X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=source%2Frice_gles%2Fsrc%2FRenderBase.cpp;fp=source%2Frice_gles%2Fsrc%2FRenderBase.cpp;h=6d745a5390ebbcdd31900f22a375077144bd985f;hb=d07c171fa694cae985ad7045f9ce2b2f1a5699b4;hp=0000000000000000000000000000000000000000;hpb=ca22e7b76883b946060a6b40bb8709c1981e1cf6;p=mupen64plus-pandora.git diff --git a/source/rice_gles/src/RenderBase.cpp b/source/rice_gles/src/RenderBase.cpp new file mode 100755 index 0000000..6d745a5 --- /dev/null +++ b/source/rice_gles/src/RenderBase.cpp @@ -0,0 +1,2470 @@ +/* +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 +#include + +#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 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& points) +{ + int size = points.size(); + for( int i=0; i