/* Star Wars Rogue Squadron ucode * Ported from Lemmy's LemNemu plugin * Incomplete! */ #include "GLideN64.h" #include "DebugDump.h" #include "F3D.h" #include "F3DEX.h" #include "N64.h" #include "RSP.h" #include "RDP.h" #include "gSP.h" #include "gDP.h" #include "GBI.h" #include "DisplayWindow.h" #define F3DSWRS_VTXCOLOR 0x02 #define F3DSWRS_MOVEMEM 0x03 #define F3DSWRS_VTX 0x04 #define F3DSWRS_JUMP3 0x05 #define F3DSWRS_DL 0x06 #define F3DSWRS_BRANCHDL 0x07 #define F3DSWRS_TRI2 0xB4 #define F3DSWRS_JUMP2 0xB5 #define F3DSWRS_MOVEWORD 0xBC #define F3DSWRS_HEIGHTFIELD 0xBD #define F3DSWRS_SETOTHERMODE_H_EX 0xBE #define F3DSWRS_TRI1 0xBF #define F3DSWRS_MV_TEXSCALE 0x82 #define F3DSWRS_MW_FOG_MULTIPLIER 0x08 #define F3DSWRS_MW_FOG_OFFSET 0x0A void F3DSWRS_VertexColor(u32, u32 _w1) { gSPSetVertexColorBase(_w1); } void F3DSWRS_MoveMem(u32 _w0, u32) { switch (_SHIFTR(_w0, 16, 8)) { case F3D_MV_VIEWPORT://G_MV_VIEWPORT: gSPViewport(RSP.PC[RSP.PCi] + 8); break; case F3DSWRS_MV_TEXSCALE: gSP.textureCoordScale[0] = *(u32*)&RDRAM[RSP.PC[RSP.PCi] + 16]; gSP.textureCoordScale[1] = *(u32*)&RDRAM[RSP.PC[RSP.PCi] + 12]; break; } RSP.PC[RSP.PCi] += 16; } void F3DSWRS_Vtx(u32 _w0, u32 _w1) { gSPSWVertex( _w1, _SHIFTR( _w0, 10, 6 ), 0 ); } void F3DSWRS_Jump2(u32, u32) { RSP.PC[RSP.PCi] = RSP.swDL[RSP.PCi].SWStartDL; RSP.swDL[RSP.PCi].SWStartDL = _SHIFTR(*(u32*)&RDRAM[RSP.PC[RSP.PCi]], 0, 24); RSP.swDL[RSP.PCi].SWOtherDL = _SHIFTR(*(u32*)&RDRAM[RSP.PC[RSP.PCi] + 4], 0, 24); } void F3DSWRS_Jump3(u32, u32) { RSP.PC[RSP.PCi] = RSP.swDL[RSP.PCi].SWOtherDL; RSP.swDL[RSP.PCi].SWStartDL = _SHIFTR(*(u32*)&RDRAM[RSP.PC[RSP.PCi]], 0, 24); RSP.swDL[RSP.PCi].SWOtherDL = _SHIFTR(*(u32*)&RDRAM[RSP.PC[RSP.PCi] + 4], 0, 24); } void F3DSWRS_DList(u32, u32 _w1) { gSPSWDisplayList(_w1); } void F3DSWRS_BranchDList(u32, u32 _w1) { gSPSWBranchList(_w1); } static void F3DSWRS_PrepareVertices(const u32* _vert, const u32* _color, bool _useTex, u32 _num) { const u32 sscale0 = _SHIFTR(gSP.textureCoordScale[0], 16, 16); const u32 tscale0 = _SHIFTR(gSP.textureCoordScale[0], 0, 16); const u32 sscale1 = _SHIFTR(gSP.textureCoordScale[1], 16, 16); const u32 tscale1 = _SHIFTR(gSP.textureCoordScale[1], 0, 16); GraphicsDrawer & drawer = dwnd().getDrawer(); for (u32 i = 0; i < _num; ++i) { SPVertex & vtx = drawer.getVertex(_vert[i]); u8 *color = &RDRAM[gSP.vertexColorBase + _color[i]]; vtx.r = color[3] * 0.0039215689f; vtx.g = color[2] * 0.0039215689f; vtx.b = color[1] * 0.0039215689f; vtx.a = color[0] * 0.0039215689f; if (_useTex) { const u32 st = *(u32*)&RDRAM[RSP.PC[RSP.PCi] + 16 + 4*i]; u32 s = (s16)_SHIFTR(st, 16, 16); u32 t = (s16)_SHIFTR(st, 0, 16); if ((s & 0x8000) != 0) s |= ~0xffff; if ((t & 0x8000) != 0) t |= ~0xffff; const u32 VMUDN_S = s * sscale0; const u32 VMUDN_T = t * tscale0; const s16 low_acum_S = _SHIFTR(VMUDN_S, 16, 16); const s16 low_acum_T = _SHIFTR(VMUDN_T, 16, 16); const u32 VMADH_S = s * sscale1; const u32 VMADH_T = t * tscale1; const s16 hi_acum_S = _SHIFTR(VMADH_S, 0, 16); const s16 hi_acum_T = _SHIFTR(VMADH_T, 0, 16); const s16 scaledS = low_acum_S + hi_acum_S; const s16 scaledT = low_acum_T + hi_acum_T; if (gDP.otherMode.texturePersp == 0) { vtx.s = _FIXED2FLOAT(scaledS, 4); vtx.t = _FIXED2FLOAT(scaledT, 4); } else { vtx.s = _FIXED2FLOAT(scaledS, 5); vtx.t = _FIXED2FLOAT(scaledT, 5); } } } } void F3DSWRS_Tri1(u32 _w0, u32 _w1) { const u32 v1 = (_SHIFTR( _w1, 13, 11 ) & 0x7F8) / 40; const u32 v2 = (_SHIFTR( _w1, 5, 11 ) & 0x7F8) / 40; const u32 v3 = ((_w1 << 3) & 0x7F8) / 40; const u32 vert[3] = { v1, v2, v3 }; const u32 nextCMD = *(u32*)&RDRAM[RSP.PC[RSP.PCi] + 8]; const u32 color[3] = { _SHIFTR(nextCMD, 16, 8), _SHIFTR(nextCMD, 8, 8), _SHIFTR(nextCMD, 0, 8) }; const bool useTex = (_w0 & 2) != 0; F3DSWRS_PrepareVertices(vert, color, useTex, 3); if (useTex) RSP.PC[RSP.PCi] += 16; gSP1Triangle(v1, v2, v3); RSP.PC[RSP.PCi] += 8; } void F3DSWRS_Tri2(u32 _w0, u32 _w1) { const u32 v1 = (_SHIFTR( _w1, 13, 11 ) & 0x7F8) / 40; const u32 v2 = (_SHIFTR( _w1, 5, 11 ) & 0x7F8) / 40; const u32 v3 = ((_w1 << 3) & 0x7F8) / 40; const u32 v4 = (_SHIFTR( _w1, 21, 11 ) & 0x7F8) / 40; const u32 vert[4] = { v1, v2, v3, v4 }; const u32 nextCMD = *(u32*)&RDRAM[RSP.PC[RSP.PCi] + 8]; const u32 color[4] = { _SHIFTR(nextCMD, 16, 8), _SHIFTR(nextCMD, 8, 8), _SHIFTR(nextCMD, 0, 8), _SHIFTR(nextCMD, 24, 8) }; const bool useTex = (_w0 & 2) != 0; F3DSWRS_PrepareVertices(vert, color, useTex, 4); if (useTex) RSP.PC[RSP.PCi] += 16; gSP2Triangles(v1, v2, v3, 0, v1, v3, v4, 0); RSP.PC[RSP.PCi] += 8; } void F3DSWRS_MoveWord(u32 _w0, u32 _w1) { switch (_SHIFTR( _w0, 0, 8 )){ // case 0x58C: // This PC is used after a texrect in naboo // State.NabooPCAfterTexRect = Segment[Command.dl.segment] + Command.dl.addr; // break; case G_MW_CLIP: gSPClipRatio( _w1 ); break; case G_MW_SEGMENT: gSPSegment( _SHIFTR( _w0, 8, 16 ) >> 2, _w1 & 0x00FFFFFF ); break; case F3DSWRS_MW_FOG_MULTIPLIER: gSP.fog.multiplierf = _FIXED2FLOAT((s32)_w1, 16); gSP.changed |= CHANGED_FOGPOSITION; break; case F3DSWRS_MW_FOG_OFFSET: gSP.fog.offsetf = _FIXED2FLOAT((s32)_w1, 16); gSP.changed |= CHANGED_FOGPOSITION; break; case G_MW_PERSPNORM: gSPPerspNormalize( _w1 ); break; } } void F3DSWRS_HeightField(u32, u32) { // Lemmy's note: // seems to be similar to JUMP3, but calls actual function with A1=0x2C // it *might* need the same jump/branch code as JUMP3 RSP.PC[RSP.PCi] += 16; } void F3DSWRS_SetOtherMode_H_EX(u32, u32 _w1) { RSP.PC[RSP.PCi] += 8; gDP.otherMode.h &= *(u32*)&RDRAM[RSP.PC[RSP.PCi]]; gDP.otherMode.h |= _w1; } void F3DSWRS_Init() { gSPSetupFunctions(); // Set GeometryMode flags GBI_InitFlags( F3D ); GBI.PCStackSize = 10; // GBI Command Command Value Command Function GBI_SetGBI( G_SPNOOP, F3D_SPNOOP, F3D_SPNoOp ); GBI_SetGBI( G_MTX, F3D_MTX, F3D_Mtx ); GBI_SetGBI( G_RESERVED0, F3DSWRS_VTXCOLOR, F3DSWRS_VertexColor ); GBI_SetGBI( G_MOVEMEM, F3DSWRS_MOVEMEM, F3DSWRS_MoveMem ); GBI_SetGBI( G_VTX, F3DSWRS_VTX, F3DSWRS_Vtx ); GBI_SetGBI( G_RESERVED1, F3DSWRS_JUMP3, F3DSWRS_Jump3 ); GBI_SetGBI( G_DL, F3DSWRS_DL, F3DSWRS_DList ); GBI_SetGBI( G_RESERVED2, F3DSWRS_BRANCHDL, F3DSWRS_BranchDList ); GBI_SetGBI( G_RESERVED3, F3D_RESERVED3, F3D_Reserved3 ); GBI_SetGBI( G_TRI1, F3DSWRS_TRI1, F3DSWRS_Tri1 ); GBI_SetGBI( G_CULLDL, F3DSWRS_SETOTHERMODE_H_EX,F3DSWRS_SetOtherMode_H_EX ); GBI_SetGBI( G_POPMTX, F3DSWRS_HEIGHTFIELD, F3DSWRS_HeightField ); GBI_SetGBI( G_MOVEWORD, F3DSWRS_MOVEWORD, F3DSWRS_MoveWord ); GBI_SetGBI( G_TEXTURE, F3D_TEXTURE, F3D_Texture ); GBI_SetGBI( G_SETOTHERMODE_H, F3D_SETOTHERMODE_H, F3D_SetOtherMode_H ); GBI_SetGBI( G_SETOTHERMODE_L, F3D_SETOTHERMODE_L, F3D_SetOtherMode_L ); GBI_SetGBI( G_ENDDL, F3D_ENDDL, F3D_EndDL ); GBI_SetGBI( G_SETGEOMETRYMODE, F3D_SETGEOMETRYMODE, F3D_SetGeometryMode ); GBI_SetGBI( G_CLEARGEOMETRYMODE, F3D_CLEARGEOMETRYMODE, F3D_ClearGeometryMode ); GBI_SetGBI( G_QUAD, F3DSWRS_JUMP2, F3DSWRS_Jump2 ); GBI_SetGBI( G_RDPHALF_1, F3DSWRS_TRI2, F3DSWRS_Tri2 ); }