--- /dev/null
+/*
+Copyright (C) 2003 Rice1964
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+
+#include <cmath>
+#include <vector>
+
+#include "osal_preproc.h"
+#include "float.h"
+#include "DeviceBuilder.h"
+#include "VertexShaderConstantDef.h"
+#include "Render.h"
+#include "Timing.h"
+
+extern FiddledVtx * g_pVtxBase;
+
+#define ENABLE_CLIP_TRI
+#define X_CLIP_MAX 0x1
+#define X_CLIP_MIN 0x2
+#define Y_CLIP_MAX 0x4
+#define Y_CLIP_MIN 0x8
+#define Z_CLIP_MAX 0x10
+#define Z_CLIP_MIN 0x20
+
+#ifdef ENABLE_CLIP_TRI
+
+inline void RSP_Vtx_Clipping(int i)
+{
+ g_clipFlag[i] = 0;
+ g_clipFlag2[i] = 0;
+ if( g_vecProjected[i].w > 0 )
+ {
+ /*
+ if( gRSP.bRejectVtx )
+ {
+ if( g_vecProjected[i].x > 1 )
+ {
+ g_clipFlag2[i] |= X_CLIP_MAX;
+ if( g_vecProjected[i].x > gRSP.real_clip_ratio_posx )
+ g_clipFlag[i] |= X_CLIP_MAX;
+ }
+
+ if( g_vecProjected[i].x < -1 )
+ {
+ g_clipFlag2[i] |= X_CLIP_MIN;
+ if( g_vecProjected[i].x < gRSP.real_clip_ratio_negx )
+ g_clipFlag[i] |= X_CLIP_MIN;
+ }
+
+ if( g_vecProjected[i].y > 1 )
+ {
+ g_clipFlag2[i] |= Y_CLIP_MAX;
+ if( g_vecProjected[i].y > gRSP.real_clip_ratio_posy )
+ g_clipFlag[i] |= Y_CLIP_MAX;
+ }
+
+ if( g_vecProjected[i].y < -1 )
+ {
+ g_clipFlag2[i] |= Y_CLIP_MIN;
+ if( g_vecProjected[i].y < gRSP.real_clip_ratio_negy )
+ g_clipFlag[i] |= Y_CLIP_MIN;
+ }
+
+ //if( g_vecProjected[i].z > 1.0f )
+ //{
+ // g_clipFlag2[i] |= Z_CLIP_MAX;
+ // g_clipFlag[i] |= Z_CLIP_MAX;
+ //}
+
+ //if( gRSP.bNearClip && g_vecProjected[i].z < -1.0f )
+ //{
+ // g_clipFlag2[i] |= Z_CLIP_MIN;
+ // g_clipFlag[i] |= Z_CLIP_MIN;
+ //}
+ }
+ else
+ */
+ {
+ if( g_vecProjected[i].x > 1 ) g_clipFlag2[i] |= X_CLIP_MAX;
+ if( g_vecProjected[i].x < -1 ) g_clipFlag2[i] |= X_CLIP_MIN;
+ if( g_vecProjected[i].y > 1 ) g_clipFlag2[i] |= Y_CLIP_MAX;
+ if( g_vecProjected[i].y < -1 ) g_clipFlag2[i] |= Y_CLIP_MIN;
+ //if( g_vecProjected[i].z > 1.0f ) g_clipFlag2[i] |= Z_CLIP_MAX;
+ //if( gRSP.bNearClip && g_vecProjected[i].z < -1.0f ) g_clipFlag2[i] |= Z_CLIP_MIN;
+ }
+
+ }
+}
+
+#else
+inline void RSP_Vtx_Clipping(int i) {}
+#endif
+
+/*
+ * Global variables
+ */
+ALIGN(16,RSP_Options gRSP)
+ALIGN(16,RDP_Options gRDP)
+
+static ALIGN(16,XVECTOR4 g_normal)
+//static int norms[3];
+
+ALIGN(16,XVECTOR4 g_vtxNonTransformed[MAX_VERTS])
+ALIGN(16,XVECTOR4 g_vecProjected[MAX_VERTS])
+ALIGN(16,XVECTOR4 g_vtxTransformed[MAX_VERTS])
+
+float g_vtxProjected5[1000][5];
+float g_vtxProjected5Clipped[2000][5];
+
+//uint32 g_dwVtxFlags[MAX_VERTS]; // Z_POS Z_NEG etc
+VECTOR2 g_fVtxTxtCoords[MAX_VERTS];
+uint32 g_dwVtxDifColor[MAX_VERTS];
+uint32 g_clipFlag[MAX_VERTS];
+uint32 g_clipFlag2[MAX_VERTS];
+RenderTexture g_textures[MAX_TEXTURES];
+float g_fFogCoord[MAX_VERTS];
+
+EXTERNAL_VERTEX g_vtxForExternal[MAX_VERTS];
+
+TLITVERTEX g_vtxBuffer[1000];
+TLITVERTEX g_clippedVtxBuffer[2000];
+uint8 g_oglVtxColors[1000][4];
+int g_clippedVtxCount=0;
+TLITVERTEX g_texRectTVtx[4];
+unsigned short g_vtxIndex[1000];
+unsigned int g_minIndex, g_maxIndex;
+
+float gRSPfFogMin;
+float gRSPfFogMax;
+float gRSPfFogDivider;
+
+uint32 gRSPnumLights;
+Light gRSPlights[16];
+
+ALIGN(16,Matrix gRSPworldProjectTransported)
+ALIGN(16,Matrix gRSPworldProject)
+ALIGN(16,Matrix gRSPmodelViewTop)
+ALIGN(16,Matrix gRSPmodelViewTopTranspose)
+ALIGN(16,Matrix dkrMatrixTransposed)
+
+N64Light gRSPn64lights[16];
+
+
+void (*ProcessVertexData)(uint32 dwAddr, uint32 dwV0, uint32 dwNum)=NULL;
+
+/*
+ *
+ */
+
+
+/*n.x = (g_normal.x * matWorld.m00) + (g_normal.y * matWorld.m10) + (g_normal.z * matWorld.m20);
+n.y = (g_normal.x * matWorld.m01) + (g_normal.y * matWorld.m11) + (g_normal.z * matWorld.m21);
+n.z = (g_normal.x * matWorld.m02) + (g_normal.y * matWorld.m12) + (g_normal.z * matWorld.m22);*/
+
+// Multiply (x,y,z,0) by matrix m, then normalize
+#if defined(__INTEL_COMPILER) && !defined(NO_ASM)
+#define Vec3TransformNormal(vec, m) __asm \
+{ \
+ __asm fld dword ptr [vec + 0] \
+ __asm fmul dword ptr [m + 0] \ /* x m00*/
+ __asm fld dword ptr [vec + 0] \
+ __asm fmul dword ptr [m + 4] \ /* x m01 x m00*/
+ __asm fld dword ptr [vec + 0] \
+ __asm fmul dword ptr [m + 8] \ /* x m02 x m01 x m00*/
+ \
+ __asm fld dword ptr [vec + 4] \
+ __asm fmul dword ptr [m + 16] \ /* y m10 x m02 x m01 x m00*/
+ __asm fld dword ptr [vec + 4] \
+ __asm fmul dword ptr [m + 20] \ /* y m11 y m10 x m02 x m01 x m00*/
+ __asm fld dword ptr [vec + 4] \
+ __asm fmul dword ptr [m + 24] \ /* y m12 y m11 y m10 x m02 x m01 x m00*/
+ \
+ __asm fxch st(2) \ /* y m10 y m11 y m12 x m02 x m01 x m00*/
+ __asm faddp st(5), st(0) \ /* y m11 y m12 x m02 x m01 (x m00 + y m10)*/
+ __asm faddp st(3), st(0) \ /* y m12 x m02 (x m01 + ym11) (x m00 + y m10)*/
+ __asm faddp st(1), st(0) \ /* (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
+ \
+ __asm fld dword ptr [vec + 8] \
+ __asm fmul dword ptr [m + 32] \ /* z m20 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
+ __asm fld dword ptr [vec + 8] \
+ __asm fmul dword ptr [m + 36] \ /* z m21 z m20 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
+ __asm fld dword ptr [vec + 8] \
+ __asm fmul dword ptr [m + 40] \ /* z m22 z m21 z m20 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
+ \
+ __asm fxch st(2) \ /* z m20 z m21 z m22 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
+ __asm faddp st(5), st(0) \ /* z m21 z m22 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10 + z m20)*/
+ __asm faddp st(3), st(0) \ /* z m22 (x m02 + y m12) (x m01 + ym11 + z m21) (x m00 + y m10 + z m20)*/
+ __asm faddp st(1), st(0) \ /* (x m02 + y m12 + z m 22) (x m01 + ym11 + z m21) (x m00 + y m10 + z m20)*/
+ \
+ __asm fxch st(2) \ /* (x m00 + y m10 + z m20) (x m01 + ym11 + z m21) (x m02 + y m12 + z m 22) */
+ \
+ __asm fld1 \ /* 1 x y z */
+ __asm fld st(1) \ /* x 1 x y z */
+ __asm fmul st(0),st(0) \ /* xx 1 x y z */
+ __asm fld st(3) \ /* y xx 1 x y z */
+ __asm fmul st(0),st(0) \ /* yy xx 1 x y z */
+ __asm fld st(5) \ /* z yy xx 1 x y z */
+ __asm fmul st(0),st(0) \ /* zz yy xx 1 x y z */
+ \
+ __asm fxch st(2) \ /* xx yy zz 1 x y z */
+ \
+ __asm faddp st(1),st(0) \ /* (xx+yy) zz 1 x y z */
+ __asm faddp st(1),st(0) \ /* (xx+yy+zz) 1 x y z */
+ \
+ __asm ftst \ /* Compare ST to 0 */
+ __asm fstsw ax \ /* Store FPU status word in a */
+ __asm sahf \ /* Transfer ax to flags register */
+ __asm jz l2 \ /* Skip if length is zero */
+ \
+ __asm fsqrt \ /* l 1 x y z */
+ \
+ __asm fdivp st(1),st(0) \ /* (1/l) x y z */
+ \
+ __asm fmul st(3),st(0) \ /* f x y fz */
+ __asm fmul st(2),st(0) \ /* f x fy fz */
+ __asm fmulp st(1),st(0) \ /* fx fy fz */
+ \
+ __asm fstp dword ptr [vec + 0] \ /* fy fz*/
+ __asm fstp dword ptr [vec + 4] \ /* fz */
+ __asm fstp dword ptr [vec + 8] \ /* done */
+ __asm jmp l3 \
+__asm l2: \
+ __asm mov dword ptr [vec + 0], 0 \
+ __asm mov dword ptr [vec + 4], 0 \
+ __asm mov dword ptr [vec + 8], 0 \
+__asm l3: \
+} \
+
+//#else // use C code in other cases, this is probably faster anyway
+#elif defined(__ARM_NEON__0)
+#define Vec3TransformNormal(vec, mtx) \
+{ \
+ asm volatile ( \
+ "vld1.32 {d0}, [%0] \n\t" \
+ "flds s2, [%0, #8] \n\t" \
+ "vld1.32 {d18, d19}, [%1] \n\t" \
+ "vld1.32 {d20, d21}, [%1, #16] \n\t" \
+ "vld1.32 {d22, d23}, [%1, #32] \n\t" \
+ \
+ "vmul.f32 q2, q9, d0[0] \n\t" \
+ "vmla.f32 q2, q10, d0[1] \n\t" \
+ "vmla.f32 q2, q11, d1[0] \n\t" \
+ \
+ "vmul.f32 d0, d4, d4 \n\t" \
+ "vpadd.f32 d0, d0, d0 \n\t" \
+ "vmla.f32 d0, d5, d5 \n\t" \
+ \
+ "vmov.f32 d1, d0 \n\t" \
+ "vrsqrte.f32 d0, d0 \n\t" \
+ "vmul.f32 d2, d0, d1 \n\t" \
+ "vrsqrts.f32 d3, d2, d0 \n\t" \
+ "vmul.f32 d0, d0, d3 \n\t" \
+ "vmul.f32 d2, d0, d1 \n\t" \
+ "vrsqrts.f32 d3, d2, d0 \n\t" \
+ "vmul.f32 d0, d0, d3 \n\t" \
+ \
+ "vmul.f32 q2, q2, d0[0] \n\t" \
+ \
+ "vst1.32 {d4}, [%0] \n\t" \
+ "fsts s10, [%0, #8] \n\t" \
+ : :"r"(vec), "r"(&mtx._11) \
+ : "d0","d1","d2","d3","d18","d19","d20","d21","d22", "d23", "memory" \
+ ); \
+}
+#else
+#define Vec3TransformNormal(vec, m) \
+ VECTOR3 temp; \
+ temp.x = (vec.x * m._11) + (vec.y * m._21) + (vec.z * m._31); \
+ temp.y = (vec.x * m._12) + (vec.y * m._22) + (vec.z * m._32); \
+ temp.z = (vec.x * m._13) + (vec.y * m._23) + (vec.z * m._33); \
+ float norm = sqrtf(temp.x*temp.x+temp.y*temp.y+temp.z*temp.z); \
+ if (norm == 0.0) { vec.x = 0.0; vec.y = 0.0; vec.z = 0.0;} else \
+ { float rep=1/norm;vec.x = temp.x*rep; vec.y = temp.y*rep; vec.z = temp.z*rep; }
+#endif
+
+
+#if !defined(__GNUC__) && !defined(NO_ASM)
+__declspec( naked ) void __fastcall SSEVec3Transform(int i)
+{
+ __asm
+ {
+ shl ecx,4; // ecx = i
+
+ movaps xmm1, DWORD PTR g_vtxNonTransformed [ecx]; // xmm1 as original vector
+
+ movaps xmm4, DWORD PTR gRSPworldProjectTransported; // row1
+ movaps xmm5, DWORD PTR gRSPworldProjectTransported[0x10]; // row2
+ movaps xmm6, DWORD PTR gRSPworldProjectTransported[0x20]; // row3
+ movaps xmm7, DWORD PTR gRSPworldProjectTransported[0x30]; // row4
+
+ mulps xmm4, xmm1; // row 1
+ mulps xmm5, xmm1; // row 2
+ mulps xmm6, xmm1; // row 3
+ mulps xmm7, xmm1; // row 4
+
+ movhlps xmm0, xmm4; // xmm4 high to xmm0 low
+ movlhps xmm0, xmm5; // xmm5 low to xmm0 high
+
+ addps xmm4, xmm0; // result of add are in xmm4 low
+ addps xmm5, xmm0; // result of add are in xmm5 high
+
+ shufps xmm0, xmm4, 0x44; // move xmm4 low DWORDs to xmm0 high
+ shufps xmm4, xmm5, 0xe4; // move xmm5 high DWORS to xmm4
+ movhlps xmm5, xmm0; // xmm4, xmm5 are mirrored
+
+ shufps xmm4, xmm4, 0x08; // move xmm4's 3rd uint32 to its 2nd uint32
+ shufps xmm5, xmm5, 0x0d; // move xmm5's 4th uint32 to its 2nd uint32,
+ // and move its 2nd uint32 to its 1st uint32
+
+ addps xmm4, xmm5; // results are in 1st and 2nd uint32
+
+
+ movhlps xmm0, xmm6; // xmm6 high to xmm0 low
+ movlhps xmm0, xmm7; // xmm7 low to xmm0 high
+
+ addps xmm6, xmm0; // result of add are in xmm6 low
+ addps xmm7, xmm0; // result of add are in xmm7 high
+
+ shufps xmm0, xmm6, 0x44; // move xmm6 low DWORDs to xmm0 high
+ shufps xmm6, xmm7, 0xe4; // move xmm7 high DWORS to xmm6
+ movhlps xmm7, xmm0; // xmm6, xmm7 are mirrored
+
+ shufps xmm6, xmm6, 0x08; // move xmm6's 3rd uint32 to its 2nd uint32
+ shufps xmm7, xmm7, 0x0d; // move xmm7's 4th uint32 to its 2nd uint32,
+ // and move its 2nd uint32 to its 1st uint32
+
+ addps xmm6, xmm7; // results are in 1st and 2nd uint32
+
+ movlhps xmm4, xmm6; // final result is in xmm4
+ movaps DWORD PTR g_vtxTransformed [ecx], xmm4;
+
+ movaps xmm0,xmm4;
+ shufps xmm0,xmm0,0xff;
+ divps xmm4,xmm0;
+ rcpps xmm0,xmm0;
+ movhlps xmm0,xmm4;
+ shufps xmm0,xmm0,0xe8;
+ movlhps xmm4,xmm0;
+
+ movaps DWORD PTR g_vecProjected [ecx], xmm4;
+
+ emms;
+ ret;
+ }
+}
+
+// Only used by DKR
+__declspec( naked ) void __fastcall SSEVec3TransformDKR(XVECTOR4 &pOut, const XVECTOR4 &pV)
+{
+ __asm
+ {
+ movaps xmm1, DWORD PTR [edx]; // xmm1 as original vector
+
+ movaps xmm4, DWORD PTR dkrMatrixTransposed; // row1
+ movaps xmm5, DWORD PTR dkrMatrixTransposed[0x10]; // row2
+ movaps xmm6, DWORD PTR dkrMatrixTransposed[0x20]; // row3
+ movaps xmm7, DWORD PTR dkrMatrixTransposed[0x30]; // row4
+
+ mulps xmm4, xmm1; // row 1
+ mulps xmm5, xmm1; // row 2
+ mulps xmm6, xmm1; // row 3
+ mulps xmm7, xmm1; // row 4
+
+ movhlps xmm0, xmm4; // xmm4 high to xmm0 low
+ movlhps xmm0, xmm5; // xmm5 low to xmm0 high
+
+ addps xmm4, xmm0; // result of add are in xmm4 low
+ addps xmm5, xmm0; // result of add are in xmm5 high
+
+ shufps xmm0, xmm4, 0x44; // move xmm4 low DWORDs to xmm0 high
+ shufps xmm4, xmm5, 0xe4; // move xmm5 high DWORS to xmm4
+ movhlps xmm5, xmm0; // xmm4, xmm5 are mirrored
+
+ shufps xmm4, xmm4, 0x08; // move xmm4's 3rd uint32 to its 2nd uint32
+ shufps xmm5, xmm5, 0x0d; // move xmm5's 4th uint32 to its 2nd uint32,
+ // and move its 2nd uint32 to its 1st uint32
+
+ addps xmm4, xmm5; // results are in 1st and 2nd uint32
+
+
+ movhlps xmm0, xmm6; // xmm6 high to xmm0 low
+ movlhps xmm0, xmm7; // xmm7 low to xmm0 high
+
+ addps xmm6, xmm0; // result of add are in xmm6 low
+ addps xmm7, xmm0; // result of add are in xmm7 high
+
+ shufps xmm0, xmm6, 0x44; // move xmm6 low DWORDs to xmm0 high
+ shufps xmm6, xmm7, 0xe4; // move xmm7 high DWORS to xmm6
+ movhlps xmm7, xmm0; // xmm6, xmm7 are mirrored
+
+ shufps xmm6, xmm6, 0x08; // move xmm6's 3rd uint32 to its 2nd uint32
+ shufps xmm7, xmm7, 0x0d; // move xmm7's 4th uint32 to its 2nd uint32,
+ // and move its 2nd uint32 to its 1st uint32
+
+ addps xmm6, xmm7; // results are in 1st and 2nd uint32
+
+ movlhps xmm4, xmm6; // final result is in xmm4
+ movaps DWORD PTR [ecx], xmm4;
+
+ emms;
+ ret;
+ }
+}
+#elif defined(__GNUC__) && defined(__x86_64__) && !defined(NO_ASM)
+void SSEVec3Transform(int i)
+{
+ asm volatile(" shl $4, %0 \n"
+ " movslq %k0, %q0 \n"
+ " movaps (%1,%q0), %%xmm1 \n"
+ " movaps 0(%2), %%xmm4 \n"
+ " movaps 16(%2), %%xmm5 \n"
+ " movaps 32(%2), %%xmm6 \n"
+ " movaps 48(%2), %%xmm7 \n"
+ " mulps %%xmm1, %%xmm4 \n"
+ " mulps %%xmm1, %%xmm5 \n"
+ " mulps %%xmm1, %%xmm6 \n"
+ " mulps %%xmm1, %%xmm7 \n"
+ " movhlps %%xmm4, %%xmm0 \n"
+ " movlhps %%xmm5, %%xmm0 \n"
+ " addps %%xmm0, %%xmm4 \n"
+ " addps %%xmm0, %%xmm5 \n"
+ " shufps $0x44, %%xmm4, %%xmm0 \n"
+ " shufps $0xe4, %%xmm5, %%xmm4 \n"
+ " movhlps %%xmm0, %%xmm5 \n"
+ " shufps $0x08, %%xmm4, %%xmm4 \n"
+ " shufps $0x0d, %%xmm5, %%xmm5 \n"
+ " addps %%xmm5, %%xmm4 \n"
+ " movhlps %%xmm6, %%xmm0 \n"
+ " movlhps %%xmm7, %%xmm0 \n"
+ " addps %%xmm0, %%xmm6 \n"
+ " addps %%xmm0, %%xmm7 \n"
+ " shufps $0x44, %%xmm6, %%xmm0 \n"
+ " shufps $0xe4, %%xmm7, %%xmm6 \n"
+ " movhlps %%xmm0, %%xmm7 \n"
+ " shufps $0x08, %%xmm6, %%xmm6 \n"
+ " shufps $0x0d, %%xmm7, %%xmm7 \n"
+ " addps %%xmm7, %%xmm6 \n"
+ " movlhps %%xmm6, %%xmm4 \n"
+ " movaps %%xmm4, (%3,%q0) \n"
+ " movaps %%xmm4, %%xmm0 \n"
+ " shufps $0xff, %%xmm0, %%xmm0 \n"
+ " divps %%xmm0, %%xmm4 \n"
+ " rcpps %%xmm0, %%xmm0 \n"
+ " movhlps %%xmm4, %%xmm0 \n"
+ " shufps $0xe8, %%xmm0, %%xmm0 \n"
+ " movlhps %%xmm0, %%xmm4 \n"
+ " movaps %%xmm4, (%4,%q0) \n"
+ : "+r"(i)
+ : "r"(g_vtxNonTransformed), "r"(&gRSPworldProjectTransported.m[0][0]), "r"(g_vtxTransformed), "r"(g_vecProjected)
+ : "memory", "%xmm0", "%xmm1", "%xmm4", "%xmm5", "%xmm6", "%xmm7"
+ );
+}
+#elif !defined(NO_ASM) // 32-bit GCC assumed
+void SSEVec3Transform(int i)
+{
+ asm volatile(" shl $4, %0 \n"
+ " movaps (%1,%0), %%xmm1 \n"
+ " movaps 0(%2), %%xmm4 \n"
+ " movaps 16(%2), %%xmm5 \n"
+ " movaps 32(%2), %%xmm6 \n"
+ " movaps 48(%2), %%xmm7 \n"
+ " mulps %%xmm1, %%xmm4 \n"
+ " mulps %%xmm1, %%xmm5 \n"
+ " mulps %%xmm1, %%xmm6 \n"
+ " mulps %%xmm1, %%xmm7 \n"
+ " movhlps %%xmm4, %%xmm0 \n"
+ " movlhps %%xmm5, %%xmm0 \n"
+ " addps %%xmm0, %%xmm4 \n"
+ " addps %%xmm0, %%xmm5 \n"
+ " shufps $0x44, %%xmm4, %%xmm0 \n"
+ " shufps $0xe4, %%xmm5, %%xmm4 \n"
+ " movhlps %%xmm0, %%xmm5 \n"
+ " shufps $0x08, %%xmm4, %%xmm4 \n"
+ " shufps $0x0d, %%xmm5, %%xmm5 \n"
+ " addps %%xmm5, %%xmm4 \n"
+ " movhlps %%xmm6, %%xmm0 \n"
+ " movlhps %%xmm7, %%xmm0 \n"
+ " addps %%xmm0, %%xmm6 \n"
+ " addps %%xmm0, %%xmm7 \n"
+ " shufps $0x44, %%xmm6, %%xmm0 \n"
+ " shufps $0xe4, %%xmm7, %%xmm6 \n"
+ " movhlps %%xmm0, %%xmm7 \n"
+ " shufps $0x08, %%xmm6, %%xmm6 \n"
+ " shufps $0x0d, %%xmm7, %%xmm7 \n"
+ " addps %%xmm7, %%xmm6 \n"
+ " movlhps %%xmm6, %%xmm4 \n"
+ " movaps %%xmm4, (%3,%0) \n"
+ " movaps %%xmm4, %%xmm0 \n"
+ " shufps $0xff, %%xmm0, %%xmm0 \n"
+ " divps %%xmm0, %%xmm4 \n"
+ " rcpps %%xmm0, %%xmm0 \n"
+ " movhlps %%xmm4, %%xmm0 \n"
+ " shufps $0xe8, %%xmm0, %%xmm0 \n"
+ " movlhps %%xmm0, %%xmm4 \n"
+ " movaps %%xmm4, (%4,%0) \n"
+ : "+r"(i)
+ : "r"(g_vtxNonTransformed), "r"(&gRSPworldProjectTransported.m[0][0]), "r"(g_vtxTransformed), "r"(g_vecProjected)
+ : "memory", "%xmm0", "%xmm1", "%xmm4", "%xmm5", "%xmm6", "%xmm7"
+ );
+}
+#endif
+float real255 = 255.0f;
+float real128 = 128.0f;
+
+#if !defined(__GNUC__) && !defined(NO_ASM)
+__declspec( naked ) void __fastcall SSEVec3TransformNormal()
+{
+ __asm
+ {
+ mov DWORD PTR [g_normal][12], 0;
+
+ movaps xmm4, DWORD PTR gRSPmodelViewTopTranspose; // row1
+ movaps xmm5, DWORD PTR gRSPmodelViewTopTranspose[0x10]; // row2
+ movaps xmm1, DWORD PTR [g_normal]; // xmm1 as the normal vector
+ movaps xmm6, DWORD PTR gRSPmodelViewTopTranspose[0x20]; // row3
+
+ mulps xmm4, xmm1; // row 1
+ mulps xmm5, xmm1; // row 2
+ mulps xmm6, xmm1; // row 3
+
+ movhlps xmm0, xmm4; // xmm4 high to xmm0 low
+ movlhps xmm0, xmm5; // xmm5 low to xmm0 high
+
+ addps xmm4, xmm0; // result of add are in xmm4 low
+ addps xmm5, xmm0; // result of add are in xmm5 high
+
+ shufps xmm0, xmm4, 0x44; // move xmm4 low DWORDs to xmm0 high
+ shufps xmm4, xmm5, 0xe4; // move xmm5 high DWORS to xmm4
+ movhlps xmm5, xmm0; // xmm4, xmm5 are mirrored
+
+ shufps xmm4, xmm4, 0x08; // move xmm4's 3rd uint32 to its 2nd uint32
+ shufps xmm5, xmm5, 0x0d; // move xmm5's 4th uint32 to its 2nd uint32,
+
+ addps xmm4, xmm5; // results are in 1st and 2nd uint32
+
+ movaps xmm1,xmm4;
+ mulps xmm1,xmm1; //square
+ movlhps xmm7, xmm1;
+ shufps xmm7, xmm7,0x03;
+ addss xmm7, xmm1;
+
+ movhlps xmm0, xmm6; // xmm6 high to xmm0 low
+ addps xmm6, xmm0; // result of add are in xmm6 low
+
+ movlhps xmm0, xmm6;
+ shufps xmm0, xmm0, 0x03;
+ addss xmm0, xmm6; // result of add is at xmm0's 1st uint32
+
+ movlhps xmm4, xmm0;
+
+ mulss xmm0,xmm0;
+ addss xmm7,xmm0; // xmm7 1st uint32 is the sum of squares
+
+#ifdef DEBUGGER
+ movaps DWORD PTR [g_normal], xmm4;
+ movss DWORD PTR [g_normal][12], xmm7;
+#endif
+ xorps xmm0,xmm0;
+ ucomiss xmm0,xmm7;
+ jz l2
+
+ rsqrtss xmm7,xmm7;
+ shufps xmm7,xmm7,0;
+#ifdef DEBUGGER
+ movss DWORD PTR [g_normal][12], xmm7;
+#endif
+ mulps xmm4,xmm7;
+
+ movaps DWORD PTR [g_normal], xmm4; // Normalized
+ mov DWORD PTR [g_normal][12], 0;
+
+ emms;
+ ret;
+l2:
+ movss DWORD PTR [g_normal], xmm0;
+ movss DWORD PTR [g_normal][12], xmm0;
+ emms;
+ ret;
+ }
+}
+#elif defined(__GNUC__) && !defined(NO_ASM) // this code should compile for both 64-bit and 32-bit architectures
+void SSEVec3TransformNormal(void)
+{
+ asm volatile(" movl $0, 12(%0) \n"
+ " movaps (%1), %%xmm4 \n"
+ " movaps 16(%1), %%xmm5 \n"
+ " movaps (%0), %%xmm1 \n"
+ " movaps 32(%1), %%xmm6 \n"
+ " mulps %%xmm1, %%xmm4 \n"
+ " mulps %%xmm1, %%xmm5 \n"
+ " mulps %%xmm1, %%xmm6 \n"
+ " movhlps %%xmm4, %%xmm0 \n"
+ " movlhps %%xmm5, %%xmm0 \n"
+ " addps %%xmm0, %%xmm4 \n"
+ " addps %%xmm0, %%xmm5 \n"
+ " shufps $0x44, %%xmm4, %%xmm0 \n"
+ " shufps $0xe4, %%xmm5, %%xmm4 \n"
+ " movhlps %%xmm0, %%xmm5 \n"
+ " shufps $0x08, %%xmm4, %%xmm4 \n"
+ " shufps $0x0d, %%xmm5, %%xmm5 \n"
+ " addps %%xmm5, %%xmm4 \n"
+ " movaps %%xmm4, %%xmm1 \n"
+ " mulps %%xmm1, %%xmm1 \n"
+ " movlhps %%xmm1, %%xmm7 \n"
+ " shufps $0x03, %%xmm7, %%xmm7 \n"
+ " addss %%xmm1, %%xmm7 \n"
+ " movhlps %%xmm6, %%xmm0 \n"
+ " addps %%xmm0, %%xmm6 \n"
+ " movlhps %%xmm6, %%xmm0 \n"
+ " shufps $0x03, %%xmm0, %%xmm0 \n"
+ " addss %%xmm6, %%xmm0 \n"
+ " movlhps %%xmm0, %%xmm4 \n"
+ " mulss %%xmm0, %%xmm0 \n"
+ " addss %%xmm0, %%xmm7 \n"
+#ifdef DEBUGGER
+ " movaps %%xmm4, (%0) \n"
+ " movss %%xmm7, 12(%0) \n"
+#endif
+ " xorps %%xmm0, %%xmm0 \n"
+ " ucomiss %%xmm7, %%xmm0 \n"
+ " jz 0f \n"
+ " rsqrtss %%xmm7, %%xmm7 \n"
+ " shufps $0x00, %%xmm7, %%xmm7 \n"
+#ifdef DEBUGGER
+ " movss %%xmm7, 12(%0) \n"
+#endif
+ " mulps %%xmm7, %%xmm4 \n"
+ " movaps %%xmm4, (%0) \n"
+ " movl $0, 12(%0) \n"
+ " jmp 1f \n"
+ "0: \n"
+ " movss %%xmm0, (%0) \n"
+ " movss %%xmm0, 12(%0) \n"
+ "1: \n"
+ :
+ : "r"(&g_normal.x), "r"(&gRSPmodelViewTopTranspose.m[0][0])
+ : "memory", "cc", "%xmm0", "%xmm1", "%xmm4", "%xmm5", "%xmm6", "%xmm7"
+ );
+}
+#endif
+
+void NormalizeNormalVec()
+#ifdef __ARM_NEON__0
+{
+ asm volatile (
+ "vld1.32 {d4}, [%0] \n\t" //d4={x,y}
+ "flds s10, [%0, #8] \n\t" //d5[0] = z
+// "sub %0, %0, #8 \n\t" //d5[0] = z
+ "vmul.f32 d0, d4, d4 \n\t" //d0= d4*d4
+ "vpadd.f32 d0, d0, d0 \n\t" //d0 = d[0] + d[1]
+ "vmla.f32 d0, d5, d5 \n\t" //d0 = d0 + d5*d5
+
+ "vmov.f32 d1, d0 \n\t" //d1 = d0
+ "vrsqrte.f32 d0, d0 \n\t" //d0 = ~ 1.0 / sqrt(d0)
+ "vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
+ "vrsqrts.f32 d3, d2, d0 \n\t" //d3 = (3 - d0 * d2) / 2
+ "vmul.f32 d0, d0, d3 \n\t" //d0 = d0 * d3
+ "vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
+ "vrsqrts.f32 d3, d2, d0 \n\t" //d3 = (3 - d0 * d3) / 2
+ "vmul.f32 d0, d0, d3 \n\t" //d0 = d0 * d4
+
+ "vmul.f32 q2, q2, d0[0] \n\t" //d0= d2*d4
+ "vst1.32 {d4}, [%0] \n\t" //d2={x0,y0}, d3={z0, w0}
+ "fsts s10, [%0, #8] \n\t" //d2={x0,y0}, d3={z0, w0}
+
+ ::"r"(g_normal)
+ : "d0", "d1", "d2", "d3", "d4", "d5", "memory"
+ );
+}
+#else
+{
+ float w = 1/sqrtf(g_normal.x*g_normal.x + g_normal.y*g_normal.y + g_normal.z*g_normal.z);
+ g_normal.x *= w;
+ g_normal.y *= w;
+ g_normal.z *= w;
+}
+#endif
+
+void InitRenderBase()
+{
+#if !defined(NO_ASM)
+ if( status.isSSEEnabled && !g_curRomInfo.bPrimaryDepthHack && options.enableHackForGames != HACK_FOR_NASCAR)
+ {
+ ProcessVertexData = ProcessVertexDataSSE;
+ }
+ else
+#endif
+ {
+ ProcessVertexData = ProcessVertexDataNoSSE;
+ }
+
+ gRSPfFogMin = gRSPfFogMax = 0.0f;
+ windowSetting.fMultX = windowSetting.fMultY = 2.0f;
+ windowSetting.vpLeftW = windowSetting.vpTopW = 0;
+ windowSetting.vpRightW = windowSetting.vpWidthW = 640;
+ windowSetting.vpBottomW = windowSetting.vpHeightW = 480;
+ gRSP.maxZ = 0;
+ gRSP.nVPLeftN = gRSP.nVPTopN = 0;
+ gRSP.nVPRightN = 640;
+ gRSP.nVPBottomN = 640;
+ gRSP.nVPWidthN = 640;
+ gRSP.nVPHeightN = 640;
+ gRDP.scissor.left=gRDP.scissor.top=0;
+ gRDP.scissor.right=gRDP.scissor.bottom=640;
+
+ gRSP.bLightingEnable = gRSP.bTextureGen = false;
+ gRSP.curTile=gRSPnumLights=gRSP.ambientLightColor=gRSP.ambientLightIndex= 0;
+ gRSP.fAmbientLightR=gRSP.fAmbientLightG=gRSP.fAmbientLightB=0;
+ gRSP.projectionMtxTop = gRSP.modelViewMtxTop = 0;
+ gRDP.fogColor = gRDP.primitiveColor = gRDP.envColor = gRDP.primitiveDepth = gRDP.primLODMin = gRDP.primLODFrac = gRDP.LODFrac = 0;
+ gRDP.fPrimitiveDepth = 0;
+ gRSP.numVertices = 0;
+ gRSP.maxVertexID = 0;
+ gRSP.bCullFront=false;
+ gRSP.bCullBack=true;
+ gRSP.bFogEnabled=gRDP.bFogEnableInBlender=false;
+ gRSP.bZBufferEnabled=true;
+ gRSP.shadeMode=SHADE_SMOOTH;
+ gRDP.keyR=gRDP.keyG=gRDP.keyB=gRDP.keyA=gRDP.keyRGB=gRDP.keyRGBA = 0;
+ gRDP.fKeyA = 0;
+ gRSP.DKRCMatrixIndex = gRSP.dwDKRVtxAddr = gRSP.dwDKRMatrixAddr = 0;
+ gRSP.DKRBillBoard = false;
+
+ gRSP.fTexScaleX = 1/32.0f;
+ gRSP.fTexScaleY = 1/32.0f;
+ gRSP.bTextureEnabled = FALSE;
+
+ gRSP.clip_ratio_left = 0;
+ gRSP.clip_ratio_top = 0;
+ gRSP.clip_ratio_right = 640;
+ gRSP.clip_ratio_bottom = 480;
+ gRSP.clip_ratio_negx = 1;
+ gRSP.clip_ratio_negy = 1;
+ gRSP.clip_ratio_posx = 1;
+ gRSP.clip_ratio_posy = 1;
+ gRSP.real_clip_scissor_left = 0;
+ gRSP.real_clip_scissor_top = 0;
+ gRSP.real_clip_scissor_right = 640;
+ gRSP.real_clip_scissor_bottom = 480;
+ windowSetting.clipping.left = 0;
+ windowSetting.clipping.top = 0;
+ windowSetting.clipping.right = 640;
+ windowSetting.clipping.bottom = 480;
+ windowSetting.clipping.width = 640;
+ windowSetting.clipping.height = 480;
+ windowSetting.clipping.needToClip = false;
+ gRSP.real_clip_ratio_negx = 1;
+ gRSP.real_clip_ratio_negy = 1;
+ gRSP.real_clip_ratio_posx = 1;
+ gRSP.real_clip_ratio_posy = 1;
+
+ gRSP.DKRCMatrixIndex=0;
+ gRSP.DKRVtxCount=0;
+ gRSP.DKRBillBoard = false;
+ gRSP.dwDKRVtxAddr=0;
+ gRSP.dwDKRMatrixAddr=0;
+
+
+ gRDP.geometryMode = 0;
+ gRDP.otherModeL = 0;
+ gRDP.otherModeH = 0;
+ gRDP.fillColor = 0xFFFFFFFF;
+ gRDP.originalFillColor =0;
+
+ gRSP.ucode = 1;
+ gRSP.vertexMult = 10;
+ gRSP.bNearClip = false;
+ gRSP.bRejectVtx = false;
+
+ gRDP.texturesAreReloaded = false;
+ gRDP.textureIsChanged = false;
+ gRDP.colorsAreReloaded = false;
+
+ memset(&gRDP.otherMode,0,sizeof(RDP_OtherMode));
+ memset(&gRDP.tiles,0,sizeof(Tile)*8);
+
+ for( int i=0; i<MAX_VERTS; i++ )
+ {
+ g_clipFlag[i] = 0;
+ g_vtxNonTransformed[i].w = 1;
+ }
+
+ memset(gRSPn64lights, 0, sizeof(N64Light)*16);
+}
+
+void SetFogMinMax(float fMin, float fMax, float fMul, float fOffset)
+{
+ if( fMin > fMax )
+ {
+ float temp = fMin;
+ fMin = fMax;
+ fMax = temp;
+ }
+
+ {
+ gRSPfFogMin = max(0,fMin/500-1);
+ gRSPfFogMax = fMax/500-1;
+ }
+
+ gRSPfFogDivider = 255/(gRSPfFogMax-gRSPfFogMin);
+ CRender::g_pRender->SetFogMinMax(fMin, fMax);
+}
+
+void InitVertexColors()
+{
+}
+
+void InitVertexTextureConstants()
+{
+ float scaleX;
+ float scaleY;
+
+ RenderTexture &tex0 = g_textures[gRSP.curTile];
+ //CTexture *surf = tex0.m_pCTexture;
+ Tile &tile0 = gRDP.tiles[gRSP.curTile];
+
+ scaleX = gRSP.fTexScaleX;
+ scaleY = gRSP.fTexScaleY;
+
+ gRSP.tex0scaleX = scaleX * tile0.fShiftScaleS/tex0.m_fTexWidth;
+ gRSP.tex0scaleY = scaleY * tile0.fShiftScaleT/tex0.m_fTexHeight;
+
+ gRSP.tex0OffsetX = tile0.fhilite_sl/tex0.m_fTexWidth;
+ gRSP.tex0OffsetY = tile0.fhilite_tl/tex0.m_fTexHeight;
+
+ if( CRender::g_pRender->IsTexel1Enable() )
+ {
+ RenderTexture &tex1 = g_textures[(gRSP.curTile+1)&7];
+ //CTexture *surf = tex1.m_pCTexture;
+ Tile &tile1 = gRDP.tiles[(gRSP.curTile+1)&7];
+
+ gRSP.tex1scaleX = scaleX * tile1.fShiftScaleS/tex1.m_fTexWidth;
+ gRSP.tex1scaleY = scaleY * tile1.fShiftScaleT/tex1.m_fTexHeight;
+
+ gRSP.tex1OffsetX = tile1.fhilite_sl/tex1.m_fTexWidth;
+ gRSP.tex1OffsetY = tile1.fhilite_tl/tex1.m_fTexHeight;
+ }
+
+ gRSP.texGenXRatio = tile0.fShiftScaleS;
+ gRSP.texGenYRatio = gRSP.fTexScaleX/gRSP.fTexScaleY*tex0.m_fTexWidth/tex0.m_fTexHeight*tile0.fShiftScaleT;
+}
+
+void TexGen(float &s, float &t)
+{
+ if (gRDP.geometryMode & G_TEXTURE_GEN_LINEAR)
+ {
+ s = acosf(g_normal.x) / 3.14159f;
+ t = acosf(g_normal.y) / 3.14159f;
+ }
+ else
+ {
+ s = 0.5f * ( 1.0f + g_normal.x);
+ t = 0.5f * ( 1.0f - g_normal.y);
+ }
+}
+
+void ComputeLOD(bool openGL)
+{
+ TLITVERTEX &v0 = g_vtxBuffer[0];
+ TLITVERTEX &v1 = g_vtxBuffer[1];
+ RenderTexture &tex0 = g_textures[gRSP.curTile];
+
+ float d,dt;
+ if( openGL )
+ {
+ float x = g_vtxProjected5[0][0] / g_vtxProjected5[0][4] - g_vtxProjected5[1][0] / g_vtxProjected5[1][4];
+ float y = g_vtxProjected5[0][1] / g_vtxProjected5[0][4] - g_vtxProjected5[1][1] / g_vtxProjected5[1][4];
+
+ x = windowSetting.vpWidthW*x/windowSetting.fMultX/2;
+ y = windowSetting.vpHeightW*y/windowSetting.fMultY/2;
+ d = sqrtf(x*x+y*y);
+ }
+ else
+ {
+ float x = (v0.x - v1.x)/ windowSetting.fMultX;
+ float y = (v0.y - v1.y)/ windowSetting.fMultY;
+ d = sqrtf(x*x+y*y);
+ }
+
+ float s0 = v0.tcord[0].u * tex0.m_fTexWidth;
+ float t0 = v0.tcord[0].v * tex0.m_fTexHeight;
+ float s1 = v1.tcord[0].u * tex0.m_fTexWidth;
+ float t1 = v1.tcord[0].v * tex0.m_fTexHeight;
+
+ dt = sqrtf((s0-s1)*(s0-s1)+(t0-t1)*(t0-t1));
+
+ float lod = dt/d;
+ float frac = log10f(lod)/log10f(2.0f);
+ //DEBUGGER_IF_DUMP(pauseAtNext,{DebuggerAppendMsg("LOD frac = %f", frac);});
+ frac = (lod / powf(2.0f,floorf(frac)));
+ frac = frac - floorf(frac);
+ //DEBUGGER_IF_DUMP(pauseAtNext,{DebuggerAppendMsg("LOD = %f, frac = %f", lod, frac);});
+ gRDP.LODFrac = (uint32)(frac*255);
+ CRender::g_pRender->SetCombinerAndBlender();
+}
+
+bool bHalfTxtScale=false;
+extern uint32 lastSetTile;
+
+void InitVertex(uint32 dwV, uint32 vtxIndex, bool bTexture, bool openGL)
+{
+ VTX_DUMP(TRACE2("Init vertex (%d) to vtx buf[%d]:", dwV, vtxIndex));
+
+ TLITVERTEX &v = g_vtxBuffer[vtxIndex];
+ 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));
+ if( openGL )
+ {
+ g_vtxProjected5[vtxIndex][0] = g_vtxTransformed[dwV].x;
+ g_vtxProjected5[vtxIndex][1] = g_vtxTransformed[dwV].y;
+ g_vtxProjected5[vtxIndex][2] = g_vtxTransformed[dwV].z;
+ g_vtxProjected5[vtxIndex][3] = g_vtxTransformed[dwV].w;
+ g_vtxProjected5[vtxIndex][4] = g_vecProjected[dwV].z;
+
+ if( g_vtxTransformed[dwV].w < 0 )
+ g_vtxProjected5[vtxIndex][4] = 0;
+
+ g_vtxIndex[vtxIndex] = vtxIndex;
+ }
+
+ if( !openGL || options.bOGLVertexClipper == TRUE )
+ {
+ v.x = g_vecProjected[dwV].x*gRSP.vtxXMul+gRSP.vtxXAdd;
+ v.y = g_vecProjected[dwV].y*gRSP.vtxYMul+gRSP.vtxYAdd;
+ v.z = (g_vecProjected[dwV].z + 1.0f) * 0.5f; // DirectX minZ=0, maxZ=1
+ //v.z = g_vecProjected[dwV].z; // DirectX minZ=0, maxZ=1
+ v.rhw = g_vecProjected[dwV].w;
+ VTX_DUMP(TRACE4(" Proj : x=%f, y=%f, z=%f, rhw=%f", v.x,v.y,v.z,v.rhw));
+
+ if( gRSP.bProcessSpecularColor )
+ {
+ v.dcSpecular = CRender::g_pRender->PostProcessSpecularColor();
+ if( gRSP.bFogEnabled )
+ {
+ v.dcSpecular &= 0x00FFFFFF;
+ uint32 fogFct = 0xFF-(uint8)((g_fFogCoord[dwV]-gRSPfFogMin)*gRSPfFogDivider);
+ v.dcSpecular |= (fogFct<<24);
+ }
+ }
+ else if( gRSP.bFogEnabled )
+ {
+ uint32 fogFct = 0xFF-(uint8)((g_fFogCoord[dwV]-gRSPfFogMin)*gRSPfFogDivider);
+ v.dcSpecular = (fogFct<<24);
+ }
+ }
+ VTX_DUMP(TRACE2(" (U,V): %f, %f", g_fVtxTxtCoords[dwV].x,g_fVtxTxtCoords[dwV].y));
+
+ v.dcDiffuse = g_dwVtxDifColor[dwV];
+ if( gRDP.otherMode.key_en )
+ {
+ v.dcDiffuse &= 0x00FFFFFF;
+ v.dcDiffuse |= (gRDP.keyA<<24);
+ }
+ else if( gRDP.otherMode.aa_en && gRDP.otherMode.clr_on_cvg==0 )
+ {
+ v.dcDiffuse |= 0xFF000000;
+ }
+
+ if( gRSP.bProcessDiffuseColor )
+ {
+ v.dcDiffuse = CRender::g_pRender->PostProcessDiffuseColor(v.dcDiffuse);
+ }
+ if( options.bWinFrameMode )
+ {
+ v.dcDiffuse = g_dwVtxDifColor[dwV];
+ }
+
+ if( openGL )
+ {
+ g_oglVtxColors[vtxIndex][0] = v.r;
+ g_oglVtxColors[vtxIndex][1] = v.g;
+ g_oglVtxColors[vtxIndex][2] = v.b;
+ g_oglVtxColors[vtxIndex][3] = v.a;
+ }
+
+ if( bTexture )
+ {
+ // If the vert is already lit, then there is no normal (and hence we can't generate tex coord)
+ // Only scale if not generated automatically
+ if (gRSP.bTextureGen && gRSP.bLightingEnable)
+ {
+ // Correction for texGen result
+ float u0,u1,v0,v1;
+ RenderTexture &tex0 = g_textures[gRSP.curTile];
+ u0 = g_fVtxTxtCoords[dwV].x * 32 * 1024 * gRSP.fTexScaleX / tex0.m_fTexWidth;
+ v0 = g_fVtxTxtCoords[dwV].y * 32 * 1024 * gRSP.fTexScaleY / tex0.m_fTexHeight;
+ u0 *= (gRDP.tiles[gRSP.curTile].fShiftScaleS);
+ v0 *= (gRDP.tiles[gRSP.curTile].fShiftScaleT);
+
+ if( CRender::g_pRender->IsTexel1Enable() )
+ {
+ RenderTexture &tex1 = g_textures[(gRSP.curTile+1)&7];
+ u1 = g_fVtxTxtCoords[dwV].x * 32 * 1024 * gRSP.fTexScaleX / tex1.m_fTexWidth;
+ v1 = g_fVtxTxtCoords[dwV].y * 32 * 1024 * gRSP.fTexScaleY / tex1.m_fTexHeight;
+ u1 *= gRDP.tiles[(gRSP.curTile+1)&7].fShiftScaleS;
+ v1 *= gRDP.tiles[(gRSP.curTile+1)&7].fShiftScaleT;
+ CRender::g_pRender->SetVertexTextureUVCoord(v, u0, v0, u1, v1);
+ }
+ else
+ {
+ CRender::g_pRender->SetVertexTextureUVCoord(v, u0, v0);
+ }
+ }
+ else
+ {
+ float tex0u = g_fVtxTxtCoords[dwV].x *gRSP.tex0scaleX - gRSP.tex0OffsetX ;
+ float tex0v = g_fVtxTxtCoords[dwV].y *gRSP.tex0scaleY - gRSP.tex0OffsetY ;
+
+ if( CRender::g_pRender->IsTexel1Enable() )
+ {
+ float tex1u = g_fVtxTxtCoords[dwV].x *gRSP.tex1scaleX - gRSP.tex1OffsetX ;
+ float tex1v = g_fVtxTxtCoords[dwV].y *gRSP.tex1scaleY - gRSP.tex1OffsetY ;
+
+ CRender::g_pRender->SetVertexTextureUVCoord(v, tex0u, tex0v, tex1u, tex1v);
+ VTX_DUMP(TRACE2(" (tex0): %f, %f", tex0u,tex0v));
+ VTX_DUMP(TRACE2(" (tex1): %f, %f", tex1u,tex1v));
+ }
+ else
+ {
+ CRender::g_pRender->SetVertexTextureUVCoord(v, tex0u, tex0v);
+ VTX_DUMP(TRACE2(" (tex0): %f, %f", tex0u,tex0v));
+ }
+ }
+
+ // Check for txt scale hack
+ if( !bHalfTxtScale && g_curRomInfo.bTextureScaleHack &&
+ (gRDP.tiles[lastSetTile].dwSize == TXT_SIZE_32b || gRDP.tiles[lastSetTile].dwSize == TXT_SIZE_4b ) )
+ {
+ int width = ((gRDP.tiles[lastSetTile].sh-gRDP.tiles[lastSetTile].sl+1)<<1);
+ int height = ((gRDP.tiles[lastSetTile].th-gRDP.tiles[lastSetTile].tl+1)<<1);
+ if( g_fVtxTxtCoords[dwV].x*gRSP.fTexScaleX == width || g_fVtxTxtCoords[dwV].y*gRSP.fTexScaleY == height )
+ {
+ bHalfTxtScale=true;
+ }
+ }
+ }
+
+ if( g_curRomInfo.bEnableTxtLOD && vtxIndex == 1 && gRDP.otherMode.text_lod )
+ {
+ if( CRender::g_pRender->IsTexel1Enable() && CRender::g_pRender->m_pColorCombiner->m_pDecodedMux->isUsed(MUX_LODFRAC) )
+ {
+ ComputeLOD(openGL);
+ }
+ else
+ {
+ gRDP.LODFrac = 0;
+ }
+ }
+
+ VTX_DUMP(TRACE2(" DIF(%08X), SPE(%08X)", v.dcDiffuse, v.dcSpecular));
+ VTX_DUMP(TRACE0(""));
+}
+
+uint32 LightVert(XVECTOR4 & norm, int vidx)
+{
+ float fCosT;
+
+ // Do ambient
+ register float r = gRSP.fAmbientLightR;
+ register float g = gRSP.fAmbientLightG;
+ register float b = gRSP.fAmbientLightB;
+
+ if( options.enableHackForGames != HACK_FOR_ZELDA_MM )
+ {
+ for (register unsigned int l=0; l < gRSPnumLights; l++)
+ {
+ fCosT = norm.x*gRSPlights[l].x + norm.y*gRSPlights[l].y + norm.z*gRSPlights[l].z;
+
+ if (fCosT > 0 )
+ {
+ r += gRSPlights[l].fr * fCosT;
+ g += gRSPlights[l].fg * fCosT;
+ b += gRSPlights[l].fb * fCosT;
+ }
+ }
+ }
+ else
+ {
+ XVECTOR4 v;
+ bool transformed = false;
+
+ for (register unsigned int l=0; l < gRSPnumLights; l++)
+ {
+ if( gRSPlights[l].range == 0 )
+ {
+ // Regular directional light
+ fCosT = norm.x*gRSPlights[l].x + norm.y*gRSPlights[l].y + norm.z*gRSPlights[l].z;
+
+ if (fCosT > 0 )
+ {
+ r += gRSPlights[l].fr * fCosT;
+ g += gRSPlights[l].fg * fCosT;
+ b += gRSPlights[l].fb * fCosT;
+ }
+ }
+ else //if( (gRSPlights[l].col&0x00FFFFFF) != 0x00FFFFFF )
+ {
+ // Point light
+ if( !transformed )
+ {
+ Vec3Transform(&v, (XVECTOR3*)&g_vtxNonTransformed[vidx], &gRSPmodelViewTop); // Convert to w=1
+ transformed = true;
+ }
+
+ XVECTOR3 dir(gRSPlights[l].x - v.x, gRSPlights[l].y - v.y, gRSPlights[l].z - v.z);
+ //XVECTOR3 dir(v.x-gRSPlights[l].x, v.y-gRSPlights[l].y, v.z-gRSPlights[l].z);
+ float d2 = sqrtf(dir.x*dir.x+dir.y*dir.y+dir.z*dir.z);
+ dir.x /= d2;
+ dir.y /= d2;
+ dir.z /= d2;
+
+ fCosT = norm.x*dir.x + norm.y*dir.y + norm.z*dir.z;
+
+ if (fCosT > 0 )
+ {
+ //float f = d2/gRSPlights[l].range*50;
+ float f = d2/15000*50;
+ f = 1 - min(f,1);
+ fCosT *= f*f;
+
+ r += gRSPlights[l].fr * fCosT;
+ g += gRSPlights[l].fg * fCosT;
+ b += gRSPlights[l].fb * fCosT;
+ }
+ }
+ }
+ }
+
+ if (r > 255) r = 255;
+ if (g > 255) g = 255;
+ if (b > 255) b = 255;
+ return ((0xff000000)|(((uint32)r)<<16)|(((uint32)g)<<8)|((uint32)b));
+}
+
+uint32 LightVertNew(XVECTOR4 & norm)
+{
+ float fCosT;
+
+ // Do ambient
+ register float r = gRSP.fAmbientLightR;
+ register float g = gRSP.fAmbientLightG;
+ register float b = gRSP.fAmbientLightB;
+
+
+ for (register unsigned int l=0; l < gRSPnumLights; l++)
+ {
+ fCosT = norm.x*gRSPlights[l].tx + norm.y*gRSPlights[l].ty + norm.z*gRSPlights[l].tz;
+
+ if (fCosT > 0 )
+ {
+ r += gRSPlights[l].fr * fCosT;
+ g += gRSPlights[l].fg * fCosT;
+ b += gRSPlights[l].fb * fCosT;
+ }
+ }
+
+ if (r > 255) r = 255;
+ if (g > 255) g = 255;
+ if (b > 255) b = 255;
+ return ((0xff000000)|(((uint32)r)<<16)|(((uint32)g)<<8)|((uint32)b));
+}
+
+
+float zero = 0.0f;
+float onef = 1.0f;
+float fcosT;
+
+#if !defined(__GNUC__) && !defined(NO_ASM)
+__declspec( naked ) uint32 __fastcall SSELightVert()
+{
+ __asm
+ {
+ movaps xmm3, DWORD PTR gRSP; // loading Ambient colors, xmm3 is the result color
+ movaps xmm4, DWORD PTR [g_normal]; // xmm4 is the normal
+
+ mov ecx, 0;
+loopback:
+ cmp ecx, DWORD PTR gRSPnumLights;
+ jae breakout;
+ mov eax,ecx;
+ imul eax,0x44;
+ movups xmm5, DWORD PTR gRSPlights[eax]; // Light Dir
+ movups xmm1, DWORD PTR gRSPlights[0x14][eax]; // Light color
+ mulps xmm5, xmm4; // Lightdir * normals
+
+ movhlps xmm0,xmm5;
+ addps xmm0,xmm5;
+ shufps xmm5,xmm0,0x01;
+ addps xmm0,xmm5;
+
+ comiss xmm0,zero;
+ jc endloop
+
+ shufps xmm0,xmm0,0; // fcosT
+ mulps xmm1,xmm0;
+ addps xmm3,xmm1;
+endloop:
+ inc ecx;
+ jmp loopback;
+breakout:
+
+ movss xmm0,DWORD PTR real255;
+ shufps xmm0,xmm0,0;
+ minps xmm0,xmm3;
+
+ // Without using a memory
+ cvtss2si eax,xmm0; // move the 1st uint32 to eax
+ shl eax,10h;
+ or eax,0FF000000h;
+ shufps xmm0,xmm0,0E5h; // move the 2nd uint32 to the 1st uint32
+ cvtss2si ecx,xmm0; // move the 1st uint32 to ecx
+ shl ecx,8;
+ or eax,ecx;
+ shufps xmm0,xmm0,0E6h; // Move the 3rd uint32 to the 1st uint32
+ cvtss2si ecx,xmm0;
+ or eax,ecx;
+
+ ret;
+ }
+}
+#elif defined(__GNUC__) && defined(__x86_64__) && !defined(NO_ASM)
+uint32 SSELightVert(void)
+{
+ uint32 rval;
+ float f255 = 255.0, fZero = 0.0;
+
+ asm volatile(" movaps %1, %%xmm3 \n" // xmm3 == gRSP.fAmbientLight{RGBA}
+ " movaps %2, %%xmm4 \n" // xmm4 == g_normal.{xyz}
+ " xor %%rcx, %%rcx \n"
+ "0: \n"
+ " cmpl %3, %%ecx \n"
+ " jae 2f \n"
+ " mov %%rcx, %%rax \n"
+ " imul $0x44, %%rax, %%rax \n"
+ " movups (%4,%%rax,), %%xmm5 \n" // xmm5 == gRSPlights[l].{xyzr}
+ " movups 20(%4,%%rax,), %%xmm1 \n" // xmm1 == gRSPlights[l].{frfgfbfa}
+ " mulps %%xmm4, %%xmm5 \n"
+ " movhlps %%xmm5, %%xmm0 \n"
+ " addps %%xmm5, %%xmm0 \n"
+ " shufps $0x01, %%xmm0, %%xmm5 \n"
+ " addps %%xmm5, %%xmm0 \n"
+ " comiss %6, %%xmm0 \n"
+ " jc 1f \n"
+ " shufps $0x00, %%xmm0, %%xmm0 \n"
+ " mulps %%xmm0, %%xmm1 \n"
+ " addps %%xmm1, %%xmm3 \n"
+ "1: \n"
+ " inc %%rcx \n"
+ " jmp 0b \n"
+ "2: \n"
+ " movss %5, %%xmm0 \n"
+ " shufps $0x00, %%xmm0, %%xmm0 \n"
+ " minps %%xmm3, %%xmm0 \n"
+ " cvtss2si %%xmm0, %%eax \n"
+ " shll $0x10, %%eax \n"
+ " orl $0xff000000, %%eax \n"
+ " shufps $0xe5, %%xmm0, %%xmm0 \n"
+ " cvtss2si %%xmm0, %%ecx \n"
+ " shll $8, %%ecx \n"
+ " orl %%ecx, %%eax \n"
+ " shufps $0xe6, %%xmm0, %%xmm0 \n"
+ " cvtss2si %%xmm0, %%ecx \n"
+ " orl %%ecx, %%eax \n"
+ : "=&a"(rval)
+ : "m"(gRSP), "m"(g_normal), "m"(gRSPnumLights), "r"(gRSPlights), "m"(f255), "m"(fZero)
+ : "%rcx", "memory", "cc", "%xmm0", "%xmm1", "%xmm3", "%xmm4", "%xmm5"
+ );
+ return rval;
+}
+#elif !defined(NO_ASM) // 32-bit GCC assumed
+uint32 SSELightVert(void)
+{
+ uint32 rval;
+ float f255 = 255.0, fZero = 0.0;
+
+ asm volatile(" movaps %1, %%xmm3 \n"
+ " movaps %2, %%xmm4 \n"
+ " xor %%ecx, %%ecx \n"
+ "0: \n"
+ " cmpl %3, %%ecx \n"
+ " jae 2f \n"
+ " mov %%ecx, %%eax \n"
+ " imul $0x44, %%eax, %%eax \n"
+ " movups (%4,%%eax,), %%xmm5 \n"
+ " movups 20(%4,%%eax,), %%xmm1 \n"
+ " mulps %%xmm4, %%xmm5 \n"
+ " movhlps %%xmm5, %%xmm0 \n"
+ " addps %%xmm5, %%xmm0 \n"
+ " shufps $0x01, %%xmm0, %%xmm5 \n"
+ " addps %%xmm5, %%xmm0 \n"
+ " comiss %6, %%xmm0 \n"
+ " jc 1f \n"
+ " shufps $0x00, %%xmm0, %%xmm0 \n"
+ " mulps %%xmm0, %%xmm1 \n"
+ " addps %%xmm1, %%xmm3 \n"
+ "1: \n"
+ " inc %%ecx \n"
+ " jmp 0b \n"
+ "2: \n"
+ " movss %5, %%xmm0 \n"
+ " shufps $0x00, %%xmm0, %%xmm0 \n"
+ " minps %%xmm3, %%xmm0 \n"
+ " cvtss2si %%xmm0, %%eax \n"
+ " shll $0x10, %%eax \n"
+ " orl $0xff000000, %%eax \n"
+ " shufps $0xe5, %%xmm0, %%xmm0 \n"
+ " cvtss2si %%xmm0, %%ecx \n"
+ " shll $8, %%ecx \n"
+ " orl %%ecx, %%eax \n"
+ " shufps $0xe6, %%xmm0, %%xmm0 \n"
+ " cvtss2si %%xmm0, %%ecx \n"
+ " orl %%ecx, %%eax \n"
+ : "=&a"(rval)
+ : "m"(gRSP), "m"(g_normal), "m"(gRSPnumLights), "r"(gRSPlights), "m"(f255), "m"(fZero)
+ : "%rcx", "memory", "cc", "%xmm0", "%xmm1", "%xmm3", "%xmm4", "%xmm5"
+ );
+ return rval;
+}
+#endif
+
+inline void ReplaceAlphaWithFogFactor(int i)
+{
+ if( gRDP.geometryMode & G_FOG )
+ {
+ // Use fog factor to replace vertex alpha
+ if( g_vecProjected[i].z > 1 )
+ *(((uint8*)&(g_dwVtxDifColor[i]))+3) = 0xFF;
+ if( g_vecProjected[i].z < 0 )
+ *(((uint8*)&(g_dwVtxDifColor[i]))+3) = 0;
+ else
+ *(((uint8*)&(g_dwVtxDifColor[i]))+3) = (uint8)(g_vecProjected[i].z*255);
+ }
+}
+
+
+// Bits
+// +-+-+-
+// xxyyzz
+#define Z_NEG 0x01
+#define Z_POS 0x02
+#define Y_NEG 0x04
+#define Y_POS 0x08
+#define X_NEG 0x10
+#define X_POS 0x20
+
+// Assumes dwAddr has already been checked!
+// Don't inline - it's too big with the transform macros
+
+#if !defined(NO_ASM)
+void ProcessVertexDataSSE(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
+{
+ UpdateCombinedMatrix();
+
+ // This function is called upon SPvertex
+ // - do vertex matrix transform
+ // - do vertex lighting
+ // - do texture cooridinate transform if needed
+ // - calculate normal vector
+
+ // Output: - g_vecProjected[i] -> transformed vertex x,y,z
+ // - g_vecProjected[i].w -> saved vertex 1/w
+ // - g_dwVtxFlags[i] -> flags
+ // - g_dwVtxDifColor[i] -> vertex color
+ // - g_fVtxTxtCoords[i] -> vertex texture cooridinates
+
+ FiddledVtx * pVtxBase = (FiddledVtx*)(g_pRDRAMu8 + dwAddr);
+ g_pVtxBase = pVtxBase;
+
+ for (uint32 i = dwV0; i < dwV0 + dwNum; i++)
+ {
+ SP_Timing(RSP_GBI0_Vtx);
+
+ FiddledVtx & vert = pVtxBase[i - dwV0];
+
+ g_vtxNonTransformed[i].x = (float)vert.x;
+ g_vtxNonTransformed[i].y = (float)vert.y;
+ g_vtxNonTransformed[i].z = (float)vert.z;
+
+ SSEVec3Transform(i);
+
+ if( gRSP.bFogEnabled )
+ {
+ g_fFogCoord[i] = g_vecProjected[i].z;
+ if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
+ g_fFogCoord[i] = gRSPfFogMin;
+ }
+
+ ReplaceAlphaWithFogFactor(i);
+
+
+ VTX_DUMP(
+ {
+ uint32 *dat = (uint32*)(&vert);
+ DebuggerAppendMsg("vtx %d: %08X %08X %08X %08X", i, dat[0],dat[1],dat[2],dat[3]);
+ DebuggerAppendMsg(" : %f, %f, %f, %f",
+ g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
+ DebuggerAppendMsg(" : %f, %f, %f, %f",
+ g_vecProjected[i].x,g_vecProjected[i].y,g_vecProjected[i].z,g_vecProjected[i].w);
+ });
+
+ RSP_Vtx_Clipping(i);
+
+ if( gRSP.bLightingEnable )
+ {
+ g_normal.x = (float)vert.norma.nx;
+ g_normal.y = (float)vert.norma.ny;
+ g_normal.z = (float)vert.norma.nz;
+
+ SSEVec3TransformNormal();
+ if( options.enableHackForGames != HACK_FOR_ZELDA_MM )
+ g_dwVtxDifColor[i] = SSELightVert();
+ else
+ g_dwVtxDifColor[i] = LightVert(g_normal, i);
+ *(((uint8*)&(g_dwVtxDifColor[i]))+3) = vert.rgba.a; // still use alpha from the vertex
+ }
+ else
+ {
+ if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
+ {
+ //FLAT shade
+ g_dwVtxDifColor[i] = gRDP.primitiveColor;
+ }
+ else
+ {
+ register IColor &color = *(IColor*)&g_dwVtxDifColor[i];
+ color.b = vert.rgba.r;
+ color.g = vert.rgba.g;
+ color.r = vert.rgba.b;
+ color.a = vert.rgba.a;
+ }
+ }
+
+ if( options.bWinFrameMode )
+ {
+ g_dwVtxDifColor[i] = COLOR_RGBA(vert.rgba.r, vert.rgba.g, vert.rgba.b, vert.rgba.a);
+ }
+
+ // Update texture coords n.b. need to divide tu/tv by bogus scale on addition to buffer
+
+ // If the vert is already lit, then there is no normal (and hence we
+ // can't generate tex coord)
+ if (gRSP.bTextureGen && gRSP.bLightingEnable )
+ {
+ TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
+ }
+ else
+ {
+ g_fVtxTxtCoords[i].x = (float)vert.tu;
+ g_fVtxTxtCoords[i].y = (float)vert.tv;
+ }
+ }
+
+ VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
+ DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at Vertex Cmd");});
+}
+#endif
+
+void ProcessVertexDataNoSSE(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
+{
+
+ UpdateCombinedMatrix();
+
+ // This function is called upon SPvertex
+ // - do vertex matrix transform
+ // - do vertex lighting
+ // - do texture cooridinate transform if needed
+ // - calculate normal vector
+
+ // Output: - g_vecProjected[i] -> transformed vertex x,y,z
+ // - g_vecProjected[i].w -> saved vertex 1/w
+ // - g_dwVtxFlags[i] -> flags
+ // - g_dwVtxDifColor[i] -> vertex color
+ // - g_fVtxTxtCoords[i] -> vertex texture cooridinates
+
+ FiddledVtx * pVtxBase = (FiddledVtx*)(g_pRDRAMu8 + dwAddr);
+ g_pVtxBase = pVtxBase;
+
+ for (uint32 i = dwV0; i < dwV0 + dwNum; i++)
+ {
+ SP_Timing(RSP_GBI0_Vtx);
+
+ FiddledVtx & vert = pVtxBase[i - dwV0];
+
+ g_vtxNonTransformed[i].x = (float)vert.x;
+ g_vtxNonTransformed[i].y = (float)vert.y;
+ g_vtxNonTransformed[i].z = (float)vert.z;
+
+ Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &gRSPworldProject); // Convert to w=1
+
+ g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
+ g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
+ g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
+ if ((g_curRomInfo.bPrimaryDepthHack || options.enableHackForGames == HACK_FOR_NASCAR ) && gRDP.otherMode.depth_source )
+ {
+ g_vecProjected[i].z = gRDP.fPrimitiveDepth;
+ g_vtxTransformed[i].z = gRDP.fPrimitiveDepth*g_vtxTransformed[i].w;
+ }
+ else
+ {
+ g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
+ }
+
+ if( gRSP.bFogEnabled )
+ {
+ g_fFogCoord[i] = g_vecProjected[i].z;
+ if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
+ g_fFogCoord[i] = gRSPfFogMin;
+ }
+
+ VTX_DUMP(
+ {
+ uint32 *dat = (uint32*)(&vert);
+ DebuggerAppendMsg("vtx %d: %08X %08X %08X %08X", i, dat[0],dat[1],dat[2],dat[3]);
+ DebuggerAppendMsg(" : %f, %f, %f, %f",
+ g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
+ DebuggerAppendMsg(" : %f, %f, %f, %f",
+ g_vecProjected[i].x,g_vecProjected[i].y,g_vecProjected[i].z,g_vecProjected[i].w);
+ });
+
+ RSP_Vtx_Clipping(i);
+
+ if( gRSP.bLightingEnable )
+ {
+ g_normal.x = (float)vert.norma.nx;
+ g_normal.y = (float)vert.norma.ny;
+ g_normal.z = (float)vert.norma.nz;
+
+ Vec3TransformNormal(g_normal, gRSPmodelViewTop);
+ g_dwVtxDifColor[i] = LightVert(g_normal, i);
+ *(((uint8*)&(g_dwVtxDifColor[i]))+3) = vert.rgba.a; // still use alpha from the vertex
+ }
+ else
+ {
+ if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
+ {
+ //FLAT shade
+ g_dwVtxDifColor[i] = gRDP.primitiveColor;
+ }
+ else
+ {
+ register IColor &color = *(IColor*)&g_dwVtxDifColor[i];
+ color.b = vert.rgba.r;
+ color.g = vert.rgba.g;
+ color.r = vert.rgba.b;
+ color.a = vert.rgba.a;
+ }
+ }
+
+ if( options.bWinFrameMode )
+ {
+ g_dwVtxDifColor[i] = COLOR_RGBA(vert.rgba.r, vert.rgba.g, vert.rgba.b, vert.rgba.a);
+ }
+
+ ReplaceAlphaWithFogFactor(i);
+
+ // Update texture coords n.b. need to divide tu/tv by bogus scale on addition to buffer
+
+ // If the vert is already lit, then there is no normal (and hence we
+ // can't generate tex coord)
+ if (gRSP.bTextureGen && gRSP.bLightingEnable )
+ {
+ TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
+ }
+ else
+ {
+ g_fVtxTxtCoords[i].x = (float)vert.tu;
+ g_fVtxTxtCoords[i].y = (float)vert.tv;
+ }
+ }
+
+ VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
+ DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at Vertex Cmd");});
+}
+
+bool PrepareTriangle(uint32 dwV0, uint32 dwV1, uint32 dwV2)
+{
+ if( status.isVertexShaderEnabled || status.bUseHW_T_L )
+ {
+ g_vtxIndex[gRSP.numVertices++] = dwV0;
+ g_vtxIndex[gRSP.numVertices++] = dwV1;
+ g_vtxIndex[gRSP.numVertices++] = dwV2;
+ status.dwNumTrisRendered++;
+ gRSP.maxVertexID = max(gRSP.maxVertexID,max(dwV0,max(dwV1,dwV2)));
+ }
+ else
+ {
+ SP_Timing(SP_Each_Triangle);
+
+ bool textureFlag = (CRender::g_pRender->IsTextureEnabled() || gRSP.ucode == 6 );
+ bool openGL = CDeviceBuilder::m_deviceGeneralType == OGL_DEVICE;
+
+ InitVertex(dwV0, gRSP.numVertices, textureFlag, openGL);
+ InitVertex(dwV1, gRSP.numVertices+1, textureFlag, openGL);
+ InitVertex(dwV2, gRSP.numVertices+2, textureFlag, openGL);
+
+ gRSP.numVertices += 3;
+ status.dwNumTrisRendered++;
+ }
+
+ return true;
+}
+
+
+
+// Returns TRUE if it thinks the triangle is visible
+// Returns FALSE if it is clipped
+bool IsTriangleVisible(uint32 dwV0, uint32 dwV1, uint32 dwV2)
+{
+ //return true; //fix me
+
+ if( status.isVertexShaderEnabled || status.bUseHW_T_L ) return true; // We won't have access to transformed vertex data
+
+ DEBUGGER_ONLY_IF( (!debuggerEnableTestTris || !debuggerEnableCullFace), {return TRUE;});
+
+#ifdef DEBUGGER
+ // Check vertices are valid!
+ if (dwV0 >= MAX_VERTS || dwV1 >= MAX_VERTS || dwV2 >= MAX_VERTS)
+ return false;
+#endif
+
+ // Here we AND all the flags. If any of the bits is set for all
+ // 3 vertices, it means that all three x, y or z lie outside of
+ // the current viewing volume.
+ // Currently disabled - still seems a bit dodgy
+ if ((gRSP.bCullFront || gRSP.bCullBack) && gRDP.otherMode.zmode != 3)
+ {
+ XVECTOR4 & v0 = g_vecProjected[dwV0];
+ XVECTOR4 & v1 = g_vecProjected[dwV1];
+ XVECTOR4 & v2 = g_vecProjected[dwV2];
+
+ // Only try to clip if the tri is onscreen. For some reason, this
+ // method doesnt' work well when the z value is outside of screenspace
+ //if (v0.z < 1 && v1.z < 1 && v2.z < 1)
+ {
+ float V1 = v2.x - v0.x;
+ float V2 = v2.y - v0.y;
+
+ float W1 = v2.x - v1.x;
+ float W2 = v2.y - v1.y;
+
+ float fDirection = (V1 * W2) - (V2 * W1);
+ fDirection = fDirection * v1.w * v2.w * v0.w;
+ //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;
+
+ if (fDirection < 0 && gRSP.bCullBack)
+ {
+ status.dwNumTrisClipped++;
+ return false;
+ }
+ else if (fDirection > 0 && gRSP.bCullFront)
+ {
+ status.dwNumTrisClipped++;
+ return false;
+ }
+ }
+ }
+
+#ifdef ENABLE_CLIP_TRI
+ //if( gRSP.bRejectVtx && (g_clipFlag[dwV0]|g_clipFlag[dwV1]|g_clipFlag[dwV2]) )
+ // return;
+ if( g_clipFlag2[dwV0]&g_clipFlag2[dwV1]&g_clipFlag2[dwV2] )
+ {
+ //DebuggerAppendMsg("Clipped");
+ return false;
+ }
+#endif
+
+ return true;
+}
+
+
+void SetPrimitiveColor(uint32 dwCol, uint32 LODMin, uint32 LODFrac)
+{
+ gRDP.colorsAreReloaded = true;
+ gRDP.primitiveColor = dwCol;
+ gRDP.primLODMin = LODMin;
+ gRDP.primLODFrac = LODFrac;
+ if( gRDP.primLODFrac < gRDP.primLODMin )
+ {
+ gRDP.primLODFrac = gRDP.primLODMin;
+ }
+
+ gRDP.fvPrimitiveColor[0] = ((dwCol>>16)&0xFF)/255.0f; //r
+ gRDP.fvPrimitiveColor[1] = ((dwCol>>8)&0xFF)/255.0f; //g
+ gRDP.fvPrimitiveColor[2] = ((dwCol)&0xFF)/255.0f; //b
+ gRDP.fvPrimitiveColor[3] = ((dwCol>>24)&0xFF)/255.0f; //a
+}
+
+void SetPrimitiveDepth(uint32 z, uint32 dwDZ)
+{
+ gRDP.primitiveDepth = z & 0x7FFF;
+ gRDP.fPrimitiveDepth = (float)(gRDP.primitiveDepth)/(float)0x8000;
+
+ //gRDP.fPrimitiveDepth = gRDP.fPrimitiveDepth*2-1;
+ /*
+ z=0xFFFF -> 1 the farest
+ z=0 -> -1 the nearest
+ */
+
+ //how to use dwDZ?
+
+#ifdef DEBUGGER
+ if( (pauseAtNext && (eventToPause == NEXT_VERTEX_CMD || eventToPause == NEXT_FLUSH_TRI )) )//&& logTriangles )
+ {
+ DebuggerAppendMsg("Set prim Depth: %f, (%08X, %08X)", gRDP.fPrimitiveDepth, z, dwDZ);
+ }
+#endif
+}
+
+void SetVertexXYZ(uint32 vertex, float x, float y, float z)
+{
+ g_vecProjected[vertex].x = x;
+ g_vecProjected[vertex].y = y;
+ g_vecProjected[vertex].z = z;
+
+ g_vtxTransformed[vertex].x = x*g_vtxTransformed[vertex].w;
+ g_vtxTransformed[vertex].y = y*g_vtxTransformed[vertex].w;
+ g_vtxTransformed[vertex].z = z*g_vtxTransformed[vertex].w;
+}
+
+void ModifyVertexInfo(uint32 where, uint32 vertex, uint32 val)
+{
+ switch (where)
+ {
+ case RSP_MV_WORD_OFFSET_POINT_RGBA: // Modify RGBA
+ {
+ uint32 r = (val>>24)&0xFF;
+ uint32 g = (val>>16)&0xFF;
+ uint32 b = (val>>8)&0xFF;
+ uint32 a = val&0xFF;
+ g_dwVtxDifColor[vertex] = COLOR_RGBA(r, g, b, a);
+ LOG_UCODE("Modify vert %d color, 0x%08x", vertex, g_dwVtxDifColor[vertex]);
+ }
+ break;
+ case RSP_MV_WORD_OFFSET_POINT_XYSCREEN: // Modify X,Y
+ {
+ uint16 nX = (uint16)(val>>16);
+ short x = *((short*)&nX);
+ x /= 4;
+
+ uint16 nY = (uint16)(val&0xFFFF);
+ short y = *((short*)&nY);
+ y /= 4;
+
+ // Should do viewport transform.
+
+
+ x -= windowSetting.uViWidth/2;
+ y = windowSetting.uViHeight/2-y;
+
+ if( options.bEnableHacks && ((*g_GraphicsInfo.VI_X_SCALE_REG)&0xF) != 0 )
+ {
+ // Tarzan
+ // I don't know why Tarzan is different
+ SetVertexXYZ(vertex, x/windowSetting.fViWidth, y/windowSetting.fViHeight, g_vecProjected[vertex].z);
+ }
+ else
+ {
+ // Toy Story 2 and other games
+ SetVertexXYZ(vertex, x*2/windowSetting.fViWidth, y*2/windowSetting.fViHeight, g_vecProjected[vertex].z);
+ }
+
+ LOG_UCODE("Modify vert %d: x=%d, y=%d", vertex, x, y);
+ VTX_DUMP(TRACE3("Modify vert %d: (%d,%d)", vertex, x, y));
+ }
+ break;
+ case RSP_MV_WORD_OFFSET_POINT_ZSCREEN: // Modify C
+ {
+ int z = val>>16;
+
+ SetVertexXYZ(vertex, g_vecProjected[vertex].x, g_vecProjected[vertex].y, (((float)z/0x03FF)+0.5f)/2.0f );
+ LOG_UCODE("Modify vert %d: z=%d", vertex, z);
+ VTX_DUMP(TRACE2("Modify vert %d: z=%d", vertex, z));
+ }
+ break;
+ case RSP_MV_WORD_OFFSET_POINT_ST: // Texture
+ {
+ short tu = short(val>>16);
+ short tv = short(val & 0xFFFF);
+ float ftu = tu / 32.0f;
+ float ftv = tv / 32.0f;
+ LOG_UCODE(" Setting vertex %d tu/tv to %f, %f", vertex, (float)tu, (float)tv);
+ CRender::g_pRender->SetVtxTextureCoord(vertex, ftu/gRSP.fTexScaleX, ftv/gRSP.fTexScaleY);
+ }
+ break;
+ }
+ DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at ModVertex Cmd");});
+}
+
+void ProcessVertexDataDKR(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
+{
+ UpdateCombinedMatrix();
+
+ long long pVtxBase = (long long) (g_pRDRAMu8 + dwAddr);
+ g_pVtxBase = (FiddledVtx*)pVtxBase;
+
+ Matrix &matWorldProject = gRSP.DKRMatrixes[gRSP.DKRCMatrixIndex];
+
+ int nOff;
+
+ bool addbase=false;
+ if ((!gRSP.DKRBillBoard) || (gRSP.DKRCMatrixIndex != 2) )
+ addbase = false;
+ else
+ addbase = true;
+
+ if( addbase && gRSP.DKRVtxCount == 0 && dwNum > 1 )
+ {
+ gRSP.DKRVtxCount++;
+ }
+
+ LOG_UCODE(" ProcessVertexDataDKR, CMatrix = %d, Add base=%s", gRSP.DKRCMatrixIndex, gRSP.DKRBillBoard?"true":"false");
+ VTX_DUMP(TRACE2("DKR Setting Vertexes\nCMatrix = %d, Add base=%s", gRSP.DKRCMatrixIndex, gRSP.DKRBillBoard?"true":"false"));
+
+ nOff = 0;
+ uint32 end = dwV0 + dwNum;
+ for (uint32 i = dwV0; i < end; i++)
+ {
+ XVECTOR3 w;
+
+ g_vtxNonTransformed[i].x = (float)*(short*)((pVtxBase+nOff + 0) ^ 2);
+ g_vtxNonTransformed[i].y = (float)*(short*)((pVtxBase+nOff + 2) ^ 2);
+ g_vtxNonTransformed[i].z = (float)*(short*)((pVtxBase+nOff + 4) ^ 2);
+
+ //if( status.isSSEEnabled )
+ // SSEVec3TransformDKR(g_vtxTransformed[i], g_vtxNonTransformed[i]);
+ //else
+ Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &matWorldProject); // Convert to w=1
+
+ if( gRSP.DKRVtxCount == 0 && dwNum==1 )
+ {
+ gRSP.DKRBaseVec.x = g_vtxTransformed[i].x;
+ gRSP.DKRBaseVec.y = g_vtxTransformed[i].y;
+ gRSP.DKRBaseVec.z = g_vtxTransformed[i].z;
+ gRSP.DKRBaseVec.w = g_vtxTransformed[i].w;
+ }
+ else if( addbase )
+ {
+ g_vtxTransformed[i].x += gRSP.DKRBaseVec.x;
+ g_vtxTransformed[i].y += gRSP.DKRBaseVec.y;
+ g_vtxTransformed[i].z += gRSP.DKRBaseVec.z;
+ g_vtxTransformed[i].w = gRSP.DKRBaseVec.w;
+ }
+
+ g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
+ g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
+ g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
+ g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
+
+ gRSP.DKRVtxCount++;
+
+ VTX_DUMP(TRACE5("vtx %d: %f, %f, %f, %f", i,
+ g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w));
+
+ if( gRSP.bFogEnabled )
+ {
+ g_fFogCoord[i] = g_vecProjected[i].z;
+ if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
+ g_fFogCoord[i] = gRSPfFogMin;
+ }
+
+ RSP_Vtx_Clipping(i);
+
+ short wA = *(short*)((pVtxBase+nOff + 6) ^ 2);
+ short wB = *(short*)((pVtxBase+nOff + 8) ^ 2);
+
+ s8 r = (s8)(wA >> 8);
+ s8 g = (s8)(wA);
+ s8 b = (s8)(wB >> 8);
+ s8 a = (s8)(wB);
+
+ if (gRSP.bLightingEnable)
+ {
+ g_normal.x = (char)r; //norma.nx;
+ g_normal.y = (char)g; //norma.ny;
+ g_normal.z = (char)b; //norma.nz;
+
+ Vec3TransformNormal(g_normal, matWorldProject)
+#if !defined(NO_ASM)
+ if( status.isSSEEnabled )
+ g_dwVtxDifColor[i] = SSELightVert();
+ else
+#endif
+ g_dwVtxDifColor[i] = LightVert(g_normal, i);
+ }
+ else
+ {
+ int nR, nG, nB, nA;
+
+ nR = r;
+ nG = g;
+ nB = b;
+ nA = a;
+ // Assign true vert colour after lighting/fogging
+ g_dwVtxDifColor[i] = COLOR_RGBA(nR, nG, nB, nA);
+ }
+
+ ReplaceAlphaWithFogFactor(i);
+
+ g_fVtxTxtCoords[i].x = g_fVtxTxtCoords[i].y = 1;
+
+ nOff += 10;
+ }
+
+
+ DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{DebuggerAppendMsg("Paused at DKR Vertex Cmd, v0=%d, vn=%d, addr=%08X", dwV0, dwNum, dwAddr);});
+}
+
+
+extern uint32 dwPDCIAddr;
+void ProcessVertexDataPD(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
+{
+ UpdateCombinedMatrix();
+
+ N64VtxPD * pVtxBase = (N64VtxPD*)(g_pRDRAMu8 + dwAddr);
+ g_pVtxBase = (FiddledVtx*)pVtxBase; // Fix me
+
+ for (uint32 i = dwV0; i < dwV0 + dwNum; i++)
+ {
+ N64VtxPD &vert = pVtxBase[i - dwV0];
+
+ g_vtxNonTransformed[i].x = (float)vert.x;
+ g_vtxNonTransformed[i].y = (float)vert.y;
+ g_vtxNonTransformed[i].z = (float)vert.z;
+
+#if !defined(NO_ASM)
+ if( status.isSSEEnabled )
+ SSEVec3Transform(i);
+ else
+#endif
+ {
+ Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &gRSPworldProject); // Convert to w=1
+ g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
+ g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
+ g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
+ g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
+ }
+
+ g_fFogCoord[i] = g_vecProjected[i].z;
+ if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
+ g_fFogCoord[i] = gRSPfFogMin;
+
+ RSP_Vtx_Clipping(i);
+
+ uint8 *addr = g_pRDRAMu8+dwPDCIAddr+ (vert.cidx&0xFF);
+ uint32 a = addr[0];
+ uint32 r = addr[3];
+ uint32 g = addr[2];
+ uint32 b = addr[1];
+
+ if( gRSP.bLightingEnable )
+ {
+ g_normal.x = (char)r;
+ g_normal.y = (char)g;
+ g_normal.z = (char)b;
+#if !defined(NO_ASM)
+ if( status.isSSEEnabled )
+ {
+ SSEVec3TransformNormal();
+ g_dwVtxDifColor[i] = SSELightVert();
+ }
+ else
+#endif
+ {
+ Vec3TransformNormal(g_normal, gRSPmodelViewTop);
+ g_dwVtxDifColor[i] = LightVert(g_normal, i);
+ }
+ *(((uint8*)&(g_dwVtxDifColor[i]))+3) = (uint8)a; // still use alpha from the vertex
+ }
+ else
+ {
+ if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
+ {
+ g_dwVtxDifColor[i] = gRDP.primitiveColor;
+ }
+ else //FLAT shade
+ {
+ g_dwVtxDifColor[i] = COLOR_RGBA(r, g, b, a);
+ }
+ }
+
+ if( options.bWinFrameMode )
+ {
+ g_dwVtxDifColor[i] = COLOR_RGBA(r, g, b, a);
+ }
+
+ ReplaceAlphaWithFogFactor(i);
+
+ VECTOR2 & t = g_fVtxTxtCoords[i];
+ if (gRSP.bTextureGen && gRSP.bLightingEnable )
+ {
+ // Not sure if we should transform the normal here
+ //Matrix & matWV = gRSP.projectionMtxs[gRSP.projectionMtxTop];
+ //Vec3TransformNormal(g_normal, matWV);
+
+ TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
+ }
+ else
+ {
+ t.x = vert.s;
+ t.y = vert.t;
+ }
+
+
+ VTX_DUMP(
+ {
+ DebuggerAppendMsg("vtx %d: %d %d %d", i, vert.x,vert.y,vert.z);
+ DebuggerAppendMsg(" : %f, %f, %f, %f",
+ g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
+ DebuggerAppendMsg(" : %X, %X, %X, %X", r,g,b,a);
+ DebuggerAppendMsg(" : u=%f, v=%f", t.x, t.y);
+ });
+ }
+
+ VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
+ DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at Vertex Cmd");});
+}
+
+extern uint32 dwConkerVtxZAddr;
+void ProcessVertexDataConker(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
+{
+ UpdateCombinedMatrix();
+
+ FiddledVtx * pVtxBase = (FiddledVtx*)(g_pRDRAMu8 + dwAddr);
+ g_pVtxBase = pVtxBase;
+ //short *vertexColoraddr = (short*)(g_pRDRAMu8+dwConkerVtxZAddr);
+
+ for (uint32 i = dwV0; i < dwV0 + dwNum; i++)
+ {
+ SP_Timing(RSP_GBI0_Vtx);
+
+ FiddledVtx & vert = pVtxBase[i - dwV0];
+
+ g_vtxNonTransformed[i].x = (float)vert.x;
+ g_vtxNonTransformed[i].y = (float)vert.y;
+ g_vtxNonTransformed[i].z = (float)vert.z;
+
+#if !defined(NO_ASM)
+ if( status.isSSEEnabled )
+ SSEVec3Transform(i);
+ else
+#endif
+ {
+ Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &gRSPworldProject); // Convert to w=1
+ g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
+ g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
+ g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
+ g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
+ }
+
+ g_fFogCoord[i] = g_vecProjected[i].z;
+ if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
+ g_fFogCoord[i] = gRSPfFogMin;
+
+ VTX_DUMP(
+ {
+ uint32 *dat = (uint32*)(&vert);
+ DebuggerAppendMsg("vtx %d: %08X %08X %08X %08X", i, dat[0],dat[1],dat[2],dat[3]);
+ DebuggerAppendMsg(" : %f, %f, %f, %f",
+ g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
+ DebuggerAppendMsg(" : %f, %f, %f, %f",
+ g_vecProjected[i].x,g_vecProjected[i].y,g_vecProjected[i].z,g_vecProjected[i].w);
+ });
+
+ RSP_Vtx_Clipping(i);
+
+ if( gRSP.bLightingEnable )
+ {
+ {
+ uint32 r= ((gRSP.ambientLightColor>>16)&0xFF);
+ uint32 g= ((gRSP.ambientLightColor>> 8)&0xFF);
+ uint32 b= ((gRSP.ambientLightColor )&0xFF);
+ for( uint32 k=1; k<=gRSPnumLights; k++)
+ {
+ r += gRSPlights[k].r;
+ g += gRSPlights[k].g;
+ b += gRSPlights[k].b;
+ }
+ if( r>255 ) r=255;
+ if( g>255 ) g=255;
+ if( b>255 ) b=255;
+ r *= vert.rgba.r ;
+ g *= vert.rgba.g ;
+ b *= vert.rgba.b ;
+ r >>= 8;
+ g >>= 8;
+ b >>= 8;
+ g_dwVtxDifColor[i] = 0xFF000000;
+ g_dwVtxDifColor[i] |= (r<<16);
+ g_dwVtxDifColor[i] |= (g<< 8);
+ g_dwVtxDifColor[i] |= (b );
+ }
+
+ *(((uint8*)&(g_dwVtxDifColor[i]))+3) = vert.rgba.a; // still use alpha from the vertex
+ }
+ else
+ {
+ if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
+ {
+ g_dwVtxDifColor[i] = gRDP.primitiveColor;
+ }
+ else //FLAT shade
+ {
+ g_dwVtxDifColor[i] = COLOR_RGBA(vert.rgba.r, vert.rgba.g, vert.rgba.b, vert.rgba.a);
+ }
+ }
+
+ if( options.bWinFrameMode )
+ {
+ //g_vecProjected[i].z = 0;
+ g_dwVtxDifColor[i] = COLOR_RGBA(vert.rgba.r, vert.rgba.g, vert.rgba.b, vert.rgba.a);
+ }
+
+ ReplaceAlphaWithFogFactor(i);
+
+ // Update texture coords n.b. need to divide tu/tv by bogus scale on addition to buffer
+ //VECTOR2 & t = g_fVtxTxtCoords[i];
+
+ // If the vert is already lit, then there is no normal (and hence we
+ // can't generate tex coord)
+ if (gRSP.bTextureGen && gRSP.bLightingEnable )
+ {
+ g_normal.x = (float)*(char*)(g_pRDRAMu8+ (((i<<1)+0)^3)+dwConkerVtxZAddr);
+ g_normal.y = (float)*(char*)(g_pRDRAMu8+ (((i<<1)+1)^3)+dwConkerVtxZAddr);
+ g_normal.z = (float)*(char*)(g_pRDRAMu8+ (((i<<1)+2)^3)+dwConkerVtxZAddr);
+ Vec3TransformNormal(g_normal, gRSPmodelViewTop);
+ TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
+ }
+ else
+ {
+ g_fVtxTxtCoords[i].x = (float)vert.tu;
+ g_fVtxTxtCoords[i].y = (float)vert.tv;
+ }
+ }
+
+ VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
+ DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{DebuggerAppendMsg("Paused at Vertex Cmd");});
+}
+
+
+typedef struct{
+ short y;
+ short x;
+ short flag;
+ short z;
+} RS_Vtx_XYZ;
+
+typedef union {
+ struct {
+ uint8 a;
+ uint8 b;
+ uint8 g;
+ uint8 r;
+ };
+ struct {
+ char na; //a
+ char nz; //b
+ char ny; //g
+ char nx; //r
+ };
+} RS_Vtx_Color;
+
+
+void ProcessVertexData_Rogue_Squadron(uint32 dwXYZAddr, uint32 dwColorAddr, uint32 dwXYZCmd, uint32 dwColorCmd)
+{
+ UpdateCombinedMatrix();
+
+ uint32 dwV0 = 0;
+ uint32 dwNum = (dwXYZCmd&0xFF00)>>10;
+
+ RS_Vtx_XYZ * pVtxXYZBase = (RS_Vtx_XYZ*)(g_pRDRAMu8 + dwXYZAddr);
+ RS_Vtx_Color * pVtxColorBase = (RS_Vtx_Color*)(g_pRDRAMu8 + dwColorAddr);
+
+ uint32 i;
+ for (i = dwV0; i < dwV0 + dwNum; i++)
+ {
+ RS_Vtx_XYZ & vertxyz = pVtxXYZBase[i - dwV0];
+ RS_Vtx_Color & vertcolors = pVtxColorBase[i - dwV0];
+
+ g_vtxNonTransformed[i].x = (float)vertxyz.x;
+ g_vtxNonTransformed[i].y = (float)vertxyz.y;
+ g_vtxNonTransformed[i].z = (float)vertxyz.z;
+
+#if !defined(NO_ASM)
+ if( status.isSSEEnabled )
+ SSEVec3Transform(i);
+ else
+#endif
+ {
+ Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &gRSPworldProject); // Convert to w=1
+ g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
+ g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
+ g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
+ g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
+ }
+
+ VTX_DUMP(
+ {
+ DebuggerAppendMsg(" : %f, %f, %f, %f",
+ g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
+ DebuggerAppendMsg(" : %f, %f, %f, %f",
+ g_vecProjected[i].x,g_vecProjected[i].y,g_vecProjected[i].z,g_vecProjected[i].w);
+ });
+
+ g_fFogCoord[i] = g_vecProjected[i].z;
+ if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
+ g_fFogCoord[i] = gRSPfFogMin;
+
+ RSP_Vtx_Clipping(i);
+
+ if( gRSP.bLightingEnable )
+ {
+ g_normal.x = (float)vertcolors.nx;
+ g_normal.y = (float)vertcolors.ny;
+ g_normal.z = (float)vertcolors.nz;
+
+#if !defined(NO_ASM)
+ if( status.isSSEEnabled )
+ {
+ SSEVec3TransformNormal();
+ g_dwVtxDifColor[i] = SSELightVert();
+ }
+ else
+#endif
+ {
+ Vec3TransformNormal(g_normal, gRSPmodelViewTop);
+ g_dwVtxDifColor[i] = LightVert(g_normal, i);
+ }
+ *(((uint8*)&(g_dwVtxDifColor[i]))+3) = vertcolors.a; // still use alpha from the vertex
+ }
+ else
+ {
+ if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
+ {
+ g_dwVtxDifColor[i] = gRDP.primitiveColor;
+ }
+ else //FLAT shade
+ {
+ g_dwVtxDifColor[i] = COLOR_RGBA(vertcolors.r, vertcolors.g, vertcolors.b, vertcolors.a);
+ }
+ }
+
+ if( options.bWinFrameMode )
+ {
+ g_dwVtxDifColor[i] = COLOR_RGBA(vertcolors.r, vertcolors.g, vertcolors.b, vertcolors.a);
+ }
+
+ ReplaceAlphaWithFogFactor(i);
+
+ /*
+ // Update texture coords n.b. need to divide tu/tv by bogus scale on addition to buffer
+ VECTOR2 & t = g_fVtxTxtCoords[i];
+
+ // If the vert is already lit, then there is no normal (and hence we
+ // can't generate tex coord)
+ if (gRSP.bTextureGen && gRSP.bLightingEnable && g_textures[gRSP.curTile].m_bTextureEnable )
+ {
+ TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
+ }
+ else
+ {
+ t.x = (float)vert.tu;
+ t.y = (float)vert.tv;
+ }
+ */
+ }
+
+ VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
+ DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at Vertex Cmd");});
+}
+
+void SetLightCol(uint32 dwLight, uint32 dwCol)
+{
+ gRSPlights[dwLight].r = (uint8)((dwCol >> 24)&0xFF);
+ gRSPlights[dwLight].g = (uint8)((dwCol >> 16)&0xFF);
+ gRSPlights[dwLight].b = (uint8)((dwCol >> 8)&0xFF);
+ gRSPlights[dwLight].a = 255; // Ignore light alpha
+ gRSPlights[dwLight].fr = (float)gRSPlights[dwLight].r;
+ gRSPlights[dwLight].fg = (float)gRSPlights[dwLight].g;
+ gRSPlights[dwLight].fb = (float)gRSPlights[dwLight].b;
+ gRSPlights[dwLight].fa = 255; // Ignore light alpha
+
+ //TRACE1("Set light %d color", dwLight);
+ LIGHT_DUMP(TRACE2("Set Light %d color: %08X", dwLight, dwCol));
+}
+
+void SetLightDirection(uint32 dwLight, float x, float y, float z, float range)
+{
+ //gRSP.bLightIsUpdated = true;
+
+ //gRSPlights[dwLight].ox = x;
+ //gRSPlights[dwLight].oy = y;
+ //gRSPlights[dwLight].oz = z;
+
+ register float w = range == 0 ? (float)sqrt(x*x+y*y+z*z) : 1;
+
+ gRSPlights[dwLight].x = x/w;
+ gRSPlights[dwLight].y = y/w;
+ gRSPlights[dwLight].z = z/w;
+ gRSPlights[dwLight].range = range;
+ DEBUGGER_PAUSE_AND_DUMP(NEXT_SET_LIGHT,TRACE5("Set Light %d dir: %.4f, %.4f, %.4f, %.4f", dwLight, x, y, z, range));
+}
+
+static float maxS0, maxT0;
+static float maxS1, maxT1;
+static bool validS0, validT0;
+static bool validS1, validT1;
+
+void LogTextureCoords(float fTex0S, float fTex0T, float fTex1S, float fTex1T)
+{
+ if( validS0 )
+ {
+ if( fTex0S<0 || fTex0S>maxS0 ) validS0 = false;
+ }
+ if( validT0 )
+ {
+ if( fTex0T<0 || fTex0T>maxT0 ) validT0 = false;
+ }
+ if( validS1 )
+ {
+ if( fTex1S<0 || fTex1S>maxS1 ) validS1 = false;
+ }
+ if( validT1 )
+ {
+ if( fTex1T<0 || fTex1T>maxT1 ) validT1 = false;
+ }
+}
+
+bool CheckTextureCoords(int tex)
+{
+ if( tex==0 )
+ {
+ return validS0&&validT0;
+ }
+ else
+ {
+ return validS1&&validT1;
+ }
+}
+
+void ResetTextureCoordsLog(float maxs0, float maxt0, float maxs1, float maxt1)
+{
+ maxS0 = maxs0;
+ maxT0 = maxt0;
+ maxS1 = maxs1;
+ maxT1 = maxt1;
+ validS0 = validT0 = true;
+ validS1 = validT1 = true;
+}
+
+void ForceMainTextureIndex(int dwTile)
+{
+ if( dwTile == 1 && !(CRender::g_pRender->IsTexel0Enable()) && CRender::g_pRender->IsTexel1Enable() )
+ {
+ // Hack
+ gRSP.curTile = 0;
+ }
+ else
+ {
+ gRSP.curTile = dwTile;
+ }
+}
+
+float HackZ2(float z)
+{
+ z = (z+9)/10;
+ return z;
+}
+
+float HackZ(float z)
+{
+ return HackZ2(z);
+
+ if( z < 0.1 && z >= 0 )
+ z = (.1f+z)/2;
+ else if( z < 0 )
+ //return (10+z)/100;
+ z = (expf(z)/20);
+ return z;
+}
+
+void HackZ(std::vector<XVECTOR3>& points)
+{
+ int size = points.size();
+ for( int i=0; i<size; i++)
+ {
+ XVECTOR3 &v = points[i];
+ v.z = (float)HackZ(v.z);
+ }
+}
+
+void HackZAll()
+{
+ if( CDeviceBuilder::m_deviceGeneralType == DIRECTX_DEVICE )
+ {
+ for( uint32 i=0; i<gRSP.numVertices; i++)
+ {
+ g_vtxBuffer[i].z = HackZ(g_vtxBuffer[i].z);
+ }
+ }
+ else
+ {
+ for( uint32 i=0; i<gRSP.numVertices; i++)
+ {
+ float w = g_vtxProjected5[i][3];
+ g_vtxProjected5[i][2] = HackZ(g_vtxProjected5[i][2]/w)*w;
+ }
+ }
+}
+
+
+extern XMATRIX reverseXY;
+extern XMATRIX reverseY;
+
+void UpdateCombinedMatrix()
+{
+ if( gRSP.bMatrixIsUpdated )
+ {
+ gRSPworldProject = gRSP.modelviewMtxs[gRSP.modelViewMtxTop] * gRSP.projectionMtxs[gRSP.projectionMtxTop];
+ gRSP.bMatrixIsUpdated = false;
+ gRSP.bCombinedMatrixIsUpdated = true;
+ }
+
+ if( gRSP.bCombinedMatrixIsUpdated )
+ {
+ if( options.enableHackForGames == HACK_REVERSE_XY_COOR )
+ {
+ gRSPworldProject = gRSPworldProject * reverseXY;
+ }
+ if( options.enableHackForGames == HACK_REVERSE_Y_COOR )
+ {
+ gRSPworldProject = gRSPworldProject * reverseY;
+ }
+#if !defined(NO_ASM)
+ if( status.isSSEEnabled )
+ {
+ MatrixTranspose(&gRSPworldProjectTransported, &gRSPworldProject);
+ }
+#endif
+ gRSP.bCombinedMatrixIsUpdated = false;
+ }
+
+ //if( gRSP.bWorldMatrixIsUpdated || gRSP.bLightIsUpdated )
+ //{
+ // // Update lights with transported world matrix
+ // for( unsigned int l=0; l<gRSPnumLights; l++)
+ // {
+ // Vec3TransformCoord(&gRSPlights[l].td, &gRSPlights[l].od, &gRSPmodelViewTopTranspose);
+ // Vec3Normalize(&gRSPlights[l].td,&gRSPlights[l].td);
+ // }
+
+ // gRSP.bWorldMatrixIsUpdated = false;
+ // gRSP.bLightIsUpdated = false;
+ //}
+}
+