#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" void F3DEX_Vtx( u32 w0, u32 w1 ) { gSPVertex( w1, _SHIFTR( w0, 10, 6 ), _SHIFTR( w0, 17, 7 ) ); } void F3DEX_Tri1( u32 w0, u32 w1 ) { gSP1Triangle( _SHIFTR( w1, 17, 7 ), _SHIFTR( w1, 9, 7 ), _SHIFTR( w1, 1, 7 )); } void F3DEX_CullDL( u32 w0, u32 w1 ) { gSPCullDisplayList( _SHIFTR( w0, 1, 15 ), _SHIFTR( w1, 1, 15 ) ); } void F3DEX_ModifyVtx( u32 w0, u32 w1 ) { gSPModifyVertex( _SHIFTR( w0, 1, 15 ), _SHIFTR( w0, 16, 8 ), w1 ); } void F3DEX_Tri2( u32 w0, u32 w1 ) { gSP2Triangles( _SHIFTR( w0, 17, 7 ), _SHIFTR( w0, 9, 7 ), _SHIFTR( w0, 1, 7 ), 0, _SHIFTR( w1, 17, 7 ), _SHIFTR( w1, 9, 7 ), _SHIFTR( w1, 1, 7 ), 0); } void F3DEX_Quad( u32 w0, u32 w1 ) { gSP1Quadrangle( _SHIFTR( w1, 25, 7 ), _SHIFTR( w1, 17, 7 ), _SHIFTR( w1, 9, 7 ), _SHIFTR( w1, 1, 7 ) ); } void F3DEX_Branch_Z( u32 w0, u32 w1 ) { gSPBranchLessZ(gDP.half_1, _SHIFTR(w0, 1, 11), _SHIFTR(w1, 16, 16)); } void F3DEX_Load_uCode( u32 w0, u32 w1 ) { gSPLoadUcodeEx( w1, gDP.half_1, _SHIFTR( w0, 0, 16 ) + 1 ); } void F3DEX_Init() { gSPSetupFunctions(); // Set GeometryMode flags GBI_InitFlags( F3DEX ); GBI.PCStackSize = 18; // 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, F3D_RESERVED0, F3D_Reserved0 ); GBI_SetGBI( G_MOVEMEM, F3D_MOVEMEM, F3D_MoveMem ); GBI_SetGBI( G_VTX, F3D_VTX, F3DEX_Vtx ); GBI_SetGBI( G_RESERVED1, F3D_RESERVED1, F3D_Reserved1 ); GBI_SetGBI( G_DL, F3D_DL, F3D_DList ); GBI_SetGBI( G_RESERVED2, F3D_RESERVED2, F3D_Reserved2 ); GBI_SetGBI( G_RESERVED3, F3D_RESERVED3, F3D_Reserved3 ); GBI_SetGBI( G_SPRITE2D_BASE, F3D_SPRITE2D_BASE, F3D_Sprite2D_Base ); GBI_SetGBI( G_TRI1, F3D_TRI1, F3DEX_Tri1 ); GBI_SetGBI( G_CULLDL, F3D_CULLDL, F3DEX_CullDL ); GBI_SetGBI( G_POPMTX, F3D_POPMTX, F3D_PopMtx ); GBI_SetGBI( G_MOVEWORD, F3D_MOVEWORD, F3D_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, F3D_QUAD, F3DEX_Quad ); GBI_SetGBI( G_RDPHALF_1, F3D_RDPHALF_1, F3D_RDPHalf_1 ); GBI_SetGBI( G_RDPHALF_2, F3D_RDPHALF_2, F3D_RDPHalf_2 ); GBI_SetGBI( G_MODIFYVTX, F3DEX_MODIFYVTX, F3DEX_ModifyVtx ); GBI_SetGBI( G_TRI2, F3DEX_TRI2, F3DEX_Tri2 ); GBI_SetGBI( G_BRANCH_Z, F3DEX_BRANCH_Z, F3DEX_Branch_Z ); GBI_SetGBI( G_LOAD_UCODE, F3DEX_LOAD_UCODE, F3DEX_Load_uCode ); }