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GLideN64/src/gSP.cpp

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#include <stdio.h>
#include <math.h>
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#include <algorithm>
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#include <assert.h>
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#include "N64.h"
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#include "GLideN64.h"
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#include "DebugDump.h"
#include "Types.h"
#include "RSP.h"
#include "GBI.h"
#include "gSP.h"
#include "gDP.h"
#include "3DMath.h"
#include "CRC.h"
#include <string.h>
#include "convert.h"
#include "uCodes/S2DEX.h"
#include "VI.h"
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#include "FrameBuffer.h"
#include "DepthBuffer.h"
#include "Config.h"
#include "Log.h"
#include <Graphics/Context.h>
#include <Graphics/Parameters.h>
#include "DisplayWindow.h"
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using namespace std;
using namespace graphics;
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#define INDEXMAP_SIZE 80U
#ifdef __VEC4_OPT
#define VEC_OPT 4U
#else
#define VEC_OPT 1U
#endif
static bool g_ConkerUcode;
void gSPFlushTriangles()
{
if ((gSP.geometryMode & G_SHADING_SMOOTH) == 0) {
dwnd().getDrawer().drawTriangles();
return;
}
if (
(RSP.nextCmd != G_TRI1) &&
(RSP.nextCmd != G_TRI2) &&
(RSP.nextCmd != G_TRIX) &&
(RSP.nextCmd != G_QUAD)
) {
dwnd().getDrawer().drawTriangles();
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DebugMsg(DEBUG_NORMAL, "Triangles flushed;\n");
}
}
static
void _gSPCombineMatrices()
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{
MultMatrix(gSP.matrix.projection, gSP.matrix.modelView[gSP.matrix.modelViewi], gSP.matrix.combined);
gSP.changed &= ~CHANGED_MATRIX;
}
void gSPCombineMatrices(u32 _mode)
{
if (_mode == 1)
_gSPCombineMatrices();
else
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Unknown gSPCombineMatrices mode: %u\n", _mode);
DebugMsg(DEBUG_NORMAL, "gSPCombineMatrices();\n");
}
void gSPTriangle(s32 v0, s32 v1, s32 v2)
{
GraphicsDrawer & drawer = dwnd().getDrawer();
if ((v0 < INDEXMAP_SIZE) && (v1 < INDEXMAP_SIZE) && (v2 < INDEXMAP_SIZE)) {
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if (drawer.isClipped(v0, v1, v2)) {
DebugMsg(DEBUG_NORMAL, "Triangle clipped (%i, %i, %i)\n", v0, v1, v2);
return;
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}
drawer.addTriangle(v0, v1, v2);
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DebugMsg(DEBUG_NORMAL, "Triangle #%i added (%i, %i, %i)\n", gSP.tri_num++, v0, v1, v2);
}
}
void gSP1Triangle( const s32 v0, const s32 v1, const s32 v2)
{
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DebugMsg(DEBUG_NORMAL, "gSP1Triangle (%i, %i, %i)\n", v0, v1, v2);
gSPTriangle( v0, v1, v2);
gSPFlushTriangles();
}
void gSP2Triangles(const s32 v00, const s32 v01, const s32 v02, const s32 flag0,
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const s32 v10, const s32 v11, const s32 v12, const s32 flag1 )
{
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DebugMsg(DEBUG_NORMAL, "gSP2Triangle (%i, %i, %i)-(%i, %i, %i)\n", v00, v01, v02, v10, v11, v12);
gSPTriangle( v00, v01, v02);
gSPTriangle( v10, v11, v12);
gSPFlushTriangles();
}
void gSP4Triangles(const s32 v00, const s32 v01, const s32 v02,
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const s32 v10, const s32 v11, const s32 v12,
const s32 v20, const s32 v21, const s32 v22,
const s32 v30, const s32 v31, const s32 v32 )
{
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DebugMsg(DEBUG_NORMAL, "gSP4Triangle (%i, %i, %i)-(%i, %i, %i)-(%i, %i, %i)-(%i, %i, %i)\n",
v00, v01, v02, v10, v11, v12, v20, v21, v22, v30, v31, v32);
gSPTriangle(v00, v01, v02);
gSPTriangle(v10, v11, v12);
gSPTriangle(v20, v21, v22);
gSPTriangle(v30, v31, v32);
gSPFlushTriangles();
}
gSPInfo gSP;
static
f32 identityMatrix[4][4] =
{
{ 1.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 1.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f }
};
void gSPLoadUcodeEx( u32 uc_start, u32 uc_dstart, u16 uc_dsize )
{
gSP.matrix.modelViewi = 0;
gSP.changed |= CHANGED_MATRIX | CHANGED_LIGHT | CHANGED_LOOKAT;
gSP.status[0] = gSP.status[1] = gSP.status[2] = gSP.status[3] = 0;
if ((((uc_start & 0x1FFFFFFF) + 4096) > RDRAMSize) || (((uc_dstart & 0x1FFFFFFF) + uc_dsize) > RDRAMSize)) {
DebugMsg(DEBUG_NORMAL|DEBUG_ERROR, "gSPLoadUcodeEx out of RDRAM\n");
return;
}
GBI.loadMicrocode(uc_start, uc_dstart, uc_dsize);
RSP.uc_start = uc_start;
RSP.uc_dstart = uc_dstart;
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DebugMsg(DEBUG_NORMAL, "gSPLoadUcodeEx type: %d\n", GBI.getMicrocodeType());
}
void gSPNoOp()
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{
gSPFlushTriangles();
DebugMsg(DEBUG_NORMAL | DEBUG_IGNORED, "gSPNoOp();\n");
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}
void gSPMatrix( u32 matrix, u8 param )
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{
f32 mtx[4][4];
u32 address = RSP_SegmentToPhysical( matrix );
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if (address + 64 > RDRAMSize) {
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Attempting to load matrix from invalid address\n");
DebugMsg(DEBUG_NORMAL, "gSPMatrix( 0x%08X, %s | %s | %s );\n",
matrix,
(param & G_MTX_PROJECTION) ? "G_MTX_PROJECTION" : "G_MTX_MODELVIEW",
(param & G_MTX_LOAD) ? "G_MTX_LOAD" : "G_MTX_MUL",
(param & G_MTX_PUSH) ? "G_MTX_PUSH" : "G_MTX_NOPUSH" );
return;
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}
RSP_LoadMatrix( mtx, address );
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if (param & G_MTX_PROJECTION) {
if (param & G_MTX_LOAD)
CopyMatrix( gSP.matrix.projection, mtx );
else
MultMatrix2( gSP.matrix.projection, mtx );
} else {
if ((param & G_MTX_PUSH)) {
if (gSP.matrix.modelViewi < (gSP.matrix.stackSize)) {
CopyMatrix(gSP.matrix.modelView[gSP.matrix.modelViewi + 1], gSP.matrix.modelView[gSP.matrix.modelViewi]);
gSP.matrix.modelViewi++;
} else
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Modelview stack overflow\n");
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}
if (param & G_MTX_LOAD)
CopyMatrix( gSP.matrix.modelView[gSP.matrix.modelViewi], mtx );
else
MultMatrix2( gSP.matrix.modelView[gSP.matrix.modelViewi], mtx );
gSP.changed |= CHANGED_LIGHT | CHANGED_LOOKAT;
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}
gSP.changed |= CHANGED_MATRIX;
DebugMsg(DEBUG_NORMAL, "gSPMatrix( 0x%08X, %s | %s | %s );\n",
matrix,
(param & G_MTX_PROJECTION) ? "G_MTX_PROJECTION" : "G_MTX_MODELVIEW",
(param & G_MTX_LOAD) ? "G_MTX_LOAD" : "G_MTX_MUL",
(param & G_MTX_PUSH) ? "G_MTX_PUSH" : "G_MTX_NOPUSH");
DebugMsg(DEBUG_DETAIL, "// %12.6f %12.6f %12.6f %12.6f\n",
mtx[0][0], mtx[0][1], mtx[0][2], mtx[0][3] );
DebugMsg( DEBUG_DETAIL, "// %12.6f %12.6f %12.6f %12.6f\n",
mtx[1][0], mtx[1][1], mtx[1][2], mtx[1][3] );
DebugMsg( DEBUG_DETAIL, "// %12.6f %12.6f %12.6f %12.6f\n",
mtx[2][0], mtx[2][1], mtx[2][2], mtx[2][3] );
DebugMsg( DEBUG_DETAIL, "// %12.6f %12.6f %12.6f %12.6f\n",
mtx[3][0], mtx[3][1], mtx[3][2], mtx[3][3] );
}
void gSPDMAMatrix( u32 matrix, u8 index, u8 multiply )
{
f32 mtx[4][4];
u32 address = gSP.DMAOffsets.mtx + RSP_SegmentToPhysical( matrix );
if (address + 64 > RDRAMSize) {
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Attempting to load matrix from invalid address\n");
DebugMsg(DEBUG_NORMAL, "gSPDMAMatrix( 0x%08X, %i, %s );\n",
matrix, index, multiply ? "TRUE" : "FALSE");
return;
}
RSP_LoadMatrix(mtx, address);
gSP.matrix.modelViewi = index;
if (multiply)
MultMatrix(gSP.matrix.modelView[0], mtx, gSP.matrix.modelView[gSP.matrix.modelViewi]);
else
CopyMatrix( gSP.matrix.modelView[gSP.matrix.modelViewi], mtx );
CopyMatrix( gSP.matrix.projection, identityMatrix );
gSP.changed |= CHANGED_MATRIX | CHANGED_LIGHT | CHANGED_LOOKAT;
DebugMsg(DEBUG_NORMAL, "gSPDMAMatrix( 0x%08X, %i, %s );\n",
matrix, index, multiply ? "TRUE" : "FALSE");
DebugMsg(DEBUG_DETAIL, "// %12.6f %12.6f %12.6f %12.6f\n",
mtx[0][0], mtx[0][1], mtx[0][2], mtx[0][3] );
DebugMsg( DEBUG_DETAIL, "// %12.6f %12.6f %12.6f %12.6f\n",
mtx[1][0], mtx[1][1], mtx[1][2], mtx[1][3] );
DebugMsg( DEBUG_DETAIL, "// %12.6f %12.6f %12.6f %12.6f\n",
mtx[2][0], mtx[2][1], mtx[2][2], mtx[2][3] );
DebugMsg( DEBUG_DETAIL, "// %12.6f %12.6f %12.6f %12.6f\n",
mtx[3][0], mtx[3][1], mtx[3][2], mtx[3][3] );
}
void gSPViewport( u32 v )
{
u32 address = RSP_SegmentToPhysical( v );
if ((address + 16) > RDRAMSize) {
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Attempting to load viewport from invalid address\n");
DebugMsg(DEBUG_NORMAL, "gSPViewport( 0x%08X );\n", v);
return;
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}
gSP.viewport.vscale[0] = _FIXED2FLOAT( *(s16*)&RDRAM[address + 2], 2 );
gSP.viewport.vscale[1] = _FIXED2FLOAT( *(s16*)&RDRAM[address ], 2 );
gSP.viewport.vscale[2] = _FIXED2FLOAT( *(s16*)&RDRAM[address + 6], 10 );// * 0.00097847357f;
gSP.viewport.vscale[3] = *(s16*)&RDRAM[address + 4];
gSP.viewport.vtrans[0] = _FIXED2FLOAT( *(s16*)&RDRAM[address + 10], 2 );
gSP.viewport.vtrans[1] = _FIXED2FLOAT( *(s16*)&RDRAM[address + 8], 2 );
gSP.viewport.vtrans[2] = _FIXED2FLOAT( *(s16*)&RDRAM[address + 14], 10 );// * 0.00097847357f;
gSP.viewport.vtrans[3] = *(s16*)&RDRAM[address + 12];
if (gSP.viewport.vscale[1] < 0.0f && !GBI.isNegativeY())
gSP.viewport.vscale[1] = -gSP.viewport.vscale[1];
gSP.viewport.x = gSP.viewport.vtrans[0] - gSP.viewport.vscale[0];
gSP.viewport.y = gSP.viewport.vtrans[1] - gSP.viewport.vscale[1];
gSP.viewport.width = fabs(gSP.viewport.vscale[0]) * 2;
gSP.viewport.height = fabs(gSP.viewport.vscale[1] * 2);
gSP.viewport.nearz = gSP.viewport.vtrans[2] - gSP.viewport.vscale[2];
gSP.viewport.farz = (gSP.viewport.vtrans[2] + gSP.viewport.vscale[2]) ;
gSP.changed |= CHANGED_VIEWPORT;
DebugMsg(DEBUG_NORMAL, "gSPViewport scale(%02f, %02f, %02f), trans(%02f, %02f, %02f)\n",
gSP.viewport.vscale[0], gSP.viewport.vscale[1], gSP.viewport.vscale[2],
gSP.viewport.vtrans[0], gSP.viewport.vtrans[1], gSP.viewport.vtrans[2]);
}
void gSPForceMatrix( u32 mptr )
{
u32 address = RSP_SegmentToPhysical( mptr );
if (address + 64 > RDRAMSize) {
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Attempting to load from invalid address");
DebugMsg(DEBUG_NORMAL, "gSPForceMatrix( 0x%08X );\n", mptr);
return;
}
RSP_LoadMatrix(gSP.matrix.combined, address);
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gSP.changed &= ~CHANGED_MATRIX;
DebugMsg(DEBUG_NORMAL, "gSPForceMatrix( 0x%08X );\n", mptr);
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}
void gSPLight( u32 l, s32 n )
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{
--n;
u32 addrByte = RSP_SegmentToPhysical( l );
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if ((addrByte + sizeof( Light )) > RDRAMSize) {
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Attempting to load light from invalid address\n");
DebugMsg(DEBUG_NORMAL, "gSPLight( 0x%08X, LIGHT_%i );\n", l, n );
return;
}
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Light *light = (Light*)&RDRAM[addrByte];
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if (n < 8) {
gSP.lights.rgb[n][R] = light->r * 0.0039215689f;
gSP.lights.rgb[n][G] = light->g * 0.0039215689f;
gSP.lights.rgb[n][B] = light->b * 0.0039215689f;
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gSP.lights.xyz[n][X] = light->x;
gSP.lights.xyz[n][Y] = light->y;
gSP.lights.xyz[n][Z] = light->z;
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Normalize( gSP.lights.xyz[n] );
u32 addrShort = addrByte >> 1;
gSP.lights.pos_xyzw[n][X] = (float)(((short*)RDRAM)[(addrShort+4)^1]);
gSP.lights.pos_xyzw[n][Y] = (float)(((short*)RDRAM)[(addrShort+5)^1]);
gSP.lights.pos_xyzw[n][Z] = (float)(((short*)RDRAM)[(addrShort+6)^1]);
gSP.lights.ca[n] = (float)(RDRAM[(addrByte + 3) ^ 3]);
gSP.lights.la[n] = (float)(RDRAM[(addrByte + 7) ^ 3]);
gSP.lights.qa[n] = (float)(RDRAM[(addrByte + 14) ^ 3]);
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}
gSP.changed |= CHANGED_LIGHT;
DebugMsg( DEBUG_DETAIL, "// x = %2.6f y = %2.6f z = %2.6f\n",
_FIXED2FLOAT( light->x, 7 ), _FIXED2FLOAT( light->y, 7 ), _FIXED2FLOAT( light->z, 7 ) );
DebugMsg( DEBUG_DETAIL, "// r = %3i g = %3i b = %3i\n",
light->r, light->g, light->b );
DebugMsg(DEBUG_NORMAL, "gSPLight( 0x%08X, LIGHT_%i );\n",
l, n );
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}
void gSPLightCBFD( u32 l, s32 n )
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{
u32 addrByte = RSP_SegmentToPhysical( l );
if ((addrByte + sizeof( Light )) > RDRAMSize) {
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Attempting to load light from invalid address\n");
DebugMsg(DEBUG_NORMAL, "gSPLight( 0x%08X, LIGHT_%i );\n", l, n );
return;
}
Light *light = (Light*)&RDRAM[addrByte];
if (n < 12) {
gSP.lights.rgb[n][R] = _FIXED2FLOATCOLOR(light->r, 8);
gSP.lights.rgb[n][G] = _FIXED2FLOATCOLOR(light->g, 8);
gSP.lights.rgb[n][B] = _FIXED2FLOATCOLOR(light->b, 8);
gSP.lights.xyz[n][X] = light->x;
gSP.lights.xyz[n][Y] = light->y;
gSP.lights.xyz[n][Z] = light->z;
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Normalize( gSP.lights.xyz[n] );
u32 addrShort = addrByte >> 1;
gSP.lights.pos_xyzw[n][X] = (float)(((short*)RDRAM)[(addrShort+16)^1]);
gSP.lights.pos_xyzw[n][Y] = (float)(((short*)RDRAM)[(addrShort+17)^1]);
gSP.lights.pos_xyzw[n][Z] = (float)(((short*)RDRAM)[(addrShort+18)^1]);
gSP.lights.pos_xyzw[n][W] = (float)(((short*)RDRAM)[(addrShort+19)^1]);
gSP.lights.ca[n] = (float)(RDRAM[(addrByte + 12) ^ 3]) / 16.0f;
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}
gSP.changed |= CHANGED_LIGHT;
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DebugMsg(DEBUG_NORMAL, "gSPLight( 0x%08X, LIGHT_%i );\n", l, n);
DebugMsg(DEBUG_DETAIL, "// x = %2.6f y = %2.6f z = %2.6f\n",
_FIXED2FLOAT( light->x, 7 ), _FIXED2FLOAT( light->y, 7 ), _FIXED2FLOAT( light->z, 7 ) );
DebugMsg( DEBUG_DETAIL, "// r = %3i g = %3i b = %3i\n",
light->r, light->g, light->b );
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}
void gSPLightAcclaim(u32 l, s32 n)
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{
u32 addrByte = RSP_SegmentToPhysical(l);
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if (n < 10) {
const u32 addrShort = addrByte >> 1;
gSP.lights.pos_xyzw[n][X] = (f32)(((s16*)RDRAM)[(addrShort + 0) ^ 1]);
gSP.lights.pos_xyzw[n][Y] = (f32)(((s16*)RDRAM)[(addrShort + 1) ^ 1]);
gSP.lights.pos_xyzw[n][Z] = (f32)(((s16*)RDRAM)[(addrShort + 2) ^ 1]);
gSP.lights.ca[n] = (f32)(((s16*)RDRAM)[(addrShort + 5) ^ 1]);
gSP.lights.la[n] = _FIXED2FLOAT((((u16*)RDRAM)[(addrShort + 6) ^ 1]), 16);
gSP.lights.qa[n] = (f32)(((u16*)RDRAM)[(addrShort + 7) ^ 1]);
gSP.lights.rgb[n][R] = _FIXED2FLOATCOLOR((RDRAM[(addrByte + 6) ^ 3]), 8);
gSP.lights.rgb[n][G] = _FIXED2FLOATCOLOR((RDRAM[(addrByte + 7) ^ 3]), 8);
gSP.lights.rgb[n][B] = _FIXED2FLOATCOLOR((RDRAM[(addrByte + 8) ^ 3]), 8);
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}
gSP.changed |= CHANGED_LIGHT;
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DebugMsg(DEBUG_NORMAL, "gSPLightAcclaim( 0x%08X, LIGHT_%i ca=%f la=%f);\n", l, n, gSP.lights.ca[n], gSP.lights.la[n]);
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}
void gSPLookAt( u32 _l, u32 _n )
{
u32 address = RSP_SegmentToPhysical(_l);
if ((address + sizeof(Light)) > RDRAMSize) {
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Attempting to load light from invalid address\n");
DebugMsg(DEBUG_NORMAL, "gSPLookAt( 0x%08X, LOOKAT_%i );\n", _l, _n);
return;
}
assert(_n < 2);
Light *light = (Light*)&RDRAM[address];
gSP.lookat.xyz[_n][X] = light->x;
gSP.lookat.xyz[_n][Y] = light->y;
gSP.lookat.xyz[_n][Z] = light->z;
gSP.lookatEnable = (_n == 0) || (_n == 1 && (light->x != 0 || light->y != 0));
Normalize(gSP.lookat.xyz[_n]);
gSP.changed |= CHANGED_LOOKAT;
DebugMsg(DEBUG_NORMAL, "gSPLookAt( 0x%08X, LOOKAT_%i );\n", _l, _n);
}
static
void gSPUpdateLightVectors()
{
InverseTransformVectorNormalizeN(&gSP.lights.xyz[0], &gSP.lights.i_xyz[0],
gSP.matrix.modelView[gSP.matrix.modelViewi], gSP.numLights);
gSP.changed ^= CHANGED_LIGHT;
gSP.changed |= CHANGED_HW_LIGHT;
}
static
void gSPUpdateLookatVectors()
{
if (gSP.lookatEnable) {
InverseTransformVectorNormalizeN(&gSP.lookat.xyz[0], &gSP.lookat.i_xyz[0],
gSP.matrix.modelView[gSP.matrix.modelViewi], 2);
}
gSP.changed ^= CHANGED_LOOKAT;
}
/*---------------------------------Vertex Load------------------------------------*/
static
void gSPTransformVector_default(float vtx[4], float mtx[4][4])
{
const float x = vtx[0];
const float y = vtx[1];
const float z = vtx[2];
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vtx[0] = x * mtx[0][0] + y * mtx[1][0] + z * mtx[2][0] + mtx[3][0];
vtx[1] = x * mtx[0][1] + y * mtx[1][1] + z * mtx[2][1] + mtx[3][1];
vtx[2] = x * mtx[0][2] + y * mtx[1][2] + z * mtx[2][2] + mtx[3][2];
vtx[3] = x * mtx[0][3] + y * mtx[1][3] + z * mtx[2][3] + mtx[3][3];
}
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static
void gSPInverseTransformVector_default(float vec[3], float mtx[4][4])
{
const float x = vec[0];
const float y = vec[1];
const float z = vec[2];
vec[0] = mtx[0][0] * x + mtx[0][1] * y + mtx[0][2] * z;
vec[1] = mtx[1][0] * x + mtx[1][1] * y + mtx[1][2] * z;
vec[2] = mtx[2][0] * x + mtx[2][1] * y + mtx[2][2] * z;
}
template <u32 VNUM>
void gSPLightVertexStandard(u32 v, SPVertex * spVtx)
{
#ifndef __NEON_OPT
if (!isHWLightingAllowed()) {
for(int j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[v+j];
vtx.r = gSP.lights.rgb[gSP.numLights][R];
vtx.g = gSP.lights.rgb[gSP.numLights][G];
vtx.b = gSP.lights.rgb[gSP.numLights][B];
vtx.HWLight = 0;
for (u32 i = 0; i < gSP.numLights; ++i) {
const f32 intensity = DotProduct( &vtx.nx, gSP.lights.i_xyz[i] );
if (intensity > 0.0f) {
vtx.r += gSP.lights.rgb[i][R] * intensity;
vtx.g += gSP.lights.rgb[i][G] * intensity;
vtx.b += gSP.lights.rgb[i][B] * intensity;
}
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}
vtx.r = min(1.0f, vtx.r);
vtx.g = min(1.0f, vtx.g);
vtx.b = min(1.0f, vtx.b);
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}
} else {
for(int j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[v+j];
TransformVectorNormalize(&vtx.r, gSP.matrix.modelView[gSP.matrix.modelViewi]);
vtx.HWLight = gSP.numLights;
}
}
#else
void gSPLightVertex_NEON(u32 vnum, u32 v, SPVertex * spVtx);
gSPLightVertex_NEON(VNUM, v, spVtx);
#endif
}
template <u32 VNUM>
void gSPLightVertexCBFD(u32 v, SPVertex * spVtx)
{
for (int j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[v + j];
f32 r = gSP.lights.rgb[gSP.numLights][R];
f32 g = gSP.lights.rgb[gSP.numLights][G];
f32 b = gSP.lights.rgb[gSP.numLights][B];
for (u32 l = 0; l < gSP.numLights; ++l) {
const f32 vx = (vtx.x + gSP.vertexCoordMod[8])*gSP.vertexCoordMod[12] - gSP.lights.pos_xyzw[l][X];
const f32 vy = (vtx.y + gSP.vertexCoordMod[9])*gSP.vertexCoordMod[13] - gSP.lights.pos_xyzw[l][Y];
const f32 vz = (vtx.z + gSP.vertexCoordMod[10])*gSP.vertexCoordMod[14] - gSP.lights.pos_xyzw[l][Z];
const f32 vw = (vtx.w + gSP.vertexCoordMod[11])*gSP.vertexCoordMod[15] - gSP.lights.pos_xyzw[l][W];
const f32 len = (vx*vx + vy*vy + vz*vz + vw*vw) / 65536.0f;
f32 intensity = gSP.lights.ca[l] / len;
if (intensity > 1.0f) intensity = 1.0f;
r += gSP.lights.rgb[l][R] * intensity;
g += gSP.lights.rgb[l][G] * intensity;
b += gSP.lights.rgb[l][B] * intensity;
}
r = min(1.0f, r);
g = min(1.0f, g);
b = min(1.0f, b);
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vtx.r *= r;
vtx.g *= g;
vtx.b *= b;
vtx.HWLight = 0;
}
}
template <u32 VNUM>
void gSPLightVertex(u32 _v, SPVertex * _spVtx)
{
if (g_ConkerUcode)
gSPLightVertexCBFD<VNUM>(_v, _spVtx);
else
gSPLightVertexStandard<VNUM>(_v, _spVtx);
}
void gSPLightVertex(SPVertex & _vtx)
{
gSPLightVertex<1>(0, &_vtx);
}
template <u32 VNUM>
void gSPPointLightVertexZeldaMM(u32 v, float _vecPos[VNUM][4], SPVertex * spVtx)
{
f32 intensity = 0.0f;
for (int j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[v + j];
vtx.HWLight = 0;
vtx.r = gSP.lights.rgb[gSP.numLights][R];
vtx.g = gSP.lights.rgb[gSP.numLights][G];
vtx.b = gSP.lights.rgb[gSP.numLights][B];
gSPTransformVector(_vecPos[j], gSP.matrix.modelView[gSP.matrix.modelViewi]);
for (u32 l = 0; l < gSP.numLights; ++l) {
if (gSP.lights.ca[l] != 0.0f) {
// Point lighting
f32 lvec[3] = { gSP.lights.pos_xyzw[l][X], gSP.lights.pos_xyzw[l][Y], gSP.lights.pos_xyzw[l][Z] };
lvec[0] -= _vecPos[j][0];
lvec[1] -= _vecPos[j][1];
lvec[2] -= _vecPos[j][2];
const f32 K = lvec[0] * lvec[0] + lvec[1] * lvec[1] + lvec[2] * lvec[2] * 2.0f;
const f32 KS = sqrtf(K);
gSPInverseTransformVector(lvec, gSP.matrix.modelView[gSP.matrix.modelViewi]);
for (u32 i = 0; i < 3; ++i) {
lvec[i] = (4.0f * lvec[i] / KS);
if (lvec[i] < -1.0f)
lvec[i] = -1.0f;
if (lvec[i] > 1.0f)
lvec[i] = 1.0f;
}
f32 V = lvec[0] * vtx.nx + lvec[1] * vtx.ny + lvec[2] * vtx.nz;
if (V < -1.0f)
V = -1.0f;
if (V > 1.0f)
V = 1.0f;
const f32 KSF = floorf(KS);
const f32 D = (KSF * gSP.lights.la[l] * 2.0f + KSF * KSF * gSP.lights.qa[l] / 8.0f) / 65536.0f + 1.0f;
intensity = V / D;
} else {
// Standard lighting
intensity = DotProduct(&vtx.nx, gSP.lights.i_xyz[l]);
}
if (intensity > 0.0f) {
vtx.r += gSP.lights.rgb[l][R] * intensity;
vtx.g += gSP.lights.rgb[l][G] * intensity;
vtx.b += gSP.lights.rgb[l][B] * intensity;
}
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}
if (vtx.r > 1.0f) vtx.r = 1.0f;
if (vtx.g > 1.0f) vtx.g = 1.0f;
if (vtx.b > 1.0f) vtx.b = 1.0f;
}
}
template <u32 VNUM>
void gSPPointLightVertexCBFD(u32 v, SPVertex * spVtx)
{
f32 intensity = 0.0f;
for (int j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[v + j];
f32 r = gSP.lights.rgb[gSP.numLights][R];
f32 g = gSP.lights.rgb[gSP.numLights][G];
f32 b = gSP.lights.rgb[gSP.numLights][B];
for (u32 l = 0; l < gSP.numLights - 1; ++l) {
intensity = DotProduct(&vtx.nx, gSP.lights.xyz[l]);
if ((gSP.lights.rgb[l][R] == 0.0f && gSP.lights.rgb[l][G] == 0.0f && gSP.lights.rgb[l][B] == 0.0f) || intensity < 0.0f)
continue;
if (gSP.lights.ca[l] > 0.0f) {
const f32 vx = (vtx.x + gSP.vertexCoordMod[8])*gSP.vertexCoordMod[12] - gSP.lights.pos_xyzw[l][X];
const f32 vy = (vtx.y + gSP.vertexCoordMod[9])*gSP.vertexCoordMod[13] - gSP.lights.pos_xyzw[l][Y];
const f32 vz = (vtx.z + gSP.vertexCoordMod[10])*gSP.vertexCoordMod[14] - gSP.lights.pos_xyzw[l][Z];
const f32 vw = (vtx.w + gSP.vertexCoordMod[11])*gSP.vertexCoordMod[15] - gSP.lights.pos_xyzw[l][W];
const f32 len = (vx*vx + vy*vy + vz*vz + vw*vw) / 65536.0f;
float p_i = gSP.lights.ca[l] / len;
if (p_i > 1.0f) p_i = 1.0f;
intensity *= p_i;
}
r += gSP.lights.rgb[l][R] * intensity;
g += gSP.lights.rgb[l][G] * intensity;
b += gSP.lights.rgb[l][B] * intensity;
}
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intensity = DotProduct(&vtx.nx, gSP.lights.i_xyz[gSP.numLights - 1]);
if ((gSP.lights.i_xyz[gSP.numLights - 1][R] != 0.0 || gSP.lights.i_xyz[gSP.numLights - 1][G] != 0.0 || gSP.lights.i_xyz[gSP.numLights - 1][B] != 0.0) && intensity > 0) {
r += gSP.lights.rgb[gSP.numLights - 1][R] * intensity;
g += gSP.lights.rgb[gSP.numLights - 1][G] * intensity;
b += gSP.lights.rgb[gSP.numLights - 1][B] * intensity;
}
r = min(1.0f, r);
g = min(1.0f, g);
b = min(1.0f, b);
vtx.r *= r;
vtx.g *= g;
vtx.b *= b;
vtx.HWLight = 0;
}
}
template <u32 VNUM>
void gSPPointLightVertex(u32 _v, float _vecPos[VNUM][4], SPVertex * _spVtx)
{
if (g_ConkerUcode)
gSPPointLightVertexCBFD<VNUM>(_v, _spVtx);
else
gSPPointLightVertexZeldaMM<VNUM>(_v, _vecPos, _spVtx);
}
template <u32 VNUM>
void gSPPointLightVertexAcclaim(u32 v, SPVertex * spVtx)
{
for (int j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[v + j];
vtx.HWLight = 0;
for (u32 l = 2; l < 10; ++l) {
if (gSP.lights.ca[l] < 0)
continue;
const f32 dX = fabsf(gSP.lights.pos_xyzw[l][X] - vtx.x);
const f32 dY = fabsf(gSP.lights.pos_xyzw[l][Y] - vtx.y);
const f32 dZ = fabsf(gSP.lights.pos_xyzw[l][Z] - vtx.z);
const f32 distance = dX + dY + dZ - gSP.lights.ca[l];
if (distance >= 0.0f)
continue;
const f32 light_intensity = -distance * gSP.lights.la[l];
vtx.r += gSP.lights.rgb[l][R] * light_intensity;
vtx.g += gSP.lights.rgb[l][G] * light_intensity;
vtx.b += gSP.lights.rgb[l][B] * light_intensity;
}
if (vtx.r > 1.0f) vtx.r = 1.0f;
if (vtx.g > 1.0f) vtx.g = 1.0f;
if (vtx.b > 1.0f) vtx.b = 1.0f;
}
}
template <u32 VNUM>
void gSPBillboardVertex(u32 v, SPVertex * spVtx)
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{
#ifndef __NEON_OPT
SPVertex & vtx0 = spVtx[0];
for (u32 j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[v + j];
vtx.x += vtx0.x;
vtx.y += vtx0.y;
vtx.z += vtx0.z;
vtx.w += vtx0.w;
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}
#else
if (VNUM == 1) {
SPVertex & vtx0 = spVtx[0];
SPVertex & vtx = spVtx[v];
vtx.x += vtx0.x;
vtx.y += vtx0.y;
vtx.z += vtx0.z;
vtx.w += vtx0.w;
} else {
void gSPBillboardVertex4NEON(u32 v);
gSPBillboardVertex4NEON(v);
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}
#endif //__NEON_OPT
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}
template <u32 VNUM>
void gSPClipVertex(u32 v, SPVertex * spVtx)
{
for (u32 j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[v+j];
vtx.clip = 0;
if (vtx.x > +vtx.w) vtx.clip |= CLIP_POSX;
if (vtx.x < -vtx.w) vtx.clip |= CLIP_NEGX;
if (vtx.y > +vtx.w) vtx.clip |= CLIP_POSY;
if (vtx.y < -vtx.w) vtx.clip |= CLIP_NEGY;
if (vtx.w < 0.01f) vtx.clip |= CLIP_W;
}
}
template <u32 VNUM>
void gSPTransformVertex(u32 v, SPVertex * spVtx, float mtx[4][4])
{
#ifndef __NEON_OPT
float x, y, z;
for (int i = 0; i < VNUM; ++i) {
SPVertex & vtx = spVtx[v+i];
x = vtx.x;
y = vtx.y;
z = vtx.z;
vtx.x = x * mtx[0][0] + y * mtx[1][0] + z * mtx[2][0] + mtx[3][0];
vtx.y = x * mtx[0][1] + y * mtx[1][1] + z * mtx[2][1] + mtx[3][1];
vtx.z = x * mtx[0][2] + y * mtx[1][2] + z * mtx[2][2] + mtx[3][2];
vtx.w = x * mtx[0][3] + y * mtx[1][3] + z * mtx[2][3] + mtx[3][3];
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}
#else
void gSPTransformVector_NEON(float vtx[4], float mtx[4][4]);
void gSPTransformVertex4NEON(u32 v, float mtx[4][4]);
if (VNUM == 1)
gSPTransformVector_NEON(&spVtx[v].x, mtx);
else
gSPTransformVertex4NEON(v, mtx);
#endif //__NEON_OPT
}
template <u32 VNUM>
void gSPProcessVertex(u32 v, SPVertex * spVtx)
{
if (gSP.changed & CHANGED_MATRIX)
_gSPCombineMatrices();
float vPos[VNUM][4];
for(u32 i = 0; i < VNUM; ++i) {
SPVertex & vtx = spVtx[v+i];
vPos[i][0] = vtx.x;
vPos[i][1] = vtx.y;
vPos[i][2] = vtx.z;
vPos[i][3] = 0.0f;
vtx.modify = 0;
}
gSPTransformVertex<VNUM>(v, spVtx, gSP.matrix.combined );
if (dwnd().isAdjustScreen() && (gDP.colorImage.width > VI.width * 98 / 100)) {
const f32 adjustScale = dwnd().getAdjustScale();
for(int i = 0; i < VNUM; ++i) {
SPVertex & vtx = spVtx[v+i];
vtx.x *= adjustScale;
if (gSP.matrix.projection[3][2] == -1.f)
vtx.w *= adjustScale;
}
}
if (gSP.viewport.vscale[0] < 0) {
for(int i = 0; i < VNUM; ++i) {
SPVertex & vtx = spVtx[v+i];
vtx.x = -vtx.x;
}
}
if (gSP.viewport.vscale[1] < 0) {
for(int i = 0; i < VNUM; ++i) {
SPVertex & vtx = spVtx[v+i];
vtx.y = -vtx.y;
}
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}
if (gSP.matrix.billboard)
gSPBillboardVertex<VNUM>(v, spVtx);
gSPClipVertex<VNUM>(v, spVtx);
if (gSP.geometryMode & G_LIGHTING) {
if (gSP.geometryMode & G_POINT_LIGHTING)
gSPPointLightVertex<VNUM>(v, vPos, spVtx);
else
gSPLightVertex<VNUM>(v, spVtx);
if (gSP.geometryMode & G_ACCLAIM_LIGHTING)
gSPPointLightVertexAcclaim<VNUM>(v, spVtx);
if ((gSP.geometryMode & G_TEXTURE_GEN) != 0) {
if (GBI.getMicrocodeType() != F3DFLX2) {
for(int i = 0; i < VNUM; ++i) {
SPVertex & vtx = spVtx[v+i];
f32 fLightDir[3] = {vtx.nx, vtx.ny, vtx.nz};
f32 x, y;
if (gSP.lookatEnable) {
x = DotProduct(gSP.lookat.i_xyz[0], fLightDir);
y = DotProduct(gSP.lookat.i_xyz[1], fLightDir);
} else {
fLightDir[0] *= 128.0f;
fLightDir[1] *= 128.0f;
fLightDir[2] *= 128.0f;
TransformVectorNormalize(fLightDir, gSP.matrix.modelView[gSP.matrix.modelViewi]);
x = fLightDir[0];
y = fLightDir[1];
}
if (gSP.geometryMode & G_TEXTURE_GEN_LINEAR) {
vtx.s = acosf(-x) * 325.94931f;
vtx.t = acosf(-y) * 325.94931f;
} else { // G_TEXTURE_GEN
vtx.s = (x + 1.0f) * 512.0f;
vtx.t = (y + 1.0f) * 512.0f;
}
}
} else {
for(int i = 0; i < VNUM; ++i) {
SPVertex & vtx = spVtx[v+i];
const f32 intensity = DotProduct(gSP.lookat.i_xyz[0], &vtx.nx) * 128.0f;
const s16 index = static_cast<s16>(intensity);
vtx.a = _FIXED2FLOATCOLOR(RDRAM[(gSP.DMAIO_address + 128 + index) ^ 3], 8);
}
}
}
} else if (gSP.geometryMode & G_ACCLAIM_LIGHTING) {
gSPPointLightVertexAcclaim<VNUM>(v, spVtx);
} else {
for(u32 i = 0; i < VNUM; ++i)
spVtx[v].HWLight = 0;
}
for(u32 i = 0; i < VNUM; ++i) {
SPVertex & vtx = spVtx[v+i];
DebugMsg(DEBUG_DETAIL, "v%d - x: %f, y: %f, z: %f, w: %f, s: %f, t: %f, r=%02f, g=%02f, b=%02f, a=%02f\n",
i, vtx.x, vtx.y, vtx.z, vtx.w, vtx.s, vtx.t, vtx.r, vtx.g, vtx.b, vtx.a);
}
}
template <u32 VNUM>
u32 gSPLoadVertexData(const Vertex *orgVtx, SPVertex * spVtx, u32 v0, u32 vi, u32 n)
{
const u32 end = n - (n%VNUM) + v0;
for (; vi < end; vi += VNUM) {
for(u32 j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[vi+j];
vtx.x = orgVtx->x;
vtx.y = orgVtx->y;
vtx.z = orgVtx->z;
//vtx.flag = vertex->flag;
vtx.s = _FIXED2FLOAT( orgVtx->s, 5 );
vtx.t = _FIXED2FLOAT( orgVtx->t, 5 );
if (gSP.geometryMode & G_LIGHTING) {
vtx.nx = _FIXED2FLOATCOLOR(orgVtx->normal.x, 7);
vtx.ny = _FIXED2FLOATCOLOR(orgVtx->normal.y, 7);
vtx.nz = _FIXED2FLOATCOLOR(orgVtx->normal.z, 7);
if (isHWLightingAllowed()) {
vtx.r = orgVtx->normal.x;
vtx.g = orgVtx->normal.y;
vtx.b = orgVtx->normal.z;
}
} else {
vtx.r = _FIXED2FLOATCOLOR(orgVtx->color.r, 8);
vtx.g = _FIXED2FLOATCOLOR(orgVtx->color.g, 8);
vtx.b = _FIXED2FLOATCOLOR(orgVtx->color.b, 8);
}
vtx.a = _FIXED2FLOATCOLOR(orgVtx->color.a, 8);
++orgVtx;
}
gSPProcessVertex<VNUM>(vi, spVtx);
}
return vi;
}
void gSPVertex(u32 a, u32 n, u32 v0)
{
DebugMsg(DEBUG_NORMAL, "gSPVertex n = %i, v0 = %i, from %08x\n", n, v0, a);
if ((n + v0) > INDEXMAP_SIZE) {
LOG(LOG_ERROR, "Using Vertex outside buffer v0=%i, n=%i\n", v0, n);
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "//Using Vertex outside buffer v0 = %i, n = %i\n", v0, n);
return;
}
const u32 address = RSP_SegmentToPhysical(a);
if ((address + sizeof(Vertex)* n) > RDRAMSize) {
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "gSPVertex Using Vertex outside RDRAM n = %i, v0 = %i, from %08x\n", n, v0, a);
return;
}
if ((gSP.geometryMode & G_LIGHTING) != 0) {
if ((gSP.changed & CHANGED_LIGHT) != 0)
gSPUpdateLightVectors();
if (((gSP.geometryMode & G_TEXTURE_GEN) != 0) && ((gSP.changed & CHANGED_LOOKAT) != 0))
gSPUpdateLookatVectors();
}
const Vertex *vertex = (Vertex*)&RDRAM[address];
SPVertex * spVtx = dwnd().getDrawer().getVertexPtr(0);
u32 i = gSPLoadVertexData<VEC_OPT>(vertex, spVtx, v0, v0, n);
if (i < n + v0)
gSPLoadVertexData<1>(vertex + (i - v0), spVtx, v0, i, n);
}
template <u32 VNUM>
u32 gSPLoadCIVertexData(const PDVertex *orgVtx, SPVertex * spVtx, u32 v0, u32 vi, u32 n)
{
const u32 end = n - (n%VNUM) + v0;
for (; vi < end; vi += VNUM) {
for(u32 j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[vi+j];
vtx.x = orgVtx->x;
vtx.y = orgVtx->y;
vtx.z = orgVtx->z;
vtx.s = _FIXED2FLOAT( orgVtx->s, 5 );
vtx.t = _FIXED2FLOAT( orgVtx->t, 5 );
u8 *color = &RDRAM[gSP.vertexColorBase + (orgVtx->ci & 0xff)];
if (gSP.geometryMode & G_LIGHTING) {
vtx.nx = _FIXED2FLOATCOLOR((s8)color[3], 7);
vtx.ny = _FIXED2FLOATCOLOR((s8)color[2], 7);
vtx.nz = _FIXED2FLOATCOLOR((s8)color[1], 7);
if (isHWLightingAllowed()) {
vtx.r = (s8)color[3];
vtx.g = (s8)color[2];
vtx.b = (s8)color[1];
}
} else {
vtx.r = _FIXED2FLOATCOLOR(color[3], 8);
vtx.g = _FIXED2FLOATCOLOR(color[2], 8);
vtx.b = _FIXED2FLOATCOLOR(color[1], 8);
}
vtx.a = _FIXED2FLOATCOLOR(color[0], 8);
++orgVtx;
}
gSPProcessVertex<VNUM>(vi, spVtx);
}
return vi;
}
void gSPCIVertex( u32 a, u32 n, u32 v0 )
{
DebugMsg(DEBUG_NORMAL, "gSPCIVertex n = %i, v0 = %i, from %08x\n", n, v0, a);
if ((n + v0) > INDEXMAP_SIZE) {
LOG(LOG_ERROR, "Using Vertex outside buffer v0=%i, n=%i\n", v0, n);
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "//Using Vertex outside buffer v0 = %i, n = %i\n", v0, n);
return;
}
const u32 address = RSP_SegmentToPhysical( a );
if ((address + sizeof( PDVertex ) * n) > RDRAMSize)
return;
if ((gSP.geometryMode & G_LIGHTING) != 0) {
if ((gSP.changed & CHANGED_LIGHT) != 0)
gSPUpdateLightVectors();
if (((gSP.geometryMode & G_TEXTURE_GEN) != 0) && ((gSP.changed & CHANGED_LOOKAT) != 0))
gSPUpdateLookatVectors();
}
const PDVertex *vertex = (PDVertex*)&RDRAM[address];
SPVertex * spVtx = dwnd().getDrawer().getVertexPtr(0);
u32 i = gSPLoadCIVertexData<VEC_OPT>(vertex, spVtx, v0, v0, n);
if (i < n + v0)
gSPLoadCIVertexData<1>(vertex + (i - v0), spVtx, v0, i, n);
}
template <u32 VNUM>
u32 gSPLoadDMAVertexData(u32 address, SPVertex * spVtx, u32 v0, u32 vi, u32 n)
{
const u32 end = n - (n%VNUM) + v0;
for (; vi < end; vi += VNUM) {
for(u32 j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[vi+j];
vtx.x = *(s16*)&RDRAM[address ^ 2];
vtx.y = *(s16*)&RDRAM[(address + 2) ^ 2];
vtx.z = *(s16*)&RDRAM[(address + 4) ^ 2];
vtx.r = _FIXED2FLOATCOLOR((*(u8*)&RDRAM[(address + 6) ^ 3]), 8);
vtx.g = _FIXED2FLOATCOLOR((*(u8*)&RDRAM[(address + 7) ^ 3]), 8);
vtx.b = _FIXED2FLOATCOLOR((*(u8*)&RDRAM[(address + 8) ^ 3]), 8);
vtx.a = _FIXED2FLOATCOLOR((*(u8*)&RDRAM[(address + 9) ^ 3]), 8);
address += 10;
}
gSPProcessVertex<VNUM>(vi, spVtx);
}
return vi;
}
void gSPDMAVertex( u32 a, u32 n, u32 v0 )
{
DebugMsg(DEBUG_NORMAL, "gSPDMAVertex n = %i, v0 = %i, from %08x\n", n, v0, a);
if ((n + v0) > INDEXMAP_SIZE) {
LOG(LOG_ERROR, "Using Vertex outside buffer v0=%i, n=%i\n", v0, n);
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DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "//Using Vertex outside buffer v0 = %i, n = %i\n", v0, n);
return;
}
const u32 address = gSP.DMAOffsets.vtx + RSP_SegmentToPhysical(a);
if ((address + 10 * n) > RDRAMSize)
return;
SPVertex * spVtx = dwnd().getDrawer().getVertexPtr(0);
u32 i = gSPLoadDMAVertexData<VEC_OPT>(address, spVtx, v0, v0, n);
if (i < n + v0)
gSPLoadDMAVertexData<1>(address + (i - v0) * 10, spVtx, v0, i, n);
}
template <u32 VNUM>
u32 gSPLoadCBFDVertexData(const Vertex *orgVtx, SPVertex * spVtx, u32 v0, u32 vi, u32 n)
{
const u32 end = n - (n%VNUM) + v0;
for (; vi < end; vi += VNUM) {
for(u32 j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[vi+j];
vtx.x = orgVtx->x;
vtx.y = orgVtx->y;
vtx.z = orgVtx->z;
vtx.s = _FIXED2FLOAT( orgVtx->s, 5 );
vtx.t = _FIXED2FLOAT( orgVtx->t, 5 );
if (gSP.geometryMode & G_LIGHTING) {
const u32 normaleAddrOffset = ((vi+j)<<1);
vtx.nx = _FIXED2FLOATCOLOR(((s8*)RDRAM)[(gSP.vertexNormalBase + normaleAddrOffset + 0) ^ 3], 7);
vtx.ny = _FIXED2FLOATCOLOR(((s8*)RDRAM)[(gSP.vertexNormalBase + normaleAddrOffset + 1) ^ 3], 7);
vtx.nz = _FIXED2FLOATCOLOR((s8)(orgVtx->flag & 0xFF), 7);
}
vtx.r = _FIXED2FLOATCOLOR(orgVtx->color.r, 8);
vtx.g = _FIXED2FLOATCOLOR(orgVtx->color.g, 8);
vtx.b = _FIXED2FLOATCOLOR(orgVtx->color.b, 8);
vtx.a = _FIXED2FLOATCOLOR(orgVtx->color.a, 8);
++orgVtx;
}
gSPProcessVertex<VNUM>(vi, spVtx);
}
return vi;
}
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void gSPCBFDVertex( u32 a, u32 n, u32 v0 )
{
DebugMsg(DEBUG_NORMAL, "gSPCBFDVertex n = %i, v0 = %i, from %08x\n", n, v0, a);
if ((n + v0) > INDEXMAP_SIZE) {
LOG(LOG_ERROR, "Using Vertex outside buffer v0=%i, n=%i\n", v0, n);
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "//Using Vertex outside buffer v0 = %i, n = %i\n", v0, n);
return;
}
const u32 address = RSP_SegmentToPhysical(a);
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if ((address + sizeof( Vertex ) * n) > RDRAMSize)
return;
if ((gSP.geometryMode & G_LIGHTING) != 0) {
if ((gSP.changed & CHANGED_LIGHT) != 0)
gSPUpdateLightVectors();
if (((gSP.geometryMode & G_TEXTURE_GEN) != 0) && ((gSP.changed & CHANGED_LOOKAT) != 0))
gSPUpdateLookatVectors();
}
const Vertex *vertex = (Vertex*)&RDRAM[address];
SPVertex * spVtx = dwnd().getDrawer().getVertexPtr(0);
u32 i = gSPLoadCBFDVertexData<VEC_OPT>(vertex, spVtx, v0, v0, n);
if (i < n + v0)
gSPLoadCBFDVertexData<1>(vertex + (i - v0), spVtx, v0, i, n);
}
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static
void calcF3DAMTexCoords(const Vertex * _vertex, SPVertex & _vtx)
{
const u32 s0 = (u32)_vertex->s;
const u32 t0 = (u32)_vertex->t;
const u32 acum_0 = ((_SHIFTR(gSP.textureCoordScaleOrg, 0, 16) * t0) << 1) + 0x8000;
const u32 acum_1 = ((_SHIFTR(gSP.textureCoordScale[1], 0, 16) * t0) << 1) + 0x8000;
const u32 sres = ((_SHIFTR(gSP.textureCoordScaleOrg, 16, 16) * s0) << 1) + acum_0;
const u32 tres = ((_SHIFTR(gSP.textureCoordScale[1], 16, 16) * s0) << 1) + acum_1;
const s16 s = _SHIFTR(sres, 16, 16) + _SHIFTR(gSP.textureCoordScale[0], 16, 16);
const s16 t = _SHIFTR(tres, 16, 16) + _SHIFTR(gSP.textureCoordScale[0], 0, 16);
_vtx.s = _FIXED2FLOAT( s, 5 );
_vtx.t = _FIXED2FLOAT( t, 5 );
}
template <u32 VNUM>
u32 gSPLoadF3DAMVertexData(const Vertex *orgVtx, SPVertex * spVtx, u32 v0, u32 vi, u32 n)
{
const u32 end = n - (n%VNUM) + v0;
for (; vi < end; vi += VNUM) {
for(u32 j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[vi+j];
vtx.x = orgVtx->x;
vtx.y = orgVtx->y;
vtx.z = orgVtx->z;
//vtx.flag = orgVtx->flag;
calcF3DAMTexCoords(orgVtx, vtx);
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if (gSP.geometryMode & G_LIGHTING) {
vtx.nx = _FIXED2FLOATCOLOR( orgVtx->normal.x, 7 );
vtx.ny = _FIXED2FLOATCOLOR( orgVtx->normal.y, 7 );
vtx.nz = _FIXED2FLOATCOLOR( orgVtx->normal.z, 7 );
vtx.a = orgVtx->color.a * 0.0039215689f;
} else {
vtx.r = orgVtx->color.r * 0.0039215689f;
vtx.g = orgVtx->color.g * 0.0039215689f;
vtx.b = orgVtx->color.b * 0.0039215689f;
vtx.a = orgVtx->color.a * 0.0039215689f;
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}
++orgVtx;
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}
gSPProcessVertex<VNUM>(vi, spVtx);
}
return vi;
}
void gSPF3DAMVertex(u32 a, u32 n, u32 v0)
{
DebugMsg(DEBUG_NORMAL, "gSPF3DAMVertex n = %i, v0 = %i, from %08x\n", n, v0, a);
if ((n + v0) > INDEXMAP_SIZE) {
LOG(LOG_ERROR, "Using Vertex outside buffer v0=%i, n=%i\n", v0, n);
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "//Using Vertex outside buffer v0 = %i, n = %i\n", v0, n);
return;
}
const u32 address = RSP_SegmentToPhysical(a);
if ((address + sizeof(Vertex)* n) > RDRAMSize) {
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "gSPF3DAMVertex Using Vertex outside RDRAM n = %i, v0 = %i, from %08x\n", n, v0, a);
return;
}
if ((gSP.geometryMode & G_LIGHTING) != 0) {
if ((gSP.changed & CHANGED_LIGHT) != 0)
gSPUpdateLightVectors();
if (((gSP.geometryMode & G_TEXTURE_GEN) != 0) && ((gSP.changed & CHANGED_LOOKAT) != 0))
gSPUpdateLookatVectors();
}
const Vertex *vertex = (Vertex*)&RDRAM[address];
SPVertex * spVtx = dwnd().getDrawer().getVertexPtr(0);
u32 i = gSPLoadF3DAMVertexData<VEC_OPT>(vertex, spVtx, v0, v0, n);
if (i < n + v0)
gSPLoadF3DAMVertexData<1>(vertex + (i - v0), spVtx, v0, i, n);
}
template <u32 VNUM>
u32 gSPLoadSWVertexData(const SWVertex *orgVtx, SPVertex * spVtx, u32 v0, u32 vi, u32 n)
{
const u32 end = n - (n%VNUM) + v0;
for (; vi < end; vi += VNUM) {
for(u32 j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[vi+j];
vtx.x = orgVtx->x;
vtx.y = orgVtx->y;
vtx.z = orgVtx->z;
++orgVtx;
}
gSPProcessVertex<VNUM>(vi, spVtx);
for (u32 j = 0; j < VNUM; ++j) {
SPVertex & vtx = spVtx[vi+j];
vtx.y = -vtx.y;
}
}
return vi;
}
void gSPSWVertex(const SWVertex * vertex, u32 n, u32 v0)
{
DebugMsg(DEBUG_NORMAL, "gSPSWVertex n = %i, v0 = %i\n", n, v0);
if ((n + v0) > INDEXMAP_SIZE) {
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LOG(LOG_ERROR, "Using Vertex outside buffer v0=%i, n=%i\n", v0, n);
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DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "//Using Vertex outside buffer v0 = %i, n = %i\n", v0, n);
return;
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}
SPVertex * spVtx = dwnd().getDrawer().getVertexPtr(0);
u32 i = gSPLoadSWVertexData<VEC_OPT>(vertex, spVtx, v0, v0, n);
if (i < n + v0)
gSPLoadSWVertexData<1>(vertex + (i - v0), spVtx, v0, i, n);
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}
void gSPT3DUXVertex(u32 a, u32 n, u32 ci)
{
const u32 address = RSP_SegmentToPhysical(a);
const u32 colors = RSP_SegmentToPhysical(ci);
struct T3DUXVertex {
s16 y;
s16 x;
u16 flag;
s16 z;
} *vertex = (T3DUXVertex*)&RDRAM[address];
struct T3DUXColor
{
u8 a;
u8 b;
u8 g;
u8 r;
} *color = (T3DUXColor*)&RDRAM[colors];
if ((address + sizeof(T3DUXVertex)* n) > RDRAMSize)
return;
SPVertex * spVtx = dwnd().getDrawer().getVertexPtr(0);
u32 i = 0;
#ifdef __VEC4_OPT
for (; i < n - (n % 4); i += 4) {
u32 v = i;
for (int j = 0; j < 4; ++j) {
SPVertex & vtx = spVtx[v+j];
vtx.x = vertex->x;
vtx.y = vertex->y;
vtx.z = vertex->z;
vtx.s = 0;
vtx.t = 0;
vtx.r = _FIXED2FLOATCOLOR(color->r, 8);
vtx.g = _FIXED2FLOATCOLOR(color->g, 8);
vtx.b = _FIXED2FLOATCOLOR(color->b, 8);
vtx.a = _FIXED2FLOATCOLOR(color->a, 8);
vertex++;
color++;
}
gSPProcessVertex<4>(v, spVtx);
}
#endif
for (; i < n; ++i) {
SPVertex & vtx = spVtx[i];
vtx.x = vertex->x;
vtx.y = vertex->y;
vtx.z = vertex->z;
vtx.s = 0;
vtx.t = 0;
vtx.r = _FIXED2FLOATCOLOR(color->r, 8);
vtx.g = _FIXED2FLOATCOLOR(color->g, 8);
vtx.b = _FIXED2FLOATCOLOR(color->b, 8);
vtx.a = _FIXED2FLOATCOLOR(color->a, 8);
gSPProcessVertex<1>(i, spVtx);
vertex++;
color++;
}
}
void gSPDisplayList( u32 dl )
{
u32 address = RSP_SegmentToPhysical( dl );
if ((address + 8) > RDRAMSize) {
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DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Attempting to load display list from invalid address\n");
DebugMsg(DEBUG_NORMAL, "gSPDisplayList( 0x%08X );\n", dl );
return;
}
if (RSP.PCi < (GBI.PCStackSize - 1)) {
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DebugMsg(DEBUG_NORMAL, "gSPDisplayList( 0x%08X ) push\n", dl);
RSP.PCi++;
RSP.PC[RSP.PCi] = address;
RSP.nextCmd = _SHIFTR( *(u32*)&RDRAM[address], 24, 8 );
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} else {
assert(false);
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DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// PC stack overflow\n");
DebugMsg(DEBUG_NORMAL, "gSPDisplayList( 0x%08X );\n", dl );
}
}
void gSPBranchList( u32 dl )
{
u32 address = RSP_SegmentToPhysical( dl );
if ((address + 8) > RDRAMSize) {
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DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Attempting to branch to display list at invalid address\n");
DebugMsg(DEBUG_NORMAL, "gSPBranchList( 0x%08X );\n", dl );
return;
}
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DebugMsg(DEBUG_NORMAL, "gSPBranchList( 0x%08X ) nopush\n", dl );
if (address == (RSP.PC[RSP.PCi] - 8)) {
RSP.infloop = true;
RSP.PC[RSP.PCi] -= 8;
RSP.halt = true;
return;
}
RSP.PC[RSP.PCi] = address;
RSP.nextCmd = _SHIFTR( *(u32*)&RDRAM[address], 24, 8 );
}
void gSPBranchLessZ(u32 branchdl, u32 vtx, u32 zval)
{
const u32 address = RSP_SegmentToPhysical( branchdl );
if ((address + 8) > RDRAMSize) {
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DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Specified display list at invalid address\n");
DebugMsg(DEBUG_NORMAL, "gSPBranchLessZ( 0x%08X, %i, %i );\n", branchdl, vtx, zval );
return;
}
SPVertex & v = dwnd().getDrawer().getVertex(vtx);
const u32 zTest = u32((v.z / v.w) * 1023.0f);
if (zTest > 0x03FF || zTest <= zval)
RSP.PC[RSP.PCi] = address;
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DebugMsg(DEBUG_NORMAL, "gSPBranchLessZ( 0x%08X, %i, %i );\n", branchdl, vtx, zval );
}
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void gSPBranchLessW( u32 branchdl, u32 vtx, u32 wval )
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{
const u32 address = RSP_SegmentToPhysical( branchdl );
if ((address + 8) > RDRAMSize) {
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DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Specified display list at invalid address\n");
DebugMsg(DEBUG_NORMAL, "gSPBranchLessW( 0x%08X, %i, %i );\n", branchdl, vtx, wval);
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return;
}
SPVertex & v = dwnd().getDrawer().getVertex(vtx);
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if (v.w < (float)wval)
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RSP.PC[RSP.PCi] = address;
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DebugMsg(DEBUG_NORMAL, "gSPBranchLessZ( 0x%08X, %i, %i );\n", branchdl, vtx, wval);
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}
void gSPDlistCount(u32 count, u32 v)
{
u32 address = RSP_SegmentToPhysical( v );
if (address == 0 || (address + 8) > RDRAMSize) {
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DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Attempting to branch to display list at invalid address\n");
DebugMsg(DEBUG_NORMAL, "gSPDlistCnt(%d, 0x%08X );\n", count, v);
return;
}
if (RSP.PCi >= 9) {
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DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// ** DL stack overflow **\n");
DebugMsg(DEBUG_NORMAL, "gSPDlistCnt(%d, 0x%08X );\n", count, v);
return;
}
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DebugMsg(DEBUG_NORMAL, "gSPDlistCnt(%d, 0x%08X );\n", count, v);
++RSP.PCi; // go to the next PC in the stack
RSP.PC[RSP.PCi] = address; // jump to the address
RSP.nextCmd = _SHIFTR( *(u32*)&RDRAM[address], 24, 8 );
RSP.count = count + 1;
}
void gSPSetDMAOffsets( u32 mtxoffset, u32 vtxoffset )
{
gSP.DMAOffsets.mtx = mtxoffset;
gSP.DMAOffsets.vtx = vtxoffset;
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DebugMsg(DEBUG_NORMAL, "gSPSetDMAOffsets( 0x%08X, 0x%08X );\n", mtxoffset, vtxoffset );
}
void gSPSetDMATexOffset(u32 _addr)
{
gSP.DMAOffsets.tex_offset = RSP_SegmentToPhysical(_addr);
gSP.DMAOffsets.tex_shift = 0;
gSP.DMAOffsets.tex_count = 0;
}
void gSPSetVertexColorBase( u32 base )
{
gSP.vertexColorBase = RSP_SegmentToPhysical( base );
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DebugMsg(DEBUG_NORMAL, "gSPSetVertexColorBase( 0x%08X );\n", base );
}
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void gSPSetVertexNormaleBase( u32 base )
{
gSP.vertexNormalBase = RSP_SegmentToPhysical( base );
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DebugMsg(DEBUG_NORMAL, "gSPSetVertexNormaleBase( 0x%08X );\n", base );
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}
void gSPDMATriangles( u32 tris, u32 n ){
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const u32 address = RSP_SegmentToPhysical( tris );
if (address + sizeof( DKRTriangle ) * n > RDRAMSize) {
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DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Attempting to load triangles from invalid address\n");
DebugMsg(DEBUG_NORMAL, "gSPDMATriangles( 0x%08X, %i );\n");
return;
}
GraphicsDrawer & drawer = dwnd().getDrawer();
drawer.setDMAVerticesSize(n * 3);
DKRTriangle *triangles = (DKRTriangle*)&RDRAM[address];
SPVertex * pVtx = drawer.getDMAVerticesData();
for (u32 i = 0; i < n; ++i) {
int mode = 0;
if (!(triangles->flag & 0x40)) {
if (gSP.viewport.vscale[0] > 0)
mode |= G_CULL_BACK;
else
mode |= G_CULL_FRONT;
}
if ((gSP.geometryMode&G_CULL_BOTH) != mode) {
drawer.drawDMATriangles(pVtx - drawer.getDMAVerticesData());
pVtx = drawer.getDMAVerticesData();
gSP.geometryMode &= ~G_CULL_BOTH;
gSP.geometryMode |= mode;
gSP.changed |= CHANGED_GEOMETRYMODE;
}
const s32 v0 = triangles->v0;
const s32 v1 = triangles->v1;
const s32 v2 = triangles->v2;
if (drawer.isClipped(v0, v1, v2)) {
++triangles;
continue;
}
*pVtx = drawer.getVertex(v0);
pVtx->s = _FIXED2FLOAT(triangles->s0, 5);
pVtx->t = _FIXED2FLOAT(triangles->t0, 5);
++pVtx;
*pVtx = drawer.getVertex(v1);
pVtx->s = _FIXED2FLOAT(triangles->s1, 5);
pVtx->t = _FIXED2FLOAT(triangles->t1, 5);
++pVtx;
*pVtx = drawer.getVertex(v2);
pVtx->s = _FIXED2FLOAT(triangles->s2, 5);
pVtx->t = _FIXED2FLOAT(triangles->t2, 5);
++pVtx;
++triangles;
}
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DebugMsg(DEBUG_NORMAL, "gSPDMATriangles( 0x%08X, %i );\n");
drawer.drawDMATriangles(pVtx - drawer.getDMAVerticesData());
}
void gSP1Quadrangle( s32 v0, s32 v1, s32 v2, s32 v3 )
{
gSPTriangle( v0, v1, v2);
gSPTriangle( v0, v2, v3);
gSPFlushTriangles();
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DebugMsg(DEBUG_NORMAL, "gSP1Quadrangle( %i, %i, %i, %i );\n", v0, v1, v2, v3 );
}
bool gSPCullVertices( u32 v0, u32 vn )
{
if (vn < v0) {
// Aidyn Chronicles - The First Mage seems to pass parameters in reverse order.
const u32 v = v0;
v0 = vn;
vn = v;
}
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u32 clip = 0;
GraphicsDrawer & drawer = dwnd().getDrawer();
for (u32 i = v0; i <= vn; ++i) {
clip |= (~drawer.getVertex(i).clip) & CLIP_ALL;
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if (clip == CLIP_ALL)
return false;
}
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return true;
}
void gSPCullDisplayList( u32 v0, u32 vn )
{
if (gSPCullVertices( v0, vn )) {
if (RSP.PCi > 0)
RSP.PCi--;
else {
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DebugMsg(DEBUG_NORMAL, "End of display list, halting execution\n");
RSP.halt = true;
}
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DebugMsg( DEBUG_DETAIL, "// Culling display list\n" );
DebugMsg(DEBUG_NORMAL, "gSPCullDisplayList( %i, %i );\n\n", v0, vn );
} else {
DebugMsg( DEBUG_DETAIL, "// Not culling display list\n" );
DebugMsg(DEBUG_NORMAL, "gSPCullDisplayList( %i, %i );\n", v0, vn);
}
}
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void gSPPopMatrixN(u32 param, u32 num)
{
if (gSP.matrix.modelViewi > num - 1) {
gSP.matrix.modelViewi -= num;
gSP.changed |= CHANGED_MATRIX | CHANGED_LIGHT | CHANGED_LOOKAT;
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} else {
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Attempting to pop matrix stack below 0\n");
}
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DebugMsg(DEBUG_NORMAL, "gSPPopMatrixN( %s, %i );\n",
(param == G_MTX_MODELVIEW) ? "G_MTX_MODELVIEW" :
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(param == G_MTX_PROJECTION) ? "G_MTX_PROJECTION" : "G_MTX_INVALID", num );
}
void gSPPopMatrix( u32 param )
{
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switch (param) {
case 0: // modelview
if (gSP.matrix.modelViewi > 0) {
gSP.matrix.modelViewi--;
gSP.changed |= CHANGED_MATRIX | CHANGED_LIGHT | CHANGED_LOOKAT;
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}
break;
case 1: // projection, can't
break;
default:
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DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Attempting to pop matrix stack below 0\n");
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}
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DebugMsg(DEBUG_NORMAL, "gSPPopMatrix( %s );\n",
(param == G_MTX_MODELVIEW) ? "G_MTX_MODELVIEW" :
(param == G_MTX_PROJECTION) ? "G_MTX_PROJECTION" : "G_MTX_INVALID");
}
void gSPSegment( s32 seg, s32 base )
{
gSP.segment[seg] = base;
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DebugMsg(DEBUG_NORMAL, "gSPSegment( %s, 0x%08X );\n", SegmentText[seg], base );
}
void gSPClipRatio( u32 r )
{
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DebugMsg(DEBUG_NORMAL|DEBUG_IGNORED, "gSPClipRatio(%u);\n", r);
}
void gSPInsertMatrix( u32 where, u32 num )
{
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DebugMsg(DEBUG_NORMAL, "gSPInsertMatrix(%u, %u);\n", where, num);
f32 fraction, integer;
if ((where & 0x3) || (where > 0x3C))
return;
if (where < 0x20) {
fraction = modff( gSP.matrix.combined[0][where >> 1], &integer );
gSP.matrix.combined[0][where >> 1] = (f32)((s16)_SHIFTR( num, 16, 16 ) + abs( (int)fraction ));
fraction = modff( gSP.matrix.combined[0][(where >> 1) + 1], &integer );
gSP.matrix.combined[0][(where >> 1) + 1] = (f32)((s16)_SHIFTR( num, 0, 16 ) + abs( (int)fraction ));
} else {
f32 newValue;
fraction = modff( gSP.matrix.combined[0][(where - 0x20) >> 1], &integer );
newValue = integer + _FIXED2FLOAT( _SHIFTR( num, 16, 16 ), 16);
// Make sure the sign isn't lost
if ((integer == 0.0f) && (fraction != 0.0f))
newValue = newValue * (fraction / abs( (int)fraction ));
gSP.matrix.combined[0][(where - 0x20) >> 1] = newValue;
fraction = modff( gSP.matrix.combined[0][((where - 0x20) >> 1) + 1], &integer );
newValue = integer + _FIXED2FLOAT( _SHIFTR( num, 0, 16 ), 16 );
// Make sure the sign isn't lost
if ((integer == 0.0f) && (fraction != 0.0f))
newValue = newValue * (fraction / abs( (int)fraction ));
gSP.matrix.combined[0][((where - 0x20) >> 1) + 1] = newValue;
}
}
void gSPModifyVertex( u32 _vtx, u32 _where, u32 _val )
{
GraphicsDrawer & drawer = dwnd().getDrawer();
SPVertex & vtx0 = drawer.getVertex(_vtx);
switch (_where) {
case G_MWO_POINT_RGBA:
vtx0.r = _SHIFTR( _val, 24, 8 ) * 0.0039215689f;
vtx0.g = _SHIFTR( _val, 16, 8 ) * 0.0039215689f;
vtx0.b = _SHIFTR( _val, 8, 8 ) * 0.0039215689f;
vtx0.a = _SHIFTR( _val, 0, 8 ) * 0.0039215689f;
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vtx0.modify |= MODIFY_RGBA;
DebugMsg(DEBUG_NORMAL, "gSPModifyVertex: RGBA(%02f, %02f, %02f, %02f);\n", vtx0.r, vtx0.g, vtx0.b, vtx0.a);
break;
case G_MWO_POINT_ST:
vtx0.s = _FIXED2FLOAT( (s16)_SHIFTR( _val, 16, 16 ), 5 ) / gSP.texture.scales;
vtx0.t = _FIXED2FLOAT((s16)_SHIFTR(_val, 0, 16), 5) / gSP.texture.scalet;
//vtx0.modify |= MODIFY_ST; // still neeed to divide by 2 in vertex shader if TexturePersp disabled
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DebugMsg(DEBUG_NORMAL, "gSPModifyVertex: ST(%02f, %02f);\n", vtx0.s, vtx0.t);
break;
case G_MWO_POINT_XYSCREEN:
vtx0.x = _FIXED2FLOAT((s16)_SHIFTR(_val, 16, 16), 2);
vtx0.y = _FIXED2FLOAT((s16)_SHIFTR(_val, 0, 16), 2);
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DebugMsg(DEBUG_NORMAL, "gSPModifyVertex: XY(%02f, %02f);\n", vtx0.x, vtx0.y);
if ((config.generalEmulation.hacks & hack_ModifyVertexXyInShader) == 0) {
vtx0.x = (vtx0.x - gSP.viewport.vtrans[0]) / gSP.viewport.vscale[0];
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if (gSP.viewport.vscale[0] < 0)
vtx0.x = -vtx0.x;
vtx0.x *= vtx0.w;
if (dwnd().isAdjustScreen()) {
const f32 adjustScale = dwnd().getAdjustScale();
vtx0.x *= adjustScale;
if (gSP.matrix.projection[3][2] == -1.f)
vtx0.w *= adjustScale;
}
vtx0.y = -(vtx0.y - gSP.viewport.vtrans[1]) / gSP.viewport.vscale[1];
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if (gSP.viewport.vscale[1] < 0)
vtx0.y = -vtx0.y;
vtx0.y *= vtx0.w;
} else {
vtx0.modify |= MODIFY_XY;
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if (vtx0.w == 0.0f) {
vtx0.w = 1.0f;
vtx0.clip &= ~(CLIP_W);
}
}
vtx0.clip &= ~(CLIP_POSX | CLIP_NEGX | CLIP_POSY | CLIP_NEGY);
break;
case G_MWO_POINT_ZSCREEN:
{
f32 scrZ = _FIXED2FLOAT((s16)_SHIFTR(_val, 16, 16), 15);
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DebugMsg(DEBUG_NORMAL, "gSPModifyVertex: Z(%02f);\n", vtx0.z);
vtx0.z = (scrZ - gSP.viewport.vtrans[2]) / (gSP.viewport.vscale[2]);
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vtx0.clip &= ~CLIP_W;
vtx0.modify |= MODIFY_Z;
}
break;
}
}
void gSPNumLights( s32 n )
{
if (n < 12) {
gSP.numLights = n;
gSP.changed |= CHANGED_LIGHT;
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} else {
DebugMsg(DEBUG_NORMAL | DEBUG_ERROR, "// Setting an invalid number of lights\n");
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}
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DebugMsg(DEBUG_NORMAL, "gSPNumLights( %i );\n", n);
}
void gSPLightColor( u32 lightNum, u32 packedColor )
{
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--lightNum;
if (lightNum < 8)
{
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gSP.lights.rgb[lightNum][R] = _SHIFTR( packedColor, 24, 8 ) * 0.0039215689f;
gSP.lights.rgb[lightNum][G] = _SHIFTR( packedColor, 16, 8 ) * 0.0039215689f;
gSP.lights.rgb[lightNum][B] = _SHIFTR( packedColor, 8, 8 ) * 0.0039215689f;
gSP.changed |= CHANGED_HW_LIGHT;
}
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DebugMsg(DEBUG_NORMAL, "gSPLightColor( %i, 0x%08X );\n", lightNum, packedColor );
}
void gSPFogFactor( s16 fm, s16 fo )
{
gSP.fog.multiplier = fm;
gSP.fog.offset = fo;
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gSP.fog.multiplierf = _FIXED2FLOAT(fm, 8);
gSP.fog.offsetf = _FIXED2FLOAT(fo, 8);
gSP.changed |= CHANGED_FOGPOSITION;
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DebugMsg(DEBUG_NORMAL, "gSPFogFactor( %i, %i );\n", fm, fo);
}
void gSPPerspNormalize( u16 scale )
{
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DebugMsg(DEBUG_NORMAL| DEBUG_IGNORED, "gSPPerspNormalize( %i );\n", scale);
}
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void gSPCoordMod(u32 _w0, u32 _w1)
{
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DebugMsg(DEBUG_NORMAL, "gSPCoordMod( %u, %u );\n", _w0, _w1);
if ((_w0 & 8) != 0)
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return;
u32 idx = _SHIFTR(_w0, 1, 2);
u32 pos = _w0&0x30;
if (pos == 0) {
gSP.vertexCoordMod[0+idx] = (f32)(s16)_SHIFTR(_w1, 16, 16);
gSP.vertexCoordMod[1+idx] = (f32)(s16)_SHIFTR(_w1, 0, 16);
} else if (pos == 0x10) {
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assert(idx < 3);
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gSP.vertexCoordMod[4+idx] = _SHIFTR(_w1, 16, 16)/65536.0f;
gSP.vertexCoordMod[5+idx] = _SHIFTR(_w1, 0, 16)/65536.0f;
gSP.vertexCoordMod[12+idx] = gSP.vertexCoordMod[0+idx] + gSP.vertexCoordMod[4+idx];
gSP.vertexCoordMod[13+idx] = gSP.vertexCoordMod[1+idx] + gSP.vertexCoordMod[5+idx];
} else if (pos == 0x20) {
gSP.vertexCoordMod[8+idx] = (f32)(s16)_SHIFTR(_w1, 16, 16);
gSP.vertexCoordMod[9+idx] = (f32)(s16)_SHIFTR(_w1, 0, 16);
}
}
void gSPTexture( f32 sc, f32 tc, u32 level, u32 tile, u32 on )
{
gSP.texture.on = on;
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if (on == 0) {
DebugMsg(DEBUG_NORMAL, "gSPTexture skipped b/c of off\n");
return;
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}
gSP.texture.scales = sc;
gSP.texture.scalet = tc;
if (gSP.texture.scales == 0.0f) gSP.texture.scales = 1.0f;
if (gSP.texture.scalet == 0.0f) gSP.texture.scalet = 1.0f;
gSP.texture.level = level;
gSP.texture.tile = tile;
gSP.textureTile[0] = &gDP.tiles[tile];
gSP.textureTile[1] = &gDP.tiles[(tile + 1) & 7];
gSP.changed |= CHANGED_TEXTURE;
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DebugMsg(DEBUG_NORMAL, "gSPTexture: tile: %d, mipmap_lvl: %d, on: %d, s_scale: %f, t_scale: %f\n", tile, level, on, sc, tc);
}
void gSPEndDisplayList()
{
if (RSP.PCi > 0)
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--RSP.PCi;
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else {
DebugMsg( DEBUG_NORMAL, "End of display list, halting execution\n" );
RSP.halt = true;
}
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DebugMsg(DEBUG_NORMAL, "gSPEndDisplayList();\n\n");
}
void gSPGeometryMode( u32 clear, u32 set )
{
gSP.geometryMode = (gSP.geometryMode & ~clear) | set;
gSP.changed |= CHANGED_GEOMETRYMODE;
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DebugMsg(DEBUG_NORMAL, "gSPGeometryMode( %s%s%s%s%s%s%s%s%s%s, %s%s%s%s%s%s%s%s%s%s );\n",
clear & G_SHADE ? "G_SHADE | " : "",
clear & G_LIGHTING ? "G_LIGHTING | " : "",
clear & G_SHADING_SMOOTH ? "G_SHADING_SMOOTH | " : "",
clear & G_ZBUFFER ? "G_ZBUFFER | " : "",
clear & G_TEXTURE_GEN ? "G_TEXTURE_GEN | " : "",
clear & G_TEXTURE_GEN_LINEAR ? "G_TEXTURE_GEN_LINEAR | " : "",
clear & G_CULL_FRONT ? "G_CULL_FRONT | " : "",
clear & G_CULL_BACK ? "G_CULL_BACK | " : "",
clear & G_FOG ? "G_FOG | " : "",
clear & G_CLIPPING ? "G_CLIPPING" : "",
set & G_SHADE ? "G_SHADE | " : "",
set & G_LIGHTING ? "G_LIGHTING | " : "",
set & G_SHADING_SMOOTH ? "G_SHADING_SMOOTH | " : "",
set & G_ZBUFFER ? "G_ZBUFFER | " : "",
set & G_TEXTURE_GEN ? "G_TEXTURE_GEN | " : "",
set & G_TEXTURE_GEN_LINEAR ? "G_TEXTURE_GEN_LINEAR | " : "",
set & G_CULL_FRONT ? "G_CULL_FRONT | " : "",
set & G_CULL_BACK ? "G_CULL_BACK | " : "",
set & G_FOG ? "G_FOG | " : "",
set & G_CLIPPING ? "G_CLIPPING" : "" );
}
void gSPSetGeometryMode( u32 mode )
{
gSP.geometryMode |= mode;
gSP.changed |= CHANGED_GEOMETRYMODE;
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DebugMsg(DEBUG_NORMAL, "gSPSetGeometryMode( %s%s%s%s%s%s%s%s%s%s );\n",
mode & G_SHADE ? "G_SHADE | " : "",
mode & G_LIGHTING ? "G_LIGHTING | " : "",
mode & G_SHADING_SMOOTH ? "G_SHADING_SMOOTH | " : "",
mode & G_ZBUFFER ? "G_ZBUFFER | " : "",
mode & G_TEXTURE_GEN ? "G_TEXTURE_GEN | " : "",
mode & G_TEXTURE_GEN_LINEAR ? "G_TEXTURE_GEN_LINEAR | " : "",
mode & G_CULL_FRONT ? "G_CULL_FRONT | " : "",
mode & G_CULL_BACK ? "G_CULL_BACK | " : "",
mode & G_FOG ? "G_FOG | " : "",
mode & G_CLIPPING ? "G_CLIPPING" : "" );
}
void gSPClearGeometryMode( u32 mode )
{
gSP.geometryMode &= ~mode;
gSP.changed |= CHANGED_GEOMETRYMODE;
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DebugMsg(DEBUG_NORMAL, "gSPClearGeometryMode( %s%s%s%s%s%s%s%s%s%s );\n",
mode & G_SHADE ? "G_SHADE | " : "",
mode & G_LIGHTING ? "G_LIGHTING | " : "",
mode & G_SHADING_SMOOTH ? "G_SHADING_SMOOTH | " : "",
mode & G_ZBUFFER ? "G_ZBUFFER | " : "",
mode & G_TEXTURE_GEN ? "G_TEXTURE_GEN | " : "",
mode & G_TEXTURE_GEN_LINEAR ? "G_TEXTURE_GEN_LINEAR | " : "",
mode & G_CULL_FRONT ? "G_CULL_FRONT | " : "",
mode & G_CULL_BACK ? "G_CULL_BACK | " : "",
mode & G_FOG ? "G_FOG | " : "",
mode & G_CLIPPING ? "G_CLIPPING" : "" );
}
void gSPSetOtherMode_H(u32 _length, u32 _shift, u32 _data)
{
const u32 mask = (((u64)1 << _length) - 1) << _shift;
gDP.otherMode.h = (gDP.otherMode.h&(~mask)) | _data;
if (mask & 0x00300000) // cycle type
gDP.changed |= CHANGED_CYCLETYPE;
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DebugMsg(DEBUG_NORMAL, "gSPSetOtherMode_H");
#ifdef DEBUG_DUMP
std::string strRes;
if (mask & 0x00000030) {
strRes.append(AlphaDitherText[(gDP.otherMode.h>>4) & 3]);
strRes.append(" | ");
}
if (mask & 0x000000C0) {
strRes.append(ColorDitherText[(gDP.otherMode.h >> 6) & 3]);
strRes.append(" | ");
}
if (mask & 0x00003000) {
strRes.append(TextureFilterText[(gDP.otherMode.h & 0x00003000) >> 12]);
strRes.append(" | ");
}
if (mask & 0x0000C000) {
strRes.append(TextureLUTText[(gDP.otherMode.h & 0x0000C000) >> 14]);
strRes.append(" | ");
}
if (mask & 0x00300000) {
strRes.append(CycleTypeText[(gDP.otherMode.h & 0x00300000) >> 20]);
strRes.append(" | ");
}
if (mask & 0x00010000) {
strRes.append("LOD_en : ");
strRes.append((gDP.otherMode.h & 0x00010000) ? "yes | " : "no | ");
}
if (mask & 0x00080000) {
strRes.append("Persp_en : ");
strRes.append((gDP.otherMode.h & 0x00080000) ? "yes" : "no");
}
DebugMsg(DEBUG_NORMAL, "( %s)", strRes.c_str());
#endif
DebugMsg(DEBUG_NORMAL, " result: %08x\n", gDP.otherMode.h);
}
void gSPSetOtherMode_L(u32 _length, u32 _shift, u32 _data)
{
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const u32 mask = (((u64)1 << _length) - 1) << _shift;
gDP.otherMode.l = (gDP.otherMode.l&(~mask)) | _data;
if (mask & 0x00000003) // alpha compare
gDP.changed |= CHANGED_ALPHACOMPARE;
if (mask & 0xFFFFFFF8) // rendermode / blender bits
gDP.changed |= CHANGED_RENDERMODE;
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DebugMsg(DEBUG_NORMAL, "gSPSetOtherMode_L");
#ifdef DEBUG_DUMP
std::string strRes;
if (mask & 0x00000003) {
strRes.append(AlphaCompareText[gDP.otherMode.l & 0x00000003]);
strRes.append(" | ");
}
if (mask & 0x00000004) {
strRes.append(DepthSourceText[(gDP.otherMode.l & 0x00000004) >> 2]);
strRes.append(" | ");
}
if (mask & 0xFFFFFFF8) { // rendermode / blender bits
strRes.append(" rendermode");
}
DebugMsg(DEBUG_NORMAL, "( %s)", strRes.c_str());
#endif
DebugMsg(DEBUG_NORMAL, " result: %08x\n", gDP.otherMode.l);
}
void gSPLine3D( s32 v0, s32 v1, s32 flag )
{
dwnd().getDrawer().drawLine(v0, v1, 1.5f);
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DebugMsg(DEBUG_NORMAL, "gSPLine3D( %i, %i, %i )\n", v0, v1, flag);
}
void gSPLineW3D( s32 v0, s32 v1, s32 wd, s32 flag )
{
dwnd().getDrawer().drawLine(v0, v1, 1.5f + wd * 0.5f);
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DebugMsg(DEBUG_NORMAL, "gSPLineW3D( %i, %i, %i, %i )\n", v0, v1, wd, flag);
}
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void gSPSetStatus(u32 sid, u32 val)
{
assert(sid <= 12);
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gSP.status[sid>>2] = val;
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DebugMsg(DEBUG_NORMAL, "gSPSetStatus sid=%u val=%u\n", sid, val);
2016-11-17 09:34:23 +00:00
}
void gSPObjLoadTxtr( u32 tx )
{
2015-04-18 08:16:42 +00:00
const u32 address = RSP_SegmentToPhysical( tx );
uObjTxtr *objTxtr = (uObjTxtr*)&RDRAM[address];
if ((gSP.status[objTxtr->block.sid >> 2] & objTxtr->block.mask) != objTxtr->block.flag) {
switch (objTxtr->block.type) {
case G_OBJLT_TXTRBLOCK:
gDPSetTextureImage( 0, 1, 0, objTxtr->block.image );
gDPSetTile( 0, 1, 0, objTxtr->block.tmem, 7, 0, 0, 0, 0, 0, 0, 0 );
gDPLoadBlock( 7, 0, 0, ((objTxtr->block.tsize + 1) << 3) - 1, objTxtr->block.tline );
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DebugMsg(DEBUG_NORMAL, "gSPObjLoadTxtr: load block\n");
break;
case G_OBJLT_TXTRTILE:
gDPSetTextureImage( 0, 1, (objTxtr->tile.twidth + 1) << 1, objTxtr->tile.image );
2016-09-23 03:57:44 +00:00
gDPSetTile( 0, 1, (objTxtr->tile.twidth + 1) >> 2, objTxtr->tile.tmem, 0, 0, 0, 0, 0, 0, 0, 0 );
gDPSetTile( 0, 1, (objTxtr->tile.twidth + 1) >> 2, objTxtr->tile.tmem, 7, 0, 0, 0, 0, 0, 0, 0 );
gDPLoadTile( 7, 0, 0, (((objTxtr->tile.twidth + 1) << 1) - 1) << 2, (((objTxtr->tile.theight + 1) >> 2) - 1) << 2 );
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DebugMsg(DEBUG_NORMAL, "gSPObjLoadTxtr: load tile\n");
break;
case G_OBJLT_TLUT:
gDPSetTextureImage( 0, 2, 1, objTxtr->tlut.image );
gDPSetTile( 0, 2, 0, objTxtr->tlut.phead, 7, 0, 0, 0, 0, 0, 0, 0 );
gDPLoadTLUT( 7, 0, 0, objTxtr->tlut.pnum << 2, 0 );
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DebugMsg(DEBUG_NORMAL, "gSPObjLoadTxtr: load tlut\n");
break;
}
gSP.status[objTxtr->block.sid >> 2] = (gSP.status[objTxtr->block.sid >> 2] & ~objTxtr->block.mask) | (objTxtr->block.flag & objTxtr->block.mask);
}
}
static
void gSPSetSpriteTile(const uObjSprite *_pObjSprite)
{
const u32 w = max(_pObjSprite->imageW >> 5, 1);
const u32 h = max(_pObjSprite->imageH >> 5, 1);
gDPSetTile( _pObjSprite->imageFmt, _pObjSprite->imageSiz, _pObjSprite->imageStride, _pObjSprite->imageAdrs, 0, _pObjSprite->imagePal, G_TX_CLAMP, G_TX_CLAMP, 0, 0, 0, 0 );
gDPSetTileSize( 0, 0, 0, (w - 1) << 2, (h - 1) << 2 );
gSPTexture( 1.0f, 1.0f, 0, 0, TRUE );
}
struct ObjData
{
f32 scaleW;
f32 scaleH;
u32 imageW;
u32 imageH;
f32 X0;
f32 X1;
f32 Y0;
f32 Y1;
bool flipS, flipT;
ObjData(const uObjSprite *_pObjSprite)
{
scaleW = _FIXED2FLOAT(_pObjSprite->scaleW, 10);
scaleH = _FIXED2FLOAT(_pObjSprite->scaleH, 10);
imageW = _pObjSprite->imageW >> 5;
imageH = _pObjSprite->imageH >> 5;
X0 = _FIXED2FLOAT(_pObjSprite->objX, 2);
X1 = X0 + imageW / scaleW;
Y0 = _FIXED2FLOAT(_pObjSprite->objY, 2);
Y1 = Y0 + imageH / scaleH;
flipS = (_pObjSprite->imageFlags & 0x01) != 0;
flipT = (_pObjSprite->imageFlags & 0x10) != 0;
}
};
struct ObjCoordinates
{
f32 ulx, uly, lrx, lry;
f32 uls, ult, lrs, lrt;
f32 z, w;
ObjCoordinates(const uObjSprite *_pObjSprite, bool _useMatrix)
{
ObjData data(_pObjSprite);
ulx = data.X0;
lrx = data.X1;
uly = data.Y0;
lry = data.Y1;
if (_useMatrix) {
ulx = ulx/gSP.objMatrix.baseScaleX + gSP.objMatrix.X;
lrx = lrx/gSP.objMatrix.baseScaleX + gSP.objMatrix.X;
uly = uly/gSP.objMatrix.baseScaleY + gSP.objMatrix.Y;
lry = lry/gSP.objMatrix.baseScaleY + gSP.objMatrix.Y;
}
uls = ult = 0;
lrs = (f32)(data.imageW - 1);
lrt = (f32)(data.imageH - 1);
if (data.flipS) {
uls = lrs;
lrs = 0;
}
if (data.flipT) {
ult = lrt;
lrt = 0;
}
z = (gDP.otherMode.depthSource == G_ZS_PRIM) ? gDP.primDepth.z : gSP.viewport.nearz;
w = 1.0f;
}
ObjCoordinates(const uObjScaleBg * _pObjScaleBg)
{
const f32 frameX = _FIXED2FLOAT(_pObjScaleBg->frameX, 2);
const f32 frameY = _FIXED2FLOAT(_pObjScaleBg->frameY, 2);
const f32 imageX = gSP.bgImage.imageX;
const f32 imageY = gSP.bgImage.imageY;
const f32 scaleW = gSP.bgImage.scaleW;
const f32 scaleH = gSP.bgImage.scaleH;
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f32 frameW = _FIXED2FLOAT(_pObjScaleBg->frameW, 2);
f32 frameH = _FIXED2FLOAT(_pObjScaleBg->frameH, 2);
f32 imageW = (f32)(_pObjScaleBg->imageW>>2);
f32 imageH = (f32)(_pObjScaleBg->imageH >> 2);
// const f32 imageW = (f32)gSP.bgImage.width;
// const f32 imageH = (f32)gSP.bgImage.height;
if (u32(imageW) == 512 && (config.generalEmulation.hacks & hack_RE2) != 0) {
const f32 width = f32(*REG.VI_WIDTH);
const f32 scale = imageW / width;
imageW = width;
frameW = width;
imageH *= scale;
frameH *= scale;
}
ulx = frameX;
uly = frameY;
lrx = frameX + min(imageW/scaleW, frameW);
lry = frameY + min(imageH/scaleH, frameH);
uls = imageX;
ult = imageY;
lrs = uls + (lrx - ulx) * scaleW;
lrt = ult + (lry - uly) * scaleH;
if (gDP.otherMode.cycleType != G_CYC_COPY) {
if ((gSP.objRendermode&G_OBJRM_SHRINKSIZE_1) != 0) {
lrs -= 1.0f / scaleW;
lrt -= 1.0f / scaleH;
} else if ((gSP.objRendermode&G_OBJRM_SHRINKSIZE_2) != 0) {
lrs -= 1.0f;
lrt -= 1.0f;
}
}
if ((_pObjScaleBg->imageFlip & 0x01) != 0) {
ulx = lrx;
lrx = frameX;
}
z = (gDP.otherMode.depthSource == G_ZS_PRIM) ? gDP.primDepth.z : gSP.viewport.nearz;
w = 1.0f;
}
};
static
void gSPDrawObjRect(const ObjCoordinates & _coords)
{
GraphicsDrawer & drawer = dwnd().getDrawer();
drawer.setDMAVerticesSize(4);
SPVertex * pVtx = drawer.getDMAVerticesData();
SPVertex & vtx0 = pVtx[0];
vtx0.x = _coords.ulx;
vtx0.y = _coords.uly;
vtx0.z = _coords.z;
vtx0.w = _coords.w;
vtx0.s = _coords.uls;
vtx0.t = _coords.ult;
SPVertex & vtx1 = pVtx[1];
vtx1.x = _coords.lrx;
vtx1.y = _coords.uly;
vtx1.z = _coords.z;
vtx1.w = _coords.w;
vtx1.s = _coords.lrs;
vtx1.t = _coords.ult;
SPVertex & vtx2 = pVtx[2];
vtx2.x = _coords.ulx;
vtx2.y = _coords.lry;
vtx2.z = _coords.z;
vtx2.w = _coords.w;
vtx2.s = _coords.uls;
vtx2.t = _coords.lrt;
SPVertex & vtx3 = pVtx[3];
vtx3.x = _coords.lrx;
vtx3.y = _coords.lry;
vtx3.z = _coords.z;
vtx3.w = _coords.w;
vtx3.s = _coords.lrs;
vtx3.t = _coords.lrt;
drawer.drawScreenSpaceTriangle(4);
}
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static
u16 _YUVtoRGBA(u8 y, u8 u, u8 v)
{
float r = y + (1.370705f * (v - 128));
float g = y - (0.698001f * (v - 128)) - (0.337633f * (u - 128));
float b = y + (1.732446f * (u - 128));
r *= 0.125f;
g *= 0.125f;
b *= 0.125f;
//clipping the result
if (r > 32) r = 32;
if (g > 32) g = 32;
if (b > 32) b = 32;
if (r < 0) r = 0;
if (g < 0) g = 0;
if (b < 0) b = 0;
u16 c = (u16)(((u16)(r) << 11) |
((u16)(g) << 6) |
((u16)(b) << 1) | 1);
return c;
}
static
void _drawYUVImageToFrameBuffer(const ObjCoordinates & _objCoords)
{
const u32 ulx = (u32)_objCoords.ulx;
const u32 uly = (u32)_objCoords.uly;
const u32 lrx = (u32)_objCoords.lrx;
const u32 lry = (u32)_objCoords.lry;
const u32 ci_width = gDP.colorImage.width;
const u32 ci_height = (u32)gDP.scissor.lry;
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if (ulx >= ci_width)
return;
if (uly >= ci_height)
return;
u32 width = 16, height = 16;
if (lrx > ci_width)
width = ci_width - ulx;
if (lry > ci_height)
height = ci_height - uly;
u32 * mb = (u32*)(RDRAM + gDP.textureImage.address); //pointer to the first macro block
u16 * dst = (u16*)(RDRAM + gDP.colorImage.address);
dst += ulx + uly * ci_width;
//yuv macro block contains 16x16 texture. we need to put it in the proper place inside cimg
for (u16 h = 0; h < 16; h++) {
for (u16 w = 0; w < 16; w += 2) {
u32 t = *(mb++); //each u32 contains 2 pixels
if ((h < height) && (w < width)) //clipping. texture image may be larger than color image
{
u8 y0 = (u8)t & 0xFF;
u8 v = (u8)(t >> 8) & 0xFF;
u8 y1 = (u8)(t >> 16) & 0xFF;
u8 u = (u8)(t >> 24) & 0xFF;
*(dst++) = _YUVtoRGBA(y0, u, v);
*(dst++) = _YUVtoRGBA(y1, u, v);
}
}
dst += ci_width - 16;
}
FrameBuffer *pBuffer = frameBufferList().getCurrent();
if (pBuffer != nullptr)
pBuffer->m_isOBScreen = true;
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}
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void gSPObjRectangle(u32 _sp)
{
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const u32 address = RSP_SegmentToPhysical(_sp);
uObjSprite *objSprite = (uObjSprite*)&RDRAM[address];
gSPSetSpriteTile(objSprite);
ObjCoordinates objCoords(objSprite, false);
gSPDrawObjRect(objCoords);
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DebugMsg(DEBUG_NORMAL, "gSPObjRectangle\n");
}
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void gSPObjRectangleR(u32 _sp)
{
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const u32 address = RSP_SegmentToPhysical(_sp);
const uObjSprite *objSprite = (uObjSprite*)&RDRAM[address];
gSPSetSpriteTile(objSprite);
ObjCoordinates objCoords(objSprite, true);
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if (objSprite->imageFmt == G_IM_FMT_YUV && (config.generalEmulation.hacks&hack_Ogre64)) //Ogre Battle needs to copy YUV texture to frame buffer
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_drawYUVImageToFrameBuffer(objCoords);
gSPDrawObjRect(objCoords);
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DebugMsg(DEBUG_NORMAL, "gSPObjRectangleR\n");
}
static
void _copyDepthBuffer()
{
if (!config.frameBufferEmulation.enable)
return;
if (!gfxContext.isSupported(SpecialFeatures::BlitFramebuffer))
return;
// The game copies content of depth buffer into current color buffer
// OpenGL has different format for color and depth buffers, so this trick can't be performed directly
// To do that, depth buffer with address of current color buffer created and attached to the current FBO
// It will be copy depth buffer
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DepthBufferList & dbList = depthBufferList();
dbList.saveBuffer(gDP.colorImage.address);
// Take any frame buffer and attach source depth buffer to it, to blit it into copy depth buffer
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FrameBufferList & fbList = frameBufferList();
FrameBuffer * pTmpBuffer = fbList.findTmpBuffer(fbList.getCurrent()->m_startAddress);
if (pTmpBuffer == nullptr)
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return;
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DepthBuffer * pCopyBufferDepth = dbList.findBuffer(gSP.bgImage.address);
if (pCopyBufferDepth == nullptr)
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return;
pCopyBufferDepth->setDepthAttachment(pTmpBuffer->m_FBO, bufferTarget::READ_FRAMEBUFFER);
DisplayWindow & wnd = dwnd();
Context::BlitFramebuffersParams blitParams;
blitParams.readBuffer = pTmpBuffer->m_FBO;
blitParams.drawBuffer = fbList.getCurrent()->m_FBO;
blitParams.srcX0 = 0;
blitParams.srcY0 = 0;
blitParams.srcX1 = wnd.getWidth();
blitParams.srcY1 = wnd.getHeight();
blitParams.dstX0 = 0;
blitParams.dstY0 = 0;
blitParams.dstX1 = wnd.getWidth();
blitParams.dstY1 = wnd.getHeight();
blitParams.mask = blitMask::DEPTH_BUFFER;
blitParams.filter = textureParameters::FILTER_NEAREST;
gfxContext.blitFramebuffers(blitParams);
// Restore objects
if (pTmpBuffer->m_pDepthBuffer != nullptr)
pTmpBuffer->m_pDepthBuffer->setDepthAttachment(fbList.getCurrent()->m_FBO, bufferTarget::READ_FRAMEBUFFER);
gfxContext.bindFramebuffer(bufferTarget::READ_FRAMEBUFFER, ObjectHandle::null);
// Set back current depth buffer
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dbList.saveBuffer(gDP.depthImageAddress);
}
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static
void _loadBGImage(const uObjScaleBg * _bgInfo, bool _loadScale)
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{
gSP.bgImage.address = RSP_SegmentToPhysical( _bgInfo->imagePtr );
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const u32 imageW = _bgInfo->imageW >> 2;
const u32 imageH = _bgInfo->imageH >> 2;
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if (imageW == 512 && (config.generalEmulation.hacks & hack_RE2) != 0) {
gSP.bgImage.width = *REG.VI_WIDTH;
gSP.bgImage.height = (imageH * imageW) / gSP.bgImage.width;
} else {
gSP.bgImage.width = imageW - imageW%2;
gSP.bgImage.height = imageH - imageH%2;
}
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gSP.bgImage.format = _bgInfo->imageFmt;
gSP.bgImage.size = _bgInfo->imageSiz;
gSP.bgImage.palette = _bgInfo->imagePal;
gDP.tiles[0].textureMode = TEXTUREMODE_BGIMAGE;
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gSP.bgImage.imageX = _FIXED2FLOAT( _bgInfo->imageX, 5 );
gSP.bgImage.imageY = _FIXED2FLOAT( _bgInfo->imageY, 5 );
if (_loadScale) {
gSP.bgImage.scaleW = _FIXED2FLOAT( _bgInfo->scaleW, 10 );
gSP.bgImage.scaleH = _FIXED2FLOAT( _bgInfo->scaleH, 10 );
} else
gSP.bgImage.scaleW = gSP.bgImage.scaleH = 1.0f;
if (config.frameBufferEmulation.enable) {
FrameBuffer *pBuffer = frameBufferList().findBuffer(gSP.bgImage.address);
if ((pBuffer != nullptr) && pBuffer->m_size == gSP.bgImage.size && (!pBuffer->m_isDepthBuffer || pBuffer->m_changed)) {
if (gSP.bgImage.format == G_IM_FMT_CI && gSP.bgImage.size == G_IM_SIZ_8b) {
// Can't use 8bit CI buffer as texture
return;
}
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if (pBuffer->m_cfb || !pBuffer->isValid(false)) {
frameBufferList().removeBuffer(pBuffer->m_startAddress);
return;
}
gDP.tiles[0].frameBufferAddress = pBuffer->m_startAddress;
gDP.tiles[0].textureMode = TEXTUREMODE_FRAMEBUFFER_BG;
gDP.tiles[0].loadType = LOADTYPE_TILE;
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gDP.changed |= CHANGED_TMEM;
if ((config.generalEmulation.hacks & hack_ZeldaMM) != 0) {
if (gDP.colorImage.address == gDP.depthImageAddress)
frameBufferList().setCopyBuffer(frameBufferList().getCurrent());
}
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}
}
}
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void gSPBgRect1Cyc( u32 _bg )
{
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const u32 address = RSP_SegmentToPhysical( _bg );
uObjScaleBg *objScaleBg = (uObjScaleBg*)&RDRAM[address];
_loadBGImage(objScaleBg, true);
// Zelda MM uses depth buffer copy in LoT and in pause screen.
// In later case depth buffer is used as temporal color buffer, and usual rendering must be used.
// Since both situations are hard to distinguish, do the both depth buffer copy and bg rendering.
if ((config.generalEmulation.hacks & hack_ZeldaMM) != 0 &&
(gSP.bgImage.address == gDP.depthImageAddress || depthBufferList().findBuffer(gSP.bgImage.address) != nullptr)
)
_copyDepthBuffer();
gDP.otherMode.cycleType = G_CYC_1CYCLE;
gDP.changed |= CHANGED_CYCLETYPE;
gSPTexture(1.0f, 1.0f, 0, 0, TRUE);
ObjCoordinates objCoords(objScaleBg);
gSPDrawObjRect(objCoords);
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DebugMsg(DEBUG_NORMAL, "gSPBgRect1Cyc\n");
}
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void gSPBgRectCopy( u32 _bg )
{
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const u32 address = RSP_SegmentToPhysical( _bg );
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uObjScaleBg *objBg = (uObjScaleBg*)&RDRAM[address];
_loadBGImage(objBg, false);
// See comment to gSPBgRect1Cyc
if ((config.generalEmulation.hacks & hack_ZeldaMM) != 0 &&
(gSP.bgImage.address == gDP.depthImageAddress || depthBufferList().findBuffer(gSP.bgImage.address) != nullptr)
)
_copyDepthBuffer();
gSPTexture( 1.0f, 1.0f, 0, 0, TRUE );
ObjCoordinates objCoords(objBg);
gSPDrawObjRect(objCoords);
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DebugMsg(DEBUG_NORMAL, "gSPBgRectCopy\n");
}
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void gSPObjSprite(u32 _sp)
{
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const u32 address = RSP_SegmentToPhysical( _sp );
uObjSprite *objSprite = (uObjSprite*)&RDRAM[address];
gSPSetSpriteTile(objSprite);
ObjData data(objSprite);
const f32 ulx = data.X0;
const f32 uly = data.Y0;
const f32 lrx = data.X1;
const f32 lry = data.Y1;
f32 uls = 0;
f32 lrs = (f32)(data.imageW - 1);
f32 ult = 0;
f32 lrt = (f32)(data.imageH - 1);
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if (objSprite->imageFlags & 0x01) { // flipS
uls = lrs;
lrs = 0;
}
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if (objSprite->imageFlags & 0x10) { // flipT
ult = lrt;
lrt = 0;
}
const float z = (gDP.otherMode.depthSource == G_ZS_PRIM) ? gDP.primDepth.z : gSP.viewport.nearz;
GraphicsDrawer & drawer = dwnd().getDrawer();
drawer.setDMAVerticesSize(4);
SPVertex * pVtx = drawer.getDMAVerticesData();
SPVertex & vtx0 = pVtx[0];
vtx0.x = gSP.objMatrix.A * ulx + gSP.objMatrix.B * uly + gSP.objMatrix.X;
vtx0.y = gSP.objMatrix.C * ulx + gSP.objMatrix.D * uly + gSP.objMatrix.Y;
vtx0.z = z;
vtx0.w = 1.0f;
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vtx0.s = uls;
vtx0.t = ult;
SPVertex & vtx1 = pVtx[1];
vtx1.x = gSP.objMatrix.A * lrx + gSP.objMatrix.B * uly + gSP.objMatrix.X;
vtx1.y = gSP.objMatrix.C * lrx + gSP.objMatrix.D * uly + gSP.objMatrix.Y;
vtx1.z = z;
vtx1.w = 1.0f;
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vtx1.s = lrs;
vtx1.t = ult;
SPVertex & vtx2 = pVtx[2];
vtx2.x = gSP.objMatrix.A * ulx + gSP.objMatrix.B * lry + gSP.objMatrix.X;
vtx2.y = gSP.objMatrix.C * ulx + gSP.objMatrix.D * lry + gSP.objMatrix.Y;
vtx2.z = z;
vtx2.w = 1.0f;
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vtx2.s = uls;
vtx2.t = lrt;
SPVertex & vtx3 = pVtx[3];
vtx3.x = gSP.objMatrix.A * lrx + gSP.objMatrix.B * lry + gSP.objMatrix.X;
vtx3.y = gSP.objMatrix.C * lrx + gSP.objMatrix.D * lry + gSP.objMatrix.Y;
vtx3.z = z;
vtx3.w = 1.0f;
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vtx3.s = lrs;
vtx3.t = lrt;
drawer.drawScreenSpaceTriangle(4);
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DebugMsg(DEBUG_NORMAL, "gSPObjSprite\n");
}
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static
void _loadSpriteImage(const uSprite *_pSprite)
{
gSP.bgImage.address = RSP_SegmentToPhysical( _pSprite->imagePtr );
gSP.bgImage.width = _pSprite->stride;
gSP.bgImage.height = _pSprite->imageY + _pSprite->imageH;
gSP.bgImage.format = _pSprite->imageFmt;
gSP.bgImage.size = _pSprite->imageSiz;
gSP.bgImage.palette = 0;
gDP.tiles[0].textureMode = TEXTUREMODE_BGIMAGE;
gSP.bgImage.imageX = _pSprite->imageX;
gSP.bgImage.imageY = _pSprite->imageY;
gSP.bgImage.scaleW = gSP.bgImage.scaleH = 1.0f;
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if (config.frameBufferEmulation.enable != 0)
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{
FrameBuffer *pBuffer = frameBufferList().findBuffer(gSP.bgImage.address);
if (pBuffer != nullptr) {
gDP.tiles[0].frameBufferAddress = pBuffer->m_startAddress;
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gDP.tiles[0].textureMode = TEXTUREMODE_FRAMEBUFFER_BG;
gDP.tiles[0].loadType = LOADTYPE_TILE;
gDP.changed |= CHANGED_TMEM;
}
}
}
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void gSPSprite2DBase(u32 _base)
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{
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DebugMsg(DEBUG_NORMAL, "gSPSprite2DBase\n");
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assert(RSP.nextCmd == 0xBE);
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const u32 address = RSP_SegmentToPhysical( _base );
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uSprite *pSprite = (uSprite*)&RDRAM[address];
if (pSprite->tlutPtr != 0) {
gDPSetTextureImage( 0, 2, 1, pSprite->tlutPtr );
gDPSetTile( 0, 2, 0, 256, 7, 0, 0, 0, 0, 0, 0, 0 );
gDPLoadTLUT( 7, 0, 0, 1020, 0 );
if (pSprite->imageFmt != G_IM_FMT_RGBA)
gDP.otherMode.textureLUT = G_TT_RGBA16;
else
gDP.otherMode.textureLUT = G_TT_NONE;
} else
gDP.otherMode.textureLUT = G_TT_NONE;
_loadSpriteImage(pSprite);
gSPTexture( 1.0f, 1.0f, 0, 0, TRUE );
gDP.otherMode.texturePersp = 1;
const f32 z = (gDP.otherMode.depthSource == G_ZS_PRIM) ? gDP.primDepth.z : gSP.viewport.nearz;
const f32 w = 1.0f;
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f32 scaleX = 1.0f, scaleY = 1.0f;
u32 flipX = 0, flipY = 0;
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do {
u32 w0 = *(u32*)&RDRAM[RSP.PC[RSP.PCi]];
u32 w1 = *(u32*)&RDRAM[RSP.PC[RSP.PCi] + 4];
RSP.cmd = _SHIFTR( w0, 24, 8 );
RSP.PC[RSP.PCi] += 8;
RSP.nextCmd = _SHIFTR( *(u32*)&RDRAM[RSP.PC[RSP.PCi]], 24, 8 );
if ( RSP.cmd == 0xBE ) { // gSPSprite2DScaleFlip
scaleX = _FIXED2FLOAT( _SHIFTR(w1, 16, 16), 10 );
scaleY = _FIXED2FLOAT( _SHIFTR(w1, 0, 16), 10 );
flipX = _SHIFTR(w0, 8, 8);
flipY = _SHIFTR(w0, 0, 8);
continue;
}
// gSPSprite2DDraw
const f32 frameX = _FIXED2FLOAT(((s16)_SHIFTR(w1, 16, 16)), 2);
const f32 frameY = _FIXED2FLOAT(((s16)_SHIFTR(w1, 0, 16)), 2);
const f32 frameW = pSprite->imageW / scaleX;
const f32 frameH = pSprite->imageH / scaleY;
f32 ulx, uly, lrx, lry;
if (flipX != 0) {
ulx = frameX + frameW;
lrx = frameX;
} else {
ulx = frameX;
lrx = frameX + frameW;
}
if (flipY != 0) {
uly = frameY + frameH;
lry = frameY;
} else {
uly = frameY;
lry = frameY + frameH;
}
f32 uls = pSprite->imageX;
f32 ult = pSprite->imageY;
f32 lrs = uls + pSprite->imageW - 1;
f32 lrt = ult + pSprite->imageH - 1;
/* Hack for WCW Nitro. TODO : activate it later.
if (WCW_NITRO) {
gSP.bgImage.height /= scaleY;
gSP.bgImage.imageY /= scaleY;
ult /= scaleY;
lrt /= scaleY;
gSP.bgImage.width *= scaleY;
}
*/
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GraphicsDrawer & drawer = dwnd().getDrawer();
drawer.setDMAVerticesSize(4);
SPVertex * pVtx = drawer.getDMAVerticesData();
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SPVertex & vtx0 = pVtx[0];
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vtx0.x = ulx;
vtx0.y = uly;
vtx0.z = z;
vtx0.w = w;
vtx0.s = uls;
vtx0.t = ult;
SPVertex & vtx1 = pVtx[1];
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vtx1.x = lrx;
vtx1.y = uly;
vtx1.z = z;
vtx1.w = w;
vtx1.s = lrs;
vtx1.t = ult;
SPVertex & vtx2 = pVtx[2];
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vtx2.x = ulx;
vtx2.y = lry;
vtx2.z = z;
vtx2.w = w;
vtx2.s = uls;
vtx2.t = lrt;
SPVertex & vtx3 = pVtx[3];
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vtx3.x = lrx;
vtx3.y = lry;
vtx3.z = z;
vtx3.w = w;
vtx3.s = lrs;
vtx3.t = lrt;
if (pSprite->stride > 0)
drawer.drawScreenSpaceTriangle(4);
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} while (RSP.nextCmd == 0xBD || RSP.nextCmd == 0xBE);
}
void gSPObjLoadTxSprite(u32 txsp)
{
gSPObjLoadTxtr( txsp );
gSPObjSprite( txsp + sizeof( uObjTxtr ) );
}
void gSPObjLoadTxRect(u32 txsp)
{
gSPObjLoadTxtr(txsp);
gSPObjRectangle(txsp + sizeof(uObjTxtr));
}
void gSPObjLoadTxRectR(u32 txsp)
{
gSPObjLoadTxtr( txsp );
gSPObjRectangleR( txsp + sizeof( uObjTxtr ) );
}
void gSPObjMatrix( u32 mtx )
{
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u32 address = RSP_SegmentToPhysical(mtx);
uObjMtx *objMtx = (uObjMtx*)&RDRAM[address];
gSP.objMatrix.A = _FIXED2FLOAT( objMtx->A, 16 );
gSP.objMatrix.B = _FIXED2FLOAT( objMtx->B, 16 );
gSP.objMatrix.C = _FIXED2FLOAT( objMtx->C, 16 );
gSP.objMatrix.D = _FIXED2FLOAT( objMtx->D, 16 );
gSP.objMatrix.X = _FIXED2FLOAT( objMtx->X, 2 );
gSP.objMatrix.Y = _FIXED2FLOAT( objMtx->Y, 2 );
gSP.objMatrix.baseScaleX = _FIXED2FLOAT( objMtx->BaseScaleX, 10 );
gSP.objMatrix.baseScaleY = _FIXED2FLOAT( objMtx->BaseScaleY, 10 );
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DebugMsg(DEBUG_NORMAL, "gSPObjMatrix\n");
}
void gSPObjSubMatrix( u32 mtx )
{
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u32 address = RSP_SegmentToPhysical(mtx);
uObjSubMtx *objMtx = (uObjSubMtx*)&RDRAM[address];
gSP.objMatrix.X = _FIXED2FLOAT(objMtx->X, 2);
gSP.objMatrix.Y = _FIXED2FLOAT(objMtx->Y, 2);
gSP.objMatrix.baseScaleX = _FIXED2FLOAT(objMtx->BaseScaleX, 10);
gSP.objMatrix.baseScaleY = _FIXED2FLOAT(objMtx->BaseScaleY, 10);
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DebugMsg(DEBUG_NORMAL, "gSPObjSubMatrix\n");
}
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void gSPObjRendermode(u32 _mode)
{
gSP.objRendermode = _mode;
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DebugMsg(DEBUG_NORMAL, "gSPObjRendermode(0x%08x)\n", _mode);
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}
#ifndef __NEON_OPT
void(*gSPInverseTransformVector)(float vec[3], float mtx[4][4]) = gSPInverseTransformVector_default;
void(*gSPTransformVector)(float vtx[4], float mtx[4][4]) = gSPTransformVector_default;
#else
void gSPInverseTransformVector_NEON(float vec[3], float mtx[4][4]);
void gSPTransformVector_NEON(float vtx[4], float mtx[4][4]);
void(*gSPInverseTransformVector)(float vec[3], float mtx[4][4]) = gSPInverseTransformVector_NEON;
void(*gSPTransformVector)(float vtx[4], float mtx[4][4]) = gSPTransformVector_NEON;
#endif //__NEON_OPT
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void gSPSetupFunctions()
{
g_ConkerUcode = GBI.getMicrocodeType() == F3DEX2CBFD;
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}