GLES2N64 (from mupen64plus-ae) plugin. Compile and run on the OpenPandora
[mupen64plus-pandora.git] / source / gles2n64 / src / F3DCBFD.cpp
diff --git a/source/gles2n64/src/F3DCBFD.cpp b/source/gles2n64/src/F3DCBFD.cpp
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+#include "Common.h"
+#include "gles2N64.h"
+#include "Debug.h"
+#include "F3D.h"
+#include "F3DEX.h"
+#include "F3DEX2.h"
+#include "F3DCBFD.h"
+#include "S2DEX.h"
+#include "S2DEX2.h"
+#include "N64.h"
+#include "RSP.h"
+#include "RDP.h"
+#include "gSP.h"
+#include "gDP.h"
+#include "GBI.h"
+#include "OpenGL.h"
+#include "Config.h"
+
+//BASED ON GLIDE64 Implementation
+
+u32 normal_address = 0;
+
+void F3DCBFD_Vtx(u32 w0, u32 w1)
+{
+
+       s32 v0, n;
+    u32 address;
+       n = (w0 >> 12)&0xFF;
+       v0 = ((w0 >> 1)&0x7F) - n;
+       address = RSP_SegmentToPhysical(w1);
+
+       if (v0 < 0)
+       {
+               return;
+       }
+
+    gSPFlushTriangles();
+
+    Vertex* vertex = (Vertex*)&RDRAM[address];
+
+       for (s32 i=0; i < n; i++)
+       {
+        u32 v;
+#ifdef __TRIBUFFER_OPT
+        v = __indexmap_getnew(i, 1);
+#else
+        v = i;
+#endif
+
+               OGL.triangles.vertices[v].x = vertex->x;
+               OGL.triangles.vertices[v].y = vertex->y;
+               OGL.triangles.vertices[v].z = vertex->z;
+               OGL.triangles.vertices[v].w = 1.0f;
+
+               OGL.triangles.vertices[v].s = _FIXED2FLOAT(vertex->s, 5);
+               OGL.triangles.vertices[v].t = _FIXED2FLOAT(vertex->t, 5);
+
+        if (config.enableLighting && gSP.geometryMode & G_LIGHTING)
+               {
+                       OGL.triangles.vertices[v].nx = ((s8*)RDRAM)[(normal_address + (i<<2) + (v0<<1) + 0)^3];
+                       OGL.triangles.vertices[v].ny = ((s8*)RDRAM)[(normal_address + (i<<2) + (v0<<1) + 1)^3];
+                       OGL.triangles.vertices[v].nz = (s8)(vertex->flag&0xff);
+               }
+
+        gSPProcessVertex(v);
+
+        if (config.enableLighting && gSP.geometryMode & G_LIGHTING)
+               {
+            OGL.triangles.vertices[v].r = OGL.triangles.vertices[v].r * vertex->color.r * 0.0039215689f;
+            OGL.triangles.vertices[v].g = OGL.triangles.vertices[v].g * vertex->color.g * 0.0039215689f;
+            OGL.triangles.vertices[v].b = OGL.triangles.vertices[v].b * vertex->color.b * 0.0039215689f;
+            OGL.triangles.vertices[v].a = OGL.triangles.vertices[v].a * vertex->color.a * 0.0039215689f;
+               }
+               else
+               {
+            OGL.triangles.vertices[v].r = vertex->color.r * 0.0039215689f;
+            OGL.triangles.vertices[v].g = vertex->color.g * 0.0039215689f;
+            OGL.triangles.vertices[v].b = vertex->color.b * 0.0039215689f;
+            OGL.triangles.vertices[v].a = vertex->color.a * 0.0039215689f;
+               }
+               vertex++;
+    }
+}
+
+void F3DCBFD_MoveWord(u32 w0, u32 w1)
+{
+       u8 index = (u8)((w0 >> 16) & 0xFF);
+       u16 offset = (u16)(w0 & 0xFFFF);
+
+       switch (index)
+       {
+        case G_MW_NUMLIGHT:
+            gSPNumLights(w1 / 48);
+            break;
+
+        case G_MW_CLIP:
+            if (offset == 0x04)
+            {
+                gSPClipRatio( w1 );
+            }
+            break;
+
+        case G_MW_SEGMENT:
+            gSPSegment(_SHIFTR(offset, 2, 4), w1);
+            break;
+
+        case G_MW_FOG:
+            gSPFogFactor( (s16)_SHIFTR( w1, 16, 16 ), (s16)_SHIFTR( w1, 0, 16 ) );
+            break;
+
+        case G_MV_COORDMOD:  // moveword coord mod
+            break;
+
+        default:
+            break;
+    }
+}
+
+#define F3DCBFD_MV_VIEWPORT     8
+#define F3DCBFD_MV_LIGHT        10
+#define F3DCBFD_MV_NORMAL       14
+
+void F3DCBFD_MoveMem(u32 w0, u32 w1)
+{
+#ifdef __TRIBUFFER_OPT
+    gSPFlushTriangles();
+#endif
+    switch (_SHIFTR( w0, 0, 8 ))
+    {
+        case F3DCBFD_MV_VIEWPORT:
+            gSPViewport(w1);
+            break;
+
+        case F3DCBFD_MV_LIGHT:
+        {
+            u32 offset = _SHIFTR( w0, 8, 8 ) << 3;
+            if (offset >= 48)
+            {
+                gSPLight( w1, (offset - 24) / 24);
+            }
+            break;
+        }
+
+        case F3DCBFD_MV_NORMAL:
+                       normal_address = RSP_SegmentToPhysical(w1);
+            break;
+
+    }
+}
+
+void F3DCBFD_Tri4(u32 w0, u32 w1)
+{
+    gSP4Triangles( _SHIFTR(w0, 23, 5), _SHIFTR(w0, 18, 5), (_SHIFTR(w0, 15, 3 ) << 2) | _SHIFTR(w1, 30, 2),
+                   _SHIFTR(w0, 10, 5), _SHIFTR(w0, 5, 5), _SHIFTR(w1, 0, 5),
+                   _SHIFTR(w1, 25, 5), _SHIFTR(w1, 20, 5), _SHIFTR(w1, 15, 5),
+                   _SHIFTR(w1, 10, 5), _SHIFTR(w1, 5, 5), _SHIFTR(w1, 0, 5));
+}
+
+
+void F3DCBFD_Init()
+{
+    LOG(LOG_VERBOSE, "USING CBFD ucode!\n");
+
+    // Set GeometryMode flags
+    GBI_InitFlags(F3DEX2);
+
+    GBI.PCStackSize = 10;
+
+    // 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,             F3DCBFD_MoveMem);
+    GBI_SetGBI( G_MOVEWORD,             F3DEX2_MOVEWORD,            F3DCBFD_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,                 F3DCBFD_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 );
+
+    //for some reason glide64 maps TRI4 to these locations:
+
+    for(int i = 0x10; i <= 0x1F; i++)
+    {
+        GBI_SetGBI(G_TRI4, i, F3DCBFD_Tri4);
+    }
+
+    GBI_SetGBI( G_BG_1CYC,              S2DEX2_BG_1CYC,             S2DEX_BG_1Cyc);
+    GBI_SetGBI( G_BG_COPY,              S2DEX2_BG_COPY,             S2DEX_BG_Copy);
+    GBI_SetGBI( G_OBJ_RENDERMODE,       S2DEX2_OBJ_RENDERMODE,      S2DEX_Obj_RenderMode);
+
+}
+