1
0
mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00
GLideN64/F3DEX2.cpp

209 lines
5.1 KiB
C++

#include <assert.h>
#include "GLideN64.h"
#include "Debug.h"
#include "F3D.h"
#include "F3DEX.h"
#include "F3DEX2.h"
#include "N64.h"
#include "RSP.h"
#include "RDP.h"
#include "gSP.h"
#include "gDP.h"
#include "GBI.h"
#include "OpenGL.h"
using namespace std;
void F3DEX2_Mtx( u32 w0, u32 w1 )
{
gSPMatrix( w1, _SHIFTR( w0, 0, 8 ) ^ G_MTX_PUSH );
}
void F3DEX2_MoveMem( u32 w0, u32 w1 )
{
#ifdef __TRIBUFFER_OPT
gSPFlushTriangles();
#endif
switch (_SHIFTR( w0, 0, 8 ))
{
case F3DEX2_MV_VIEWPORT:
gSPViewport( w1 );
break;
case G_MV_MATRIX:
gSPForceMatrix( w1 );
// force matrix takes two commands
RSP.PC[RSP.PCi] += 8;
break;
case G_MV_LIGHT:
{
const u32 offset = (_SHIFTR(w0, 5, 11))&0x7F8;
const u32 n = offset / 24;
if (n < 2)
gSPLookAt(w1, n);
else
gSPLight(w1, n - 1);
}
break;
}
}
void F3DEX2_Vtx( u32 w0, u32 w1 )
{
u32 n = _SHIFTR( w0, 12, 8 );
gSPVertex( w1, n, _SHIFTR( w0, 1, 7 ) - n );
}
void F3DEX2_Reserved1( u32 w0, u32 w1 )
{
}
void F3DEX2_Tri1( u32 w0, u32 w1 )
{
gSP1Triangle( _SHIFTR( w0, 17, 7 ),
_SHIFTR( w0, 9, 7 ),
_SHIFTR( w0, 1, 7 ));
}
void F3DEX2_Line3D( u32 w0, u32 w1 )
{
assert(false);
}
void F3DEX2_PopMtx( u32 w0, u32 w1 )
{
gSPPopMatrixN( 0, w1 >> 6 );
}
void F3DEX2_MoveWord( u32 w0, u32 w1 )
{
switch (_SHIFTR( w0, 16, 8 ))
{
case G_MW_FORCEMTX:
// Handled in movemem
break;
case G_MW_MATRIX:
gSPInsertMatrix( _SHIFTR( w0, 0, 16 ), w1 );
break;
case G_MW_NUMLIGHT:
gSPNumLights( w1 / 24 );
break;
case G_MW_CLIP:
gSPClipRatio( w1 );
break;
case G_MW_SEGMENT:
gSPSegment( _SHIFTR( w0, 2, 4 ) , w1 & 0x00FFFFFF );
break;
case G_MW_FOG:
gSPFogFactor( (s16)_SHIFTR( w1, 16, 16 ), (s16)_SHIFTR( w1, 0, 16 ) );
//offset must be 0 for move_fog, but it can be non zero in Nushi Zuri 64 - Shiokaze ni Notte
//low-level display list has setothermode commands in this place, so this is obviously not move_fog.
if (_SHIFTR(w0, 0, 16) == 0x04)
gDPSetTextureLUT((w1 == 0xffffffff) ? G_TT_NONE : G_TT_RGBA16);
break;
case G_MW_LIGHTCOL:
gSPLightColor((_SHIFTR( w0, 0, 16 ) / 24) + 1, w1 );
break;
case G_MW_PERSPNORM:
gSPPerspNormalize( w1 );
break;
}
}
void F3DEX2_Texture( u32 w0, u32 w1 )
{
gSPTexture( _FIXED2FLOAT( _SHIFTR( w1, 16, 16 ), 16 ),
_FIXED2FLOAT( _SHIFTR( w1, 0, 16 ), 16 ),
_SHIFTR( w0, 11, 3 ),
_SHIFTR( w0, 8, 3 ),
_SHIFTR( w0, 1, 7 ) );
}
void F3DEX2_SetOtherMode_H( u32 w0, u32 w1 )
{
const u32 length = _SHIFTR(w0, 0, 8) + 1;
const u32 shift = max(0, (s32)(32 - _SHIFTR(w0, 8, 8) - length));
gSPSetOtherMode_H(length, shift, w1);
}
void F3DEX2_SetOtherMode_L( u32 w0, u32 w1 )
{
const u32 length = _SHIFTR(w0, 0, 8) + 1;
const u32 shift = max(0, (s32)(32 - _SHIFTR(w0, 8, 8) - length));
gSPSetOtherMode_L(length, shift, w1);
}
void F3DEX2_GeometryMode( u32 w0, u32 w1 )
{
gSPGeometryMode( ~_SHIFTR( w0, 0, 24 ), w1 );
}
void F3DEX2_DMAIO( u32 w0, u32 w1 )
{
}
void F3DEX2_Special_1( u32 w0, u32 w1 )
{
gSPDlistCount(_SHIFTR( w0, 0, 8 ), w1);
}
void F3DEX2_Special_2( u32 w0, u32 w1 )
{
}
void F3DEX2_Special_3( u32 w0, u32 w1 )
{
}
void F3DEX2_Quad( 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 F3DEX2_Init()
{
gSPSetupFunctions();
// Set GeometryMode flags
GBI_InitFlags( F3DEX2 );
GBI.PCStackSize = 18;
// GBI Command Command Value Command Function
GBI_SetGBI( G_RDPHALF_2, F3DEX2_RDPHALF_2, F3D_RDPHalf_2 );
GBI_SetGBI( G_SETOTHERMODE_H, F3DEX2_SETOTHERMODE_H, F3DEX2_SetOtherMode_H );
GBI_SetGBI( G_SETOTHERMODE_L, F3DEX2_SETOTHERMODE_L, F3DEX2_SetOtherMode_L );
GBI_SetGBI( G_RDPHALF_1, F3DEX2_RDPHALF_1, F3D_RDPHalf_1 );
GBI_SetGBI( G_SPNOOP, F3DEX2_SPNOOP, F3D_SPNoOp );
GBI_SetGBI( G_ENDDL, F3DEX2_ENDDL, F3D_EndDL );
GBI_SetGBI( G_DL, F3DEX2_DL, F3D_DList );
GBI_SetGBI( G_LOAD_UCODE, F3DEX2_LOAD_UCODE, F3DEX_Load_uCode );
GBI_SetGBI( G_MOVEMEM, F3DEX2_MOVEMEM, F3DEX2_MoveMem );
GBI_SetGBI( G_MOVEWORD, F3DEX2_MOVEWORD, F3DEX2_MoveWord );
GBI_SetGBI( G_MTX, F3DEX2_MTX, F3DEX2_Mtx );
GBI_SetGBI( G_GEOMETRYMODE, F3DEX2_GEOMETRYMODE, F3DEX2_GeometryMode );
GBI_SetGBI( G_POPMTX, F3DEX2_POPMTX, F3DEX2_PopMtx );
GBI_SetGBI( G_TEXTURE, F3DEX2_TEXTURE, F3DEX2_Texture );
GBI_SetGBI( G_DMA_IO, F3DEX2_DMA_IO, F3DEX2_DMAIO );
GBI_SetGBI( G_SPECIAL_1, F3DEX2_SPECIAL_1, F3DEX2_Special_1 );
GBI_SetGBI( G_SPECIAL_2, F3DEX2_SPECIAL_2, F3DEX2_Special_2 );
GBI_SetGBI( G_SPECIAL_3, F3DEX2_SPECIAL_3, F3DEX2_Special_3 );
GBI_SetGBI( G_VTX, F3DEX2_VTX, F3DEX2_Vtx );
GBI_SetGBI( G_MODIFYVTX, F3DEX2_MODIFYVTX, F3DEX_ModifyVtx );
GBI_SetGBI( G_CULLDL, F3DEX2_CULLDL, F3DEX_CullDL );
GBI_SetGBI( G_BRANCH_Z, F3DEX2_BRANCH_Z, F3DEX_Branch_Z );
GBI_SetGBI( G_TRI1, F3DEX2_TRI1, F3DEX2_Tri1 );
GBI_SetGBI( G_TRI2, F3DEX2_TRI2, F3DEX_Tri2 );
GBI_SetGBI( G_QUAD, F3DEX2_QUAD, F3DEX2_Quad );
GBI_SetGBI( G_LINE3D, F3DEX2_LINE3D, F3DEX2_Line3D );
}