RICE: Copy of Notaz optim to GLES1.1 version
[mupen64plus-pandora.git] / source / rice_gles / src / RenderBase.cpp
CommitLineData
d07c171f 1/*
2Copyright (C) 2003 Rice1964
3
4This program is free software; you can redistribute it and/or
5modify it under the terms of the GNU General Public License
6as published by the Free Software Foundation; either version 2
7of the License, or (at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12GNU General Public License for more details.
13
14You should have received a copy of the GNU General Public License
15along with this program; if not, write to the Free Software
16Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
17
18*/
19
20#include <cmath>
21#include <vector>
22
23#include "osal_preproc.h"
24#include "float.h"
25#include "DeviceBuilder.h"
26#include "VertexShaderConstantDef.h"
27#include "Render.h"
28#include "Timing.h"
29
30extern FiddledVtx * g_pVtxBase;
31
32#define ENABLE_CLIP_TRI
33#define X_CLIP_MAX 0x1
34#define X_CLIP_MIN 0x2
35#define Y_CLIP_MAX 0x4
36#define Y_CLIP_MIN 0x8
37#define Z_CLIP_MAX 0x10
38#define Z_CLIP_MIN 0x20
39
40#ifdef ENABLE_CLIP_TRI
41
42inline void RSP_Vtx_Clipping(int i)
43{
44 g_clipFlag[i] = 0;
45 g_clipFlag2[i] = 0;
46 if( g_vecProjected[i].w > 0 )
47 {
48 /*
49 if( gRSP.bRejectVtx )
50 {
51 if( g_vecProjected[i].x > 1 )
52 {
53 g_clipFlag2[i] |= X_CLIP_MAX;
54 if( g_vecProjected[i].x > gRSP.real_clip_ratio_posx )
55 g_clipFlag[i] |= X_CLIP_MAX;
56 }
57
58 if( g_vecProjected[i].x < -1 )
59 {
60 g_clipFlag2[i] |= X_CLIP_MIN;
61 if( g_vecProjected[i].x < gRSP.real_clip_ratio_negx )
62 g_clipFlag[i] |= X_CLIP_MIN;
63 }
64
65 if( g_vecProjected[i].y > 1 )
66 {
67 g_clipFlag2[i] |= Y_CLIP_MAX;
68 if( g_vecProjected[i].y > gRSP.real_clip_ratio_posy )
69 g_clipFlag[i] |= Y_CLIP_MAX;
70 }
71
72 if( g_vecProjected[i].y < -1 )
73 {
74 g_clipFlag2[i] |= Y_CLIP_MIN;
75 if( g_vecProjected[i].y < gRSP.real_clip_ratio_negy )
76 g_clipFlag[i] |= Y_CLIP_MIN;
77 }
78
79 //if( g_vecProjected[i].z > 1.0f )
80 //{
81 // g_clipFlag2[i] |= Z_CLIP_MAX;
82 // g_clipFlag[i] |= Z_CLIP_MAX;
83 //}
84
85 //if( gRSP.bNearClip && g_vecProjected[i].z < -1.0f )
86 //{
87 // g_clipFlag2[i] |= Z_CLIP_MIN;
88 // g_clipFlag[i] |= Z_CLIP_MIN;
89 //}
90 }
91 else
92 */
93 {
94 if( g_vecProjected[i].x > 1 ) g_clipFlag2[i] |= X_CLIP_MAX;
95 if( g_vecProjected[i].x < -1 ) g_clipFlag2[i] |= X_CLIP_MIN;
96 if( g_vecProjected[i].y > 1 ) g_clipFlag2[i] |= Y_CLIP_MAX;
97 if( g_vecProjected[i].y < -1 ) g_clipFlag2[i] |= Y_CLIP_MIN;
98 //if( g_vecProjected[i].z > 1.0f ) g_clipFlag2[i] |= Z_CLIP_MAX;
99 //if( gRSP.bNearClip && g_vecProjected[i].z < -1.0f ) g_clipFlag2[i] |= Z_CLIP_MIN;
100 }
101
102 }
103}
104
105#else
106inline void RSP_Vtx_Clipping(int i) {}
107#endif
108
109/*
110 * Global variables
111 */
112ALIGN(16,RSP_Options gRSP)
113ALIGN(16,RDP_Options gRDP)
114
115static ALIGN(16,XVECTOR4 g_normal)
116//static int norms[3];
117
118ALIGN(16,XVECTOR4 g_vtxNonTransformed[MAX_VERTS])
119ALIGN(16,XVECTOR4 g_vecProjected[MAX_VERTS])
120ALIGN(16,XVECTOR4 g_vtxTransformed[MAX_VERTS])
121
122float g_vtxProjected5[1000][5];
123float g_vtxProjected5Clipped[2000][5];
124
125//uint32 g_dwVtxFlags[MAX_VERTS]; // Z_POS Z_NEG etc
126VECTOR2 g_fVtxTxtCoords[MAX_VERTS];
127uint32 g_dwVtxDifColor[MAX_VERTS];
128uint32 g_clipFlag[MAX_VERTS];
129uint32 g_clipFlag2[MAX_VERTS];
130RenderTexture g_textures[MAX_TEXTURES];
131float g_fFogCoord[MAX_VERTS];
132
133EXTERNAL_VERTEX g_vtxForExternal[MAX_VERTS];
134
135TLITVERTEX g_vtxBuffer[1000];
136TLITVERTEX g_clippedVtxBuffer[2000];
137uint8 g_oglVtxColors[1000][4];
138int g_clippedVtxCount=0;
139TLITVERTEX g_texRectTVtx[4];
140unsigned short g_vtxIndex[1000];
141unsigned int g_minIndex, g_maxIndex;
142
143float gRSPfFogMin;
144float gRSPfFogMax;
145float gRSPfFogDivider;
146
147uint32 gRSPnumLights;
148Light gRSPlights[16];
149
150ALIGN(16,Matrix gRSPworldProjectTransported)
151ALIGN(16,Matrix gRSPworldProject)
152ALIGN(16,Matrix gRSPmodelViewTop)
153ALIGN(16,Matrix gRSPmodelViewTopTranspose)
154ALIGN(16,Matrix dkrMatrixTransposed)
155
156N64Light gRSPn64lights[16];
157
158
159void (*ProcessVertexData)(uint32 dwAddr, uint32 dwV0, uint32 dwNum)=NULL;
160
161/*
162 *
163 */
164
165
166/*n.x = (g_normal.x * matWorld.m00) + (g_normal.y * matWorld.m10) + (g_normal.z * matWorld.m20);
167n.y = (g_normal.x * matWorld.m01) + (g_normal.y * matWorld.m11) + (g_normal.z * matWorld.m21);
168n.z = (g_normal.x * matWorld.m02) + (g_normal.y * matWorld.m12) + (g_normal.z * matWorld.m22);*/
169
170// Multiply (x,y,z,0) by matrix m, then normalize
171#if defined(__INTEL_COMPILER) && !defined(NO_ASM)
172#define Vec3TransformNormal(vec, m) __asm \
173{ \
174 __asm fld dword ptr [vec + 0] \
175 __asm fmul dword ptr [m + 0] \ /* x m00*/
176 __asm fld dword ptr [vec + 0] \
177 __asm fmul dword ptr [m + 4] \ /* x m01 x m00*/
178 __asm fld dword ptr [vec + 0] \
179 __asm fmul dword ptr [m + 8] \ /* x m02 x m01 x m00*/
180 \
181 __asm fld dword ptr [vec + 4] \
182 __asm fmul dword ptr [m + 16] \ /* y m10 x m02 x m01 x m00*/
183 __asm fld dword ptr [vec + 4] \
184 __asm fmul dword ptr [m + 20] \ /* y m11 y m10 x m02 x m01 x m00*/
185 __asm fld dword ptr [vec + 4] \
186 __asm fmul dword ptr [m + 24] \ /* y m12 y m11 y m10 x m02 x m01 x m00*/
187 \
188 __asm fxch st(2) \ /* y m10 y m11 y m12 x m02 x m01 x m00*/
189 __asm faddp st(5), st(0) \ /* y m11 y m12 x m02 x m01 (x m00 + y m10)*/
190 __asm faddp st(3), st(0) \ /* y m12 x m02 (x m01 + ym11) (x m00 + y m10)*/
191 __asm faddp st(1), st(0) \ /* (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
192 \
193 __asm fld dword ptr [vec + 8] \
194 __asm fmul dword ptr [m + 32] \ /* z m20 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
195 __asm fld dword ptr [vec + 8] \
196 __asm fmul dword ptr [m + 36] \ /* z m21 z m20 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
197 __asm fld dword ptr [vec + 8] \
198 __asm fmul dword ptr [m + 40] \ /* z m22 z m21 z m20 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
199 \
200 __asm fxch st(2) \ /* z m20 z m21 z m22 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
201 __asm faddp st(5), st(0) \ /* z m21 z m22 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10 + z m20)*/
202 __asm faddp st(3), st(0) \ /* z m22 (x m02 + y m12) (x m01 + ym11 + z m21) (x m00 + y m10 + z m20)*/
203 __asm faddp st(1), st(0) \ /* (x m02 + y m12 + z m 22) (x m01 + ym11 + z m21) (x m00 + y m10 + z m20)*/
204 \
205 __asm fxch st(2) \ /* (x m00 + y m10 + z m20) (x m01 + ym11 + z m21) (x m02 + y m12 + z m 22) */
206 \
207 __asm fld1 \ /* 1 x y z */
208 __asm fld st(1) \ /* x 1 x y z */
209 __asm fmul st(0),st(0) \ /* xx 1 x y z */
210 __asm fld st(3) \ /* y xx 1 x y z */
211 __asm fmul st(0),st(0) \ /* yy xx 1 x y z */
212 __asm fld st(5) \ /* z yy xx 1 x y z */
213 __asm fmul st(0),st(0) \ /* zz yy xx 1 x y z */
214 \
215 __asm fxch st(2) \ /* xx yy zz 1 x y z */
216 \
217 __asm faddp st(1),st(0) \ /* (xx+yy) zz 1 x y z */
218 __asm faddp st(1),st(0) \ /* (xx+yy+zz) 1 x y z */
219 \
220 __asm ftst \ /* Compare ST to 0 */
221 __asm fstsw ax \ /* Store FPU status word in a */
222 __asm sahf \ /* Transfer ax to flags register */
223 __asm jz l2 \ /* Skip if length is zero */
224 \
225 __asm fsqrt \ /* l 1 x y z */
226 \
227 __asm fdivp st(1),st(0) \ /* (1/l) x y z */
228 \
229 __asm fmul st(3),st(0) \ /* f x y fz */
230 __asm fmul st(2),st(0) \ /* f x fy fz */
231 __asm fmulp st(1),st(0) \ /* fx fy fz */
232 \
233 __asm fstp dword ptr [vec + 0] \ /* fy fz*/
234 __asm fstp dword ptr [vec + 4] \ /* fz */
235 __asm fstp dword ptr [vec + 8] \ /* done */
236 __asm jmp l3 \
237__asm l2: \
238 __asm mov dword ptr [vec + 0], 0 \
239 __asm mov dword ptr [vec + 4], 0 \
240 __asm mov dword ptr [vec + 8], 0 \
241__asm l3: \
242} \
243
244//#else // use C code in other cases, this is probably faster anyway
245#elif defined(__ARM_NEON__0)
246#define Vec3TransformNormal(vec, mtx) \
247{ \
248 asm volatile ( \
249 "vld1.32 {d0}, [%0] \n\t" \
250 "flds s2, [%0, #8] \n\t" \
251 "vld1.32 {d18, d19}, [%1] \n\t" \
252 "vld1.32 {d20, d21}, [%1, #16] \n\t" \
253 "vld1.32 {d22, d23}, [%1, #32] \n\t" \
254 \
255 "vmul.f32 q2, q9, d0[0] \n\t" \
256 "vmla.f32 q2, q10, d0[1] \n\t" \
257 "vmla.f32 q2, q11, d1[0] \n\t" \
258 \
259 "vmul.f32 d0, d4, d4 \n\t" \
260 "vpadd.f32 d0, d0, d0 \n\t" \
261 "vmla.f32 d0, d5, d5 \n\t" \
262 \
263 "vmov.f32 d1, d0 \n\t" \
264 "vrsqrte.f32 d0, d0 \n\t" \
265 "vmul.f32 d2, d0, d1 \n\t" \
266 "vrsqrts.f32 d3, d2, d0 \n\t" \
267 "vmul.f32 d0, d0, d3 \n\t" \
268 "vmul.f32 d2, d0, d1 \n\t" \
269 "vrsqrts.f32 d3, d2, d0 \n\t" \
270 "vmul.f32 d0, d0, d3 \n\t" \
271 \
272 "vmul.f32 q2, q2, d0[0] \n\t" \
273 \
274 "vst1.32 {d4}, [%0] \n\t" \
275 "fsts s10, [%0, #8] \n\t" \
276 : :"r"(vec), "r"(&mtx._11) \
277 : "d0","d1","d2","d3","d18","d19","d20","d21","d22", "d23", "memory" \
278 ); \
279}
280#else
281#define Vec3TransformNormal(vec, m) \
282 VECTOR3 temp; \
283 temp.x = (vec.x * m._11) + (vec.y * m._21) + (vec.z * m._31); \
284 temp.y = (vec.x * m._12) + (vec.y * m._22) + (vec.z * m._32); \
285 temp.z = (vec.x * m._13) + (vec.y * m._23) + (vec.z * m._33); \
286 float norm = sqrtf(temp.x*temp.x+temp.y*temp.y+temp.z*temp.z); \
287 if (norm == 0.0) { vec.x = 0.0; vec.y = 0.0; vec.z = 0.0;} else \
288 { float rep=1/norm;vec.x = temp.x*rep; vec.y = temp.y*rep; vec.z = temp.z*rep; }
289#endif
290
291
292#if !defined(__GNUC__) && !defined(NO_ASM)
293__declspec( naked ) void __fastcall SSEVec3Transform(int i)
294{
295 __asm
296 {
297 shl ecx,4; // ecx = i
298
299 movaps xmm1, DWORD PTR g_vtxNonTransformed [ecx]; // xmm1 as original vector
300
301 movaps xmm4, DWORD PTR gRSPworldProjectTransported; // row1
302 movaps xmm5, DWORD PTR gRSPworldProjectTransported[0x10]; // row2
303 movaps xmm6, DWORD PTR gRSPworldProjectTransported[0x20]; // row3
304 movaps xmm7, DWORD PTR gRSPworldProjectTransported[0x30]; // row4
305
306 mulps xmm4, xmm1; // row 1
307 mulps xmm5, xmm1; // row 2
308 mulps xmm6, xmm1; // row 3
309 mulps xmm7, xmm1; // row 4
310
311 movhlps xmm0, xmm4; // xmm4 high to xmm0 low
312 movlhps xmm0, xmm5; // xmm5 low to xmm0 high
313
314 addps xmm4, xmm0; // result of add are in xmm4 low
315 addps xmm5, xmm0; // result of add are in xmm5 high
316
317 shufps xmm0, xmm4, 0x44; // move xmm4 low DWORDs to xmm0 high
318 shufps xmm4, xmm5, 0xe4; // move xmm5 high DWORS to xmm4
319 movhlps xmm5, xmm0; // xmm4, xmm5 are mirrored
320
321 shufps xmm4, xmm4, 0x08; // move xmm4's 3rd uint32 to its 2nd uint32
322 shufps xmm5, xmm5, 0x0d; // move xmm5's 4th uint32 to its 2nd uint32,
323 // and move its 2nd uint32 to its 1st uint32
324
325 addps xmm4, xmm5; // results are in 1st and 2nd uint32
326
327
328 movhlps xmm0, xmm6; // xmm6 high to xmm0 low
329 movlhps xmm0, xmm7; // xmm7 low to xmm0 high
330
331 addps xmm6, xmm0; // result of add are in xmm6 low
332 addps xmm7, xmm0; // result of add are in xmm7 high
333
334 shufps xmm0, xmm6, 0x44; // move xmm6 low DWORDs to xmm0 high
335 shufps xmm6, xmm7, 0xe4; // move xmm7 high DWORS to xmm6
336 movhlps xmm7, xmm0; // xmm6, xmm7 are mirrored
337
338 shufps xmm6, xmm6, 0x08; // move xmm6's 3rd uint32 to its 2nd uint32
339 shufps xmm7, xmm7, 0x0d; // move xmm7's 4th uint32 to its 2nd uint32,
340 // and move its 2nd uint32 to its 1st uint32
341
342 addps xmm6, xmm7; // results are in 1st and 2nd uint32
343
344 movlhps xmm4, xmm6; // final result is in xmm4
345 movaps DWORD PTR g_vtxTransformed [ecx], xmm4;
346
347 movaps xmm0,xmm4;
348 shufps xmm0,xmm0,0xff;
349 divps xmm4,xmm0;
350 rcpps xmm0,xmm0;
351 movhlps xmm0,xmm4;
352 shufps xmm0,xmm0,0xe8;
353 movlhps xmm4,xmm0;
354
355 movaps DWORD PTR g_vecProjected [ecx], xmm4;
356
357 emms;
358 ret;
359 }
360}
361
362// Only used by DKR
363__declspec( naked ) void __fastcall SSEVec3TransformDKR(XVECTOR4 &pOut, const XVECTOR4 &pV)
364{
365 __asm
366 {
367 movaps xmm1, DWORD PTR [edx]; // xmm1 as original vector
368
369 movaps xmm4, DWORD PTR dkrMatrixTransposed; // row1
370 movaps xmm5, DWORD PTR dkrMatrixTransposed[0x10]; // row2
371 movaps xmm6, DWORD PTR dkrMatrixTransposed[0x20]; // row3
372 movaps xmm7, DWORD PTR dkrMatrixTransposed[0x30]; // row4
373
374 mulps xmm4, xmm1; // row 1
375 mulps xmm5, xmm1; // row 2
376 mulps xmm6, xmm1; // row 3
377 mulps xmm7, xmm1; // row 4
378
379 movhlps xmm0, xmm4; // xmm4 high to xmm0 low
380 movlhps xmm0, xmm5; // xmm5 low to xmm0 high
381
382 addps xmm4, xmm0; // result of add are in xmm4 low
383 addps xmm5, xmm0; // result of add are in xmm5 high
384
385 shufps xmm0, xmm4, 0x44; // move xmm4 low DWORDs to xmm0 high
386 shufps xmm4, xmm5, 0xe4; // move xmm5 high DWORS to xmm4
387 movhlps xmm5, xmm0; // xmm4, xmm5 are mirrored
388
389 shufps xmm4, xmm4, 0x08; // move xmm4's 3rd uint32 to its 2nd uint32
390 shufps xmm5, xmm5, 0x0d; // move xmm5's 4th uint32 to its 2nd uint32,
391 // and move its 2nd uint32 to its 1st uint32
392
393 addps xmm4, xmm5; // results are in 1st and 2nd uint32
394
395
396 movhlps xmm0, xmm6; // xmm6 high to xmm0 low
397 movlhps xmm0, xmm7; // xmm7 low to xmm0 high
398
399 addps xmm6, xmm0; // result of add are in xmm6 low
400 addps xmm7, xmm0; // result of add are in xmm7 high
401
402 shufps xmm0, xmm6, 0x44; // move xmm6 low DWORDs to xmm0 high
403 shufps xmm6, xmm7, 0xe4; // move xmm7 high DWORS to xmm6
404 movhlps xmm7, xmm0; // xmm6, xmm7 are mirrored
405
406 shufps xmm6, xmm6, 0x08; // move xmm6's 3rd uint32 to its 2nd uint32
407 shufps xmm7, xmm7, 0x0d; // move xmm7's 4th uint32 to its 2nd uint32,
408 // and move its 2nd uint32 to its 1st uint32
409
410 addps xmm6, xmm7; // results are in 1st and 2nd uint32
411
412 movlhps xmm4, xmm6; // final result is in xmm4
413 movaps DWORD PTR [ecx], xmm4;
414
415 emms;
416 ret;
417 }
418}
419#elif defined(__GNUC__) && defined(__x86_64__) && !defined(NO_ASM)
420void SSEVec3Transform(int i)
421{
422 asm volatile(" shl $4, %0 \n"
423 " movslq %k0, %q0 \n"
424 " movaps (%1,%q0), %%xmm1 \n"
425 " movaps 0(%2), %%xmm4 \n"
426 " movaps 16(%2), %%xmm5 \n"
427 " movaps 32(%2), %%xmm6 \n"
428 " movaps 48(%2), %%xmm7 \n"
429 " mulps %%xmm1, %%xmm4 \n"
430 " mulps %%xmm1, %%xmm5 \n"
431 " mulps %%xmm1, %%xmm6 \n"
432 " mulps %%xmm1, %%xmm7 \n"
433 " movhlps %%xmm4, %%xmm0 \n"
434 " movlhps %%xmm5, %%xmm0 \n"
435 " addps %%xmm0, %%xmm4 \n"
436 " addps %%xmm0, %%xmm5 \n"
437 " shufps $0x44, %%xmm4, %%xmm0 \n"
438 " shufps $0xe4, %%xmm5, %%xmm4 \n"
439 " movhlps %%xmm0, %%xmm5 \n"
440 " shufps $0x08, %%xmm4, %%xmm4 \n"
441 " shufps $0x0d, %%xmm5, %%xmm5 \n"
442 " addps %%xmm5, %%xmm4 \n"
443 " movhlps %%xmm6, %%xmm0 \n"
444 " movlhps %%xmm7, %%xmm0 \n"
445 " addps %%xmm0, %%xmm6 \n"
446 " addps %%xmm0, %%xmm7 \n"
447 " shufps $0x44, %%xmm6, %%xmm0 \n"
448 " shufps $0xe4, %%xmm7, %%xmm6 \n"
449 " movhlps %%xmm0, %%xmm7 \n"
450 " shufps $0x08, %%xmm6, %%xmm6 \n"
451 " shufps $0x0d, %%xmm7, %%xmm7 \n"
452 " addps %%xmm7, %%xmm6 \n"
453 " movlhps %%xmm6, %%xmm4 \n"
454 " movaps %%xmm4, (%3,%q0) \n"
455 " movaps %%xmm4, %%xmm0 \n"
456 " shufps $0xff, %%xmm0, %%xmm0 \n"
457 " divps %%xmm0, %%xmm4 \n"
458 " rcpps %%xmm0, %%xmm0 \n"
459 " movhlps %%xmm4, %%xmm0 \n"
460 " shufps $0xe8, %%xmm0, %%xmm0 \n"
461 " movlhps %%xmm0, %%xmm4 \n"
462 " movaps %%xmm4, (%4,%q0) \n"
463 : "+r"(i)
464 : "r"(g_vtxNonTransformed), "r"(&gRSPworldProjectTransported.m[0][0]), "r"(g_vtxTransformed), "r"(g_vecProjected)
465 : "memory", "%xmm0", "%xmm1", "%xmm4", "%xmm5", "%xmm6", "%xmm7"
466 );
467}
468#elif !defined(NO_ASM) // 32-bit GCC assumed
469void SSEVec3Transform(int i)
470{
471 asm volatile(" shl $4, %0 \n"
472 " movaps (%1,%0), %%xmm1 \n"
473 " movaps 0(%2), %%xmm4 \n"
474 " movaps 16(%2), %%xmm5 \n"
475 " movaps 32(%2), %%xmm6 \n"
476 " movaps 48(%2), %%xmm7 \n"
477 " mulps %%xmm1, %%xmm4 \n"
478 " mulps %%xmm1, %%xmm5 \n"
479 " mulps %%xmm1, %%xmm6 \n"
480 " mulps %%xmm1, %%xmm7 \n"
481 " movhlps %%xmm4, %%xmm0 \n"
482 " movlhps %%xmm5, %%xmm0 \n"
483 " addps %%xmm0, %%xmm4 \n"
484 " addps %%xmm0, %%xmm5 \n"
485 " shufps $0x44, %%xmm4, %%xmm0 \n"
486 " shufps $0xe4, %%xmm5, %%xmm4 \n"
487 " movhlps %%xmm0, %%xmm5 \n"
488 " shufps $0x08, %%xmm4, %%xmm4 \n"
489 " shufps $0x0d, %%xmm5, %%xmm5 \n"
490 " addps %%xmm5, %%xmm4 \n"
491 " movhlps %%xmm6, %%xmm0 \n"
492 " movlhps %%xmm7, %%xmm0 \n"
493 " addps %%xmm0, %%xmm6 \n"
494 " addps %%xmm0, %%xmm7 \n"
495 " shufps $0x44, %%xmm6, %%xmm0 \n"
496 " shufps $0xe4, %%xmm7, %%xmm6 \n"
497 " movhlps %%xmm0, %%xmm7 \n"
498 " shufps $0x08, %%xmm6, %%xmm6 \n"
499 " shufps $0x0d, %%xmm7, %%xmm7 \n"
500 " addps %%xmm7, %%xmm6 \n"
501 " movlhps %%xmm6, %%xmm4 \n"
502 " movaps %%xmm4, (%3,%0) \n"
503 " movaps %%xmm4, %%xmm0 \n"
504 " shufps $0xff, %%xmm0, %%xmm0 \n"
505 " divps %%xmm0, %%xmm4 \n"
506 " rcpps %%xmm0, %%xmm0 \n"
507 " movhlps %%xmm4, %%xmm0 \n"
508 " shufps $0xe8, %%xmm0, %%xmm0 \n"
509 " movlhps %%xmm0, %%xmm4 \n"
510 " movaps %%xmm4, (%4,%0) \n"
511 : "+r"(i)
512 : "r"(g_vtxNonTransformed), "r"(&gRSPworldProjectTransported.m[0][0]), "r"(g_vtxTransformed), "r"(g_vecProjected)
513 : "memory", "%xmm0", "%xmm1", "%xmm4", "%xmm5", "%xmm6", "%xmm7"
514 );
515}
516#endif
517float real255 = 255.0f;
518float real128 = 128.0f;
519
520#if !defined(__GNUC__) && !defined(NO_ASM)
521__declspec( naked ) void __fastcall SSEVec3TransformNormal()
522{
523 __asm
524 {
525 mov DWORD PTR [g_normal][12], 0;
526
527 movaps xmm4, DWORD PTR gRSPmodelViewTopTranspose; // row1
528 movaps xmm5, DWORD PTR gRSPmodelViewTopTranspose[0x10]; // row2
529 movaps xmm1, DWORD PTR [g_normal]; // xmm1 as the normal vector
530 movaps xmm6, DWORD PTR gRSPmodelViewTopTranspose[0x20]; // row3
531
532 mulps xmm4, xmm1; // row 1
533 mulps xmm5, xmm1; // row 2
534 mulps xmm6, xmm1; // row 3
535
536 movhlps xmm0, xmm4; // xmm4 high to xmm0 low
537 movlhps xmm0, xmm5; // xmm5 low to xmm0 high
538
539 addps xmm4, xmm0; // result of add are in xmm4 low
540 addps xmm5, xmm0; // result of add are in xmm5 high
541
542 shufps xmm0, xmm4, 0x44; // move xmm4 low DWORDs to xmm0 high
543 shufps xmm4, xmm5, 0xe4; // move xmm5 high DWORS to xmm4
544 movhlps xmm5, xmm0; // xmm4, xmm5 are mirrored
545
546 shufps xmm4, xmm4, 0x08; // move xmm4's 3rd uint32 to its 2nd uint32
547 shufps xmm5, xmm5, 0x0d; // move xmm5's 4th uint32 to its 2nd uint32,
548
549 addps xmm4, xmm5; // results are in 1st and 2nd uint32
550
551 movaps xmm1,xmm4;
552 mulps xmm1,xmm1; //square
553 movlhps xmm7, xmm1;
554 shufps xmm7, xmm7,0x03;
555 addss xmm7, xmm1;
556
557 movhlps xmm0, xmm6; // xmm6 high to xmm0 low
558 addps xmm6, xmm0; // result of add are in xmm6 low
559
560 movlhps xmm0, xmm6;
561 shufps xmm0, xmm0, 0x03;
562 addss xmm0, xmm6; // result of add is at xmm0's 1st uint32
563
564 movlhps xmm4, xmm0;
565
566 mulss xmm0,xmm0;
567 addss xmm7,xmm0; // xmm7 1st uint32 is the sum of squares
568
569#ifdef DEBUGGER
570 movaps DWORD PTR [g_normal], xmm4;
571 movss DWORD PTR [g_normal][12], xmm7;
572#endif
573 xorps xmm0,xmm0;
574 ucomiss xmm0,xmm7;
575 jz l2
576
577 rsqrtss xmm7,xmm7;
578 shufps xmm7,xmm7,0;
579#ifdef DEBUGGER
580 movss DWORD PTR [g_normal][12], xmm7;
581#endif
582 mulps xmm4,xmm7;
583
584 movaps DWORD PTR [g_normal], xmm4; // Normalized
585 mov DWORD PTR [g_normal][12], 0;
586
587 emms;
588 ret;
589l2:
590 movss DWORD PTR [g_normal], xmm0;
591 movss DWORD PTR [g_normal][12], xmm0;
592 emms;
593 ret;
594 }
595}
596#elif defined(__GNUC__) && !defined(NO_ASM) // this code should compile for both 64-bit and 32-bit architectures
597void SSEVec3TransformNormal(void)
598{
599 asm volatile(" movl $0, 12(%0) \n"
600 " movaps (%1), %%xmm4 \n"
601 " movaps 16(%1), %%xmm5 \n"
602 " movaps (%0), %%xmm1 \n"
603 " movaps 32(%1), %%xmm6 \n"
604 " mulps %%xmm1, %%xmm4 \n"
605 " mulps %%xmm1, %%xmm5 \n"
606 " mulps %%xmm1, %%xmm6 \n"
607 " movhlps %%xmm4, %%xmm0 \n"
608 " movlhps %%xmm5, %%xmm0 \n"
609 " addps %%xmm0, %%xmm4 \n"
610 " addps %%xmm0, %%xmm5 \n"
611 " shufps $0x44, %%xmm4, %%xmm0 \n"
612 " shufps $0xe4, %%xmm5, %%xmm4 \n"
613 " movhlps %%xmm0, %%xmm5 \n"
614 " shufps $0x08, %%xmm4, %%xmm4 \n"
615 " shufps $0x0d, %%xmm5, %%xmm5 \n"
616 " addps %%xmm5, %%xmm4 \n"
617 " movaps %%xmm4, %%xmm1 \n"
618 " mulps %%xmm1, %%xmm1 \n"
619 " movlhps %%xmm1, %%xmm7 \n"
620 " shufps $0x03, %%xmm7, %%xmm7 \n"
621 " addss %%xmm1, %%xmm7 \n"
622 " movhlps %%xmm6, %%xmm0 \n"
623 " addps %%xmm0, %%xmm6 \n"
624 " movlhps %%xmm6, %%xmm0 \n"
625 " shufps $0x03, %%xmm0, %%xmm0 \n"
626 " addss %%xmm6, %%xmm0 \n"
627 " movlhps %%xmm0, %%xmm4 \n"
628 " mulss %%xmm0, %%xmm0 \n"
629 " addss %%xmm0, %%xmm7 \n"
630#ifdef DEBUGGER
631 " movaps %%xmm4, (%0) \n"
632 " movss %%xmm7, 12(%0) \n"
633#endif
634 " xorps %%xmm0, %%xmm0 \n"
635 " ucomiss %%xmm7, %%xmm0 \n"
636 " jz 0f \n"
637 " rsqrtss %%xmm7, %%xmm7 \n"
638 " shufps $0x00, %%xmm7, %%xmm7 \n"
639#ifdef DEBUGGER
640 " movss %%xmm7, 12(%0) \n"
641#endif
642 " mulps %%xmm7, %%xmm4 \n"
643 " movaps %%xmm4, (%0) \n"
644 " movl $0, 12(%0) \n"
645 " jmp 1f \n"
646 "0: \n"
647 " movss %%xmm0, (%0) \n"
648 " movss %%xmm0, 12(%0) \n"
649 "1: \n"
650 :
651 : "r"(&g_normal.x), "r"(&gRSPmodelViewTopTranspose.m[0][0])
652 : "memory", "cc", "%xmm0", "%xmm1", "%xmm4", "%xmm5", "%xmm6", "%xmm7"
653 );
654}
655#endif
656
657void NormalizeNormalVec()
658#ifdef __ARM_NEON__0
659{
660 asm volatile (
661 "vld1.32 {d4}, [%0] \n\t" //d4={x,y}
662 "flds s10, [%0, #8] \n\t" //d5[0] = z
663// "sub %0, %0, #8 \n\t" //d5[0] = z
664 "vmul.f32 d0, d4, d4 \n\t" //d0= d4*d4
665 "vpadd.f32 d0, d0, d0 \n\t" //d0 = d[0] + d[1]
666 "vmla.f32 d0, d5, d5 \n\t" //d0 = d0 + d5*d5
667
668 "vmov.f32 d1, d0 \n\t" //d1 = d0
669 "vrsqrte.f32 d0, d0 \n\t" //d0 = ~ 1.0 / sqrt(d0)
670 "vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
671 "vrsqrts.f32 d3, d2, d0 \n\t" //d3 = (3 - d0 * d2) / 2
672 "vmul.f32 d0, d0, d3 \n\t" //d0 = d0 * d3
673 "vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
674 "vrsqrts.f32 d3, d2, d0 \n\t" //d3 = (3 - d0 * d3) / 2
675 "vmul.f32 d0, d0, d3 \n\t" //d0 = d0 * d4
676
677 "vmul.f32 q2, q2, d0[0] \n\t" //d0= d2*d4
678 "vst1.32 {d4}, [%0] \n\t" //d2={x0,y0}, d3={z0, w0}
679 "fsts s10, [%0, #8] \n\t" //d2={x0,y0}, d3={z0, w0}
680
681 ::"r"(g_normal)
682 : "d0", "d1", "d2", "d3", "d4", "d5", "memory"
683 );
684}
685#else
686{
687 float w = 1/sqrtf(g_normal.x*g_normal.x + g_normal.y*g_normal.y + g_normal.z*g_normal.z);
688 g_normal.x *= w;
689 g_normal.y *= w;
690 g_normal.z *= w;
691}
692#endif
693
694void InitRenderBase()
695{
696#if !defined(NO_ASM)
697 if( status.isSSEEnabled && !g_curRomInfo.bPrimaryDepthHack && options.enableHackForGames != HACK_FOR_NASCAR)
698 {
699 ProcessVertexData = ProcessVertexDataSSE;
700 }
701 else
f18a2655 702#elif defined(__ARM_NEON__)
703 if( !g_curRomInfo.bPrimaryDepthHack && options.enableHackForGames != HACK_FOR_NASCAR && options.enableHackForGames != HACK_FOR_ZELDA_MM && !options.bWinFrameMode)
704 {
705 ProcessVertexData = ProcessVertexDataNEON;
706 }
707 else
d07c171f 708#endif
709 {
710 ProcessVertexData = ProcessVertexDataNoSSE;
711 }
712
713 gRSPfFogMin = gRSPfFogMax = 0.0f;
714 windowSetting.fMultX = windowSetting.fMultY = 2.0f;
715 windowSetting.vpLeftW = windowSetting.vpTopW = 0;
716 windowSetting.vpRightW = windowSetting.vpWidthW = 640;
717 windowSetting.vpBottomW = windowSetting.vpHeightW = 480;
718 gRSP.maxZ = 0;
719 gRSP.nVPLeftN = gRSP.nVPTopN = 0;
720 gRSP.nVPRightN = 640;
721 gRSP.nVPBottomN = 640;
722 gRSP.nVPWidthN = 640;
723 gRSP.nVPHeightN = 640;
724 gRDP.scissor.left=gRDP.scissor.top=0;
725 gRDP.scissor.right=gRDP.scissor.bottom=640;
726
727 gRSP.bLightingEnable = gRSP.bTextureGen = false;
728 gRSP.curTile=gRSPnumLights=gRSP.ambientLightColor=gRSP.ambientLightIndex= 0;
729 gRSP.fAmbientLightR=gRSP.fAmbientLightG=gRSP.fAmbientLightB=0;
730 gRSP.projectionMtxTop = gRSP.modelViewMtxTop = 0;
731 gRDP.fogColor = gRDP.primitiveColor = gRDP.envColor = gRDP.primitiveDepth = gRDP.primLODMin = gRDP.primLODFrac = gRDP.LODFrac = 0;
732 gRDP.fPrimitiveDepth = 0;
733 gRSP.numVertices = 0;
734 gRSP.maxVertexID = 0;
735 gRSP.bCullFront=false;
736 gRSP.bCullBack=true;
737 gRSP.bFogEnabled=gRDP.bFogEnableInBlender=false;
738 gRSP.bZBufferEnabled=true;
739 gRSP.shadeMode=SHADE_SMOOTH;
740 gRDP.keyR=gRDP.keyG=gRDP.keyB=gRDP.keyA=gRDP.keyRGB=gRDP.keyRGBA = 0;
741 gRDP.fKeyA = 0;
742 gRSP.DKRCMatrixIndex = gRSP.dwDKRVtxAddr = gRSP.dwDKRMatrixAddr = 0;
743 gRSP.DKRBillBoard = false;
744
745 gRSP.fTexScaleX = 1/32.0f;
746 gRSP.fTexScaleY = 1/32.0f;
747 gRSP.bTextureEnabled = FALSE;
748
749 gRSP.clip_ratio_left = 0;
750 gRSP.clip_ratio_top = 0;
751 gRSP.clip_ratio_right = 640;
752 gRSP.clip_ratio_bottom = 480;
753 gRSP.clip_ratio_negx = 1;
754 gRSP.clip_ratio_negy = 1;
755 gRSP.clip_ratio_posx = 1;
756 gRSP.clip_ratio_posy = 1;
757 gRSP.real_clip_scissor_left = 0;
758 gRSP.real_clip_scissor_top = 0;
759 gRSP.real_clip_scissor_right = 640;
760 gRSP.real_clip_scissor_bottom = 480;
761 windowSetting.clipping.left = 0;
762 windowSetting.clipping.top = 0;
763 windowSetting.clipping.right = 640;
764 windowSetting.clipping.bottom = 480;
765 windowSetting.clipping.width = 640;
766 windowSetting.clipping.height = 480;
767 windowSetting.clipping.needToClip = false;
768 gRSP.real_clip_ratio_negx = 1;
769 gRSP.real_clip_ratio_negy = 1;
770 gRSP.real_clip_ratio_posx = 1;
771 gRSP.real_clip_ratio_posy = 1;
772
773 gRSP.DKRCMatrixIndex=0;
774 gRSP.DKRVtxCount=0;
775 gRSP.DKRBillBoard = false;
776 gRSP.dwDKRVtxAddr=0;
777 gRSP.dwDKRMatrixAddr=0;
778
779
780 gRDP.geometryMode = 0;
781 gRDP.otherModeL = 0;
782 gRDP.otherModeH = 0;
783 gRDP.fillColor = 0xFFFFFFFF;
784 gRDP.originalFillColor =0;
785
786 gRSP.ucode = 1;
787 gRSP.vertexMult = 10;
788 gRSP.bNearClip = false;
789 gRSP.bRejectVtx = false;
790
791 gRDP.texturesAreReloaded = false;
792 gRDP.textureIsChanged = false;
793 gRDP.colorsAreReloaded = false;
794
795 memset(&gRDP.otherMode,0,sizeof(RDP_OtherMode));
796 memset(&gRDP.tiles,0,sizeof(Tile)*8);
797
798 for( int i=0; i<MAX_VERTS; i++ )
799 {
800 g_clipFlag[i] = 0;
801 g_vtxNonTransformed[i].w = 1;
802 }
803
804 memset(gRSPn64lights, 0, sizeof(N64Light)*16);
805}
806
807void SetFogMinMax(float fMin, float fMax, float fMul, float fOffset)
808{
809 if( fMin > fMax )
810 {
811 float temp = fMin;
812 fMin = fMax;
813 fMax = temp;
814 }
815
816 {
817 gRSPfFogMin = max(0,fMin/500-1);
818 gRSPfFogMax = fMax/500-1;
819 }
820
821 gRSPfFogDivider = 255/(gRSPfFogMax-gRSPfFogMin);
822 CRender::g_pRender->SetFogMinMax(fMin, fMax);
823}
824
825void InitVertexColors()
826{
827}
828
829void InitVertexTextureConstants()
830{
831 float scaleX;
832 float scaleY;
833
834 RenderTexture &tex0 = g_textures[gRSP.curTile];
835 //CTexture *surf = tex0.m_pCTexture;
836 Tile &tile0 = gRDP.tiles[gRSP.curTile];
837
838 scaleX = gRSP.fTexScaleX;
839 scaleY = gRSP.fTexScaleY;
840
841 gRSP.tex0scaleX = scaleX * tile0.fShiftScaleS/tex0.m_fTexWidth;
842 gRSP.tex0scaleY = scaleY * tile0.fShiftScaleT/tex0.m_fTexHeight;
843
844 gRSP.tex0OffsetX = tile0.fhilite_sl/tex0.m_fTexWidth;
845 gRSP.tex0OffsetY = tile0.fhilite_tl/tex0.m_fTexHeight;
846
847 if( CRender::g_pRender->IsTexel1Enable() )
848 {
849 RenderTexture &tex1 = g_textures[(gRSP.curTile+1)&7];
850 //CTexture *surf = tex1.m_pCTexture;
851 Tile &tile1 = gRDP.tiles[(gRSP.curTile+1)&7];
852
853 gRSP.tex1scaleX = scaleX * tile1.fShiftScaleS/tex1.m_fTexWidth;
854 gRSP.tex1scaleY = scaleY * tile1.fShiftScaleT/tex1.m_fTexHeight;
855
856 gRSP.tex1OffsetX = tile1.fhilite_sl/tex1.m_fTexWidth;
857 gRSP.tex1OffsetY = tile1.fhilite_tl/tex1.m_fTexHeight;
858 }
859
860 gRSP.texGenXRatio = tile0.fShiftScaleS;
861 gRSP.texGenYRatio = gRSP.fTexScaleX/gRSP.fTexScaleY*tex0.m_fTexWidth/tex0.m_fTexHeight*tile0.fShiftScaleT;
862}
863
864void TexGen(float &s, float &t)
865{
866 if (gRDP.geometryMode & G_TEXTURE_GEN_LINEAR)
867 {
868 s = acosf(g_normal.x) / 3.14159f;
869 t = acosf(g_normal.y) / 3.14159f;
870 }
871 else
872 {
873 s = 0.5f * ( 1.0f + g_normal.x);
874 t = 0.5f * ( 1.0f - g_normal.y);
875 }
876}
877
878void ComputeLOD(bool openGL)
879{
880 TLITVERTEX &v0 = g_vtxBuffer[0];
881 TLITVERTEX &v1 = g_vtxBuffer[1];
882 RenderTexture &tex0 = g_textures[gRSP.curTile];
883
884 float d,dt;
885 if( openGL )
886 {
887 float x = g_vtxProjected5[0][0] / g_vtxProjected5[0][4] - g_vtxProjected5[1][0] / g_vtxProjected5[1][4];
888 float y = g_vtxProjected5[0][1] / g_vtxProjected5[0][4] - g_vtxProjected5[1][1] / g_vtxProjected5[1][4];
889
890 x = windowSetting.vpWidthW*x/windowSetting.fMultX/2;
891 y = windowSetting.vpHeightW*y/windowSetting.fMultY/2;
892 d = sqrtf(x*x+y*y);
893 }
894 else
895 {
896 float x = (v0.x - v1.x)/ windowSetting.fMultX;
897 float y = (v0.y - v1.y)/ windowSetting.fMultY;
898 d = sqrtf(x*x+y*y);
899 }
900
901 float s0 = v0.tcord[0].u * tex0.m_fTexWidth;
902 float t0 = v0.tcord[0].v * tex0.m_fTexHeight;
903 float s1 = v1.tcord[0].u * tex0.m_fTexWidth;
904 float t1 = v1.tcord[0].v * tex0.m_fTexHeight;
905
906 dt = sqrtf((s0-s1)*(s0-s1)+(t0-t1)*(t0-t1));
907
908 float lod = dt/d;
909 float frac = log10f(lod)/log10f(2.0f);
910 //DEBUGGER_IF_DUMP(pauseAtNext,{DebuggerAppendMsg("LOD frac = %f", frac);});
911 frac = (lod / powf(2.0f,floorf(frac)));
912 frac = frac - floorf(frac);
913 //DEBUGGER_IF_DUMP(pauseAtNext,{DebuggerAppendMsg("LOD = %f, frac = %f", lod, frac);});
914 gRDP.LODFrac = (uint32)(frac*255);
915 CRender::g_pRender->SetCombinerAndBlender();
916}
917
918bool bHalfTxtScale=false;
919extern uint32 lastSetTile;
920
921void InitVertex(uint32 dwV, uint32 vtxIndex, bool bTexture, bool openGL)
922{
923 VTX_DUMP(TRACE2("Init vertex (%d) to vtx buf[%d]:", dwV, vtxIndex));
924
925 TLITVERTEX &v = g_vtxBuffer[vtxIndex];
926 VTX_DUMP(TRACE4(" Trans: x=%f, y=%f, z=%f, w=%f", g_vtxTransformed[dwV].x,g_vtxTransformed[dwV].y,g_vtxTransformed[dwV].z,g_vtxTransformed[dwV].w));
927 if( openGL )
928 {
929 g_vtxProjected5[vtxIndex][0] = g_vtxTransformed[dwV].x;
930 g_vtxProjected5[vtxIndex][1] = g_vtxTransformed[dwV].y;
931 g_vtxProjected5[vtxIndex][2] = g_vtxTransformed[dwV].z;
932 g_vtxProjected5[vtxIndex][3] = g_vtxTransformed[dwV].w;
933 g_vtxProjected5[vtxIndex][4] = g_vecProjected[dwV].z;
934
935 if( g_vtxTransformed[dwV].w < 0 )
936 g_vtxProjected5[vtxIndex][4] = 0;
937
938 g_vtxIndex[vtxIndex] = vtxIndex;
939 }
940
941 if( !openGL || options.bOGLVertexClipper == TRUE )
942 {
943 v.x = g_vecProjected[dwV].x*gRSP.vtxXMul+gRSP.vtxXAdd;
944 v.y = g_vecProjected[dwV].y*gRSP.vtxYMul+gRSP.vtxYAdd;
945 v.z = (g_vecProjected[dwV].z + 1.0f) * 0.5f; // DirectX minZ=0, maxZ=1
946 //v.z = g_vecProjected[dwV].z; // DirectX minZ=0, maxZ=1
947 v.rhw = g_vecProjected[dwV].w;
948 VTX_DUMP(TRACE4(" Proj : x=%f, y=%f, z=%f, rhw=%f", v.x,v.y,v.z,v.rhw));
949
950 if( gRSP.bProcessSpecularColor )
951 {
952 v.dcSpecular = CRender::g_pRender->PostProcessSpecularColor();
953 if( gRSP.bFogEnabled )
954 {
955 v.dcSpecular &= 0x00FFFFFF;
956 uint32 fogFct = 0xFF-(uint8)((g_fFogCoord[dwV]-gRSPfFogMin)*gRSPfFogDivider);
957 v.dcSpecular |= (fogFct<<24);
958 }
959 }
960 else if( gRSP.bFogEnabled )
961 {
962 uint32 fogFct = 0xFF-(uint8)((g_fFogCoord[dwV]-gRSPfFogMin)*gRSPfFogDivider);
963 v.dcSpecular = (fogFct<<24);
964 }
965 }
966 VTX_DUMP(TRACE2(" (U,V): %f, %f", g_fVtxTxtCoords[dwV].x,g_fVtxTxtCoords[dwV].y));
967
968 v.dcDiffuse = g_dwVtxDifColor[dwV];
969 if( gRDP.otherMode.key_en )
970 {
971 v.dcDiffuse &= 0x00FFFFFF;
972 v.dcDiffuse |= (gRDP.keyA<<24);
973 }
974 else if( gRDP.otherMode.aa_en && gRDP.otherMode.clr_on_cvg==0 )
975 {
976 v.dcDiffuse |= 0xFF000000;
977 }
978
979 if( gRSP.bProcessDiffuseColor )
980 {
981 v.dcDiffuse = CRender::g_pRender->PostProcessDiffuseColor(v.dcDiffuse);
982 }
983 if( options.bWinFrameMode )
984 {
985 v.dcDiffuse = g_dwVtxDifColor[dwV];
986 }
987
988 if( openGL )
989 {
990 g_oglVtxColors[vtxIndex][0] = v.r;
991 g_oglVtxColors[vtxIndex][1] = v.g;
992 g_oglVtxColors[vtxIndex][2] = v.b;
993 g_oglVtxColors[vtxIndex][3] = v.a;
994 }
995
996 if( bTexture )
997 {
998 // If the vert is already lit, then there is no normal (and hence we can't generate tex coord)
999 // Only scale if not generated automatically
1000 if (gRSP.bTextureGen && gRSP.bLightingEnable)
1001 {
1002 // Correction for texGen result
1003 float u0,u1,v0,v1;
1004 RenderTexture &tex0 = g_textures[gRSP.curTile];
1005 u0 = g_fVtxTxtCoords[dwV].x * 32 * 1024 * gRSP.fTexScaleX / tex0.m_fTexWidth;
1006 v0 = g_fVtxTxtCoords[dwV].y * 32 * 1024 * gRSP.fTexScaleY / tex0.m_fTexHeight;
1007 u0 *= (gRDP.tiles[gRSP.curTile].fShiftScaleS);
1008 v0 *= (gRDP.tiles[gRSP.curTile].fShiftScaleT);
1009
1010 if( CRender::g_pRender->IsTexel1Enable() )
1011 {
1012 RenderTexture &tex1 = g_textures[(gRSP.curTile+1)&7];
1013 u1 = g_fVtxTxtCoords[dwV].x * 32 * 1024 * gRSP.fTexScaleX / tex1.m_fTexWidth;
1014 v1 = g_fVtxTxtCoords[dwV].y * 32 * 1024 * gRSP.fTexScaleY / tex1.m_fTexHeight;
1015 u1 *= gRDP.tiles[(gRSP.curTile+1)&7].fShiftScaleS;
1016 v1 *= gRDP.tiles[(gRSP.curTile+1)&7].fShiftScaleT;
1017 CRender::g_pRender->SetVertexTextureUVCoord(v, u0, v0, u1, v1);
1018 }
1019 else
1020 {
1021 CRender::g_pRender->SetVertexTextureUVCoord(v, u0, v0);
1022 }
1023 }
1024 else
1025 {
1026 float tex0u = g_fVtxTxtCoords[dwV].x *gRSP.tex0scaleX - gRSP.tex0OffsetX ;
1027 float tex0v = g_fVtxTxtCoords[dwV].y *gRSP.tex0scaleY - gRSP.tex0OffsetY ;
1028
1029 if( CRender::g_pRender->IsTexel1Enable() )
1030 {
1031 float tex1u = g_fVtxTxtCoords[dwV].x *gRSP.tex1scaleX - gRSP.tex1OffsetX ;
1032 float tex1v = g_fVtxTxtCoords[dwV].y *gRSP.tex1scaleY - gRSP.tex1OffsetY ;
1033
1034 CRender::g_pRender->SetVertexTextureUVCoord(v, tex0u, tex0v, tex1u, tex1v);
1035 VTX_DUMP(TRACE2(" (tex0): %f, %f", tex0u,tex0v));
1036 VTX_DUMP(TRACE2(" (tex1): %f, %f", tex1u,tex1v));
1037 }
1038 else
1039 {
1040 CRender::g_pRender->SetVertexTextureUVCoord(v, tex0u, tex0v);
1041 VTX_DUMP(TRACE2(" (tex0): %f, %f", tex0u,tex0v));
1042 }
1043 }
1044
1045 // Check for txt scale hack
1046 if( !bHalfTxtScale && g_curRomInfo.bTextureScaleHack &&
1047 (gRDP.tiles[lastSetTile].dwSize == TXT_SIZE_32b || gRDP.tiles[lastSetTile].dwSize == TXT_SIZE_4b ) )
1048 {
1049 int width = ((gRDP.tiles[lastSetTile].sh-gRDP.tiles[lastSetTile].sl+1)<<1);
1050 int height = ((gRDP.tiles[lastSetTile].th-gRDP.tiles[lastSetTile].tl+1)<<1);
1051 if( g_fVtxTxtCoords[dwV].x*gRSP.fTexScaleX == width || g_fVtxTxtCoords[dwV].y*gRSP.fTexScaleY == height )
1052 {
1053 bHalfTxtScale=true;
1054 }
1055 }
1056 }
1057
1058 if( g_curRomInfo.bEnableTxtLOD && vtxIndex == 1 && gRDP.otherMode.text_lod )
1059 {
1060 if( CRender::g_pRender->IsTexel1Enable() && CRender::g_pRender->m_pColorCombiner->m_pDecodedMux->isUsed(MUX_LODFRAC) )
1061 {
1062 ComputeLOD(openGL);
1063 }
1064 else
1065 {
1066 gRDP.LODFrac = 0;
1067 }
1068 }
1069
1070 VTX_DUMP(TRACE2(" DIF(%08X), SPE(%08X)", v.dcDiffuse, v.dcSpecular));
1071 VTX_DUMP(TRACE0(""));
1072}
1073
1074uint32 LightVert(XVECTOR4 & norm, int vidx)
1075{
1076 float fCosT;
1077
1078 // Do ambient
1079 register float r = gRSP.fAmbientLightR;
1080 register float g = gRSP.fAmbientLightG;
1081 register float b = gRSP.fAmbientLightB;
1082
1083 if( options.enableHackForGames != HACK_FOR_ZELDA_MM )
1084 {
1085 for (register unsigned int l=0; l < gRSPnumLights; l++)
1086 {
1087 fCosT = norm.x*gRSPlights[l].x + norm.y*gRSPlights[l].y + norm.z*gRSPlights[l].z;
1088
1089 if (fCosT > 0 )
1090 {
1091 r += gRSPlights[l].fr * fCosT;
1092 g += gRSPlights[l].fg * fCosT;
1093 b += gRSPlights[l].fb * fCosT;
1094 }
1095 }
1096 }
1097 else
1098 {
1099 XVECTOR4 v;
1100 bool transformed = false;
1101
1102 for (register unsigned int l=0; l < gRSPnumLights; l++)
1103 {
1104 if( gRSPlights[l].range == 0 )
1105 {
1106 // Regular directional light
1107 fCosT = norm.x*gRSPlights[l].x + norm.y*gRSPlights[l].y + norm.z*gRSPlights[l].z;
1108
1109 if (fCosT > 0 )
1110 {
1111 r += gRSPlights[l].fr * fCosT;
1112 g += gRSPlights[l].fg * fCosT;
1113 b += gRSPlights[l].fb * fCosT;
1114 }
1115 }
1116 else //if( (gRSPlights[l].col&0x00FFFFFF) != 0x00FFFFFF )
1117 {
1118 // Point light
1119 if( !transformed )
1120 {
1121 Vec3Transform(&v, (XVECTOR3*)&g_vtxNonTransformed[vidx], &gRSPmodelViewTop); // Convert to w=1
1122 transformed = true;
1123 }
1124
1125 XVECTOR3 dir(gRSPlights[l].x - v.x, gRSPlights[l].y - v.y, gRSPlights[l].z - v.z);
1126 //XVECTOR3 dir(v.x-gRSPlights[l].x, v.y-gRSPlights[l].y, v.z-gRSPlights[l].z);
1127 float d2 = sqrtf(dir.x*dir.x+dir.y*dir.y+dir.z*dir.z);
1128 dir.x /= d2;
1129 dir.y /= d2;
1130 dir.z /= d2;
1131
1132 fCosT = norm.x*dir.x + norm.y*dir.y + norm.z*dir.z;
1133
1134 if (fCosT > 0 )
1135 {
1136 //float f = d2/gRSPlights[l].range*50;
1137 float f = d2/15000*50;
1138 f = 1 - min(f,1);
1139 fCosT *= f*f;
1140
1141 r += gRSPlights[l].fr * fCosT;
1142 g += gRSPlights[l].fg * fCosT;
1143 b += gRSPlights[l].fb * fCosT;
1144 }
1145 }
1146 }
1147 }
1148
1149 if (r > 255) r = 255;
1150 if (g > 255) g = 255;
1151 if (b > 255) b = 255;
1152 return ((0xff000000)|(((uint32)r)<<16)|(((uint32)g)<<8)|((uint32)b));
1153}
1154
1155uint32 LightVertNew(XVECTOR4 & norm)
1156{
1157 float fCosT;
1158
1159 // Do ambient
1160 register float r = gRSP.fAmbientLightR;
1161 register float g = gRSP.fAmbientLightG;
1162 register float b = gRSP.fAmbientLightB;
1163
1164
1165 for (register unsigned int l=0; l < gRSPnumLights; l++)
1166 {
1167 fCosT = norm.x*gRSPlights[l].tx + norm.y*gRSPlights[l].ty + norm.z*gRSPlights[l].tz;
1168
1169 if (fCosT > 0 )
1170 {
1171 r += gRSPlights[l].fr * fCosT;
1172 g += gRSPlights[l].fg * fCosT;
1173 b += gRSPlights[l].fb * fCosT;
1174 }
1175 }
1176
1177 if (r > 255) r = 255;
1178 if (g > 255) g = 255;
1179 if (b > 255) b = 255;
1180 return ((0xff000000)|(((uint32)r)<<16)|(((uint32)g)<<8)|((uint32)b));
1181}
1182
1183
1184float zero = 0.0f;
1185float onef = 1.0f;
1186float fcosT;
1187
1188#if !defined(__GNUC__) && !defined(NO_ASM)
1189__declspec( naked ) uint32 __fastcall SSELightVert()
1190{
1191 __asm
1192 {
1193 movaps xmm3, DWORD PTR gRSP; // loading Ambient colors, xmm3 is the result color
1194 movaps xmm4, DWORD PTR [g_normal]; // xmm4 is the normal
1195
1196 mov ecx, 0;
1197loopback:
1198 cmp ecx, DWORD PTR gRSPnumLights;
1199 jae breakout;
1200 mov eax,ecx;
1201 imul eax,0x44;
1202 movups xmm5, DWORD PTR gRSPlights[eax]; // Light Dir
1203 movups xmm1, DWORD PTR gRSPlights[0x14][eax]; // Light color
1204 mulps xmm5, xmm4; // Lightdir * normals
1205
1206 movhlps xmm0,xmm5;
1207 addps xmm0,xmm5;
1208 shufps xmm5,xmm0,0x01;
1209 addps xmm0,xmm5;
1210
1211 comiss xmm0,zero;
1212 jc endloop
1213
1214 shufps xmm0,xmm0,0; // fcosT
1215 mulps xmm1,xmm0;
1216 addps xmm3,xmm1;
1217endloop:
1218 inc ecx;
1219 jmp loopback;
1220breakout:
1221
1222 movss xmm0,DWORD PTR real255;
1223 shufps xmm0,xmm0,0;
1224 minps xmm0,xmm3;
1225
1226 // Without using a memory
1227 cvtss2si eax,xmm0; // move the 1st uint32 to eax
1228 shl eax,10h;
1229 or eax,0FF000000h;
1230 shufps xmm0,xmm0,0E5h; // move the 2nd uint32 to the 1st uint32
1231 cvtss2si ecx,xmm0; // move the 1st uint32 to ecx
1232 shl ecx,8;
1233 or eax,ecx;
1234 shufps xmm0,xmm0,0E6h; // Move the 3rd uint32 to the 1st uint32
1235 cvtss2si ecx,xmm0;
1236 or eax,ecx;
1237
1238 ret;
1239 }
1240}
1241#elif defined(__GNUC__) && defined(__x86_64__) && !defined(NO_ASM)
1242uint32 SSELightVert(void)
1243{
1244 uint32 rval;
1245 float f255 = 255.0, fZero = 0.0;
1246
1247 asm volatile(" movaps %1, %%xmm3 \n" // xmm3 == gRSP.fAmbientLight{RGBA}
1248 " movaps %2, %%xmm4 \n" // xmm4 == g_normal.{xyz}
1249 " xor %%rcx, %%rcx \n"
1250 "0: \n"
1251 " cmpl %3, %%ecx \n"
1252 " jae 2f \n"
1253 " mov %%rcx, %%rax \n"
1254 " imul $0x44, %%rax, %%rax \n"
1255 " movups (%4,%%rax,), %%xmm5 \n" // xmm5 == gRSPlights[l].{xyzr}
1256 " movups 20(%4,%%rax,), %%xmm1 \n" // xmm1 == gRSPlights[l].{frfgfbfa}
1257 " mulps %%xmm4, %%xmm5 \n"
1258 " movhlps %%xmm5, %%xmm0 \n"
1259 " addps %%xmm5, %%xmm0 \n"
1260 " shufps $0x01, %%xmm0, %%xmm5 \n"
1261 " addps %%xmm5, %%xmm0 \n"
1262 " comiss %6, %%xmm0 \n"
1263 " jc 1f \n"
1264 " shufps $0x00, %%xmm0, %%xmm0 \n"
1265 " mulps %%xmm0, %%xmm1 \n"
1266 " addps %%xmm1, %%xmm3 \n"
1267 "1: \n"
1268 " inc %%rcx \n"
1269 " jmp 0b \n"
1270 "2: \n"
1271 " movss %5, %%xmm0 \n"
1272 " shufps $0x00, %%xmm0, %%xmm0 \n"
1273 " minps %%xmm3, %%xmm0 \n"
1274 " cvtss2si %%xmm0, %%eax \n"
1275 " shll $0x10, %%eax \n"
1276 " orl $0xff000000, %%eax \n"
1277 " shufps $0xe5, %%xmm0, %%xmm0 \n"
1278 " cvtss2si %%xmm0, %%ecx \n"
1279 " shll $8, %%ecx \n"
1280 " orl %%ecx, %%eax \n"
1281 " shufps $0xe6, %%xmm0, %%xmm0 \n"
1282 " cvtss2si %%xmm0, %%ecx \n"
1283 " orl %%ecx, %%eax \n"
1284 : "=&a"(rval)
1285 : "m"(gRSP), "m"(g_normal), "m"(gRSPnumLights), "r"(gRSPlights), "m"(f255), "m"(fZero)
1286 : "%rcx", "memory", "cc", "%xmm0", "%xmm1", "%xmm3", "%xmm4", "%xmm5"
1287 );
1288 return rval;
1289}
1290#elif !defined(NO_ASM) // 32-bit GCC assumed
1291uint32 SSELightVert(void)
1292{
1293 uint32 rval;
1294 float f255 = 255.0, fZero = 0.0;
1295
1296 asm volatile(" movaps %1, %%xmm3 \n"
1297 " movaps %2, %%xmm4 \n"
1298 " xor %%ecx, %%ecx \n"
1299 "0: \n"
1300 " cmpl %3, %%ecx \n"
1301 " jae 2f \n"
1302 " mov %%ecx, %%eax \n"
1303 " imul $0x44, %%eax, %%eax \n"
1304 " movups (%4,%%eax,), %%xmm5 \n"
1305 " movups 20(%4,%%eax,), %%xmm1 \n"
1306 " mulps %%xmm4, %%xmm5 \n"
1307 " movhlps %%xmm5, %%xmm0 \n"
1308 " addps %%xmm5, %%xmm0 \n"
1309 " shufps $0x01, %%xmm0, %%xmm5 \n"
1310 " addps %%xmm5, %%xmm0 \n"
1311 " comiss %6, %%xmm0 \n"
1312 " jc 1f \n"
1313 " shufps $0x00, %%xmm0, %%xmm0 \n"
1314 " mulps %%xmm0, %%xmm1 \n"
1315 " addps %%xmm1, %%xmm3 \n"
1316 "1: \n"
1317 " inc %%ecx \n"
1318 " jmp 0b \n"
1319 "2: \n"
1320 " movss %5, %%xmm0 \n"
1321 " shufps $0x00, %%xmm0, %%xmm0 \n"
1322 " minps %%xmm3, %%xmm0 \n"
1323 " cvtss2si %%xmm0, %%eax \n"
1324 " shll $0x10, %%eax \n"
1325 " orl $0xff000000, %%eax \n"
1326 " shufps $0xe5, %%xmm0, %%xmm0 \n"
1327 " cvtss2si %%xmm0, %%ecx \n"
1328 " shll $8, %%ecx \n"
1329 " orl %%ecx, %%eax \n"
1330 " shufps $0xe6, %%xmm0, %%xmm0 \n"
1331 " cvtss2si %%xmm0, %%ecx \n"
1332 " orl %%ecx, %%eax \n"
1333 : "=&a"(rval)
1334 : "m"(gRSP), "m"(g_normal), "m"(gRSPnumLights), "r"(gRSPlights), "m"(f255), "m"(fZero)
1335 : "%rcx", "memory", "cc", "%xmm0", "%xmm1", "%xmm3", "%xmm4", "%xmm5"
1336 );
1337 return rval;
1338}
1339#endif
1340
1341inline void ReplaceAlphaWithFogFactor(int i)
1342{
1343 if( gRDP.geometryMode & G_FOG )
1344 {
1345 // Use fog factor to replace vertex alpha
1346 if( g_vecProjected[i].z > 1 )
1347 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = 0xFF;
1348 if( g_vecProjected[i].z < 0 )
1349 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = 0;
1350 else
1351 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = (uint8)(g_vecProjected[i].z*255);
1352 }
1353}
1354
1355
1356// Bits
1357// +-+-+-
1358// xxyyzz
1359#define Z_NEG 0x01
1360#define Z_POS 0x02
1361#define Y_NEG 0x04
1362#define Y_POS 0x08
1363#define X_NEG 0x10
1364#define X_POS 0x20
1365
1366// Assumes dwAddr has already been checked!
1367// Don't inline - it's too big with the transform macros
1368
1369#if !defined(NO_ASM)
1370void ProcessVertexDataSSE(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
1371{
1372 UpdateCombinedMatrix();
1373
1374 // This function is called upon SPvertex
1375 // - do vertex matrix transform
1376 // - do vertex lighting
1377 // - do texture cooridinate transform if needed
1378 // - calculate normal vector
1379
1380 // Output: - g_vecProjected[i] -> transformed vertex x,y,z
1381 // - g_vecProjected[i].w -> saved vertex 1/w
1382 // - g_dwVtxFlags[i] -> flags
1383 // - g_dwVtxDifColor[i] -> vertex color
1384 // - g_fVtxTxtCoords[i] -> vertex texture cooridinates
1385
1386 FiddledVtx * pVtxBase = (FiddledVtx*)(g_pRDRAMu8 + dwAddr);
1387 g_pVtxBase = pVtxBase;
1388
1389 for (uint32 i = dwV0; i < dwV0 + dwNum; i++)
1390 {
1391 SP_Timing(RSP_GBI0_Vtx);
1392
1393 FiddledVtx & vert = pVtxBase[i - dwV0];
1394
1395 g_vtxNonTransformed[i].x = (float)vert.x;
1396 g_vtxNonTransformed[i].y = (float)vert.y;
1397 g_vtxNonTransformed[i].z = (float)vert.z;
1398
1399 SSEVec3Transform(i);
1400
1401 if( gRSP.bFogEnabled )
1402 {
1403 g_fFogCoord[i] = g_vecProjected[i].z;
1404 if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
1405 g_fFogCoord[i] = gRSPfFogMin;
1406 }
1407
1408 ReplaceAlphaWithFogFactor(i);
1409
1410
1411 VTX_DUMP(
1412 {
1413 uint32 *dat = (uint32*)(&vert);
1414 DebuggerAppendMsg("vtx %d: %08X %08X %08X %08X", i, dat[0],dat[1],dat[2],dat[3]);
1415 DebuggerAppendMsg(" : %f, %f, %f, %f",
1416 g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
1417 DebuggerAppendMsg(" : %f, %f, %f, %f",
1418 g_vecProjected[i].x,g_vecProjected[i].y,g_vecProjected[i].z,g_vecProjected[i].w);
1419 });
1420
1421 RSP_Vtx_Clipping(i);
1422
1423 if( gRSP.bLightingEnable )
1424 {
1425 g_normal.x = (float)vert.norma.nx;
1426 g_normal.y = (float)vert.norma.ny;
1427 g_normal.z = (float)vert.norma.nz;
1428
1429 SSEVec3TransformNormal();
1430 if( options.enableHackForGames != HACK_FOR_ZELDA_MM )
1431 g_dwVtxDifColor[i] = SSELightVert();
1432 else
1433 g_dwVtxDifColor[i] = LightVert(g_normal, i);
1434 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = vert.rgba.a; // still use alpha from the vertex
1435 }
1436 else
1437 {
1438 if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
1439 {
1440 //FLAT shade
1441 g_dwVtxDifColor[i] = gRDP.primitiveColor;
1442 }
1443 else
1444 {
1445 register IColor &color = *(IColor*)&g_dwVtxDifColor[i];
1446 color.b = vert.rgba.r;
1447 color.g = vert.rgba.g;
1448 color.r = vert.rgba.b;
1449 color.a = vert.rgba.a;
1450 }
1451 }
1452
1453 if( options.bWinFrameMode )
1454 {
1455 g_dwVtxDifColor[i] = COLOR_RGBA(vert.rgba.r, vert.rgba.g, vert.rgba.b, vert.rgba.a);
1456 }
1457
1458 // Update texture coords n.b. need to divide tu/tv by bogus scale on addition to buffer
1459
1460 // If the vert is already lit, then there is no normal (and hence we
1461 // can't generate tex coord)
1462 if (gRSP.bTextureGen && gRSP.bLightingEnable )
1463 {
1464 TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
1465 }
1466 else
1467 {
1468 g_fVtxTxtCoords[i].x = (float)vert.tu;
1469 g_fVtxTxtCoords[i].y = (float)vert.tv;
1470 }
1471 }
1472
1473 VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
1474 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at Vertex Cmd");});
1475}
1476#endif
1477
1478void ProcessVertexDataNoSSE(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
1479{
1480
1481 UpdateCombinedMatrix();
1482
1483 // This function is called upon SPvertex
1484 // - do vertex matrix transform
1485 // - do vertex lighting
1486 // - do texture cooridinate transform if needed
1487 // - calculate normal vector
1488
1489 // Output: - g_vecProjected[i] -> transformed vertex x,y,z
1490 // - g_vecProjected[i].w -> saved vertex 1/w
1491 // - g_dwVtxFlags[i] -> flags
1492 // - g_dwVtxDifColor[i] -> vertex color
1493 // - g_fVtxTxtCoords[i] -> vertex texture cooridinates
1494
1495 FiddledVtx * pVtxBase = (FiddledVtx*)(g_pRDRAMu8 + dwAddr);
1496 g_pVtxBase = pVtxBase;
1497
1498 for (uint32 i = dwV0; i < dwV0 + dwNum; i++)
1499 {
1500 SP_Timing(RSP_GBI0_Vtx);
1501
1502 FiddledVtx & vert = pVtxBase[i - dwV0];
1503
1504 g_vtxNonTransformed[i].x = (float)vert.x;
1505 g_vtxNonTransformed[i].y = (float)vert.y;
1506 g_vtxNonTransformed[i].z = (float)vert.z;
1507
1508 Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &gRSPworldProject); // Convert to w=1
1509
1510 g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
1511 g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
1512 g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
1513 if ((g_curRomInfo.bPrimaryDepthHack || options.enableHackForGames == HACK_FOR_NASCAR ) && gRDP.otherMode.depth_source )
1514 {
1515 g_vecProjected[i].z = gRDP.fPrimitiveDepth;
1516 g_vtxTransformed[i].z = gRDP.fPrimitiveDepth*g_vtxTransformed[i].w;
1517 }
1518 else
1519 {
1520 g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
1521 }
1522
1523 if( gRSP.bFogEnabled )
1524 {
1525 g_fFogCoord[i] = g_vecProjected[i].z;
1526 if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
1527 g_fFogCoord[i] = gRSPfFogMin;
1528 }
1529
1530 VTX_DUMP(
1531 {
1532 uint32 *dat = (uint32*)(&vert);
1533 DebuggerAppendMsg("vtx %d: %08X %08X %08X %08X", i, dat[0],dat[1],dat[2],dat[3]);
1534 DebuggerAppendMsg(" : %f, %f, %f, %f",
1535 g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
1536 DebuggerAppendMsg(" : %f, %f, %f, %f",
1537 g_vecProjected[i].x,g_vecProjected[i].y,g_vecProjected[i].z,g_vecProjected[i].w);
1538 });
1539
1540 RSP_Vtx_Clipping(i);
1541
1542 if( gRSP.bLightingEnable )
1543 {
1544 g_normal.x = (float)vert.norma.nx;
1545 g_normal.y = (float)vert.norma.ny;
1546 g_normal.z = (float)vert.norma.nz;
1547
1548 Vec3TransformNormal(g_normal, gRSPmodelViewTop);
1549 g_dwVtxDifColor[i] = LightVert(g_normal, i);
1550 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = vert.rgba.a; // still use alpha from the vertex
1551 }
1552 else
1553 {
1554 if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
1555 {
1556 //FLAT shade
1557 g_dwVtxDifColor[i] = gRDP.primitiveColor;
1558 }
1559 else
1560 {
1561 register IColor &color = *(IColor*)&g_dwVtxDifColor[i];
1562 color.b = vert.rgba.r;
1563 color.g = vert.rgba.g;
1564 color.r = vert.rgba.b;
1565 color.a = vert.rgba.a;
1566 }
1567 }
1568
1569 if( options.bWinFrameMode )
1570 {
1571 g_dwVtxDifColor[i] = COLOR_RGBA(vert.rgba.r, vert.rgba.g, vert.rgba.b, vert.rgba.a);
1572 }
1573
1574 ReplaceAlphaWithFogFactor(i);
1575
1576 // Update texture coords n.b. need to divide tu/tv by bogus scale on addition to buffer
1577
1578 // If the vert is already lit, then there is no normal (and hence we
1579 // can't generate tex coord)
1580 if (gRSP.bTextureGen && gRSP.bLightingEnable )
1581 {
1582 TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
1583 }
1584 else
1585 {
1586 g_fVtxTxtCoords[i].x = (float)vert.tu;
1587 g_fVtxTxtCoords[i].y = (float)vert.tv;
1588 }
1589 }
1590
1591 VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
1592 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at Vertex Cmd");});
1593}
1594
f18a2655 1595extern "C" void pv_neon(XVECTOR4 *g_vtxTransformed, XVECTOR4 *g_vecProjected,
1596 uint32 *g_dwVtxDifColor, VECTOR2 *g_fVtxTxtCoords,
1597 float *g_fFogCoord, uint32 *g_clipFlag2,
1598 uint32 dwNum, const FiddledVtx *vtx,
1599 const Light *gRSPlights, const float *fRSPAmbientLightRGBA,
1600 const XMATRIX *gRSPworldProject, const XMATRIX *gRSPmodelViewTop,
1601 uint32 gRSPnumLights, float gRSPfFogMin);
1602
1603void ProcessVertexDataNEON(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
1604{
1605 if (gRSP.bTextureGen && gRSP.bLightingEnable) {
1606 ProcessVertexDataNoSSE(dwAddr, dwV0,dwNum);
1607 return;
1608 }
1609
1610 // assumtions:
1611 // - g_clipFlag is not used at all
1612 // - g_vtxNonTransformed is not used after ProcessVertexData*() returns
1613 // - g_normal - same
1614
1615#define PV_NEON_ENABLE_LIGHT (1 << 0)
1616#define PV_NEON_ENABLE_SHADE (1 << 1)
1617#define PV_NEON_ENABLE_FOG (1 << 2)
1618#define PV_NEON_FOG_ALPHA (1 << 3)
1619
1620 int neon_state = 0;
1621 if ( gRSP.bLightingEnable )
1622 neon_state |= PV_NEON_ENABLE_LIGHT;
1623 if ( (gRDP.geometryMode & G_SHADE) || gRSP.ucode >= 5 )
1624 neon_state |= PV_NEON_ENABLE_SHADE;
1625 if ( gRSP.bFogEnabled )
1626 neon_state |= PV_NEON_ENABLE_FOG;
1627 if ( gRDP.geometryMode & G_FOG )
1628 neon_state |= PV_NEON_FOG_ALPHA;
1629
1630 uint32 i;
1631
1632 UpdateCombinedMatrix();
1633
1634 // This function is called upon SPvertex
1635 // - do vertex matrix transform
1636 // - do vertex lighting
1637 // - do texture cooridinate transform if needed
1638 // - calculate normal vector
1639
1640 // Output: - g_vecProjected[i] -> transformed vertex x,y,z
1641 // - g_vecProjected[i].w -> saved vertex 1/w
1642 // - g_vtxTransformed[i]
1643 // - g_dwVtxDifColor[i] -> vertex color
1644 // - g_fVtxTxtCoords[i] -> vertex texture cooridinates
1645 // - g_fFogCoord[i]
1646 // - g_clipFlag2[i]
1647
1648 const FiddledVtx * pVtxBase = (const FiddledVtx*)(g_pRDRAMu8 + dwAddr);
1649 g_pVtxBase = (FiddledVtx *)pVtxBase;
1650
1651 // SP_Timing(RSP_GBI0_Vtx);
1652 status.SPCycleCount += Timing_RSP_GBI0_Vtx * dwNum;
1653
1654 if (!(neon_state & (PV_NEON_ENABLE_LIGHT | PV_NEON_ENABLE_SHADE))) {
1655 for (i = dwV0; i < dwV0 + dwNum; i++)
1656 g_dwVtxDifColor[i] = gRDP.primitiveColor; // FLAT shade
1657 }
1658
1659 for (i = dwV0; i < dwV0 + dwNum; i++)
1660 {
1661 const FiddledVtx & vert = pVtxBase[i - dwV0];
1662 XVECTOR3 vtx_raw; // was g_vtxNonTransformed
1663
1664 vtx_raw.x = (float)vert.x;
1665 vtx_raw.y = (float)vert.y;
1666 vtx_raw.z = (float)vert.z;
1667
1668 Vec3Transform(&g_vtxTransformed[i], &vtx_raw, &gRSPworldProject); // Convert to w=1
1669
1670 g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
1671 g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
1672 g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
1673 g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
1674
1675 if( neon_state & PV_NEON_ENABLE_FOG )
1676 {
1677 g_fFogCoord[i] = g_vecProjected[i].z;
1678 if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
1679 g_fFogCoord[i] = gRSPfFogMin;
1680 }
1681
1682 // RSP_Vtx_Clipping(i);
1683 g_clipFlag2[i] = 0;
1684 if( g_vecProjected[i].w > 0 )
1685 {
1686 if( g_vecProjected[i].x > 1 ) g_clipFlag2[i] |= X_CLIP_MAX;
1687 if( g_vecProjected[i].x < -1 ) g_clipFlag2[i] |= X_CLIP_MIN;
1688 if( g_vecProjected[i].y > 1 ) g_clipFlag2[i] |= Y_CLIP_MAX;
1689 if( g_vecProjected[i].y < -1 ) g_clipFlag2[i] |= Y_CLIP_MIN;
1690 }
1691
1692 if( neon_state & PV_NEON_ENABLE_LIGHT )
1693 {
1694 XVECTOR3 normal; // was g_normal
1695 float r, g, b;
1696
1697 normal.x = (float)vert.norma.nx;
1698 normal.y = (float)vert.norma.ny;
1699 normal.z = (float)vert.norma.nz;
1700
1701 Vec3TransformNormal(normal, gRSPmodelViewTop);
1702
1703 r = gRSP.fAmbientLightR;
1704 g = gRSP.fAmbientLightG;
1705 b = gRSP.fAmbientLightB;
1706
1707 for (unsigned int l=0; l < gRSPnumLights; l++)
1708 {
1709 float fCosT = normal.x * gRSPlights[l].x + normal.y * gRSPlights[l].y + normal.z * gRSPlights[l].z;
1710
1711 if (fCosT > 0 )
1712 {
1713 r += gRSPlights[l].fr * fCosT;
1714 g += gRSPlights[l].fg * fCosT;
1715 b += gRSPlights[l].fb * fCosT;
1716 }
1717 }
1718 if (r > 255) r = 255;
1719 if (g > 255) g = 255;
1720 if (b > 255) b = 255;
1721 g_dwVtxDifColor[i] = ((vert.rgba.a<<24)|(((uint32)r)<<16)|(((uint32)g)<<8)|((uint32)b));
1722 }
1723 else if( neon_state & PV_NEON_ENABLE_SHADE )
1724 {
1725 IColor &color = *(IColor*)&g_dwVtxDifColor[i];
1726 color.b = vert.rgba.r;
1727 color.g = vert.rgba.g;
1728 color.r = vert.rgba.b;
1729 color.a = vert.rgba.a;
1730 }
1731
1732 // ReplaceAlphaWithFogFactor(i);
1733 if( neon_state & PV_NEON_FOG_ALPHA )
1734 {
1735 // Use fog factor to replace vertex alpha
1736 if( g_vecProjected[i].z > 1 )
1737 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = 0xFF;
1738 if( g_vecProjected[i].z < 0 )
1739 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = 0;
1740 else
1741 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = (uint8)(g_vecProjected[i].z*255);
1742 }
1743
1744 g_fVtxTxtCoords[i].x = (float)vert.tu;
1745 g_fVtxTxtCoords[i].y = (float)vert.tv;
1746 }
1747}
1748
1749 bool PrepareTriangle(uint32 dwV0, uint32 dwV1, uint32 dwV2)
d07c171f 1750{
1751 if( status.isVertexShaderEnabled || status.bUseHW_T_L )
1752 {
1753 g_vtxIndex[gRSP.numVertices++] = dwV0;
1754 g_vtxIndex[gRSP.numVertices++] = dwV1;
1755 g_vtxIndex[gRSP.numVertices++] = dwV2;
1756 status.dwNumTrisRendered++;
1757 gRSP.maxVertexID = max(gRSP.maxVertexID,max(dwV0,max(dwV1,dwV2)));
1758 }
1759 else
1760 {
1761 SP_Timing(SP_Each_Triangle);
1762
1763 bool textureFlag = (CRender::g_pRender->IsTextureEnabled() || gRSP.ucode == 6 );
1764 bool openGL = CDeviceBuilder::m_deviceGeneralType == OGL_DEVICE;
1765
1766 InitVertex(dwV0, gRSP.numVertices, textureFlag, openGL);
1767 InitVertex(dwV1, gRSP.numVertices+1, textureFlag, openGL);
1768 InitVertex(dwV2, gRSP.numVertices+2, textureFlag, openGL);
1769
1770 gRSP.numVertices += 3;
1771 status.dwNumTrisRendered++;
1772 }
1773
1774 return true;
1775}
1776
1777
1778
1779// Returns TRUE if it thinks the triangle is visible
1780// Returns FALSE if it is clipped
1781bool IsTriangleVisible(uint32 dwV0, uint32 dwV1, uint32 dwV2)
1782{
1783 //return true; //fix me
1784
1785 if( status.isVertexShaderEnabled || status.bUseHW_T_L ) return true; // We won't have access to transformed vertex data
1786
1787 DEBUGGER_ONLY_IF( (!debuggerEnableTestTris || !debuggerEnableCullFace), {return TRUE;});
1788
1789#ifdef DEBUGGER
1790 // Check vertices are valid!
1791 if (dwV0 >= MAX_VERTS || dwV1 >= MAX_VERTS || dwV2 >= MAX_VERTS)
1792 return false;
1793#endif
1794
1795 // Here we AND all the flags. If any of the bits is set for all
1796 // 3 vertices, it means that all three x, y or z lie outside of
1797 // the current viewing volume.
1798 // Currently disabled - still seems a bit dodgy
1799 if ((gRSP.bCullFront || gRSP.bCullBack) && gRDP.otherMode.zmode != 3)
1800 {
1801 XVECTOR4 & v0 = g_vecProjected[dwV0];
1802 XVECTOR4 & v1 = g_vecProjected[dwV1];
1803 XVECTOR4 & v2 = g_vecProjected[dwV2];
1804
1805 // Only try to clip if the tri is onscreen. For some reason, this
1806 // method doesnt' work well when the z value is outside of screenspace
1807 //if (v0.z < 1 && v1.z < 1 && v2.z < 1)
1808 {
1809 float V1 = v2.x - v0.x;
1810 float V2 = v2.y - v0.y;
1811
1812 float W1 = v2.x - v1.x;
1813 float W2 = v2.y - v1.y;
1814
1815 float fDirection = (V1 * W2) - (V2 * W1);
1816 fDirection = fDirection * v1.w * v2.w * v0.w;
1817 //float fDirection = v0.x*v1.y-v1.x*v0.y+v1.x*v2.y-v2.x*v1.y+v2.x*v0.y-v0.x*v2.y;
1818
1819 if (fDirection < 0 && gRSP.bCullBack)
1820 {
1821 status.dwNumTrisClipped++;
1822 return false;
1823 }
1824 else if (fDirection > 0 && gRSP.bCullFront)
1825 {
1826 status.dwNumTrisClipped++;
1827 return false;
1828 }
1829 }
1830 }
1831
1832#ifdef ENABLE_CLIP_TRI
1833 //if( gRSP.bRejectVtx && (g_clipFlag[dwV0]|g_clipFlag[dwV1]|g_clipFlag[dwV2]) )
1834 // return;
1835 if( g_clipFlag2[dwV0]&g_clipFlag2[dwV1]&g_clipFlag2[dwV2] )
1836 {
1837 //DebuggerAppendMsg("Clipped");
1838 return false;
1839 }
1840#endif
1841
1842 return true;
1843}
1844
1845
1846void SetPrimitiveColor(uint32 dwCol, uint32 LODMin, uint32 LODFrac)
1847{
1848 gRDP.colorsAreReloaded = true;
1849 gRDP.primitiveColor = dwCol;
1850 gRDP.primLODMin = LODMin;
1851 gRDP.primLODFrac = LODFrac;
1852 if( gRDP.primLODFrac < gRDP.primLODMin )
1853 {
1854 gRDP.primLODFrac = gRDP.primLODMin;
1855 }
1856
1857 gRDP.fvPrimitiveColor[0] = ((dwCol>>16)&0xFF)/255.0f; //r
1858 gRDP.fvPrimitiveColor[1] = ((dwCol>>8)&0xFF)/255.0f; //g
1859 gRDP.fvPrimitiveColor[2] = ((dwCol)&0xFF)/255.0f; //b
1860 gRDP.fvPrimitiveColor[3] = ((dwCol>>24)&0xFF)/255.0f; //a
1861}
1862
1863void SetPrimitiveDepth(uint32 z, uint32 dwDZ)
1864{
1865 gRDP.primitiveDepth = z & 0x7FFF;
1866 gRDP.fPrimitiveDepth = (float)(gRDP.primitiveDepth)/(float)0x8000;
1867
1868 //gRDP.fPrimitiveDepth = gRDP.fPrimitiveDepth*2-1;
1869 /*
1870 z=0xFFFF -> 1 the farest
1871 z=0 -> -1 the nearest
1872 */
1873
1874 //how to use dwDZ?
1875
1876#ifdef DEBUGGER
1877 if( (pauseAtNext && (eventToPause == NEXT_VERTEX_CMD || eventToPause == NEXT_FLUSH_TRI )) )//&& logTriangles )
1878 {
1879 DebuggerAppendMsg("Set prim Depth: %f, (%08X, %08X)", gRDP.fPrimitiveDepth, z, dwDZ);
1880 }
1881#endif
1882}
1883
1884void SetVertexXYZ(uint32 vertex, float x, float y, float z)
1885{
1886 g_vecProjected[vertex].x = x;
1887 g_vecProjected[vertex].y = y;
1888 g_vecProjected[vertex].z = z;
1889
1890 g_vtxTransformed[vertex].x = x*g_vtxTransformed[vertex].w;
1891 g_vtxTransformed[vertex].y = y*g_vtxTransformed[vertex].w;
1892 g_vtxTransformed[vertex].z = z*g_vtxTransformed[vertex].w;
1893}
1894
1895void ModifyVertexInfo(uint32 where, uint32 vertex, uint32 val)
1896{
1897 switch (where)
1898 {
1899 case RSP_MV_WORD_OFFSET_POINT_RGBA: // Modify RGBA
1900 {
1901 uint32 r = (val>>24)&0xFF;
1902 uint32 g = (val>>16)&0xFF;
1903 uint32 b = (val>>8)&0xFF;
1904 uint32 a = val&0xFF;
1905 g_dwVtxDifColor[vertex] = COLOR_RGBA(r, g, b, a);
1906 LOG_UCODE("Modify vert %d color, 0x%08x", vertex, g_dwVtxDifColor[vertex]);
1907 }
1908 break;
1909 case RSP_MV_WORD_OFFSET_POINT_XYSCREEN: // Modify X,Y
1910 {
1911 uint16 nX = (uint16)(val>>16);
1912 short x = *((short*)&nX);
1913 x /= 4;
1914
1915 uint16 nY = (uint16)(val&0xFFFF);
1916 short y = *((short*)&nY);
1917 y /= 4;
1918
1919 // Should do viewport transform.
1920
1921
1922 x -= windowSetting.uViWidth/2;
1923 y = windowSetting.uViHeight/2-y;
1924
1925 if( options.bEnableHacks && ((*g_GraphicsInfo.VI_X_SCALE_REG)&0xF) != 0 )
1926 {
1927 // Tarzan
1928 // I don't know why Tarzan is different
1929 SetVertexXYZ(vertex, x/windowSetting.fViWidth, y/windowSetting.fViHeight, g_vecProjected[vertex].z);
1930 }
1931 else
1932 {
1933 // Toy Story 2 and other games
1934 SetVertexXYZ(vertex, x*2/windowSetting.fViWidth, y*2/windowSetting.fViHeight, g_vecProjected[vertex].z);
1935 }
1936
1937 LOG_UCODE("Modify vert %d: x=%d, y=%d", vertex, x, y);
1938 VTX_DUMP(TRACE3("Modify vert %d: (%d,%d)", vertex, x, y));
1939 }
1940 break;
1941 case RSP_MV_WORD_OFFSET_POINT_ZSCREEN: // Modify C
1942 {
1943 int z = val>>16;
1944
1945 SetVertexXYZ(vertex, g_vecProjected[vertex].x, g_vecProjected[vertex].y, (((float)z/0x03FF)+0.5f)/2.0f );
1946 LOG_UCODE("Modify vert %d: z=%d", vertex, z);
1947 VTX_DUMP(TRACE2("Modify vert %d: z=%d", vertex, z));
1948 }
1949 break;
1950 case RSP_MV_WORD_OFFSET_POINT_ST: // Texture
1951 {
1952 short tu = short(val>>16);
1953 short tv = short(val & 0xFFFF);
1954 float ftu = tu / 32.0f;
1955 float ftv = tv / 32.0f;
1956 LOG_UCODE(" Setting vertex %d tu/tv to %f, %f", vertex, (float)tu, (float)tv);
1957 CRender::g_pRender->SetVtxTextureCoord(vertex, ftu/gRSP.fTexScaleX, ftv/gRSP.fTexScaleY);
1958 }
1959 break;
1960 }
1961 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at ModVertex Cmd");});
1962}
1963
1964void ProcessVertexDataDKR(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
1965{
1966 UpdateCombinedMatrix();
1967
1968 long long pVtxBase = (long long) (g_pRDRAMu8 + dwAddr);
1969 g_pVtxBase = (FiddledVtx*)pVtxBase;
1970
1971 Matrix &matWorldProject = gRSP.DKRMatrixes[gRSP.DKRCMatrixIndex];
1972
1973 int nOff;
1974
1975 bool addbase=false;
1976 if ((!gRSP.DKRBillBoard) || (gRSP.DKRCMatrixIndex != 2) )
1977 addbase = false;
1978 else
1979 addbase = true;
1980
1981 if( addbase && gRSP.DKRVtxCount == 0 && dwNum > 1 )
1982 {
1983 gRSP.DKRVtxCount++;
1984 }
1985
1986 LOG_UCODE(" ProcessVertexDataDKR, CMatrix = %d, Add base=%s", gRSP.DKRCMatrixIndex, gRSP.DKRBillBoard?"true":"false");
1987 VTX_DUMP(TRACE2("DKR Setting Vertexes\nCMatrix = %d, Add base=%s", gRSP.DKRCMatrixIndex, gRSP.DKRBillBoard?"true":"false"));
1988
1989 nOff = 0;
1990 uint32 end = dwV0 + dwNum;
1991 for (uint32 i = dwV0; i < end; i++)
1992 {
1993 XVECTOR3 w;
1994
1995 g_vtxNonTransformed[i].x = (float)*(short*)((pVtxBase+nOff + 0) ^ 2);
1996 g_vtxNonTransformed[i].y = (float)*(short*)((pVtxBase+nOff + 2) ^ 2);
1997 g_vtxNonTransformed[i].z = (float)*(short*)((pVtxBase+nOff + 4) ^ 2);
1998
1999 //if( status.isSSEEnabled )
2000 // SSEVec3TransformDKR(g_vtxTransformed[i], g_vtxNonTransformed[i]);
2001 //else
2002 Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &matWorldProject); // Convert to w=1
2003
2004 if( gRSP.DKRVtxCount == 0 && dwNum==1 )
2005 {
2006 gRSP.DKRBaseVec.x = g_vtxTransformed[i].x;
2007 gRSP.DKRBaseVec.y = g_vtxTransformed[i].y;
2008 gRSP.DKRBaseVec.z = g_vtxTransformed[i].z;
2009 gRSP.DKRBaseVec.w = g_vtxTransformed[i].w;
2010 }
2011 else if( addbase )
2012 {
2013 g_vtxTransformed[i].x += gRSP.DKRBaseVec.x;
2014 g_vtxTransformed[i].y += gRSP.DKRBaseVec.y;
2015 g_vtxTransformed[i].z += gRSP.DKRBaseVec.z;
2016 g_vtxTransformed[i].w = gRSP.DKRBaseVec.w;
2017 }
2018
2019 g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
2020 g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
2021 g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
2022 g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
2023
2024 gRSP.DKRVtxCount++;
2025
2026 VTX_DUMP(TRACE5("vtx %d: %f, %f, %f, %f", i,
2027 g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w));
2028
2029 if( gRSP.bFogEnabled )
2030 {
2031 g_fFogCoord[i] = g_vecProjected[i].z;
2032 if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
2033 g_fFogCoord[i] = gRSPfFogMin;
2034 }
2035
2036 RSP_Vtx_Clipping(i);
2037
2038 short wA = *(short*)((pVtxBase+nOff + 6) ^ 2);
2039 short wB = *(short*)((pVtxBase+nOff + 8) ^ 2);
2040
2041 s8 r = (s8)(wA >> 8);
2042 s8 g = (s8)(wA);
2043 s8 b = (s8)(wB >> 8);
2044 s8 a = (s8)(wB);
2045
2046 if (gRSP.bLightingEnable)
2047 {
2048 g_normal.x = (char)r; //norma.nx;
2049 g_normal.y = (char)g; //norma.ny;
2050 g_normal.z = (char)b; //norma.nz;
2051
2052 Vec3TransformNormal(g_normal, matWorldProject)
2053#if !defined(NO_ASM)
2054 if( status.isSSEEnabled )
2055 g_dwVtxDifColor[i] = SSELightVert();
2056 else
2057#endif
2058 g_dwVtxDifColor[i] = LightVert(g_normal, i);
2059 }
2060 else
2061 {
2062 int nR, nG, nB, nA;
2063
2064 nR = r;
2065 nG = g;
2066 nB = b;
2067 nA = a;
2068 // Assign true vert colour after lighting/fogging
2069 g_dwVtxDifColor[i] = COLOR_RGBA(nR, nG, nB, nA);
2070 }
2071
2072 ReplaceAlphaWithFogFactor(i);
2073
2074 g_fVtxTxtCoords[i].x = g_fVtxTxtCoords[i].y = 1;
2075
2076 nOff += 10;
2077 }
2078
2079
2080 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{DebuggerAppendMsg("Paused at DKR Vertex Cmd, v0=%d, vn=%d, addr=%08X", dwV0, dwNum, dwAddr);});
2081}
2082
2083
2084extern uint32 dwPDCIAddr;
2085void ProcessVertexDataPD(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
2086{
2087 UpdateCombinedMatrix();
2088
2089 N64VtxPD * pVtxBase = (N64VtxPD*)(g_pRDRAMu8 + dwAddr);
2090 g_pVtxBase = (FiddledVtx*)pVtxBase; // Fix me
2091
2092 for (uint32 i = dwV0; i < dwV0 + dwNum; i++)
2093 {
2094 N64VtxPD &vert = pVtxBase[i - dwV0];
2095
2096 g_vtxNonTransformed[i].x = (float)vert.x;
2097 g_vtxNonTransformed[i].y = (float)vert.y;
2098 g_vtxNonTransformed[i].z = (float)vert.z;
2099
2100#if !defined(NO_ASM)
2101 if( status.isSSEEnabled )
2102 SSEVec3Transform(i);
2103 else
2104#endif
2105 {
2106 Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &gRSPworldProject); // Convert to w=1
2107 g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
2108 g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
2109 g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
2110 g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
2111 }
2112
2113 g_fFogCoord[i] = g_vecProjected[i].z;
2114 if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
2115 g_fFogCoord[i] = gRSPfFogMin;
2116
2117 RSP_Vtx_Clipping(i);
2118
2119 uint8 *addr = g_pRDRAMu8+dwPDCIAddr+ (vert.cidx&0xFF);
2120 uint32 a = addr[0];
2121 uint32 r = addr[3];
2122 uint32 g = addr[2];
2123 uint32 b = addr[1];
2124
2125 if( gRSP.bLightingEnable )
2126 {
2127 g_normal.x = (char)r;
2128 g_normal.y = (char)g;
2129 g_normal.z = (char)b;
2130#if !defined(NO_ASM)
2131 if( status.isSSEEnabled )
2132 {
2133 SSEVec3TransformNormal();
2134 g_dwVtxDifColor[i] = SSELightVert();
2135 }
2136 else
2137#endif
2138 {
2139 Vec3TransformNormal(g_normal, gRSPmodelViewTop);
2140 g_dwVtxDifColor[i] = LightVert(g_normal, i);
2141 }
2142 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = (uint8)a; // still use alpha from the vertex
2143 }
2144 else
2145 {
2146 if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
2147 {
2148 g_dwVtxDifColor[i] = gRDP.primitiveColor;
2149 }
2150 else //FLAT shade
2151 {
2152 g_dwVtxDifColor[i] = COLOR_RGBA(r, g, b, a);
2153 }
2154 }
2155
2156 if( options.bWinFrameMode )
2157 {
2158 g_dwVtxDifColor[i] = COLOR_RGBA(r, g, b, a);
2159 }
2160
2161 ReplaceAlphaWithFogFactor(i);
2162
2163 VECTOR2 & t = g_fVtxTxtCoords[i];
2164 if (gRSP.bTextureGen && gRSP.bLightingEnable )
2165 {
2166 // Not sure if we should transform the normal here
2167 //Matrix & matWV = gRSP.projectionMtxs[gRSP.projectionMtxTop];
2168 //Vec3TransformNormal(g_normal, matWV);
2169
2170 TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
2171 }
2172 else
2173 {
2174 t.x = vert.s;
2175 t.y = vert.t;
2176 }
2177
2178
2179 VTX_DUMP(
2180 {
2181 DebuggerAppendMsg("vtx %d: %d %d %d", i, vert.x,vert.y,vert.z);
2182 DebuggerAppendMsg(" : %f, %f, %f, %f",
2183 g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
2184 DebuggerAppendMsg(" : %X, %X, %X, %X", r,g,b,a);
2185 DebuggerAppendMsg(" : u=%f, v=%f", t.x, t.y);
2186 });
2187 }
2188
2189 VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
2190 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at Vertex Cmd");});
2191}
2192
2193extern uint32 dwConkerVtxZAddr;
2194void ProcessVertexDataConker(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
2195{
2196 UpdateCombinedMatrix();
2197
2198 FiddledVtx * pVtxBase = (FiddledVtx*)(g_pRDRAMu8 + dwAddr);
2199 g_pVtxBase = pVtxBase;
2200 //short *vertexColoraddr = (short*)(g_pRDRAMu8+dwConkerVtxZAddr);
2201
2202 for (uint32 i = dwV0; i < dwV0 + dwNum; i++)
2203 {
2204 SP_Timing(RSP_GBI0_Vtx);
2205
2206 FiddledVtx & vert = pVtxBase[i - dwV0];
2207
2208 g_vtxNonTransformed[i].x = (float)vert.x;
2209 g_vtxNonTransformed[i].y = (float)vert.y;
2210 g_vtxNonTransformed[i].z = (float)vert.z;
2211
2212#if !defined(NO_ASM)
2213 if( status.isSSEEnabled )
2214 SSEVec3Transform(i);
2215 else
2216#endif
2217 {
2218 Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &gRSPworldProject); // Convert to w=1
2219 g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
2220 g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
2221 g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
2222 g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
2223 }
2224
2225 g_fFogCoord[i] = g_vecProjected[i].z;
2226 if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
2227 g_fFogCoord[i] = gRSPfFogMin;
2228
2229 VTX_DUMP(
2230 {
2231 uint32 *dat = (uint32*)(&vert);
2232 DebuggerAppendMsg("vtx %d: %08X %08X %08X %08X", i, dat[0],dat[1],dat[2],dat[3]);
2233 DebuggerAppendMsg(" : %f, %f, %f, %f",
2234 g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
2235 DebuggerAppendMsg(" : %f, %f, %f, %f",
2236 g_vecProjected[i].x,g_vecProjected[i].y,g_vecProjected[i].z,g_vecProjected[i].w);
2237 });
2238
2239 RSP_Vtx_Clipping(i);
2240
2241 if( gRSP.bLightingEnable )
2242 {
2243 {
2244 uint32 r= ((gRSP.ambientLightColor>>16)&0xFF);
2245 uint32 g= ((gRSP.ambientLightColor>> 8)&0xFF);
2246 uint32 b= ((gRSP.ambientLightColor )&0xFF);
2247 for( uint32 k=1; k<=gRSPnumLights; k++)
2248 {
2249 r += gRSPlights[k].r;
2250 g += gRSPlights[k].g;
2251 b += gRSPlights[k].b;
2252 }
2253 if( r>255 ) r=255;
2254 if( g>255 ) g=255;
2255 if( b>255 ) b=255;
2256 r *= vert.rgba.r ;
2257 g *= vert.rgba.g ;
2258 b *= vert.rgba.b ;
2259 r >>= 8;
2260 g >>= 8;
2261 b >>= 8;
2262 g_dwVtxDifColor[i] = 0xFF000000;
2263 g_dwVtxDifColor[i] |= (r<<16);
2264 g_dwVtxDifColor[i] |= (g<< 8);
2265 g_dwVtxDifColor[i] |= (b );
2266 }
2267
2268 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = vert.rgba.a; // still use alpha from the vertex
2269 }
2270 else
2271 {
2272 if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
2273 {
2274 g_dwVtxDifColor[i] = gRDP.primitiveColor;
2275 }
2276 else //FLAT shade
2277 {
2278 g_dwVtxDifColor[i] = COLOR_RGBA(vert.rgba.r, vert.rgba.g, vert.rgba.b, vert.rgba.a);
2279 }
2280 }
2281
2282 if( options.bWinFrameMode )
2283 {
2284 //g_vecProjected[i].z = 0;
2285 g_dwVtxDifColor[i] = COLOR_RGBA(vert.rgba.r, vert.rgba.g, vert.rgba.b, vert.rgba.a);
2286 }
2287
2288 ReplaceAlphaWithFogFactor(i);
2289
2290 // Update texture coords n.b. need to divide tu/tv by bogus scale on addition to buffer
2291 //VECTOR2 & t = g_fVtxTxtCoords[i];
2292
2293 // If the vert is already lit, then there is no normal (and hence we
2294 // can't generate tex coord)
2295 if (gRSP.bTextureGen && gRSP.bLightingEnable )
2296 {
2297 g_normal.x = (float)*(char*)(g_pRDRAMu8+ (((i<<1)+0)^3)+dwConkerVtxZAddr);
2298 g_normal.y = (float)*(char*)(g_pRDRAMu8+ (((i<<1)+1)^3)+dwConkerVtxZAddr);
2299 g_normal.z = (float)*(char*)(g_pRDRAMu8+ (((i<<1)+2)^3)+dwConkerVtxZAddr);
2300 Vec3TransformNormal(g_normal, gRSPmodelViewTop);
2301 TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
2302 }
2303 else
2304 {
2305 g_fVtxTxtCoords[i].x = (float)vert.tu;
2306 g_fVtxTxtCoords[i].y = (float)vert.tv;
2307 }
2308 }
2309
2310 VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
2311 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{DebuggerAppendMsg("Paused at Vertex Cmd");});
2312}
2313
2314
2315typedef struct{
2316 short y;
2317 short x;
2318 short flag;
2319 short z;
2320} RS_Vtx_XYZ;
2321
2322typedef union {
2323 struct {
2324 uint8 a;
2325 uint8 b;
2326 uint8 g;
2327 uint8 r;
2328 };
2329 struct {
2330 char na; //a
2331 char nz; //b
2332 char ny; //g
2333 char nx; //r
2334 };
2335} RS_Vtx_Color;
2336
2337
2338void ProcessVertexData_Rogue_Squadron(uint32 dwXYZAddr, uint32 dwColorAddr, uint32 dwXYZCmd, uint32 dwColorCmd)
2339{
2340 UpdateCombinedMatrix();
2341
2342 uint32 dwV0 = 0;
2343 uint32 dwNum = (dwXYZCmd&0xFF00)>>10;
2344
2345 RS_Vtx_XYZ * pVtxXYZBase = (RS_Vtx_XYZ*)(g_pRDRAMu8 + dwXYZAddr);
2346 RS_Vtx_Color * pVtxColorBase = (RS_Vtx_Color*)(g_pRDRAMu8 + dwColorAddr);
2347
2348 uint32 i;
2349 for (i = dwV0; i < dwV0 + dwNum; i++)
2350 {
2351 RS_Vtx_XYZ & vertxyz = pVtxXYZBase[i - dwV0];
2352 RS_Vtx_Color & vertcolors = pVtxColorBase[i - dwV0];
2353
2354 g_vtxNonTransformed[i].x = (float)vertxyz.x;
2355 g_vtxNonTransformed[i].y = (float)vertxyz.y;
2356 g_vtxNonTransformed[i].z = (float)vertxyz.z;
2357
2358#if !defined(NO_ASM)
2359 if( status.isSSEEnabled )
2360 SSEVec3Transform(i);
2361 else
2362#endif
2363 {
2364 Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &gRSPworldProject); // Convert to w=1
2365 g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
2366 g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
2367 g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
2368 g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
2369 }
2370
2371 VTX_DUMP(
2372 {
2373 DebuggerAppendMsg(" : %f, %f, %f, %f",
2374 g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
2375 DebuggerAppendMsg(" : %f, %f, %f, %f",
2376 g_vecProjected[i].x,g_vecProjected[i].y,g_vecProjected[i].z,g_vecProjected[i].w);
2377 });
2378
2379 g_fFogCoord[i] = g_vecProjected[i].z;
2380 if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
2381 g_fFogCoord[i] = gRSPfFogMin;
2382
2383 RSP_Vtx_Clipping(i);
2384
2385 if( gRSP.bLightingEnable )
2386 {
2387 g_normal.x = (float)vertcolors.nx;
2388 g_normal.y = (float)vertcolors.ny;
2389 g_normal.z = (float)vertcolors.nz;
2390
2391#if !defined(NO_ASM)
2392 if( status.isSSEEnabled )
2393 {
2394 SSEVec3TransformNormal();
2395 g_dwVtxDifColor[i] = SSELightVert();
2396 }
2397 else
2398#endif
2399 {
2400 Vec3TransformNormal(g_normal, gRSPmodelViewTop);
2401 g_dwVtxDifColor[i] = LightVert(g_normal, i);
2402 }
2403 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = vertcolors.a; // still use alpha from the vertex
2404 }
2405 else
2406 {
2407 if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
2408 {
2409 g_dwVtxDifColor[i] = gRDP.primitiveColor;
2410 }
2411 else //FLAT shade
2412 {
2413 g_dwVtxDifColor[i] = COLOR_RGBA(vertcolors.r, vertcolors.g, vertcolors.b, vertcolors.a);
2414 }
2415 }
2416
2417 if( options.bWinFrameMode )
2418 {
2419 g_dwVtxDifColor[i] = COLOR_RGBA(vertcolors.r, vertcolors.g, vertcolors.b, vertcolors.a);
2420 }
2421
2422 ReplaceAlphaWithFogFactor(i);
2423
2424 /*
2425 // Update texture coords n.b. need to divide tu/tv by bogus scale on addition to buffer
2426 VECTOR2 & t = g_fVtxTxtCoords[i];
2427
2428 // If the vert is already lit, then there is no normal (and hence we
2429 // can't generate tex coord)
2430 if (gRSP.bTextureGen && gRSP.bLightingEnable && g_textures[gRSP.curTile].m_bTextureEnable )
2431 {
2432 TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
2433 }
2434 else
2435 {
2436 t.x = (float)vert.tu;
2437 t.y = (float)vert.tv;
2438 }
2439 */
2440 }
2441
2442 VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
2443 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at Vertex Cmd");});
2444}
2445
2446void SetLightCol(uint32 dwLight, uint32 dwCol)
2447{
2448 gRSPlights[dwLight].r = (uint8)((dwCol >> 24)&0xFF);
2449 gRSPlights[dwLight].g = (uint8)((dwCol >> 16)&0xFF);
2450 gRSPlights[dwLight].b = (uint8)((dwCol >> 8)&0xFF);
2451 gRSPlights[dwLight].a = 255; // Ignore light alpha
2452 gRSPlights[dwLight].fr = (float)gRSPlights[dwLight].r;
2453 gRSPlights[dwLight].fg = (float)gRSPlights[dwLight].g;
2454 gRSPlights[dwLight].fb = (float)gRSPlights[dwLight].b;
2455 gRSPlights[dwLight].fa = 255; // Ignore light alpha
2456
2457 //TRACE1("Set light %d color", dwLight);
2458 LIGHT_DUMP(TRACE2("Set Light %d color: %08X", dwLight, dwCol));
2459}
2460
2461void SetLightDirection(uint32 dwLight, float x, float y, float z, float range)
2462{
2463 //gRSP.bLightIsUpdated = true;
2464
2465 //gRSPlights[dwLight].ox = x;
2466 //gRSPlights[dwLight].oy = y;
2467 //gRSPlights[dwLight].oz = z;
2468
2469 register float w = range == 0 ? (float)sqrt(x*x+y*y+z*z) : 1;
2470
2471 gRSPlights[dwLight].x = x/w;
2472 gRSPlights[dwLight].y = y/w;
2473 gRSPlights[dwLight].z = z/w;
2474 gRSPlights[dwLight].range = range;
2475 DEBUGGER_PAUSE_AND_DUMP(NEXT_SET_LIGHT,TRACE5("Set Light %d dir: %.4f, %.4f, %.4f, %.4f", dwLight, x, y, z, range));
2476}
2477
2478static float maxS0, maxT0;
2479static float maxS1, maxT1;
2480static bool validS0, validT0;
2481static bool validS1, validT1;
2482
2483void LogTextureCoords(float fTex0S, float fTex0T, float fTex1S, float fTex1T)
2484{
2485 if( validS0 )
2486 {
2487 if( fTex0S<0 || fTex0S>maxS0 ) validS0 = false;
2488 }
2489 if( validT0 )
2490 {
2491 if( fTex0T<0 || fTex0T>maxT0 ) validT0 = false;
2492 }
2493 if( validS1 )
2494 {
2495 if( fTex1S<0 || fTex1S>maxS1 ) validS1 = false;
2496 }
2497 if( validT1 )
2498 {
2499 if( fTex1T<0 || fTex1T>maxT1 ) validT1 = false;
2500 }
2501}
2502
2503bool CheckTextureCoords(int tex)
2504{
2505 if( tex==0 )
2506 {
2507 return validS0&&validT0;
2508 }
2509 else
2510 {
2511 return validS1&&validT1;
2512 }
2513}
2514
2515void ResetTextureCoordsLog(float maxs0, float maxt0, float maxs1, float maxt1)
2516{
2517 maxS0 = maxs0;
2518 maxT0 = maxt0;
2519 maxS1 = maxs1;
2520 maxT1 = maxt1;
2521 validS0 = validT0 = true;
2522 validS1 = validT1 = true;
2523}
2524
2525void ForceMainTextureIndex(int dwTile)
2526{
2527 if( dwTile == 1 && !(CRender::g_pRender->IsTexel0Enable()) && CRender::g_pRender->IsTexel1Enable() )
2528 {
2529 // Hack
2530 gRSP.curTile = 0;
2531 }
2532 else
2533 {
2534 gRSP.curTile = dwTile;
2535 }
2536}
2537
2538float HackZ2(float z)
2539{
2540 z = (z+9)/10;
2541 return z;
2542}
2543
2544float HackZ(float z)
2545{
2546 return HackZ2(z);
2547
2548 if( z < 0.1 && z >= 0 )
2549 z = (.1f+z)/2;
2550 else if( z < 0 )
2551 //return (10+z)/100;
2552 z = (expf(z)/20);
2553 return z;
2554}
2555
2556void HackZ(std::vector<XVECTOR3>& points)
2557{
2558 int size = points.size();
2559 for( int i=0; i<size; i++)
2560 {
2561 XVECTOR3 &v = points[i];
2562 v.z = (float)HackZ(v.z);
2563 }
2564}
2565
2566void HackZAll()
2567{
2568 if( CDeviceBuilder::m_deviceGeneralType == DIRECTX_DEVICE )
2569 {
2570 for( uint32 i=0; i<gRSP.numVertices; i++)
2571 {
2572 g_vtxBuffer[i].z = HackZ(g_vtxBuffer[i].z);
2573 }
2574 }
2575 else
2576 {
2577 for( uint32 i=0; i<gRSP.numVertices; i++)
2578 {
2579 float w = g_vtxProjected5[i][3];
2580 g_vtxProjected5[i][2] = HackZ(g_vtxProjected5[i][2]/w)*w;
2581 }
2582 }
2583}
2584
2585
2586extern XMATRIX reverseXY;
2587extern XMATRIX reverseY;
2588
2589void UpdateCombinedMatrix()
2590{
2591 if( gRSP.bMatrixIsUpdated )
2592 {
2593 gRSPworldProject = gRSP.modelviewMtxs[gRSP.modelViewMtxTop] * gRSP.projectionMtxs[gRSP.projectionMtxTop];
2594 gRSP.bMatrixIsUpdated = false;
2595 gRSP.bCombinedMatrixIsUpdated = true;
2596 }
2597
2598 if( gRSP.bCombinedMatrixIsUpdated )
2599 {
2600 if( options.enableHackForGames == HACK_REVERSE_XY_COOR )
2601 {
2602 gRSPworldProject = gRSPworldProject * reverseXY;
2603 }
2604 if( options.enableHackForGames == HACK_REVERSE_Y_COOR )
2605 {
2606 gRSPworldProject = gRSPworldProject * reverseY;
2607 }
2608#if !defined(NO_ASM)
2609 if( status.isSSEEnabled )
2610 {
2611 MatrixTranspose(&gRSPworldProjectTransported, &gRSPworldProject);
2612 }
2613#endif
2614 gRSP.bCombinedMatrixIsUpdated = false;
2615 }
2616
2617 //if( gRSP.bWorldMatrixIsUpdated || gRSP.bLightIsUpdated )
2618 //{
2619 // // Update lights with transported world matrix
2620 // for( unsigned int l=0; l<gRSPnumLights; l++)
2621 // {
2622 // Vec3TransformCoord(&gRSPlights[l].td, &gRSPlights[l].od, &gRSPmodelViewTopTranspose);
2623 // Vec3Normalize(&gRSPlights[l].td,&gRSPlights[l].td);
2624 // }
2625
2626 // gRSP.bWorldMatrixIsUpdated = false;
2627 // gRSP.bLightIsUpdated = false;
2628 //}
2629}
2630