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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00

Implement GLSL combiner.

This commit is contained in:
Sergey Lipskiy 2013-04-05 13:16:15 +07:00
parent 69f27a5d8a
commit 222e26a8a5
8 changed files with 486 additions and 1 deletions

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@ -8,6 +8,7 @@
#include "NV_register_combiners.h"
#include "texture_env_combine.h"
#include "texture_env.h"
#include "GLSLCombiner.h"
#include "Debug.h"
#include "gDP.h"
@ -15,7 +16,9 @@ CombinerInfo combiner;
void Combiner_Init()
{
if (OGL.NV_register_combiners)
if (OGL.GLSL)
combiner.compiler = GLSL_COMBINE;
else if (OGL.NV_register_combiners)
combiner.compiler = NV_REGISTER_COMBINERS;
else if (OGL.EXT_texture_env_combine || OGL.ARB_texture_env_combine)
combiner.compiler = TEXTURE_ENV_COMBINE;
@ -36,6 +39,10 @@ void Combiner_Init()
case NV_REGISTER_COMBINERS:
Init_NV_register_combiners();
break;
case GLSL_COMBINE:
InitGLSLCombiner();
break;
}
combiner.root = NULL;
}
@ -51,6 +58,10 @@ void Combiner_UpdateCombineColors()
case NV_REGISTER_COMBINERS:
Update_NV_register_combiners_Colors( (RegisterCombiners*)combiner.current->compiled );
break;
case GLSL_COMBINE:
UpdateGLSLCombinerColors( (GLSLCombiner*)combiner.current->compiled );
break;
}
gDP.changed &= ~CHANGED_COMBINE_COLORS;
@ -284,6 +295,10 @@ CachedCombiner *Combiner_Compile( u64 mux )
case NV_REGISTER_COMBINERS:
cached->compiled = (void*)Compile_NV_register_combiners( &color, &alpha );
break;
case GLSL_COMBINE:
cached->compiled = (void*)CompileGLSLCominer( &color, &alpha );
break;
}
return cached;
@ -401,6 +416,10 @@ void Combiner_SetCombineStates()
case NV_REGISTER_COMBINERS:
Set_NV_register_combiners( (RegisterCombiners*)combiner.current->compiled );
break;
case GLSL_COMBINE:
SetGLSLCombiner( (GLSLCombiner*)combiner.current->compiled );
break;
}
}

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@ -10,6 +10,7 @@
#define TEXTURE_ENV_COMBINE 1
#define NV_REGISTER_COMBINERS 2
#define NV_TEXTURE_ENV_COMBINE4 3
#define GLSL_COMBINE 4
/*
* G_SETCOMBINE: color combine modes

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@ -1,3 +1,5 @@
#ifdef _DEBUG
#include <windows.h>
#include <stdio.h>
#include <process.h>
@ -301,3 +303,5 @@ void DebugMsg( WORD type, LPCSTR format, ... )
}
va_end( va );
}
#endif

382
GLSLCombiner.cpp Normal file
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@ -0,0 +1,382 @@
#ifndef __LINUX__
# include <windows.h>
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <fstream>
#else
# include "winlnxdefs.h"
# include <stdlib.h> // malloc()
#endif
#include "OpenGL.h"
#include "Combiner.h"
#include "GLSLCombiner.h"
void display_warning(const char *text, ...)
{
static int first_message = 100;
if (first_message)
{
char buf[1000];
va_list ap;
va_start(ap, text);
vsprintf(buf, text, ap);
va_end(ap);
first_message--;
}
}
const char *ColorInput[] = {
"combined_color.rgb",
"readtex0.rgb",
"readtex1.rgb",
"prim_color.rgb",
"gl_Color.rgb",
"env_color.rgb",
"center_color.rgb",
"scale_color.rgb",
"combined_color.a",
"readtex0.a",
"readtex1.a",
"prim_color.a",
"gl_Color.a",
"env_color.a",
"vec3(0.5)", // TODO: emulate lod_fraction
"vec3(prim_lod)",
"vec3(1.0)", // TODO: emulate noise
"vec3(k4)",
"vec3(k5)",
"vec3(1.0)",
"vec3(0.0)"
};
const char *AlphaInput[] = {
"combined_color.a",
"readtex0.a",
"readtex1.a",
"prim_color.a",
"gl_Color.a",
"env_color.a",
"center_color.a",
"scale_color.a",
"combined_color.a",
"readtex0.a",
"readtex1.a",
"prim_color.a",
"gl_Color.a",
"env_color.a",
"0.5", // TODO: emulate lod_fraction
"prim_lod",
"1.0", // TODO: emulate noise
"k4",
"k5",
"1.0",
"0.0"
};
static GLhandleARB vertex_shader_object;
static const char* fragment_shader_header =
/*
"uniform sampler2D texture0; \n"
"uniform sampler2D texture1; \n"
"uniform sampler2D ditherTex; \n"
"uniform vec4 constant_color; \n"
"uniform vec4 ccolor0; \n"
"uniform vec4 ccolor1; \n"
"uniform vec4 chroma_color; \n"
"uniform float lambda; \n"
"varying vec4 fogValue; \n"
" \n"
"void test_chroma(vec4 ctexture1); \n"
" \n"
" \n"
"void main() \n"
"{ \n"
;
*/
"uniform sampler2D texture0; \n"
"uniform sampler2D texture1; \n"
"uniform vec4 prim_color; \n"
"uniform vec4 env_color; \n"
"uniform vec4 center_color; \n"
"uniform vec4 scale_color; \n"
"uniform float k4; \n"
"uniform float k5; \n"
"uniform float prim_lod; \n"
" \n"
"void main() \n"
"{ \n"
" vec4 combined_color; \n"
" float alpha1, alpha2; \n"
" vec3 color1, color2; \n"
;
/*
// using gl_FragCoord is terribly slow on ATI and varying variables don't work for some unknown
// reason, so we use the unused components of the texture2 coordinates
static const char* fragment_shader_dither =
" float dithx = (gl_TexCoord[2].b + 1.0)*0.5*1000.0; \n"
" float dithy = (gl_TexCoord[2].a + 1.0)*0.5*1000.0; \n"
" if(texture2D(ditherTex, vec2((dithx-32.0*floor(dithx/32.0))/32.0, \n"
" (dithy-32.0*floor(dithy/32.0))/32.0)).a > 0.5) discard; \n"
;
static const char* fragment_shader_depth =
" gl_FragDepth = dot(texture2D(texture0, vec2(gl_TexCoord[0])), vec4(32*64*32/65536.0, 64*32/65536.0, 32/65536.0, 0))*0.5 + 0.5; \n"
;
static const char* fragment_shader_bw =
" vec4 readtex0 = texture2D(texture0, vec2(gl_TexCoord[0])); \n"
" gl_FragColor = vec4(vec3(readtex0.b), \n"
" readtex0.r + readtex0.g * 8.0 / 256.0); \n"
;
static const char* fragment_shader_readtex0bw =
" vec4 readtex0 = texture2D(texture0, vec2(gl_TexCoord[0])); \n"
" readtex0 = vec4(vec3(readtex0.b), \n"
" readtex0.r + readtex0.g * 8.0 / 256.0); \n"
;
static const char* fragment_shader_readtex0bw_2 =
" vec4 readtex0 = vec4(dot(texture2D(texture0, vec2(gl_TexCoord[0])), vec4(1.0/3, 1.0/3, 1.0/3, 0))); \n"
;
static const char* fragment_shader_readtex1bw =
" vec4 readtex1 = texture2D(texture1, vec2(gl_TexCoord[1])); \n"
" readtex1 = vec4(vec3(readtex1.b), \n"
" readtex1.r + readtex1.g * 8.0 / 256.0); \n"
;
static const char* fragment_shader_readtex1bw_2 =
" vec4 readtex1 = vec4(dot(texture2D(texture1, vec2(gl_TexCoord[1])), vec4(1.0/3, 1.0/3, 1.0/3, 0))); \n"
;
*/
static const char* fragment_shader_default =
//" gl_FragColor = texture2D(texture0, gl_TexCoord[0].st); \n"
//" gl_FragColor = gl_Color; \n"
" vec4 color = texture2D(texture0, gl_TexCoord[0].st); \n"
" gl_FragColor = gl_Color*color; \n"
;
static const char* fragment_shader_readtex0color =
" vec4 readtex0 = texture2D(texture0, gl_TexCoord[0].st); \n"
;
static const char* fragment_shader_readtex1color =
" vec4 readtex1 = texture2D(texture1, gl_TexCoord[1].st); \n"
;
static const char* fragment_shader_end =
"} \n"
;
static const char* vertex_shader =
#if 0
//"varying vec4 fogValue; \n"
" \n"
"void main() \n"
"{ \n"
" gl_Position = ftransform(); \n"
" gl_FrontColor = gl_Color; \n"
" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
" gl_TexCoord[1] = gl_MultiTexCoord1; \n"
" float f = (gl_Fog.end - gl_SecondaryColor.r) * gl_Fog.scale; \n" // fog value passed through secondary color (workaround ATI bug)
" f = clamp(f, 0.0, 1.0); \n"
//" gl_TexCoord[0].b = f; \n" // various data passed through
//" gl_TexCoord[2].b = gl_Vertex.x; \n" // texture coordinates
//" gl_TexCoord[2].a = gl_Vertex.y; \n" // again it is the only way
"} \n" // i've found to get it working fast with ATI drivers
;
#else
"void main() \n"
"{ \n"
" gl_Position = ftransform(); \n"
" gl_FrontColor = gl_Color; \n"
" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
" gl_TexCoord[1] = gl_MultiTexCoord1; \n"
" gl_FogFragCoord = (gl_Fog.end - gl_FogCoord) * gl_Fog.scale; \n"
"} \n"
;
#endif
static char shader_log[2048];
void InitGLSLCombiner()
{
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
vertex_shader_object = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
glShaderSourceARB(vertex_shader_object, 1, &vertex_shader, NULL);
glCompileShaderARB(vertex_shader_object);
}
void CompileCombiner(const CombinerStage & _stage, const char** _Input, char * _fragment_shader) {
char buf[128];
bool bBracketOpen = false;
for (int i = 0; i < _stage.numOps; ++i) {
switch(_stage.op[i].op) {
case LOAD:
sprintf(buf, "(%s ", _Input[_stage.op[i].param1]);
strcat(_fragment_shader, buf);
bBracketOpen = true;
break;
case SUB:
if (bBracketOpen) {
sprintf(buf, "- %s)", _Input[_stage.op[i].param1]);
bBracketOpen = false;
} else
sprintf(buf, "- %s", _Input[_stage.op[i].param1]);
strcat(_fragment_shader, buf);
break;
case ADD:
if (bBracketOpen) {
sprintf(buf, "+ %s)", _Input[_stage.op[i].param1]);
bBracketOpen = false;
} else
sprintf(buf, "+ %s", _Input[_stage.op[i].param1]);
strcat(_fragment_shader, buf);
break;
case MUL:
if (bBracketOpen) {
sprintf(buf, ")*%s", _Input[_stage.op[i].param1]);
bBracketOpen = false;
} else
sprintf(buf, "*%s", _Input[_stage.op[i].param1]);
strcat(_fragment_shader, buf);
break;
case INTER:
sprintf(buf, "mix(%s, %s, %s)", ColorInput[_stage.op[0].param2], _Input[_stage.op[0].param1], _Input[_stage.op[0].param3]);
strcat(_fragment_shader, buf);
break;
// default:
// assert(false);
}
}
if (bBracketOpen)
strcat(_fragment_shader, ")");
strcat(_fragment_shader, "; \n");
}
GLSLCombiner * CompileGLSLCominer(Combiner *_color, Combiner *_alpha) {
GLSLCombiner *glslCombiner = (GLSLCombiner*)malloc(sizeof(GLSLCombiner));
glslCombiner->vertex_shader_object = vertex_shader_object;
char *fragment_shader = (char*)malloc(4096);
strcpy(fragment_shader, fragment_shader_header);
strcat(fragment_shader, fragment_shader_readtex0color);
strcat(fragment_shader, fragment_shader_readtex1color);
#if 1
strcat(fragment_shader, " alpha1 = ");
CompileCombiner(_alpha->stage[0], AlphaInput, fragment_shader);
strcat(fragment_shader, " color1 = ");
CompileCombiner(_color->stage[0], ColorInput, fragment_shader);
strcat(fragment_shader, " combined_color = vec4(color1, alpha1); \n");
if (_alpha->numStages == 2) {
strcat(fragment_shader, " alpha2 = ");
CompileCombiner(_alpha->stage[1], AlphaInput, fragment_shader);
} else
strcat(fragment_shader, " alpha2 = alpha1; \n");
if (_color->numStages == 2) {
strcat(fragment_shader, " color2 = ");
CompileCombiner(_color->stage[1], ColorInput, fragment_shader);
} else
strcat(fragment_shader, " color2 = color1; \n");
strcat(fragment_shader, " gl_FragColor = vec4(color2, alpha2); \n");
if (gSP.geometryMode & G_FOG)
strcat(fragment_shader, " gl_FragColor = vec4(mix(gl_Fog.color.rgb, gl_FragColor.rgb, gl_FogFragCoord), gl_FragColor.a); \n");
#else
// strcat(fragment_shader, fragment_shader_default);
strcat(fragment_shader, "gl_FragColor = vec4(env_color); \n");
#endif
strcat(fragment_shader, fragment_shader_end);
glslCombiner->fragment_shader_object = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB(glslCombiner->fragment_shader_object, 1, (const GLcharARB**)&fragment_shader, NULL);
free(fragment_shader);
glCompileShaderARB(glslCombiner->fragment_shader_object);
glslCombiner->program_object = glCreateProgramObjectARB();
glAttachObjectARB(glslCombiner->program_object, glslCombiner->fragment_shader_object);
glAttachObjectARB(glslCombiner->program_object, glslCombiner->vertex_shader_object);
glLinkProgramARB(glslCombiner->program_object);
return glslCombiner;
}
void SetGLSLCombiner(GLSLCombiner *glslCombiner) {
combiner.usesT0 = FALSE;
combiner.usesT1 = FALSE;
combiner.usesNoise = FALSE;
combiner.vertex.color = COMBINED;
combiner.vertex.secondaryColor = COMBINED;
combiner.vertex.alpha = COMBINED;
glUseProgramObjectARB(glslCombiner->program_object);
int texture0_location = glGetUniformLocationARB(glslCombiner->program_object, "texture0");
if (texture0_location != -1) {
glUniform1iARB(texture0_location, 0);
combiner.usesT0 = TRUE;
}
int texture1_location = glGetUniformLocationARB(glslCombiner->program_object, "texture1");
if (texture1_location != -1) {
glUniform1iARB(texture1_location, 1);
combiner.usesT1 = TRUE;
}
int log_length;
glGetObjectParameterivARB(glslCombiner->program_object, GL_OBJECT_LINK_STATUS_ARB , &log_length);
if(!log_length)
{
glGetInfoLogARB(glslCombiner->fragment_shader_object,
2048, &log_length, shader_log);
if(log_length)
display_warning(shader_log);
glGetInfoLogARB(vertex_shader_object, 2048, &log_length, shader_log);
if(log_length)
display_warning(shader_log);
glGetInfoLogARB(glslCombiner->program_object,
2048, &log_length, shader_log);
if(log_length)
display_warning(shader_log);
}
}
void UpdateGLSLCombinerColors(GLSLCombiner * _glslCombiner) {
// if (int chroma_color_location = glGetUniformLocationARB(_glslCombiner->program_object, "chroma_color") != -1)
// glUniform4fARB(chroma_color_location, chroma_color[0], chroma_color[1], chroma_color[2], chroma_color[3]);
int prim_color_location = glGetUniformLocationARB(_glslCombiner->program_object, "prim_color");
glUniform4fARB(prim_color_location, gDP.primColor.r, gDP.primColor.g, gDP.primColor.b, gDP.primColor.a);
int env_color_location = glGetUniformLocationARB(_glslCombiner->program_object, "env_color");
glUniform4fARB(env_color_location, gDP.envColor.r, gDP.envColor.g, gDP.envColor.b, gDP.envColor.a);
int prim_lod_location = glGetUniformLocationARB(_glslCombiner->program_object, "prim_lod");
glUniform1fARB(prim_lod_location, gDP.primColor.l);
/*
if(dither_enabled)
{
ditherTex_location = glGetUniformLocationARB(program_object, "ditherTex");
glUniform1iARB(ditherTex_location, 2);
}
set_lambda();
number_of_programs++;
*/
}

15
GLSLCombiner.h Normal file
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@ -0,0 +1,15 @@
#ifndef GLSL_COMBINER_H
#define GLSL_COMBINER_H
struct GLSLCombiner {
GLhandleARB vertex_shader_object;
GLhandleARB fragment_shader_object;
GLhandleARB program_object;
};
void InitGLSLCombiner();
GLSLCombiner * CompileGLSLCominer(Combiner *_color, Combiner *_alpha);
void SetGLSLCombiner(GLSLCombiner *_Combiner);
void UpdateGLSLCombinerColors(GLSLCombiner*);
#endif //GLSL_COMBINER_H

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@ -23,6 +23,24 @@
GLInfo OGL;
#ifndef __LINUX__
// GLSL functions
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
PFNGLUNIFORM1IARBPROC glUniform1iARB;
PFNGLUNIFORM4IARBPROC glUniform4iARB;
PFNGLUNIFORM4FARBPROC glUniform4fARB;
PFNGLUNIFORM1FARBPROC glUniform1fARB;
PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
PFNGLSECONDARYCOLOR3FPROC glSecondaryColor3f;
// NV_register_combiners functions
PFNGLCOMBINERPARAMETERFVNVPROC glCombinerParameterfvNV;
PFNGLCOMBINERPARAMETERFNVPROC glCombinerParameterfNV;
@ -102,6 +120,33 @@ BOOL isExtensionSupported( const char *extension )
void OGL_InitExtensions()
{
if (OGL.GLSL = isExtensionSupported("GL_ARB_shading_language_100") &&
isExtensionSupported("GL_ARB_shader_objects") &&
isExtensionSupported("GL_ARB_fragment_shader") &&
isExtensionSupported("GL_ARB_vertex_shader"))
{
#ifndef __LINUX__
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)wglGetProcAddress("glCreateShaderObjectARB");
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)wglGetProcAddress("glShaderSourceARB");
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)wglGetProcAddress("glCompileShaderARB");
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)wglGetProcAddress("glCreateProgramObjectARB");
glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)wglGetProcAddress("glAttachObjectARB");
glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)wglGetProcAddress("glLinkProgramARB");
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)wglGetProcAddress("glUseProgramObjectARB");
glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)wglGetProcAddress("glGetUniformLocationARB");
glUniform1iARB = (PFNGLUNIFORM1IARBPROC)wglGetProcAddress("glUniform1iARB");
glUniform4iARB = (PFNGLUNIFORM4IARBPROC)wglGetProcAddress("glUniform4iARB");
glUniform4fARB = (PFNGLUNIFORM4FARBPROC)wglGetProcAddress("glUniform4fARB");
glUniform1fARB = (PFNGLUNIFORM1FARBPROC)wglGetProcAddress("glUniform1fARB");
glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)wglGetProcAddress("glDeleteObjectARB");
glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)wglGetProcAddress("glGetInfoLogARB");
glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)wglGetProcAddress("glGetObjectParameterivARB");
glSecondaryColor3f = (PFNGLSECONDARYCOLOR3FPROC)wglGetProcAddress("glSecondaryColor3f");
#endif // __LINUX__
}
if (OGL.NV_register_combiners = isExtensionSupported( "GL_NV_register_combiners" ))
{
#ifndef __LINUX__

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@ -58,6 +58,7 @@ struct GLInfo
BOOL NV_texture_env_combine4; // TNT, GeForce
BOOL NV_register_combiners; // GeForce
BOOL GLSL; // GeForce, Radeon
BOOL ARB_buffer_region;
BOOL ARB_pbuffer;
BOOL ARB_render_texture;
@ -93,6 +94,23 @@ struct GLcolor
};
#ifndef __LINUX__
extern PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
extern PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
extern PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
extern PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
extern PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
extern PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
extern PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
extern PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
extern PFNGLUNIFORM1IARBPROC glUniform1iARB;
extern PFNGLUNIFORM4IARBPROC glUniform4iARB;
extern PFNGLUNIFORM4FARBPROC glUniform4fARB;
extern PFNGLUNIFORM1FARBPROC glUniform1fARB;
extern PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
extern PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
extern PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
extern PFNGLSECONDARYCOLOR3FPROC glSecondaryColor3f;
extern PFNGLCOMBINERPARAMETERFVNVPROC glCombinerParameterfvNV;
extern PFNGLCOMBINERPARAMETERFNVPROC glCombinerParameterfNV;
extern PFNGLCOMBINERPARAMETERIVNVPROC glCombinerParameterivNV;

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@ -1,3 +1,4 @@
#include <stdio.h>
#include <math.h>
#include "glN64.h"
#include "Debug.h"