--- /dev/null
+#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);
+
+}
+