GLES2N64: Added WIP fix for CBFD from mupen64plus-ae
[mupen64plus-pandora.git] / source / gles2n64 / src / F3DCBFD.cpp
CommitLineData
34cf4058 1#include "Common.h"
2#include "gles2N64.h"
3#include "Debug.h"
4#include "F3D.h"
5#include "F3DEX.h"
6#include "F3DEX2.h"
7#include "F3DCBFD.h"
8#include "S2DEX.h"
9#include "S2DEX2.h"
10#include "N64.h"
11#include "RSP.h"
12#include "RDP.h"
13#include "gSP.h"
14#include "gDP.h"
15#include "GBI.h"
16#include "OpenGL.h"
17#include "Config.h"
18
19//BASED ON GLIDE64 Implementation
20
21u32 normal_address = 0;
22
23void F3DCBFD_Vtx(u32 w0, u32 w1)
24{
34cf4058 25 s32 v0, n;
26 u32 address;
27 n = (w0 >> 12)&0xFF;
28 v0 = ((w0 >> 1)&0x7F) - n;
29 address = RSP_SegmentToPhysical(w1);
30
31 if (v0 < 0)
32 {
33 return;
34 }
35
36 gSPFlushTriangles();
37
38 Vertex* vertex = (Vertex*)&RDRAM[address];
1f4ee9e9 39 u32 v;
40
34cf4058 41 for (s32 i=0; i < n; i++)
42 {
34cf4058 43#ifdef __TRIBUFFER_OPT
1f4ee9e9 44 v = __indexmap_getnew(v0 + i, 1);
34cf4058 45#else
1f4ee9e9 46 v = v0 + i;
34cf4058 47#endif
48
49 OGL.triangles.vertices[v].x = vertex->x;
50 OGL.triangles.vertices[v].y = vertex->y;
51 OGL.triangles.vertices[v].z = vertex->z;
52 OGL.triangles.vertices[v].w = 1.0f;
53
54 OGL.triangles.vertices[v].s = _FIXED2FLOAT(vertex->s, 5);
55 OGL.triangles.vertices[v].t = _FIXED2FLOAT(vertex->t, 5);
56
57 if (config.enableLighting && gSP.geometryMode & G_LIGHTING)
58 {
1f4ee9e9 59 OGL.triangles.vertices[v].nx = ((s8*)RDRAM)[(normal_address + (i<<1) + (v0<<1) + 0)^3];
60 OGL.triangles.vertices[v].ny = ((s8*)RDRAM)[(normal_address + (i<<1) + (v0<<1) + 1)^3];
34cf4058 61 OGL.triangles.vertices[v].nz = (s8)(vertex->flag&0xff);
62 }
63
64 gSPProcessVertex(v);
65
1f4ee9e9 66 u32 nonblack = 0;
67 nonblack += OGL.triangles.vertices[v].r;
68 nonblack += OGL.triangles.vertices[v].g;
69 nonblack += OGL.triangles.vertices[v].b;
70 if (config.enableLighting && (gSP.geometryMode & G_LIGHTING) && (nonblack != 0))
34cf4058 71 {
72 OGL.triangles.vertices[v].r = OGL.triangles.vertices[v].r * vertex->color.r * 0.0039215689f;
73 OGL.triangles.vertices[v].g = OGL.triangles.vertices[v].g * vertex->color.g * 0.0039215689f;
74 OGL.triangles.vertices[v].b = OGL.triangles.vertices[v].b * vertex->color.b * 0.0039215689f;
1f4ee9e9 75 OGL.triangles.vertices[v].a = vertex->color.a * 0.0039215689f;
34cf4058 76 }
77 else
78 {
79 OGL.triangles.vertices[v].r = vertex->color.r * 0.0039215689f;
80 OGL.triangles.vertices[v].g = vertex->color.g * 0.0039215689f;
81 OGL.triangles.vertices[v].b = vertex->color.b * 0.0039215689f;
82 OGL.triangles.vertices[v].a = vertex->color.a * 0.0039215689f;
83 }
84 vertex++;
85 }
86}
87
88void F3DCBFD_MoveWord(u32 w0, u32 w1)
89{
90 u8 index = (u8)((w0 >> 16) & 0xFF);
91 u16 offset = (u16)(w0 & 0xFFFF);
92
93 switch (index)
94 {
95 case G_MW_NUMLIGHT:
1f4ee9e9 96 gSPNumLights(w1 / 48);
34cf4058 97 break;
98
99 case G_MW_CLIP:
100 if (offset == 0x04)
101 {
102 gSPClipRatio( w1 );
103 }
104 break;
105
106 case G_MW_SEGMENT:
1f4ee9e9 107 gSPSegment(_SHIFTR(offset, 2, 4), w1 & 0x00FFFFFF);
34cf4058 108 break;
109
110 case G_MW_FOG:
111 gSPFogFactor( (s16)_SHIFTR( w1, 16, 16 ), (s16)_SHIFTR( w1, 0, 16 ) );
112 break;
113
114 case G_MV_COORDMOD: // moveword coord mod
115 break;
116
117 default:
118 break;
119 }
120}
121
122#define F3DCBFD_MV_VIEWPORT 8
123#define F3DCBFD_MV_LIGHT 10
124#define F3DCBFD_MV_NORMAL 14
125
126void F3DCBFD_MoveMem(u32 w0, u32 w1)
127{
128#ifdef __TRIBUFFER_OPT
129 gSPFlushTriangles();
130#endif
131 switch (_SHIFTR( w0, 0, 8 ))
132 {
133 case F3DCBFD_MV_VIEWPORT:
134 gSPViewport(w1);
135 break;
136
137 case F3DCBFD_MV_LIGHT:
138 {
1f4ee9e9 139 u32 offset = (w0 >> 5) & 0x3FFF;
140 u32 n = offset / 48;
141 if (n < 2) {
142 //LookAt
143 return;
144 }
145 n--;
146 gSPLight(w1, n);
34cf4058 147 break;
148 }
149
150 case F3DCBFD_MV_NORMAL:
151 normal_address = RSP_SegmentToPhysical(w1);
152 break;
153
154 }
155}
156
157void F3DCBFD_Tri4(u32 w0, u32 w1)
158{
159 gSP4Triangles( _SHIFTR(w0, 23, 5), _SHIFTR(w0, 18, 5), (_SHIFTR(w0, 15, 3 ) << 2) | _SHIFTR(w1, 30, 2),
1f4ee9e9 160 _SHIFTR(w0, 10, 5), _SHIFTR(w0, 5, 5), _SHIFTR(w0, 0, 5),
34cf4058 161 _SHIFTR(w1, 25, 5), _SHIFTR(w1, 20, 5), _SHIFTR(w1, 15, 5),
162 _SHIFTR(w1, 10, 5), _SHIFTR(w1, 5, 5), _SHIFTR(w1, 0, 5));
163}
164
165
166void F3DCBFD_Init()
167{
168 LOG(LOG_VERBOSE, "USING CBFD ucode!\n");
169
170 // Set GeometryMode flags
171 GBI_InitFlags(F3DEX2);
172
173 GBI.PCStackSize = 10;
174
175 // GBI Command Command Value Command Function
176 GBI_SetGBI( G_RDPHALF_2, F3DEX2_RDPHALF_2, F3D_RDPHalf_2 );
177 GBI_SetGBI( G_SETOTHERMODE_H, F3DEX2_SETOTHERMODE_H, F3DEX2_SetOtherMode_H );
178 GBI_SetGBI( G_SETOTHERMODE_L, F3DEX2_SETOTHERMODE_L, F3DEX2_SetOtherMode_L );
179 GBI_SetGBI( G_RDPHALF_1, F3DEX2_RDPHALF_1, F3D_RDPHalf_1 );
180 GBI_SetGBI( G_SPNOOP, F3DEX2_SPNOOP, F3D_SPNoOp );
181 GBI_SetGBI( G_ENDDL, F3DEX2_ENDDL, F3D_EndDL );
182 GBI_SetGBI( G_DL, F3DEX2_DL, F3D_DList );
183 GBI_SetGBI( G_LOAD_UCODE, F3DEX2_LOAD_UCODE, F3DEX_Load_uCode );
184 GBI_SetGBI( G_MOVEMEM, F3DEX2_MOVEMEM, F3DCBFD_MoveMem);
185 GBI_SetGBI( G_MOVEWORD, F3DEX2_MOVEWORD, F3DCBFD_MoveWord);
186 GBI_SetGBI( G_MTX, F3DEX2_MTX, F3DEX2_Mtx );
187 GBI_SetGBI( G_GEOMETRYMODE, F3DEX2_GEOMETRYMODE, F3DEX2_GeometryMode );
188 GBI_SetGBI( G_POPMTX, F3DEX2_POPMTX, F3DEX2_PopMtx );
189 GBI_SetGBI( G_TEXTURE, F3DEX2_TEXTURE, F3DEX2_Texture );
190 GBI_SetGBI( G_DMA_IO, F3DEX2_DMA_IO, F3DEX2_DMAIO );
191 GBI_SetGBI( G_SPECIAL_1, F3DEX2_SPECIAL_1, F3DEX2_Special_1 );
192 GBI_SetGBI( G_SPECIAL_2, F3DEX2_SPECIAL_2, F3DEX2_Special_2 );
193 GBI_SetGBI( G_SPECIAL_3, F3DEX2_SPECIAL_3, F3DEX2_Special_3 );
194
195
196
197 GBI_SetGBI(G_VTX, F3DEX2_VTX, F3DCBFD_Vtx);
198 GBI_SetGBI(G_MODIFYVTX, F3DEX2_MODIFYVTX, F3DEX_ModifyVtx);
199 GBI_SetGBI(G_CULLDL, F3DEX2_CULLDL, F3DEX_CullDL);
200 GBI_SetGBI(G_BRANCH_Z, F3DEX2_BRANCH_Z, F3DEX_Branch_Z);
201 GBI_SetGBI(G_TRI1, F3DEX2_TRI1, F3DEX2_Tri1);
202 GBI_SetGBI(G_TRI2, F3DEX2_TRI2, F3DEX_Tri2);
203 GBI_SetGBI(G_QUAD, F3DEX2_QUAD, F3DEX2_Quad);
204// GBI_SetGBI( G_LINE3D, F3DEX2_LINE3D, F3DEX2_Line3D );
205
206 //for some reason glide64 maps TRI4 to these locations:
207
208 for(int i = 0x10; i <= 0x1F; i++)
209 {
210 GBI_SetGBI(G_TRI4, i, F3DCBFD_Tri4);
211 }
212
213 GBI_SetGBI( G_BG_1CYC, S2DEX2_BG_1CYC, S2DEX_BG_1Cyc);
214 GBI_SetGBI( G_BG_COPY, S2DEX2_BG_COPY, S2DEX_BG_Copy);
215 GBI_SetGBI( G_OBJ_RENDERMODE, S2DEX2_OBJ_RENDERMODE, S2DEX_Obj_RenderMode);
216
217}
218