB: not all values are allowed, check the code +#ifdef SQUEEZE_PERFORMANCE + NUM_RUBBISH_SHEETS = 32 +#else NUM_RUBBISH_SHEETS = 64 +#endif }; class COneSheet diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp index c169c351..8c892be3 100644 --- a/src/render/Shadows.cpp +++ b/src/render/Shadows.cpp @@ -458,7 +458,7 @@ CShadows::StoreShadowForCar(CAutomobile *pCar) if ( CTimeCycle::GetShadowStrength() != 0 ) { CVector CarPos = pCar->GetPosition(); - float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr(); + float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr2D(); if ( CCutsceneMgr::IsRunning() ) fDistToCamSqr /= SQR(TheCamera.LODDistMultiplier) * 4.0f; @@ -1027,7 +1027,9 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes; ASSERT(pColTriPlanes != NULL); - if ( Abs(pColTriPlanes[i].normal.z) > 0.1f ) + CVector normal; + pColTriPlanes[i].GetNormal(normal); + if ( Abs(normal.z) > 0.1f ) { CColTriangle *pColTri = pCol->triangles; ASSERT(pColTri != NULL); @@ -1578,40 +1580,41 @@ CStaticShadow::Free(void) void CShadows::CalcPedShadowValues(CVector vecLightDir, - float *pfDisplacementX, float *pfDisplacementY, float *pfFrontX, float *pfFrontY, - float *pfSideX, float *pfSideY) + float *pfSideX, float *pfSideY, + float *pfDisplacementX, float *pfDisplacementY) { - ASSERT(pfDisplacementX != NULL); - ASSERT(pfDisplacementY != NULL); - ASSERT(pfFrontX != NULL); - ASSERT(pfFrontY != NULL); - ASSERT(pfSideX != NULL); - ASSERT(pfSideY != NULL); + ASSERT(pfFrontX != nil); + ASSERT(pfFrontY != nil); + ASSERT(pfSideX != nil); + ASSERT(pfSideY != nil); + ASSERT(pfDisplacementX != nil); + ASSERT(pfDisplacementY != nil); - *pfDisplacementX = -vecLightDir.x; - *pfDisplacementY = -vecLightDir.y; + *pfFrontX = -vecLightDir.x; + *pfFrontY = -vecLightDir.y; - float fDist = Sqrt(*pfDisplacementY * *pfDisplacementY + *pfDisplacementX * *pfDisplacementX); + float fDist = Sqrt(*pfFrontY * *pfFrontY + *pfFrontX * *pfFrontX); float fMult = (fDist + 1.0f) / fDist; - *pfDisplacementX *= fMult; - *pfDisplacementY *= fMult; - - *pfFrontX = -vecLightDir.y / fDist; - *pfFrontY = vecLightDir.x / fDist; + *pfFrontX *= fMult; + *pfFrontY *= fMult; - *pfSideX = -vecLightDir.x; - *pfSideY = -vecLightDir.y; + *pfSideX = -vecLightDir.y / fDist; + *pfSideY = vecLightDir.x / fDist; - *pfDisplacementX /= 2; - *pfDisplacementY /= 2; + *pfDisplacementX = -vecLightDir.x; + *pfDisplacementY = -vecLightDir.y; *pfFrontX /= 2; *pfFrontY /= 2; *pfSideX /= 2; *pfSideY /= 2; + + *pfDisplacementX /= 2; + *pfDisplacementY /= 2; + } void @@ -1656,22 +1659,22 @@ CShadows::RenderExtraPlayerShadows(void) vecLight.y *= fInv; vecLight.z *= fInv; - float fDisplacementX, fDisplacementY, fFrontX, fFrontY, fSideX, fSideY; + float fFrontX, fFrontY, fSideX, fSideY, fDisplacementX, fDisplacementY; CalcPedShadowValues(vecLight, - &fDisplacementX, &fDisplacementY, - &fFrontX, &fFrontY, - &fSideX, &fSideY); + &fFrontX, &fFrontY, + &fSideX, &fSideY, + &fDisplacementX, &fDisplacementY); CVector shadowPos = FindPlayerCoors(); - shadowPos.x += fSideX; - shadowPos.y += fSideY; + shadowPos.x += fDisplacementX; + shadowPos.y += fDisplacementY; StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &shadowPos, - fDisplacementX, fDisplacementY, fFrontX, fFrontY, + fSideX, fSideY, nColorStrength, 0, 0, 0, 4.0f, false, 1.0f); } @@ -1768,7 +1771,7 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur { ASSERT(pPosn != NULL); - C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, Max(fFrontX, -fSideY), + C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY), 0, 128, 255, 128, 2048, 0.2f, 0); } diff --git a/src/render/Shadows.h b/src/render/Shadows.h index 63aaaaf2..8c909df3 100644 --- a/src/render/Shadows.h +++ b/src/render/Shadows.h @@ -128,21 +128,12 @@ class CPed; class CShadows { public: -#if 1 static int16 ShadowsStoredToBeRendered; static CStoredShadow asShadowsStored [MAX_STOREDSHADOWS]; static CPolyBunch aPolyBunches [MAX_POLYBUNCHES]; static CStaticShadow aStaticShadows [MAX_STATICSHADOWS]; static CPolyBunch *pEmptyBunchList; static CPermanentShadow aPermanentShadows[MAX_PERMAMENTSHADOWS]; -#else - static int16 &ShadowsStoredToBeRendered; - static CStoredShadow (&asShadowsStored) [MAX_STOREDSHADOWS]; - static CPolyBunch (&aPolyBunches) [MAX_POLYBUNCHES]; - static CStaticShadow (&aStaticShadows) [MAX_STATICSHADOWS]; - static CPolyBunch *&pEmptyBunchList; - static CPermanentShadow (&aPermanentShadows)[MAX_PERMAMENTSHADOWS]; -#endif static void Init (void); static void Shutdown (void); @@ -166,7 +157,7 @@ public: CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch); static void UpdateStaticShadows (void); static void UpdatePermanentShadows (void); - static void CalcPedShadowValues (CVector vecLightDir, float *pfDisplacementX, float *pfDisplacementY, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY); + static void CalcPedShadowValues (CVector vecLightDir, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY, float *pfDisplacementX, float *pfDisplacementY); static void RenderExtraPlayerShadows (void); static void TidyUpShadows (void); static void RenderIndicatorShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity); diff --git a/src/render/Sprite2d.cpp b/src/render/Sprite2d.cpp index 52b85018..453ed004 100644 --- a/src/render/Sprite2d.cpp +++ b/src/render/Sprite2d.cpp @@ -4,6 +4,7 @@ #include "Draw.h" #include "Camera.h" #include "Sprite2d.h" +#include "Font.h" RwIm2DVertex CSprite2d::maVertices[8]; float CSprite2d::RecipNearClip; @@ -27,14 +28,18 @@ CSprite2d::InitPerFrame(void) mCurrentBank = 0; for(i = 0; i < 10; i++) mCurrentSprite[i] = 0; +#ifndef SQUEEZE_PERFORMANCE for(i = 0; i < 10; i++) mpBankTextures[i] = nil; +#endif } int32 CSprite2d::GetBank(int32 n, RwTexture *tex) { +#ifndef SQUEEZE_PERFORMANCE mpBankTextures[mCurrentBank] = tex; +#endif mCurrentSprite[mCurrentBank] = 0; mBankStart[mCurrentBank+1] = mBankStart[mCurrentBank] + n; return mCurrentBank++; @@ -59,8 +64,12 @@ CSprite2d::DrawBank(int32 bank) { if(mCurrentSprite[bank] == 0) return; +#ifndef SQUEEZE_PERFORMANCE RwRenderStateSet(rwRENDERSTATETEXTURERASTER, mpBankTextures[bank] ? RwTextureGetRaster(mpBankTextures[bank]) : nil); +#else + CFont::Sprite[bank].SetRenderState(); +#endif RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR); RwIm2DRenderPrimitive(rwPRIMTYPETRILIST, &maBankVertices[6*mBankStart[bank]], 6*mCurrentSprite[bank]); diff --git a/src/weapons/BulletInfo.cpp b/src/weapons/BulletInfo.cpp index 26fc459d..15dde011 100644 --- a/src/weapons/BulletInfo.cpp +++ b/src/weapons/BulletInfo.cpp @@ -24,6 +24,10 @@ #include "World.h" #include "SurfaceTable.h" +#ifdef SQUEEZE_PERFORMANCE +uint32 bulletInfoInUse; +#endif + #define BULLET_LIFETIME (1000) #define NUM_PED_BLOOD_PARTICLES (8) #define BLOOD_PARTICLE_OFFSET (CVector(0.0f, 0.0f, 0.0f)) @@ -47,6 +51,9 @@ void CBulletInfo::Initialise(void) gaBulletInfo[i].m_pSource = nil; } debug("CBulletInfo ready\n"); +#ifdef SQUEEZE_PERFORMANCE + bulletInfoInUse = 0; +#endif } void CBulletInfo::Shutdown(void) @@ -71,11 +78,19 @@ bool CBulletInfo::AddBullet(CEntity* pSource, eWeaponType type, CVector vecPosit gaBulletInfo[i].m_vecSpeed = vecSpeed; gaBulletInfo[i].m_fTimer = CTimer::GetTimeInMilliseconds() + BULLET_LIFETIME; gaBulletInfo[i].m_bInUse = true; + +#ifdef SQUEEZE_PERFORMANCE + bulletInfoInUse++; +#endif return true; } void CBulletInfo::Update(void) { +#ifdef SQUEEZE_PERFORMANCE + if (bulletInfoInUse == 0) + return; +#endif bool bAddSound = true; bPlayerSniperBullet = false; for (int i = 0; i < NUM_BULLETS; i++) { @@ -84,8 +99,12 @@ void CBulletInfo::Update(void) pBullet->m_pSource = nil; if (!pBullet->m_bInUse) continue; - if (CTimer::GetTimeInMilliseconds() > pBullet->m_fTimer) + if (CTimer::GetTimeInMilliseconds() > pBullet->m_fTimer) { pBullet->m_bInUse = false; +#ifdef SQUEEZE_PERFORMANCE + bulletInfoInUse--; +#endif + } CVector vecOldPos = pBullet->m_vecPosition; CVector vecNewPos = pBullet->m_vecPosition + pBullet->m_vecSpeed * CTimer::GetTimeStep() * 0.5f; CWorld::bIncludeCarTyres = true; @@ -108,6 +127,9 @@ void CBulletInfo::Update(void) pPed->InflictDamage(pBullet->m_pSource, pBullet->m_eWeaponType, pBullet->m_nDamage, (ePedPieceTypes)point.pieceB, pPed->GetLocalDirection(pPed->GetPosition() - point.point)); CEventList::RegisterEvent(pPed->m_nPedType == PEDTYPE_COP ? EVENT_SHOOT_COP : EVENT_SHOOT_PED, EVENT_ENTITY_PED, pPed, (CPed*)pBullet->m_pSource, 1000); pBullet->m_bInUse = false; +#ifdef SQUEEZE_PERFORMANCE + bulletInfoInUse--; +#endif vecNewPos = point.point; } else { @@ -134,6 +156,9 @@ void CBulletInfo::Update(void) } } pBullet->m_bInUse = false; +#ifdef SQUEEZE_PERFORMANCE + bulletInfoInUse--; +#endif vecNewPos = point.point; } } @@ -148,6 +173,9 @@ void CBulletInfo::Update(void) } #ifdef FIX_BUGS pBullet->m_bInUse = false; +#ifdef SQUEEZE_PERFORMANCE + bulletInfoInUse--; +#endif vecNewPos = point.point; #endif } @@ -167,6 +195,9 @@ void CBulletInfo::Update(void) } #ifdef FIX_BUGS pBullet->m_bInUse = false; +#ifdef SQUEEZE_PERFORMANCE + bulletInfoInUse--; +#endif vecNewPos = point.point; #endif } @@ -217,8 +248,12 @@ void CBulletInfo::Update(void) } pBullet->m_vecPosition = vecNewPos; if (pBullet->m_vecPosition.x < -MAP_BORDER || pBullet->m_vecPosition.x > MAP_BORDER || - pBullet->m_vecPosition.y < -MAP_BORDER || pBullet->m_vecPosition.y > MAP_BORDER) + pBullet->m_vecPosition.y < -MAP_BORDER || pBullet->m_vecPosition.y > MAP_BORDER) { pBullet->m_bInUse = false; +#ifdef SQUEEZE_PERFORMANCE + bulletInfoInUse--; +#endif + } } } diff --git a/src/weapons/ProjectileInfo.cpp b/src/weapons/ProjectileInfo.cpp index 47bc65ac..b56e3a29 100644 --- a/src/weapons/ProjectileInfo.cpp +++ b/src/weapons/ProjectileInfo.cpp @@ -13,6 +13,10 @@ #include "Weapon.h" #include "World.h" +#ifdef SQUEEZE_PERFORMANCE +uint32 projectileInUse; +#endif + CProjectileInfo gaProjectileInfo[NUM_PROJECTILES]; CProjectile *CProjectileInfo::ms_apProjectile[NUM_PROJECTILES]; @@ -30,6 +34,10 @@ CProjectileInfo::Initialise() } debug("CProjectileInfo ready\n"); + +#ifdef SQUEEZE_PERFORMANCE + projectileInUse = 0; +#endif } void @@ -154,6 +162,10 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos, ms_apProjectile[i]->m_fElasticity = elasticity; ms_apProjectile[i]->m_nSpecialCollisionResponseCases = SpecialCollisionResponseCase; +#ifdef SQUEEZE_PERFORMANCE + projectileInUse++; +#endif + gaProjectileInfo[i].m_bInUse = true; CWorld::Add(ms_apProjectile[i]); @@ -165,6 +177,9 @@ void CProjectileInfo::RemoveProjectile(CProjectileInfo *info, CProjectile *projectile) { RemoveNotAdd(info->m_pSource, info->m_eWeaponType, projectile->GetPosition()); +#ifdef SQUEEZE_PERFORMANCE + projectileInUse--; +#endif info->m_bInUse = false; CWorld::Remove(projectile); @@ -192,6 +207,11 @@ CProjectileInfo::RemoveNotAdd(CEntity *entity, eWeaponType weaponType, CVector p void CProjectileInfo::Update() { +#ifdef SQUEEZE_PERFORMANCE + if (projectileInUse == 0) + return; +#endif + for (int i = 0; i < ARRAY_SIZE(gaProjectileInfo); i++) { if (!gaProjectileInfo[i].m_bInUse) continue; @@ -200,6 +220,10 @@ CProjectileInfo::Update() gaProjectileInfo[i].m_pSource = nil; if (ms_apProjectile[i] == nil) { +#ifdef SQUEEZE_PERFORMANCE + projectileInUse--; +#endif + gaProjectileInfo[i].m_bInUse = false; continue; } @@ -252,6 +276,10 @@ CProjectileInfo::IsProjectileInRange(float x1, float x2, float y1, float y2, flo if (pos.x >= x1 && pos.x <= x2 && pos.y >= y1 && pos.y <= y2 && pos.z >= z1 && pos.z <= z2) { result = true; if (remove) { +#ifdef SQUEEZE_PERFORMANCE + projectileInUse--; +#endif + gaProjectileInfo[i].m_bInUse = false; CWorld::Remove(ms_apProjectile[i]); delete ms_apProjectile[i]; @@ -266,8 +294,17 @@ CProjectileInfo::IsProjectileInRange(float x1, float x2, float y1, float y2, flo void CProjectileInfo::RemoveAllProjectiles() { +#ifdef SQUEEZE_PERFORMANCE + if (projectileInUse == 0) + return; +#endif + for (int i = 0; i < ARRAY_SIZE(ms_apProjectile); i++) { if (gaProjectileInfo[i].m_bInUse) { +#ifdef SQUEEZE_PERFORMANCE + projectileInUse--; +#endif + gaProjectileInfo[i].m_bInUse = false; CWorld::Remove(ms_apProjectile[i]); delete ms_apProjectile[i]; @@ -278,12 +315,21 @@ CProjectileInfo::RemoveAllProjectiles() bool CProjectileInfo::RemoveIfThisIsAProjectile(CObject *object) { +#ifdef SQUEEZE_PERFORMANCE + if (projectileInUse == 0) + return false; +#endif + int i = 0; while (ms_apProjectile[i++] != object) { if (i >= ARRAY_SIZE(ms_apProjectile)) return false; } +#ifdef SQUEEZE_PERFORMANCE + projectileInUse--; +#endif + gaProjectileInfo[i].m_bInUse = false; CWorld::Remove(ms_apProjectile[i]); delete ms_apProjectile[i]; diff --git a/src/weapons/ShotInfo.cpp b/src/weapons/ShotInfo.cpp index f09ae052..c0ab9ac1 100644 --- a/src/weapons/ShotInfo.cpp +++ b/src/weapons/ShotInfo.cpp @@ -13,6 +13,9 @@ CShotInfo gaShotInfo[NUMSHOTINFOS]; float CShotInfo::ms_afRandTable[20]; +#ifdef SQUEEZE_PERFORMANCE +uint32 shotInfoInUse; +#endif /* Used for flamethrower. I don't know why it's name is CShotInfo. @@ -41,6 +44,9 @@ CShotInfo::Initialise() nextVal += 0.005f; } debug("CShotInfo ready\n"); +#ifdef SQUEEZE_PERFORMANCE + shotInfoInUse = 0; +#endif } bool @@ -54,6 +60,10 @@ CShotInfo::AddShot(CEntity *sourceEntity, eWeaponType weapon, CVector startPos, if (slot == ARRAY_SIZE(gaShotInfo)) return false; +#ifdef SQUEEZE_PERFORMANCE + shotInfoInUse++; +#endif + gaShotInfo[slot].m_inUse = true; gaShotInfo[slot].m_weapon = weapon; gaShotInfo[slot].m_startPos = startPos; @@ -87,6 +97,10 @@ CShotInfo::Shutdown() void CShotInfo::Update() { +#ifdef SQUEEZE_PERFORMANCE + if (shotInfoInUse == 0) + return; +#endif for (int slot = 0; slot < ARRAY_SIZE(gaShotInfo); slot++) { CShotInfo &shot = gaShotInfo[slot]; if (shot.m_sourceEntity && shot.m_sourceEntity->IsPed() && !((CPed*)shot.m_sourceEntity)->IsPointerValid()) @@ -96,8 +110,12 @@ CShotInfo::Update() continue; CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(shot.m_weapon); - if (CTimer::GetTimeInMilliseconds() > shot.m_timeout) + if (CTimer::GetTimeInMilliseconds() > shot.m_timeout) { +#ifdef SQUEEZE_PERFORMANCE + shotInfoInUse--; +#endif shot.m_inUse = false; + } if (weaponInfo->m_bSlowsDown) shot.m_areaAffected *= pow(0.96, CTimer::GetTimeStep()); // FRAMERATE |