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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00
GLideN64/F3DDKR.cpp
Sergey Lipskiy 268278a6b0 Implement load texture by dma offset.
Fixed menu in JFG.
2015-05-13 10:13:48 +06:00

148 lines
3.5 KiB
C++

#include "GLideN64.h"
#include "Debug.h"
#include "F3D.h"
#include "F3DDKR.h"
#include "N64.h"
#include "RSP.h"
#include "RDP.h"
#include "gSP.h"
#include "gDP.h"
#include "GBI.h"
void F3DDKR_DMA_Mtx( u32 w0, u32 w1 )
{
if (_SHIFTR( w0, 0, 16 ) != 64)
{
// GBI_DetectUCode(); // Something's wrong
#ifdef DEBUG
DebugMsg( DEBUG_MEDIUM | DEBUG_HIGH | DEBUG_ERROR, "G_MTX: address = 0x%08X length = %i params = 0x%02X\n", w1, _SHIFTR( w0, 0, 16 ), _SHIFTR( w0, 16, 8 ) );
#endif
return;
}
u32 index = _SHIFTR( w0, 16, 4 );
u32 multiply;
if (index == 0) // DKR
{
index = _SHIFTR( w0, 22, 2 );
multiply = 0;
}
else // Gemini
{
multiply = _SHIFTR( w0, 23, 1 );
}
gSPDMAMatrix( w1, index, multiply );
}
void F3DDKR_DMA_Vtx( u32 w0, u32 w1 )
{
if ((w0 & F3DDKR_VTX_APPEND))
{
if (gSP.matrix.billboard)
gSP.vertexi = 1;
}
else
gSP.vertexi = 0;
u32 n = _SHIFTR( w0, 19, 5 ) + 1;
gSPDMAVertex( w1, n, gSP.vertexi + _SHIFTR( w0, 9, 5 ) );
gSP.vertexi += n;
}
void F3DJFG_DMA_Vtx(u32 w0, u32 w1)
{
if ((w0 & F3DDKR_VTX_APPEND)) {
if (gSP.matrix.billboard)
gSP.vertexi = 1;
} else
gSP.vertexi = 0;
u32 n = _SHIFTR(w0, 19, 5);
gSPDMAVertex(w1, n, gSP.vertexi + _SHIFTR(w0, 9, 5));
gSP.vertexi += n;
}
void F3DDKR_DMA_Tri(u32 w0, u32 w1)
{
gSPDMATriangles( w1, _SHIFTR( w0, 4, 12 ) );
gSP.vertexi = 0;
}
void F3DDKR_DMA_DList( u32 w0, u32 w1 )
{
gSPDMADisplayList( w1, _SHIFTR( w0, 16, 8 ) );
}
void F3DDKR_DMA_Offsets( u32 w0, u32 w1 )
{
gSPSetDMAOffsets( _SHIFTR( w0, 0, 24 ), _SHIFTR( w1, 0, 24 ) );
}
void F3DDKR_DMA_Tex_Offset(u32 w0, u32 w1)
{
gSPSetDMATexOffset(w1);
}
void F3DDKR_MoveWord( u32 w0, u32 w1 )
{
switch (_SHIFTR( w0, 0, 8 ))
{
case 0x02:
gSP.matrix.billboard = w1 & 1;
break;
case 0x0A:
gSP.matrix.modelViewi = _SHIFTR( w1, 6, 2 );
gSP.changed |= CHANGED_MATRIX;
break;
default:
F3D_MoveWord( w0, w1 );
break;
}
}
void F3DDKR_Init()
{
// 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_DMA_MTX, F3DDKR_DMA_MTX, F3DDKR_DMA_Mtx );
GBI_SetGBI( G_DMA_TEX_OFFSET, F3DDKR_DMA_TEX_OFFSET, F3DDKR_DMA_Tex_Offset );
GBI_SetGBI( G_MOVEMEM, F3D_MOVEMEM, F3D_MoveMem );
GBI_SetGBI( G_DMA_VTX, F3DDKR_DMA_VTX, F3DDKR_DMA_Vtx );
GBI_SetGBI( G_DL, F3D_DL, F3D_DList );
GBI_SetGBI( G_DMA_DL, F3DDKR_DMA_DL, F3DDKR_DMA_DList );
GBI_SetGBI( G_DMA_TRI, F3DDKR_DMA_TRI, F3DDKR_DMA_Tri );
GBI_SetGBI( G_DMA_OFFSETS, F3DDKR_DMA_OFFSETS, F3DDKR_DMA_Offsets );
GBI_SetGBI( G_CULLDL, F3D_CULLDL, F3D_CullDL );
GBI_SetGBI( G_MOVEWORD, F3D_MOVEWORD, F3DDKR_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, F3D_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_RDPHALF_CONT, F3D_RDPHALF_CONT, F3D_RDPHalf_Cont );
GBI_SetGBI( G_TRI4, F3D_TRI4, F3D_Tri4 );
gSPSetDMAOffsets( 0, 0 );
}
void F3DJFG_Init()
{
F3DDKR_Init();
GBI_SetGBI(G_DMA_VTX, F3DDKR_DMA_VTX, F3DJFG_DMA_Vtx);
}