19 //BASED ON GLIDE64 Implementation
21 u32 normal_address = 0;
23 void F3DCBFD_Vtx(u32 w0, u32 w1)
28 v0 = ((w0 >> 1)&0x7F) - n;
29 address = RSP_SegmentToPhysical(w1);
38 Vertex* vertex = (Vertex*)&RDRAM[address];
41 for (s32 i=0; i < n; i++)
43 #ifdef __TRIBUFFER_OPT
44 v = __indexmap_getnew(v0 + i, 1);
49 OGL.triangles.vertices[v].x = vertex->x;
50 OGL.triangles.vertices[v].y = vertex->y;
51 OGL.triangles.vertices[v].z = vertex->z;
52 OGL.triangles.vertices[v].w = 1.0f;
54 OGL.triangles.vertices[v].s = _FIXED2FLOAT(vertex->s, 5);
55 OGL.triangles.vertices[v].t = _FIXED2FLOAT(vertex->t, 5);
57 if (config.enableLighting && gSP.geometryMode & G_LIGHTING)
59 OGL.triangles.vertices[v].nx = ((s8*)RDRAM)[(normal_address + (i<<1) + (v0<<1) + 0)^3];
60 OGL.triangles.vertices[v].ny = ((s8*)RDRAM)[(normal_address + (i<<1) + (v0<<1) + 1)^3];
61 OGL.triangles.vertices[v].nz = (s8)(vertex->flag&0xff);
67 nonblack += OGL.triangles.vertices[v].r;
68 nonblack += OGL.triangles.vertices[v].g;
69 nonblack += OGL.triangles.vertices[v].b;
70 if (config.enableLighting && (gSP.geometryMode & G_LIGHTING) && (nonblack != 0))
72 OGL.triangles.vertices[v].r = OGL.triangles.vertices[v].r * vertex->color.r * 0.0039215689f;
73 OGL.triangles.vertices[v].g = OGL.triangles.vertices[v].g * vertex->color.g * 0.0039215689f;
74 OGL.triangles.vertices[v].b = OGL.triangles.vertices[v].b * vertex->color.b * 0.0039215689f;
75 OGL.triangles.vertices[v].a = vertex->color.a * 0.0039215689f;
79 OGL.triangles.vertices[v].r = vertex->color.r * 0.0039215689f;
80 OGL.triangles.vertices[v].g = vertex->color.g * 0.0039215689f;
81 OGL.triangles.vertices[v].b = vertex->color.b * 0.0039215689f;
82 OGL.triangles.vertices[v].a = vertex->color.a * 0.0039215689f;
88 void F3DCBFD_MoveWord(u32 w0, u32 w1)
90 u8 index = (u8)((w0 >> 16) & 0xFF);
91 u16 offset = (u16)(w0 & 0xFFFF);
96 gSPNumLights(w1 / 48);
107 gSPSegment(_SHIFTR(offset, 2, 4), w1 & 0x00FFFFFF);
111 gSPFogFactor( (s16)_SHIFTR( w1, 16, 16 ), (s16)_SHIFTR( w1, 0, 16 ) );
114 case G_MV_COORDMOD: // moveword coord mod
122 #define F3DCBFD_MV_VIEWPORT 8
123 #define F3DCBFD_MV_LIGHT 10
124 #define F3DCBFD_MV_NORMAL 14
126 void F3DCBFD_MoveMem(u32 w0, u32 w1)
128 #ifdef __TRIBUFFER_OPT
131 switch (_SHIFTR( w0, 0, 8 ))
133 case F3DCBFD_MV_VIEWPORT:
137 case F3DCBFD_MV_LIGHT:
139 u32 offset = (w0 >> 5) & 0x3FFF;
150 case F3DCBFD_MV_NORMAL:
151 normal_address = RSP_SegmentToPhysical(w1);
157 void F3DCBFD_Tri4(u32 w0, u32 w1)
159 gSP4Triangles( _SHIFTR(w0, 23, 5), _SHIFTR(w0, 18, 5), (_SHIFTR(w0, 15, 3 ) << 2) | _SHIFTR(w1, 30, 2),
160 _SHIFTR(w0, 10, 5), _SHIFTR(w0, 5, 5), _SHIFTR(w0, 0, 5),
161 _SHIFTR(w1, 25, 5), _SHIFTR(w1, 20, 5), _SHIFTR(w1, 15, 5),
162 _SHIFTR(w1, 10, 5), _SHIFTR(w1, 5, 5), _SHIFTR(w1, 0, 5));
168 LOG(LOG_VERBOSE, "USING CBFD ucode!\n");
170 // Set GeometryMode flags
171 GBI_InitFlags(F3DEX2);
173 GBI.PCStackSize = 10;
175 // GBI Command Command Value Command Function
176 GBI_SetGBI( G_RDPHALF_2, F3DEX2_RDPHALF_2, F3D_RDPHalf_2 );
177 GBI_SetGBI( G_SETOTHERMODE_H, F3DEX2_SETOTHERMODE_H, F3DEX2_SetOtherMode_H );
178 GBI_SetGBI( G_SETOTHERMODE_L, F3DEX2_SETOTHERMODE_L, F3DEX2_SetOtherMode_L );
179 GBI_SetGBI( G_RDPHALF_1, F3DEX2_RDPHALF_1, F3D_RDPHalf_1 );
180 GBI_SetGBI( G_SPNOOP, F3DEX2_SPNOOP, F3D_SPNoOp );
181 GBI_SetGBI( G_ENDDL, F3DEX2_ENDDL, F3D_EndDL );
182 GBI_SetGBI( G_DL, F3DEX2_DL, F3D_DList );
183 GBI_SetGBI( G_LOAD_UCODE, F3DEX2_LOAD_UCODE, F3DEX_Load_uCode );
184 GBI_SetGBI( G_MOVEMEM, F3DEX2_MOVEMEM, F3DCBFD_MoveMem);
185 GBI_SetGBI( G_MOVEWORD, F3DEX2_MOVEWORD, F3DCBFD_MoveWord);
186 GBI_SetGBI( G_MTX, F3DEX2_MTX, F3DEX2_Mtx );
187 GBI_SetGBI( G_GEOMETRYMODE, F3DEX2_GEOMETRYMODE, F3DEX2_GeometryMode );
188 GBI_SetGBI( G_POPMTX, F3DEX2_POPMTX, F3DEX2_PopMtx );
189 GBI_SetGBI( G_TEXTURE, F3DEX2_TEXTURE, F3DEX2_Texture );
190 GBI_SetGBI( G_DMA_IO, F3DEX2_DMA_IO, F3DEX2_DMAIO );
191 GBI_SetGBI( G_SPECIAL_1, F3DEX2_SPECIAL_1, F3DEX2_Special_1 );
192 GBI_SetGBI( G_SPECIAL_2, F3DEX2_SPECIAL_2, F3DEX2_Special_2 );
193 GBI_SetGBI( G_SPECIAL_3, F3DEX2_SPECIAL_3, F3DEX2_Special_3 );
197 GBI_SetGBI(G_VTX, F3DEX2_VTX, F3DCBFD_Vtx);
198 GBI_SetGBI(G_MODIFYVTX, F3DEX2_MODIFYVTX, F3DEX_ModifyVtx);
199 GBI_SetGBI(G_CULLDL, F3DEX2_CULLDL, F3DEX_CullDL);
200 GBI_SetGBI(G_BRANCH_Z, F3DEX2_BRANCH_Z, F3DEX_Branch_Z);
201 GBI_SetGBI(G_TRI1, F3DEX2_TRI1, F3DEX2_Tri1);
202 GBI_SetGBI(G_TRI2, F3DEX2_TRI2, F3DEX_Tri2);
203 GBI_SetGBI(G_QUAD, F3DEX2_QUAD, F3DEX2_Quad);
204 // GBI_SetGBI( G_LINE3D, F3DEX2_LINE3D, F3DEX2_Line3D );
206 //for some reason glide64 maps TRI4 to these locations:
208 for(int i = 0x10; i <= 0x1F; i++)
210 GBI_SetGBI(G_TRI4, i, F3DCBFD_Tri4);
213 GBI_SetGBI( G_BG_1CYC, S2DEX2_BG_1CYC, S2DEX_BG_1Cyc);
214 GBI_SetGBI( G_BG_COPY, S2DEX2_BG_COPY, S2DEX_BG_Copy);
215 GBI_SetGBI( G_OBJ_RENDERMODE, S2DEX2_OBJ_RENDERMODE, S2DEX_Obj_RenderMode);