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