#ifndef Z64VIEW_H #define Z64VIEW_H #include "PR/ultratypes.h" #include "PR/gbi.h" #include "z64math.h" #include "unk.h" struct GraphicsContext; typedef struct Viewport { /* 0x00 */ s32 topY; // uly (upper left y) /* 0x04 */ s32 bottomY; // lry (lower right y) /* 0x08 */ s32 leftX; // ulx (upper left x) /* 0x0C */ s32 rightX; // lrx (lower right x) } Viewport; // size = 0x10 typedef struct View { /* 0x000 */ u32 magic; // string literal "VIEW" / 0x56494557 /* 0x004 */ struct GraphicsContext* gfxCtx; /* 0x008 */ Viewport viewport; /* 0x018 */ f32 fovy; // vertical field of view in degrees /* 0x01C */ f32 zNear; // distance to near clipping plane /* 0x020 */ f32 zFar; // distance to far clipping plane /* 0x024 */ f32 scale; // scale for matrix elements /* 0x028 */ Vec3f eye; /* 0x034 */ Vec3f at; /* 0x040 */ Vec3f up; /* 0x04C */ UNK_TYPE1 pad4C[0x4]; /* 0x050 */ Vp vp; /* 0x060 */ Mtx projection; /* 0x0A0 */ Mtx viewing; /* 0x0E0 */ Mtx unkE0; /* 0x120 */ Mtx* projectionPtr; /* 0x124 */ Mtx* viewingPtr; /* 0x128 */ Vec3f distortionOrientation; /* 0x134 */ Vec3f distortionScale; /* 0x140 */ f32 distortionSpeed; /* 0x144 */ Vec3f curDistortionOrientation; /* 0x150 */ Vec3f curDistortionScale; /* 0x15C */ u16 perspNorm; // used to normalize the projection matrix /* 0x160 */ u32 flags; // bit 3: Render to an orthographic perspective /* 0x164 */ s32 unk164; } View; // size = 0x168 #define VIEW_VIEWING (1 << 0) #define VIEW_VIEWPORT (1 << 1) #define VIEW_PROJECTION_PERSPECTIVE (1 << 2) #define VIEW_PROJECTION_ORTHO (1 << 3) #define VIEW_ALL (VIEW_VIEWING | VIEW_VIEWPORT | VIEW_PROJECTION_PERSPECTIVE | VIEW_PROJECTION_ORTHO) #define VIEW_FORCE_VIEWING (VIEW_VIEWING << 4) #define VIEW_FORCE_VIEWPORT (VIEW_VIEWPORT << 4) #define VIEW_FORCE_PROJECTION_PERSPECTIVE (VIEW_PROJECTION_PERSPECTIVE << 4) #define VIEW_FORCE_PROJECTION_ORTHO (VIEW_PROJECTION_ORTHO << 4) #define SET_FULLSCREEN_VIEWPORT(view) \ { \ Viewport viewport; \ viewport.bottomY = SCREEN_HEIGHT; \ viewport.rightX = SCREEN_WIDTH; \ viewport.topY = 0; \ viewport.leftX = 0; \ View_SetViewport(view, &viewport); \ } \ (void)0 #define SET_FULLSCREEN_VIEWPORT_DYNAMIC(view) \ { \ Viewport viewport; \ viewport.bottomY = gScreenHeight; \ viewport.rightX = gScreenWidth; \ viewport.topY = 0; \ viewport.leftX = 0; \ View_SetViewport(view, &viewport); \ } \ (void)0 void View_Init(View* view, struct GraphicsContext* gfxCtx); void View_LookAt(View* view, Vec3f* eye, Vec3f* at, Vec3f* up); void View_SetScale(View* view, f32 scale); void View_GetScale(View* view, f32* scale); void View_SetPerspective(View* view, f32 fovy, f32 zNear, f32 zFar); void View_GetPerspective(View* view, f32* fovy, f32* zNear, f32* zFar); void View_SetOrtho(View* view, f32 fovy, f32 zNear, f32 zFar); void View_GetOrtho(View* view, f32* fovy, f32* zNear, f32* zFar); void View_SetViewport(View* view, Viewport* viewport); void View_GetViewport(View* view, Viewport* viewport); s32 View_SetDistortionOrientation(View* view, f32 rotX, f32 rotY, f32 rotZ); s32 View_SetDistortionScale(View* view, f32 scaleX, f32 scaleY, f32 scaleZ); s32 View_SetDistortionSpeed(View* view, f32 speed); s32 View_InitDistortion(View* view); s32 View_ClearDistortion(View* view); s32 View_SetDistortion(View* view, Vec3f orientation, Vec3f scale, f32 speed); void View_Apply(View* view, s32 mask); s32 View_ApplyOrthoToOverlay(View* view); s32 View_ApplyPerspectiveToOverlay(View* view); s32 View_UpdateViewingMatrix(View* view); s32 View_ApplyTo(View* view, Gfx** gfxp); #endif