core: different frame limiter implementation
[mupen64plus-pandora.git] / source / rice_gles / src / RenderBase.cpp
CommitLineData
d07c171f 1/*
2Copyright (C) 2003 Rice1964
3
4This program is free software; you can redistribute it and/or
5modify it under the terms of the GNU General Public License
6as published by the Free Software Foundation; either version 2
7of the License, or (at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12GNU General Public License for more details.
13
14You should have received a copy of the GNU General Public License
15along with this program; if not, write to the Free Software
16Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
17
18*/
19
20#include <cmath>
21#include <vector>
22
23#include "osal_preproc.h"
24#include "float.h"
25#include "DeviceBuilder.h"
26#include "VertexShaderConstantDef.h"
27#include "Render.h"
28#include "Timing.h"
29
30extern FiddledVtx * g_pVtxBase;
31
32#define ENABLE_CLIP_TRI
33#define X_CLIP_MAX 0x1
34#define X_CLIP_MIN 0x2
35#define Y_CLIP_MAX 0x4
36#define Y_CLIP_MIN 0x8
37#define Z_CLIP_MAX 0x10
38#define Z_CLIP_MIN 0x20
39
40#ifdef ENABLE_CLIP_TRI
41
42inline void RSP_Vtx_Clipping(int i)
43{
44 g_clipFlag[i] = 0;
45 g_clipFlag2[i] = 0;
46 if( g_vecProjected[i].w > 0 )
47 {
48 /*
49 if( gRSP.bRejectVtx )
50 {
51 if( g_vecProjected[i].x > 1 )
52 {
53 g_clipFlag2[i] |= X_CLIP_MAX;
54 if( g_vecProjected[i].x > gRSP.real_clip_ratio_posx )
55 g_clipFlag[i] |= X_CLIP_MAX;
56 }
57
58 if( g_vecProjected[i].x < -1 )
59 {
60 g_clipFlag2[i] |= X_CLIP_MIN;
61 if( g_vecProjected[i].x < gRSP.real_clip_ratio_negx )
62 g_clipFlag[i] |= X_CLIP_MIN;
63 }
64
65 if( g_vecProjected[i].y > 1 )
66 {
67 g_clipFlag2[i] |= Y_CLIP_MAX;
68 if( g_vecProjected[i].y > gRSP.real_clip_ratio_posy )
69 g_clipFlag[i] |= Y_CLIP_MAX;
70 }
71
72 if( g_vecProjected[i].y < -1 )
73 {
74 g_clipFlag2[i] |= Y_CLIP_MIN;
75 if( g_vecProjected[i].y < gRSP.real_clip_ratio_negy )
76 g_clipFlag[i] |= Y_CLIP_MIN;
77 }
78
79 //if( g_vecProjected[i].z > 1.0f )
80 //{
81 // g_clipFlag2[i] |= Z_CLIP_MAX;
82 // g_clipFlag[i] |= Z_CLIP_MAX;
83 //}
84
85 //if( gRSP.bNearClip && g_vecProjected[i].z < -1.0f )
86 //{
87 // g_clipFlag2[i] |= Z_CLIP_MIN;
88 // g_clipFlag[i] |= Z_CLIP_MIN;
89 //}
90 }
91 else
92 */
93 {
94 if( g_vecProjected[i].x > 1 ) g_clipFlag2[i] |= X_CLIP_MAX;
95 if( g_vecProjected[i].x < -1 ) g_clipFlag2[i] |= X_CLIP_MIN;
96 if( g_vecProjected[i].y > 1 ) g_clipFlag2[i] |= Y_CLIP_MAX;
97 if( g_vecProjected[i].y < -1 ) g_clipFlag2[i] |= Y_CLIP_MIN;
98 //if( g_vecProjected[i].z > 1.0f ) g_clipFlag2[i] |= Z_CLIP_MAX;
99 //if( gRSP.bNearClip && g_vecProjected[i].z < -1.0f ) g_clipFlag2[i] |= Z_CLIP_MIN;
100 }
101
102 }
103}
104
105#else
106inline void RSP_Vtx_Clipping(int i) {}
107#endif
108
109/*
110 * Global variables
111 */
112ALIGN(16,RSP_Options gRSP)
113ALIGN(16,RDP_Options gRDP)
114
115static ALIGN(16,XVECTOR4 g_normal)
116//static int norms[3];
117
118ALIGN(16,XVECTOR4 g_vtxNonTransformed[MAX_VERTS])
119ALIGN(16,XVECTOR4 g_vecProjected[MAX_VERTS])
120ALIGN(16,XVECTOR4 g_vtxTransformed[MAX_VERTS])
121
122float g_vtxProjected5[1000][5];
123float g_vtxProjected5Clipped[2000][5];
124
125//uint32 g_dwVtxFlags[MAX_VERTS]; // Z_POS Z_NEG etc
126VECTOR2 g_fVtxTxtCoords[MAX_VERTS];
127uint32 g_dwVtxDifColor[MAX_VERTS];
128uint32 g_clipFlag[MAX_VERTS];
129uint32 g_clipFlag2[MAX_VERTS];
130RenderTexture g_textures[MAX_TEXTURES];
131float g_fFogCoord[MAX_VERTS];
132
133EXTERNAL_VERTEX g_vtxForExternal[MAX_VERTS];
134
135TLITVERTEX g_vtxBuffer[1000];
136TLITVERTEX g_clippedVtxBuffer[2000];
137uint8 g_oglVtxColors[1000][4];
138int g_clippedVtxCount=0;
139TLITVERTEX g_texRectTVtx[4];
140unsigned short g_vtxIndex[1000];
141unsigned int g_minIndex, g_maxIndex;
142
143float gRSPfFogMin;
144float gRSPfFogMax;
145float gRSPfFogDivider;
146
147uint32 gRSPnumLights;
148Light gRSPlights[16];
149
150ALIGN(16,Matrix gRSPworldProjectTransported)
151ALIGN(16,Matrix gRSPworldProject)
152ALIGN(16,Matrix gRSPmodelViewTop)
153ALIGN(16,Matrix gRSPmodelViewTopTranspose)
154ALIGN(16,Matrix dkrMatrixTransposed)
155
156N64Light gRSPn64lights[16];
157
158
159void (*ProcessVertexData)(uint32 dwAddr, uint32 dwV0, uint32 dwNum)=NULL;
160
161/*
162 *
163 */
164
165
166/*n.x = (g_normal.x * matWorld.m00) + (g_normal.y * matWorld.m10) + (g_normal.z * matWorld.m20);
167n.y = (g_normal.x * matWorld.m01) + (g_normal.y * matWorld.m11) + (g_normal.z * matWorld.m21);
168n.z = (g_normal.x * matWorld.m02) + (g_normal.y * matWorld.m12) + (g_normal.z * matWorld.m22);*/
169
170// Multiply (x,y,z,0) by matrix m, then normalize
171#if defined(__INTEL_COMPILER) && !defined(NO_ASM)
172#define Vec3TransformNormal(vec, m) __asm \
173{ \
174 __asm fld dword ptr [vec + 0] \
175 __asm fmul dword ptr [m + 0] \ /* x m00*/
176 __asm fld dword ptr [vec + 0] \
177 __asm fmul dword ptr [m + 4] \ /* x m01 x m00*/
178 __asm fld dword ptr [vec + 0] \
179 __asm fmul dword ptr [m + 8] \ /* x m02 x m01 x m00*/
180 \
181 __asm fld dword ptr [vec + 4] \
182 __asm fmul dword ptr [m + 16] \ /* y m10 x m02 x m01 x m00*/
183 __asm fld dword ptr [vec + 4] \
184 __asm fmul dword ptr [m + 20] \ /* y m11 y m10 x m02 x m01 x m00*/
185 __asm fld dword ptr [vec + 4] \
186 __asm fmul dword ptr [m + 24] \ /* y m12 y m11 y m10 x m02 x m01 x m00*/
187 \
188 __asm fxch st(2) \ /* y m10 y m11 y m12 x m02 x m01 x m00*/
189 __asm faddp st(5), st(0) \ /* y m11 y m12 x m02 x m01 (x m00 + y m10)*/
190 __asm faddp st(3), st(0) \ /* y m12 x m02 (x m01 + ym11) (x m00 + y m10)*/
191 __asm faddp st(1), st(0) \ /* (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
192 \
193 __asm fld dword ptr [vec + 8] \
194 __asm fmul dword ptr [m + 32] \ /* z m20 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
195 __asm fld dword ptr [vec + 8] \
196 __asm fmul dword ptr [m + 36] \ /* z m21 z m20 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
197 __asm fld dword ptr [vec + 8] \
198 __asm fmul dword ptr [m + 40] \ /* z m22 z m21 z m20 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
199 \
200 __asm fxch st(2) \ /* z m20 z m21 z m22 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10)*/
201 __asm faddp st(5), st(0) \ /* z m21 z m22 (x m02 + y m12) (x m01 + ym11) (x m00 + y m10 + z m20)*/
202 __asm faddp st(3), st(0) \ /* z m22 (x m02 + y m12) (x m01 + ym11 + z m21) (x m00 + y m10 + z m20)*/
203 __asm faddp st(1), st(0) \ /* (x m02 + y m12 + z m 22) (x m01 + ym11 + z m21) (x m00 + y m10 + z m20)*/
204 \
205 __asm fxch st(2) \ /* (x m00 + y m10 + z m20) (x m01 + ym11 + z m21) (x m02 + y m12 + z m 22) */
206 \
207 __asm fld1 \ /* 1 x y z */
208 __asm fld st(1) \ /* x 1 x y z */
209 __asm fmul st(0),st(0) \ /* xx 1 x y z */
210 __asm fld st(3) \ /* y xx 1 x y z */
211 __asm fmul st(0),st(0) \ /* yy xx 1 x y z */
212 __asm fld st(5) \ /* z yy xx 1 x y z */
213 __asm fmul st(0),st(0) \ /* zz yy xx 1 x y z */
214 \
215 __asm fxch st(2) \ /* xx yy zz 1 x y z */
216 \
217 __asm faddp st(1),st(0) \ /* (xx+yy) zz 1 x y z */
218 __asm faddp st(1),st(0) \ /* (xx+yy+zz) 1 x y z */
219 \
220 __asm ftst \ /* Compare ST to 0 */
221 __asm fstsw ax \ /* Store FPU status word in a */
222 __asm sahf \ /* Transfer ax to flags register */
223 __asm jz l2 \ /* Skip if length is zero */
224 \
225 __asm fsqrt \ /* l 1 x y z */
226 \
227 __asm fdivp st(1),st(0) \ /* (1/l) x y z */
228 \
229 __asm fmul st(3),st(0) \ /* f x y fz */
230 __asm fmul st(2),st(0) \ /* f x fy fz */
231 __asm fmulp st(1),st(0) \ /* fx fy fz */
232 \
233 __asm fstp dword ptr [vec + 0] \ /* fy fz*/
234 __asm fstp dword ptr [vec + 4] \ /* fz */
235 __asm fstp dword ptr [vec + 8] \ /* done */
236 __asm jmp l3 \
237__asm l2: \
238 __asm mov dword ptr [vec + 0], 0 \
239 __asm mov dword ptr [vec + 4], 0 \
240 __asm mov dword ptr [vec + 8], 0 \
241__asm l3: \
242} \
243
244//#else // use C code in other cases, this is probably faster anyway
245#elif defined(__ARM_NEON__0)
246#define Vec3TransformNormal(vec, mtx) \
247{ \
248 asm volatile ( \
249 "vld1.32 {d0}, [%0] \n\t" \
250 "flds s2, [%0, #8] \n\t" \
251 "vld1.32 {d18, d19}, [%1] \n\t" \
252 "vld1.32 {d20, d21}, [%1, #16] \n\t" \
253 "vld1.32 {d22, d23}, [%1, #32] \n\t" \
254 \
255 "vmul.f32 q2, q9, d0[0] \n\t" \
256 "vmla.f32 q2, q10, d0[1] \n\t" \
257 "vmla.f32 q2, q11, d1[0] \n\t" \
258 \
259 "vmul.f32 d0, d4, d4 \n\t" \
260 "vpadd.f32 d0, d0, d0 \n\t" \
261 "vmla.f32 d0, d5, d5 \n\t" \
262 \
263 "vmov.f32 d1, d0 \n\t" \
264 "vrsqrte.f32 d0, d0 \n\t" \
265 "vmul.f32 d2, d0, d1 \n\t" \
266 "vrsqrts.f32 d3, d2, d0 \n\t" \
267 "vmul.f32 d0, d0, d3 \n\t" \
268 "vmul.f32 d2, d0, d1 \n\t" \
269 "vrsqrts.f32 d3, d2, d0 \n\t" \
270 "vmul.f32 d0, d0, d3 \n\t" \
271 \
272 "vmul.f32 q2, q2, d0[0] \n\t" \
273 \
274 "vst1.32 {d4}, [%0] \n\t" \
275 "fsts s10, [%0, #8] \n\t" \
276 : :"r"(vec), "r"(&mtx._11) \
277 : "d0","d1","d2","d3","d18","d19","d20","d21","d22", "d23", "memory" \
278 ); \
279}
280#else
281#define Vec3TransformNormal(vec, m) \
282 VECTOR3 temp; \
283 temp.x = (vec.x * m._11) + (vec.y * m._21) + (vec.z * m._31); \
284 temp.y = (vec.x * m._12) + (vec.y * m._22) + (vec.z * m._32); \
285 temp.z = (vec.x * m._13) + (vec.y * m._23) + (vec.z * m._33); \
286 float norm = sqrtf(temp.x*temp.x+temp.y*temp.y+temp.z*temp.z); \
287 if (norm == 0.0) { vec.x = 0.0; vec.y = 0.0; vec.z = 0.0;} else \
288 { float rep=1/norm;vec.x = temp.x*rep; vec.y = temp.y*rep; vec.z = temp.z*rep; }
289#endif
290
291
292#if !defined(__GNUC__) && !defined(NO_ASM)
293__declspec( naked ) void __fastcall SSEVec3Transform(int i)
294{
295 __asm
296 {
297 shl ecx,4; // ecx = i
298
299 movaps xmm1, DWORD PTR g_vtxNonTransformed [ecx]; // xmm1 as original vector
300
301 movaps xmm4, DWORD PTR gRSPworldProjectTransported; // row1
302 movaps xmm5, DWORD PTR gRSPworldProjectTransported[0x10]; // row2
303 movaps xmm6, DWORD PTR gRSPworldProjectTransported[0x20]; // row3
304 movaps xmm7, DWORD PTR gRSPworldProjectTransported[0x30]; // row4
305
306 mulps xmm4, xmm1; // row 1
307 mulps xmm5, xmm1; // row 2
308 mulps xmm6, xmm1; // row 3
309 mulps xmm7, xmm1; // row 4
310
311 movhlps xmm0, xmm4; // xmm4 high to xmm0 low
312 movlhps xmm0, xmm5; // xmm5 low to xmm0 high
313
314 addps xmm4, xmm0; // result of add are in xmm4 low
315 addps xmm5, xmm0; // result of add are in xmm5 high
316
317 shufps xmm0, xmm4, 0x44; // move xmm4 low DWORDs to xmm0 high
318 shufps xmm4, xmm5, 0xe4; // move xmm5 high DWORS to xmm4
319 movhlps xmm5, xmm0; // xmm4, xmm5 are mirrored
320
321 shufps xmm4, xmm4, 0x08; // move xmm4's 3rd uint32 to its 2nd uint32
322 shufps xmm5, xmm5, 0x0d; // move xmm5's 4th uint32 to its 2nd uint32,
323 // and move its 2nd uint32 to its 1st uint32
324
325 addps xmm4, xmm5; // results are in 1st and 2nd uint32
326
327
328 movhlps xmm0, xmm6; // xmm6 high to xmm0 low
329 movlhps xmm0, xmm7; // xmm7 low to xmm0 high
330
331 addps xmm6, xmm0; // result of add are in xmm6 low
332 addps xmm7, xmm0; // result of add are in xmm7 high
333
334 shufps xmm0, xmm6, 0x44; // move xmm6 low DWORDs to xmm0 high
335 shufps xmm6, xmm7, 0xe4; // move xmm7 high DWORS to xmm6
336 movhlps xmm7, xmm0; // xmm6, xmm7 are mirrored
337
338 shufps xmm6, xmm6, 0x08; // move xmm6's 3rd uint32 to its 2nd uint32
339 shufps xmm7, xmm7, 0x0d; // move xmm7's 4th uint32 to its 2nd uint32,
340 // and move its 2nd uint32 to its 1st uint32
341
342 addps xmm6, xmm7; // results are in 1st and 2nd uint32
343
344 movlhps xmm4, xmm6; // final result is in xmm4
345 movaps DWORD PTR g_vtxTransformed [ecx], xmm4;
346
347 movaps xmm0,xmm4;
348 shufps xmm0,xmm0,0xff;
349 divps xmm4,xmm0;
350 rcpps xmm0,xmm0;
351 movhlps xmm0,xmm4;
352 shufps xmm0,xmm0,0xe8;
353 movlhps xmm4,xmm0;
354
355 movaps DWORD PTR g_vecProjected [ecx], xmm4;
356
357 emms;
358 ret;
359 }
360}
361
362// Only used by DKR
363__declspec( naked ) void __fastcall SSEVec3TransformDKR(XVECTOR4 &pOut, const XVECTOR4 &pV)
364{
365 __asm
366 {
367 movaps xmm1, DWORD PTR [edx]; // xmm1 as original vector
368
369 movaps xmm4, DWORD PTR dkrMatrixTransposed; // row1
370 movaps xmm5, DWORD PTR dkrMatrixTransposed[0x10]; // row2
371 movaps xmm6, DWORD PTR dkrMatrixTransposed[0x20]; // row3
372 movaps xmm7, DWORD PTR dkrMatrixTransposed[0x30]; // row4
373
374 mulps xmm4, xmm1; // row 1
375 mulps xmm5, xmm1; // row 2
376 mulps xmm6, xmm1; // row 3
377 mulps xmm7, xmm1; // row 4
378
379 movhlps xmm0, xmm4; // xmm4 high to xmm0 low
380 movlhps xmm0, xmm5; // xmm5 low to xmm0 high
381
382 addps xmm4, xmm0; // result of add are in xmm4 low
383 addps xmm5, xmm0; // result of add are in xmm5 high
384
385 shufps xmm0, xmm4, 0x44; // move xmm4 low DWORDs to xmm0 high
386 shufps xmm4, xmm5, 0xe4; // move xmm5 high DWORS to xmm4
387 movhlps xmm5, xmm0; // xmm4, xmm5 are mirrored
388
389 shufps xmm4, xmm4, 0x08; // move xmm4's 3rd uint32 to its 2nd uint32
390 shufps xmm5, xmm5, 0x0d; // move xmm5's 4th uint32 to its 2nd uint32,
391 // and move its 2nd uint32 to its 1st uint32
392
393 addps xmm4, xmm5; // results are in 1st and 2nd uint32
394
395
396 movhlps xmm0, xmm6; // xmm6 high to xmm0 low
397 movlhps xmm0, xmm7; // xmm7 low to xmm0 high
398
399 addps xmm6, xmm0; // result of add are in xmm6 low
400 addps xmm7, xmm0; // result of add are in xmm7 high
401
402 shufps xmm0, xmm6, 0x44; // move xmm6 low DWORDs to xmm0 high
403 shufps xmm6, xmm7, 0xe4; // move xmm7 high DWORS to xmm6
404 movhlps xmm7, xmm0; // xmm6, xmm7 are mirrored
405
406 shufps xmm6, xmm6, 0x08; // move xmm6's 3rd uint32 to its 2nd uint32
407 shufps xmm7, xmm7, 0x0d; // move xmm7's 4th uint32 to its 2nd uint32,
408 // and move its 2nd uint32 to its 1st uint32
409
410 addps xmm6, xmm7; // results are in 1st and 2nd uint32
411
412 movlhps xmm4, xmm6; // final result is in xmm4
413 movaps DWORD PTR [ecx], xmm4;
414
415 emms;
416 ret;
417 }
418}
419#elif defined(__GNUC__) && defined(__x86_64__) && !defined(NO_ASM)
420void SSEVec3Transform(int i)
421{
422 asm volatile(" shl $4, %0 \n"
423 " movslq %k0, %q0 \n"
424 " movaps (%1,%q0), %%xmm1 \n"
425 " movaps 0(%2), %%xmm4 \n"
426 " movaps 16(%2), %%xmm5 \n"
427 " movaps 32(%2), %%xmm6 \n"
428 " movaps 48(%2), %%xmm7 \n"
429 " mulps %%xmm1, %%xmm4 \n"
430 " mulps %%xmm1, %%xmm5 \n"
431 " mulps %%xmm1, %%xmm6 \n"
432 " mulps %%xmm1, %%xmm7 \n"
433 " movhlps %%xmm4, %%xmm0 \n"
434 " movlhps %%xmm5, %%xmm0 \n"
435 " addps %%xmm0, %%xmm4 \n"
436 " addps %%xmm0, %%xmm5 \n"
437 " shufps $0x44, %%xmm4, %%xmm0 \n"
438 " shufps $0xe4, %%xmm5, %%xmm4 \n"
439 " movhlps %%xmm0, %%xmm5 \n"
440 " shufps $0x08, %%xmm4, %%xmm4 \n"
441 " shufps $0x0d, %%xmm5, %%xmm5 \n"
442 " addps %%xmm5, %%xmm4 \n"
443 " movhlps %%xmm6, %%xmm0 \n"
444 " movlhps %%xmm7, %%xmm0 \n"
445 " addps %%xmm0, %%xmm6 \n"
446 " addps %%xmm0, %%xmm7 \n"
447 " shufps $0x44, %%xmm6, %%xmm0 \n"
448 " shufps $0xe4, %%xmm7, %%xmm6 \n"
449 " movhlps %%xmm0, %%xmm7 \n"
450 " shufps $0x08, %%xmm6, %%xmm6 \n"
451 " shufps $0x0d, %%xmm7, %%xmm7 \n"
452 " addps %%xmm7, %%xmm6 \n"
453 " movlhps %%xmm6, %%xmm4 \n"
454 " movaps %%xmm4, (%3,%q0) \n"
455 " movaps %%xmm4, %%xmm0 \n"
456 " shufps $0xff, %%xmm0, %%xmm0 \n"
457 " divps %%xmm0, %%xmm4 \n"
458 " rcpps %%xmm0, %%xmm0 \n"
459 " movhlps %%xmm4, %%xmm0 \n"
460 " shufps $0xe8, %%xmm0, %%xmm0 \n"
461 " movlhps %%xmm0, %%xmm4 \n"
462 " movaps %%xmm4, (%4,%q0) \n"
463 : "+r"(i)
464 : "r"(g_vtxNonTransformed), "r"(&gRSPworldProjectTransported.m[0][0]), "r"(g_vtxTransformed), "r"(g_vecProjected)
465 : "memory", "%xmm0", "%xmm1", "%xmm4", "%xmm5", "%xmm6", "%xmm7"
466 );
467}
468#elif !defined(NO_ASM) // 32-bit GCC assumed
469void SSEVec3Transform(int i)
470{
471 asm volatile(" shl $4, %0 \n"
472 " movaps (%1,%0), %%xmm1 \n"
473 " movaps 0(%2), %%xmm4 \n"
474 " movaps 16(%2), %%xmm5 \n"
475 " movaps 32(%2), %%xmm6 \n"
476 " movaps 48(%2), %%xmm7 \n"
477 " mulps %%xmm1, %%xmm4 \n"
478 " mulps %%xmm1, %%xmm5 \n"
479 " mulps %%xmm1, %%xmm6 \n"
480 " mulps %%xmm1, %%xmm7 \n"
481 " movhlps %%xmm4, %%xmm0 \n"
482 " movlhps %%xmm5, %%xmm0 \n"
483 " addps %%xmm0, %%xmm4 \n"
484 " addps %%xmm0, %%xmm5 \n"
485 " shufps $0x44, %%xmm4, %%xmm0 \n"
486 " shufps $0xe4, %%xmm5, %%xmm4 \n"
487 " movhlps %%xmm0, %%xmm5 \n"
488 " shufps $0x08, %%xmm4, %%xmm4 \n"
489 " shufps $0x0d, %%xmm5, %%xmm5 \n"
490 " addps %%xmm5, %%xmm4 \n"
491 " movhlps %%xmm6, %%xmm0 \n"
492 " movlhps %%xmm7, %%xmm0 \n"
493 " addps %%xmm0, %%xmm6 \n"
494 " addps %%xmm0, %%xmm7 \n"
495 " shufps $0x44, %%xmm6, %%xmm0 \n"
496 " shufps $0xe4, %%xmm7, %%xmm6 \n"
497 " movhlps %%xmm0, %%xmm7 \n"
498 " shufps $0x08, %%xmm6, %%xmm6 \n"
499 " shufps $0x0d, %%xmm7, %%xmm7 \n"
500 " addps %%xmm7, %%xmm6 \n"
501 " movlhps %%xmm6, %%xmm4 \n"
502 " movaps %%xmm4, (%3,%0) \n"
503 " movaps %%xmm4, %%xmm0 \n"
504 " shufps $0xff, %%xmm0, %%xmm0 \n"
505 " divps %%xmm0, %%xmm4 \n"
506 " rcpps %%xmm0, %%xmm0 \n"
507 " movhlps %%xmm4, %%xmm0 \n"
508 " shufps $0xe8, %%xmm0, %%xmm0 \n"
509 " movlhps %%xmm0, %%xmm4 \n"
510 " movaps %%xmm4, (%4,%0) \n"
511 : "+r"(i)
512 : "r"(g_vtxNonTransformed), "r"(&gRSPworldProjectTransported.m[0][0]), "r"(g_vtxTransformed), "r"(g_vecProjected)
513 : "memory", "%xmm0", "%xmm1", "%xmm4", "%xmm5", "%xmm6", "%xmm7"
514 );
515}
516#endif
517float real255 = 255.0f;
518float real128 = 128.0f;
519
520#if !defined(__GNUC__) && !defined(NO_ASM)
521__declspec( naked ) void __fastcall SSEVec3TransformNormal()
522{
523 __asm
524 {
525 mov DWORD PTR [g_normal][12], 0;
526
527 movaps xmm4, DWORD PTR gRSPmodelViewTopTranspose; // row1
528 movaps xmm5, DWORD PTR gRSPmodelViewTopTranspose[0x10]; // row2
529 movaps xmm1, DWORD PTR [g_normal]; // xmm1 as the normal vector
530 movaps xmm6, DWORD PTR gRSPmodelViewTopTranspose[0x20]; // row3
531
532 mulps xmm4, xmm1; // row 1
533 mulps xmm5, xmm1; // row 2
534 mulps xmm6, xmm1; // row 3
535
536 movhlps xmm0, xmm4; // xmm4 high to xmm0 low
537 movlhps xmm0, xmm5; // xmm5 low to xmm0 high
538
539 addps xmm4, xmm0; // result of add are in xmm4 low
540 addps xmm5, xmm0; // result of add are in xmm5 high
541
542 shufps xmm0, xmm4, 0x44; // move xmm4 low DWORDs to xmm0 high
543 shufps xmm4, xmm5, 0xe4; // move xmm5 high DWORS to xmm4
544 movhlps xmm5, xmm0; // xmm4, xmm5 are mirrored
545
546 shufps xmm4, xmm4, 0x08; // move xmm4's 3rd uint32 to its 2nd uint32
547 shufps xmm5, xmm5, 0x0d; // move xmm5's 4th uint32 to its 2nd uint32,
548
549 addps xmm4, xmm5; // results are in 1st and 2nd uint32
550
551 movaps xmm1,xmm4;
552 mulps xmm1,xmm1; //square
553 movlhps xmm7, xmm1;
554 shufps xmm7, xmm7,0x03;
555 addss xmm7, xmm1;
556
557 movhlps xmm0, xmm6; // xmm6 high to xmm0 low
558 addps xmm6, xmm0; // result of add are in xmm6 low
559
560 movlhps xmm0, xmm6;
561 shufps xmm0, xmm0, 0x03;
562 addss xmm0, xmm6; // result of add is at xmm0's 1st uint32
563
564 movlhps xmm4, xmm0;
565
566 mulss xmm0,xmm0;
567 addss xmm7,xmm0; // xmm7 1st uint32 is the sum of squares
568
569#ifdef DEBUGGER
570 movaps DWORD PTR [g_normal], xmm4;
571 movss DWORD PTR [g_normal][12], xmm7;
572#endif
573 xorps xmm0,xmm0;
574 ucomiss xmm0,xmm7;
575 jz l2
576
577 rsqrtss xmm7,xmm7;
578 shufps xmm7,xmm7,0;
579#ifdef DEBUGGER
580 movss DWORD PTR [g_normal][12], xmm7;
581#endif
582 mulps xmm4,xmm7;
583
584 movaps DWORD PTR [g_normal], xmm4; // Normalized
585 mov DWORD PTR [g_normal][12], 0;
586
587 emms;
588 ret;
589l2:
590 movss DWORD PTR [g_normal], xmm0;
591 movss DWORD PTR [g_normal][12], xmm0;
592 emms;
593 ret;
594 }
595}
596#elif defined(__GNUC__) && !defined(NO_ASM) // this code should compile for both 64-bit and 32-bit architectures
597void SSEVec3TransformNormal(void)
598{
599 asm volatile(" movl $0, 12(%0) \n"
600 " movaps (%1), %%xmm4 \n"
601 " movaps 16(%1), %%xmm5 \n"
602 " movaps (%0), %%xmm1 \n"
603 " movaps 32(%1), %%xmm6 \n"
604 " mulps %%xmm1, %%xmm4 \n"
605 " mulps %%xmm1, %%xmm5 \n"
606 " mulps %%xmm1, %%xmm6 \n"
607 " movhlps %%xmm4, %%xmm0 \n"
608 " movlhps %%xmm5, %%xmm0 \n"
609 " addps %%xmm0, %%xmm4 \n"
610 " addps %%xmm0, %%xmm5 \n"
611 " shufps $0x44, %%xmm4, %%xmm0 \n"
612 " shufps $0xe4, %%xmm5, %%xmm4 \n"
613 " movhlps %%xmm0, %%xmm5 \n"
614 " shufps $0x08, %%xmm4, %%xmm4 \n"
615 " shufps $0x0d, %%xmm5, %%xmm5 \n"
616 " addps %%xmm5, %%xmm4 \n"
617 " movaps %%xmm4, %%xmm1 \n"
618 " mulps %%xmm1, %%xmm1 \n"
619 " movlhps %%xmm1, %%xmm7 \n"
620 " shufps $0x03, %%xmm7, %%xmm7 \n"
621 " addss %%xmm1, %%xmm7 \n"
622 " movhlps %%xmm6, %%xmm0 \n"
623 " addps %%xmm0, %%xmm6 \n"
624 " movlhps %%xmm6, %%xmm0 \n"
625 " shufps $0x03, %%xmm0, %%xmm0 \n"
626 " addss %%xmm6, %%xmm0 \n"
627 " movlhps %%xmm0, %%xmm4 \n"
628 " mulss %%xmm0, %%xmm0 \n"
629 " addss %%xmm0, %%xmm7 \n"
630#ifdef DEBUGGER
631 " movaps %%xmm4, (%0) \n"
632 " movss %%xmm7, 12(%0) \n"
633#endif
634 " xorps %%xmm0, %%xmm0 \n"
635 " ucomiss %%xmm7, %%xmm0 \n"
636 " jz 0f \n"
637 " rsqrtss %%xmm7, %%xmm7 \n"
638 " shufps $0x00, %%xmm7, %%xmm7 \n"
639#ifdef DEBUGGER
640 " movss %%xmm7, 12(%0) \n"
641#endif
642 " mulps %%xmm7, %%xmm4 \n"
643 " movaps %%xmm4, (%0) \n"
644 " movl $0, 12(%0) \n"
645 " jmp 1f \n"
646 "0: \n"
647 " movss %%xmm0, (%0) \n"
648 " movss %%xmm0, 12(%0) \n"
649 "1: \n"
650 :
651 : "r"(&g_normal.x), "r"(&gRSPmodelViewTopTranspose.m[0][0])
652 : "memory", "cc", "%xmm0", "%xmm1", "%xmm4", "%xmm5", "%xmm6", "%xmm7"
653 );
654}
655#endif
656
657void NormalizeNormalVec()
658#ifdef __ARM_NEON__0
659{
660 asm volatile (
661 "vld1.32 {d4}, [%0] \n\t" //d4={x,y}
662 "flds s10, [%0, #8] \n\t" //d5[0] = z
663// "sub %0, %0, #8 \n\t" //d5[0] = z
664 "vmul.f32 d0, d4, d4 \n\t" //d0= d4*d4
665 "vpadd.f32 d0, d0, d0 \n\t" //d0 = d[0] + d[1]
666 "vmla.f32 d0, d5, d5 \n\t" //d0 = d0 + d5*d5
667
668 "vmov.f32 d1, d0 \n\t" //d1 = d0
669 "vrsqrte.f32 d0, d0 \n\t" //d0 = ~ 1.0 / sqrt(d0)
670 "vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
671 "vrsqrts.f32 d3, d2, d0 \n\t" //d3 = (3 - d0 * d2) / 2
672 "vmul.f32 d0, d0, d3 \n\t" //d0 = d0 * d3
673 "vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
674 "vrsqrts.f32 d3, d2, d0 \n\t" //d3 = (3 - d0 * d3) / 2
675 "vmul.f32 d0, d0, d3 \n\t" //d0 = d0 * d4
676
677 "vmul.f32 q2, q2, d0[0] \n\t" //d0= d2*d4
678 "vst1.32 {d4}, [%0] \n\t" //d2={x0,y0}, d3={z0, w0}
679 "fsts s10, [%0, #8] \n\t" //d2={x0,y0}, d3={z0, w0}
680
681 ::"r"(g_normal)
682 : "d0", "d1", "d2", "d3", "d4", "d5", "memory"
683 );
684}
685#else
686{
687 float w = 1/sqrtf(g_normal.x*g_normal.x + g_normal.y*g_normal.y + g_normal.z*g_normal.z);
688 g_normal.x *= w;
689 g_normal.y *= w;
690 g_normal.z *= w;
691}
692#endif
693
694void InitRenderBase()
695{
696#if !defined(NO_ASM)
697 if( status.isSSEEnabled && !g_curRomInfo.bPrimaryDepthHack && options.enableHackForGames != HACK_FOR_NASCAR)
698 {
699 ProcessVertexData = ProcessVertexDataSSE;
700 }
701 else
702#endif
703 {
704 ProcessVertexData = ProcessVertexDataNoSSE;
705 }
706
707 gRSPfFogMin = gRSPfFogMax = 0.0f;
708 windowSetting.fMultX = windowSetting.fMultY = 2.0f;
709 windowSetting.vpLeftW = windowSetting.vpTopW = 0;
710 windowSetting.vpRightW = windowSetting.vpWidthW = 640;
711 windowSetting.vpBottomW = windowSetting.vpHeightW = 480;
712 gRSP.maxZ = 0;
713 gRSP.nVPLeftN = gRSP.nVPTopN = 0;
714 gRSP.nVPRightN = 640;
715 gRSP.nVPBottomN = 640;
716 gRSP.nVPWidthN = 640;
717 gRSP.nVPHeightN = 640;
718 gRDP.scissor.left=gRDP.scissor.top=0;
719 gRDP.scissor.right=gRDP.scissor.bottom=640;
720
721 gRSP.bLightingEnable = gRSP.bTextureGen = false;
722 gRSP.curTile=gRSPnumLights=gRSP.ambientLightColor=gRSP.ambientLightIndex= 0;
723 gRSP.fAmbientLightR=gRSP.fAmbientLightG=gRSP.fAmbientLightB=0;
724 gRSP.projectionMtxTop = gRSP.modelViewMtxTop = 0;
725 gRDP.fogColor = gRDP.primitiveColor = gRDP.envColor = gRDP.primitiveDepth = gRDP.primLODMin = gRDP.primLODFrac = gRDP.LODFrac = 0;
726 gRDP.fPrimitiveDepth = 0;
727 gRSP.numVertices = 0;
728 gRSP.maxVertexID = 0;
729 gRSP.bCullFront=false;
730 gRSP.bCullBack=true;
731 gRSP.bFogEnabled=gRDP.bFogEnableInBlender=false;
732 gRSP.bZBufferEnabled=true;
733 gRSP.shadeMode=SHADE_SMOOTH;
734 gRDP.keyR=gRDP.keyG=gRDP.keyB=gRDP.keyA=gRDP.keyRGB=gRDP.keyRGBA = 0;
735 gRDP.fKeyA = 0;
736 gRSP.DKRCMatrixIndex = gRSP.dwDKRVtxAddr = gRSP.dwDKRMatrixAddr = 0;
737 gRSP.DKRBillBoard = false;
738
739 gRSP.fTexScaleX = 1/32.0f;
740 gRSP.fTexScaleY = 1/32.0f;
741 gRSP.bTextureEnabled = FALSE;
742
743 gRSP.clip_ratio_left = 0;
744 gRSP.clip_ratio_top = 0;
745 gRSP.clip_ratio_right = 640;
746 gRSP.clip_ratio_bottom = 480;
747 gRSP.clip_ratio_negx = 1;
748 gRSP.clip_ratio_negy = 1;
749 gRSP.clip_ratio_posx = 1;
750 gRSP.clip_ratio_posy = 1;
751 gRSP.real_clip_scissor_left = 0;
752 gRSP.real_clip_scissor_top = 0;
753 gRSP.real_clip_scissor_right = 640;
754 gRSP.real_clip_scissor_bottom = 480;
755 windowSetting.clipping.left = 0;
756 windowSetting.clipping.top = 0;
757 windowSetting.clipping.right = 640;
758 windowSetting.clipping.bottom = 480;
759 windowSetting.clipping.width = 640;
760 windowSetting.clipping.height = 480;
761 windowSetting.clipping.needToClip = false;
762 gRSP.real_clip_ratio_negx = 1;
763 gRSP.real_clip_ratio_negy = 1;
764 gRSP.real_clip_ratio_posx = 1;
765 gRSP.real_clip_ratio_posy = 1;
766
767 gRSP.DKRCMatrixIndex=0;
768 gRSP.DKRVtxCount=0;
769 gRSP.DKRBillBoard = false;
770 gRSP.dwDKRVtxAddr=0;
771 gRSP.dwDKRMatrixAddr=0;
772
773
774 gRDP.geometryMode = 0;
775 gRDP.otherModeL = 0;
776 gRDP.otherModeH = 0;
777 gRDP.fillColor = 0xFFFFFFFF;
778 gRDP.originalFillColor =0;
779
780 gRSP.ucode = 1;
781 gRSP.vertexMult = 10;
782 gRSP.bNearClip = false;
783 gRSP.bRejectVtx = false;
784
785 gRDP.texturesAreReloaded = false;
786 gRDP.textureIsChanged = false;
787 gRDP.colorsAreReloaded = false;
788
789 memset(&gRDP.otherMode,0,sizeof(RDP_OtherMode));
790 memset(&gRDP.tiles,0,sizeof(Tile)*8);
791
792 for( int i=0; i<MAX_VERTS; i++ )
793 {
794 g_clipFlag[i] = 0;
795 g_vtxNonTransformed[i].w = 1;
796 }
797
798 memset(gRSPn64lights, 0, sizeof(N64Light)*16);
799}
800
801void SetFogMinMax(float fMin, float fMax, float fMul, float fOffset)
802{
803 if( fMin > fMax )
804 {
805 float temp = fMin;
806 fMin = fMax;
807 fMax = temp;
808 }
809
810 {
811 gRSPfFogMin = max(0,fMin/500-1);
812 gRSPfFogMax = fMax/500-1;
813 }
814
815 gRSPfFogDivider = 255/(gRSPfFogMax-gRSPfFogMin);
816 CRender::g_pRender->SetFogMinMax(fMin, fMax);
817}
818
819void InitVertexColors()
820{
821}
822
823void InitVertexTextureConstants()
824{
825 float scaleX;
826 float scaleY;
827
828 RenderTexture &tex0 = g_textures[gRSP.curTile];
829 //CTexture *surf = tex0.m_pCTexture;
830 Tile &tile0 = gRDP.tiles[gRSP.curTile];
831
832 scaleX = gRSP.fTexScaleX;
833 scaleY = gRSP.fTexScaleY;
834
835 gRSP.tex0scaleX = scaleX * tile0.fShiftScaleS/tex0.m_fTexWidth;
836 gRSP.tex0scaleY = scaleY * tile0.fShiftScaleT/tex0.m_fTexHeight;
837
838 gRSP.tex0OffsetX = tile0.fhilite_sl/tex0.m_fTexWidth;
839 gRSP.tex0OffsetY = tile0.fhilite_tl/tex0.m_fTexHeight;
840
841 if( CRender::g_pRender->IsTexel1Enable() )
842 {
843 RenderTexture &tex1 = g_textures[(gRSP.curTile+1)&7];
844 //CTexture *surf = tex1.m_pCTexture;
845 Tile &tile1 = gRDP.tiles[(gRSP.curTile+1)&7];
846
847 gRSP.tex1scaleX = scaleX * tile1.fShiftScaleS/tex1.m_fTexWidth;
848 gRSP.tex1scaleY = scaleY * tile1.fShiftScaleT/tex1.m_fTexHeight;
849
850 gRSP.tex1OffsetX = tile1.fhilite_sl/tex1.m_fTexWidth;
851 gRSP.tex1OffsetY = tile1.fhilite_tl/tex1.m_fTexHeight;
852 }
853
854 gRSP.texGenXRatio = tile0.fShiftScaleS;
855 gRSP.texGenYRatio = gRSP.fTexScaleX/gRSP.fTexScaleY*tex0.m_fTexWidth/tex0.m_fTexHeight*tile0.fShiftScaleT;
856}
857
858void TexGen(float &s, float &t)
859{
860 if (gRDP.geometryMode & G_TEXTURE_GEN_LINEAR)
861 {
862 s = acosf(g_normal.x) / 3.14159f;
863 t = acosf(g_normal.y) / 3.14159f;
864 }
865 else
866 {
867 s = 0.5f * ( 1.0f + g_normal.x);
868 t = 0.5f * ( 1.0f - g_normal.y);
869 }
870}
871
872void ComputeLOD(bool openGL)
873{
874 TLITVERTEX &v0 = g_vtxBuffer[0];
875 TLITVERTEX &v1 = g_vtxBuffer[1];
876 RenderTexture &tex0 = g_textures[gRSP.curTile];
877
878 float d,dt;
879 if( openGL )
880 {
881 float x = g_vtxProjected5[0][0] / g_vtxProjected5[0][4] - g_vtxProjected5[1][0] / g_vtxProjected5[1][4];
882 float y = g_vtxProjected5[0][1] / g_vtxProjected5[0][4] - g_vtxProjected5[1][1] / g_vtxProjected5[1][4];
883
884 x = windowSetting.vpWidthW*x/windowSetting.fMultX/2;
885 y = windowSetting.vpHeightW*y/windowSetting.fMultY/2;
886 d = sqrtf(x*x+y*y);
887 }
888 else
889 {
890 float x = (v0.x - v1.x)/ windowSetting.fMultX;
891 float y = (v0.y - v1.y)/ windowSetting.fMultY;
892 d = sqrtf(x*x+y*y);
893 }
894
895 float s0 = v0.tcord[0].u * tex0.m_fTexWidth;
896 float t0 = v0.tcord[0].v * tex0.m_fTexHeight;
897 float s1 = v1.tcord[0].u * tex0.m_fTexWidth;
898 float t1 = v1.tcord[0].v * tex0.m_fTexHeight;
899
900 dt = sqrtf((s0-s1)*(s0-s1)+(t0-t1)*(t0-t1));
901
902 float lod = dt/d;
903 float frac = log10f(lod)/log10f(2.0f);
904 //DEBUGGER_IF_DUMP(pauseAtNext,{DebuggerAppendMsg("LOD frac = %f", frac);});
905 frac = (lod / powf(2.0f,floorf(frac)));
906 frac = frac - floorf(frac);
907 //DEBUGGER_IF_DUMP(pauseAtNext,{DebuggerAppendMsg("LOD = %f, frac = %f", lod, frac);});
908 gRDP.LODFrac = (uint32)(frac*255);
909 CRender::g_pRender->SetCombinerAndBlender();
910}
911
912bool bHalfTxtScale=false;
913extern uint32 lastSetTile;
914
915void InitVertex(uint32 dwV, uint32 vtxIndex, bool bTexture, bool openGL)
916{
917 VTX_DUMP(TRACE2("Init vertex (%d) to vtx buf[%d]:", dwV, vtxIndex));
918
919 TLITVERTEX &v = g_vtxBuffer[vtxIndex];
920 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));
921 if( openGL )
922 {
923 g_vtxProjected5[vtxIndex][0] = g_vtxTransformed[dwV].x;
924 g_vtxProjected5[vtxIndex][1] = g_vtxTransformed[dwV].y;
925 g_vtxProjected5[vtxIndex][2] = g_vtxTransformed[dwV].z;
926 g_vtxProjected5[vtxIndex][3] = g_vtxTransformed[dwV].w;
927 g_vtxProjected5[vtxIndex][4] = g_vecProjected[dwV].z;
928
929 if( g_vtxTransformed[dwV].w < 0 )
930 g_vtxProjected5[vtxIndex][4] = 0;
931
932 g_vtxIndex[vtxIndex] = vtxIndex;
933 }
934
935 if( !openGL || options.bOGLVertexClipper == TRUE )
936 {
937 v.x = g_vecProjected[dwV].x*gRSP.vtxXMul+gRSP.vtxXAdd;
938 v.y = g_vecProjected[dwV].y*gRSP.vtxYMul+gRSP.vtxYAdd;
939 v.z = (g_vecProjected[dwV].z + 1.0f) * 0.5f; // DirectX minZ=0, maxZ=1
940 //v.z = g_vecProjected[dwV].z; // DirectX minZ=0, maxZ=1
941 v.rhw = g_vecProjected[dwV].w;
942 VTX_DUMP(TRACE4(" Proj : x=%f, y=%f, z=%f, rhw=%f", v.x,v.y,v.z,v.rhw));
943
944 if( gRSP.bProcessSpecularColor )
945 {
946 v.dcSpecular = CRender::g_pRender->PostProcessSpecularColor();
947 if( gRSP.bFogEnabled )
948 {
949 v.dcSpecular &= 0x00FFFFFF;
950 uint32 fogFct = 0xFF-(uint8)((g_fFogCoord[dwV]-gRSPfFogMin)*gRSPfFogDivider);
951 v.dcSpecular |= (fogFct<<24);
952 }
953 }
954 else if( gRSP.bFogEnabled )
955 {
956 uint32 fogFct = 0xFF-(uint8)((g_fFogCoord[dwV]-gRSPfFogMin)*gRSPfFogDivider);
957 v.dcSpecular = (fogFct<<24);
958 }
959 }
960 VTX_DUMP(TRACE2(" (U,V): %f, %f", g_fVtxTxtCoords[dwV].x,g_fVtxTxtCoords[dwV].y));
961
962 v.dcDiffuse = g_dwVtxDifColor[dwV];
963 if( gRDP.otherMode.key_en )
964 {
965 v.dcDiffuse &= 0x00FFFFFF;
966 v.dcDiffuse |= (gRDP.keyA<<24);
967 }
968 else if( gRDP.otherMode.aa_en && gRDP.otherMode.clr_on_cvg==0 )
969 {
970 v.dcDiffuse |= 0xFF000000;
971 }
972
973 if( gRSP.bProcessDiffuseColor )
974 {
975 v.dcDiffuse = CRender::g_pRender->PostProcessDiffuseColor(v.dcDiffuse);
976 }
977 if( options.bWinFrameMode )
978 {
979 v.dcDiffuse = g_dwVtxDifColor[dwV];
980 }
981
982 if( openGL )
983 {
984 g_oglVtxColors[vtxIndex][0] = v.r;
985 g_oglVtxColors[vtxIndex][1] = v.g;
986 g_oglVtxColors[vtxIndex][2] = v.b;
987 g_oglVtxColors[vtxIndex][3] = v.a;
988 }
989
990 if( bTexture )
991 {
992 // If the vert is already lit, then there is no normal (and hence we can't generate tex coord)
993 // Only scale if not generated automatically
994 if (gRSP.bTextureGen && gRSP.bLightingEnable)
995 {
996 // Correction for texGen result
997 float u0,u1,v0,v1;
998 RenderTexture &tex0 = g_textures[gRSP.curTile];
999 u0 = g_fVtxTxtCoords[dwV].x * 32 * 1024 * gRSP.fTexScaleX / tex0.m_fTexWidth;
1000 v0 = g_fVtxTxtCoords[dwV].y * 32 * 1024 * gRSP.fTexScaleY / tex0.m_fTexHeight;
1001 u0 *= (gRDP.tiles[gRSP.curTile].fShiftScaleS);
1002 v0 *= (gRDP.tiles[gRSP.curTile].fShiftScaleT);
1003
1004 if( CRender::g_pRender->IsTexel1Enable() )
1005 {
1006 RenderTexture &tex1 = g_textures[(gRSP.curTile+1)&7];
1007 u1 = g_fVtxTxtCoords[dwV].x * 32 * 1024 * gRSP.fTexScaleX / tex1.m_fTexWidth;
1008 v1 = g_fVtxTxtCoords[dwV].y * 32 * 1024 * gRSP.fTexScaleY / tex1.m_fTexHeight;
1009 u1 *= gRDP.tiles[(gRSP.curTile+1)&7].fShiftScaleS;
1010 v1 *= gRDP.tiles[(gRSP.curTile+1)&7].fShiftScaleT;
1011 CRender::g_pRender->SetVertexTextureUVCoord(v, u0, v0, u1, v1);
1012 }
1013 else
1014 {
1015 CRender::g_pRender->SetVertexTextureUVCoord(v, u0, v0);
1016 }
1017 }
1018 else
1019 {
1020 float tex0u = g_fVtxTxtCoords[dwV].x *gRSP.tex0scaleX - gRSP.tex0OffsetX ;
1021 float tex0v = g_fVtxTxtCoords[dwV].y *gRSP.tex0scaleY - gRSP.tex0OffsetY ;
1022
1023 if( CRender::g_pRender->IsTexel1Enable() )
1024 {
1025 float tex1u = g_fVtxTxtCoords[dwV].x *gRSP.tex1scaleX - gRSP.tex1OffsetX ;
1026 float tex1v = g_fVtxTxtCoords[dwV].y *gRSP.tex1scaleY - gRSP.tex1OffsetY ;
1027
1028 CRender::g_pRender->SetVertexTextureUVCoord(v, tex0u, tex0v, tex1u, tex1v);
1029 VTX_DUMP(TRACE2(" (tex0): %f, %f", tex0u,tex0v));
1030 VTX_DUMP(TRACE2(" (tex1): %f, %f", tex1u,tex1v));
1031 }
1032 else
1033 {
1034 CRender::g_pRender->SetVertexTextureUVCoord(v, tex0u, tex0v);
1035 VTX_DUMP(TRACE2(" (tex0): %f, %f", tex0u,tex0v));
1036 }
1037 }
1038
1039 // Check for txt scale hack
1040 if( !bHalfTxtScale && g_curRomInfo.bTextureScaleHack &&
1041 (gRDP.tiles[lastSetTile].dwSize == TXT_SIZE_32b || gRDP.tiles[lastSetTile].dwSize == TXT_SIZE_4b ) )
1042 {
1043 int width = ((gRDP.tiles[lastSetTile].sh-gRDP.tiles[lastSetTile].sl+1)<<1);
1044 int height = ((gRDP.tiles[lastSetTile].th-gRDP.tiles[lastSetTile].tl+1)<<1);
1045 if( g_fVtxTxtCoords[dwV].x*gRSP.fTexScaleX == width || g_fVtxTxtCoords[dwV].y*gRSP.fTexScaleY == height )
1046 {
1047 bHalfTxtScale=true;
1048 }
1049 }
1050 }
1051
1052 if( g_curRomInfo.bEnableTxtLOD && vtxIndex == 1 && gRDP.otherMode.text_lod )
1053 {
1054 if( CRender::g_pRender->IsTexel1Enable() && CRender::g_pRender->m_pColorCombiner->m_pDecodedMux->isUsed(MUX_LODFRAC) )
1055 {
1056 ComputeLOD(openGL);
1057 }
1058 else
1059 {
1060 gRDP.LODFrac = 0;
1061 }
1062 }
1063
1064 VTX_DUMP(TRACE2(" DIF(%08X), SPE(%08X)", v.dcDiffuse, v.dcSpecular));
1065 VTX_DUMP(TRACE0(""));
1066}
1067
1068uint32 LightVert(XVECTOR4 & norm, int vidx)
1069{
1070 float fCosT;
1071
1072 // Do ambient
1073 register float r = gRSP.fAmbientLightR;
1074 register float g = gRSP.fAmbientLightG;
1075 register float b = gRSP.fAmbientLightB;
1076
1077 if( options.enableHackForGames != HACK_FOR_ZELDA_MM )
1078 {
1079 for (register unsigned int l=0; l < gRSPnumLights; l++)
1080 {
1081 fCosT = norm.x*gRSPlights[l].x + norm.y*gRSPlights[l].y + norm.z*gRSPlights[l].z;
1082
1083 if (fCosT > 0 )
1084 {
1085 r += gRSPlights[l].fr * fCosT;
1086 g += gRSPlights[l].fg * fCosT;
1087 b += gRSPlights[l].fb * fCosT;
1088 }
1089 }
1090 }
1091 else
1092 {
1093 XVECTOR4 v;
1094 bool transformed = false;
1095
1096 for (register unsigned int l=0; l < gRSPnumLights; l++)
1097 {
1098 if( gRSPlights[l].range == 0 )
1099 {
1100 // Regular directional light
1101 fCosT = norm.x*gRSPlights[l].x + norm.y*gRSPlights[l].y + norm.z*gRSPlights[l].z;
1102
1103 if (fCosT > 0 )
1104 {
1105 r += gRSPlights[l].fr * fCosT;
1106 g += gRSPlights[l].fg * fCosT;
1107 b += gRSPlights[l].fb * fCosT;
1108 }
1109 }
1110 else //if( (gRSPlights[l].col&0x00FFFFFF) != 0x00FFFFFF )
1111 {
1112 // Point light
1113 if( !transformed )
1114 {
1115 Vec3Transform(&v, (XVECTOR3*)&g_vtxNonTransformed[vidx], &gRSPmodelViewTop); // Convert to w=1
1116 transformed = true;
1117 }
1118
1119 XVECTOR3 dir(gRSPlights[l].x - v.x, gRSPlights[l].y - v.y, gRSPlights[l].z - v.z);
1120 //XVECTOR3 dir(v.x-gRSPlights[l].x, v.y-gRSPlights[l].y, v.z-gRSPlights[l].z);
1121 float d2 = sqrtf(dir.x*dir.x+dir.y*dir.y+dir.z*dir.z);
1122 dir.x /= d2;
1123 dir.y /= d2;
1124 dir.z /= d2;
1125
1126 fCosT = norm.x*dir.x + norm.y*dir.y + norm.z*dir.z;
1127
1128 if (fCosT > 0 )
1129 {
1130 //float f = d2/gRSPlights[l].range*50;
1131 float f = d2/15000*50;
1132 f = 1 - min(f,1);
1133 fCosT *= f*f;
1134
1135 r += gRSPlights[l].fr * fCosT;
1136 g += gRSPlights[l].fg * fCosT;
1137 b += gRSPlights[l].fb * fCosT;
1138 }
1139 }
1140 }
1141 }
1142
1143 if (r > 255) r = 255;
1144 if (g > 255) g = 255;
1145 if (b > 255) b = 255;
1146 return ((0xff000000)|(((uint32)r)<<16)|(((uint32)g)<<8)|((uint32)b));
1147}
1148
1149uint32 LightVertNew(XVECTOR4 & norm)
1150{
1151 float fCosT;
1152
1153 // Do ambient
1154 register float r = gRSP.fAmbientLightR;
1155 register float g = gRSP.fAmbientLightG;
1156 register float b = gRSP.fAmbientLightB;
1157
1158
1159 for (register unsigned int l=0; l < gRSPnumLights; l++)
1160 {
1161 fCosT = norm.x*gRSPlights[l].tx + norm.y*gRSPlights[l].ty + norm.z*gRSPlights[l].tz;
1162
1163 if (fCosT > 0 )
1164 {
1165 r += gRSPlights[l].fr * fCosT;
1166 g += gRSPlights[l].fg * fCosT;
1167 b += gRSPlights[l].fb * fCosT;
1168 }
1169 }
1170
1171 if (r > 255) r = 255;
1172 if (g > 255) g = 255;
1173 if (b > 255) b = 255;
1174 return ((0xff000000)|(((uint32)r)<<16)|(((uint32)g)<<8)|((uint32)b));
1175}
1176
1177
1178float zero = 0.0f;
1179float onef = 1.0f;
1180float fcosT;
1181
1182#if !defined(__GNUC__) && !defined(NO_ASM)
1183__declspec( naked ) uint32 __fastcall SSELightVert()
1184{
1185 __asm
1186 {
1187 movaps xmm3, DWORD PTR gRSP; // loading Ambient colors, xmm3 is the result color
1188 movaps xmm4, DWORD PTR [g_normal]; // xmm4 is the normal
1189
1190 mov ecx, 0;
1191loopback:
1192 cmp ecx, DWORD PTR gRSPnumLights;
1193 jae breakout;
1194 mov eax,ecx;
1195 imul eax,0x44;
1196 movups xmm5, DWORD PTR gRSPlights[eax]; // Light Dir
1197 movups xmm1, DWORD PTR gRSPlights[0x14][eax]; // Light color
1198 mulps xmm5, xmm4; // Lightdir * normals
1199
1200 movhlps xmm0,xmm5;
1201 addps xmm0,xmm5;
1202 shufps xmm5,xmm0,0x01;
1203 addps xmm0,xmm5;
1204
1205 comiss xmm0,zero;
1206 jc endloop
1207
1208 shufps xmm0,xmm0,0; // fcosT
1209 mulps xmm1,xmm0;
1210 addps xmm3,xmm1;
1211endloop:
1212 inc ecx;
1213 jmp loopback;
1214breakout:
1215
1216 movss xmm0,DWORD PTR real255;
1217 shufps xmm0,xmm0,0;
1218 minps xmm0,xmm3;
1219
1220 // Without using a memory
1221 cvtss2si eax,xmm0; // move the 1st uint32 to eax
1222 shl eax,10h;
1223 or eax,0FF000000h;
1224 shufps xmm0,xmm0,0E5h; // move the 2nd uint32 to the 1st uint32
1225 cvtss2si ecx,xmm0; // move the 1st uint32 to ecx
1226 shl ecx,8;
1227 or eax,ecx;
1228 shufps xmm0,xmm0,0E6h; // Move the 3rd uint32 to the 1st uint32
1229 cvtss2si ecx,xmm0;
1230 or eax,ecx;
1231
1232 ret;
1233 }
1234}
1235#elif defined(__GNUC__) && defined(__x86_64__) && !defined(NO_ASM)
1236uint32 SSELightVert(void)
1237{
1238 uint32 rval;
1239 float f255 = 255.0, fZero = 0.0;
1240
1241 asm volatile(" movaps %1, %%xmm3 \n" // xmm3 == gRSP.fAmbientLight{RGBA}
1242 " movaps %2, %%xmm4 \n" // xmm4 == g_normal.{xyz}
1243 " xor %%rcx, %%rcx \n"
1244 "0: \n"
1245 " cmpl %3, %%ecx \n"
1246 " jae 2f \n"
1247 " mov %%rcx, %%rax \n"
1248 " imul $0x44, %%rax, %%rax \n"
1249 " movups (%4,%%rax,), %%xmm5 \n" // xmm5 == gRSPlights[l].{xyzr}
1250 " movups 20(%4,%%rax,), %%xmm1 \n" // xmm1 == gRSPlights[l].{frfgfbfa}
1251 " mulps %%xmm4, %%xmm5 \n"
1252 " movhlps %%xmm5, %%xmm0 \n"
1253 " addps %%xmm5, %%xmm0 \n"
1254 " shufps $0x01, %%xmm0, %%xmm5 \n"
1255 " addps %%xmm5, %%xmm0 \n"
1256 " comiss %6, %%xmm0 \n"
1257 " jc 1f \n"
1258 " shufps $0x00, %%xmm0, %%xmm0 \n"
1259 " mulps %%xmm0, %%xmm1 \n"
1260 " addps %%xmm1, %%xmm3 \n"
1261 "1: \n"
1262 " inc %%rcx \n"
1263 " jmp 0b \n"
1264 "2: \n"
1265 " movss %5, %%xmm0 \n"
1266 " shufps $0x00, %%xmm0, %%xmm0 \n"
1267 " minps %%xmm3, %%xmm0 \n"
1268 " cvtss2si %%xmm0, %%eax \n"
1269 " shll $0x10, %%eax \n"
1270 " orl $0xff000000, %%eax \n"
1271 " shufps $0xe5, %%xmm0, %%xmm0 \n"
1272 " cvtss2si %%xmm0, %%ecx \n"
1273 " shll $8, %%ecx \n"
1274 " orl %%ecx, %%eax \n"
1275 " shufps $0xe6, %%xmm0, %%xmm0 \n"
1276 " cvtss2si %%xmm0, %%ecx \n"
1277 " orl %%ecx, %%eax \n"
1278 : "=&a"(rval)
1279 : "m"(gRSP), "m"(g_normal), "m"(gRSPnumLights), "r"(gRSPlights), "m"(f255), "m"(fZero)
1280 : "%rcx", "memory", "cc", "%xmm0", "%xmm1", "%xmm3", "%xmm4", "%xmm5"
1281 );
1282 return rval;
1283}
1284#elif !defined(NO_ASM) // 32-bit GCC assumed
1285uint32 SSELightVert(void)
1286{
1287 uint32 rval;
1288 float f255 = 255.0, fZero = 0.0;
1289
1290 asm volatile(" movaps %1, %%xmm3 \n"
1291 " movaps %2, %%xmm4 \n"
1292 " xor %%ecx, %%ecx \n"
1293 "0: \n"
1294 " cmpl %3, %%ecx \n"
1295 " jae 2f \n"
1296 " mov %%ecx, %%eax \n"
1297 " imul $0x44, %%eax, %%eax \n"
1298 " movups (%4,%%eax,), %%xmm5 \n"
1299 " movups 20(%4,%%eax,), %%xmm1 \n"
1300 " mulps %%xmm4, %%xmm5 \n"
1301 " movhlps %%xmm5, %%xmm0 \n"
1302 " addps %%xmm5, %%xmm0 \n"
1303 " shufps $0x01, %%xmm0, %%xmm5 \n"
1304 " addps %%xmm5, %%xmm0 \n"
1305 " comiss %6, %%xmm0 \n"
1306 " jc 1f \n"
1307 " shufps $0x00, %%xmm0, %%xmm0 \n"
1308 " mulps %%xmm0, %%xmm1 \n"
1309 " addps %%xmm1, %%xmm3 \n"
1310 "1: \n"
1311 " inc %%ecx \n"
1312 " jmp 0b \n"
1313 "2: \n"
1314 " movss %5, %%xmm0 \n"
1315 " shufps $0x00, %%xmm0, %%xmm0 \n"
1316 " minps %%xmm3, %%xmm0 \n"
1317 " cvtss2si %%xmm0, %%eax \n"
1318 " shll $0x10, %%eax \n"
1319 " orl $0xff000000, %%eax \n"
1320 " shufps $0xe5, %%xmm0, %%xmm0 \n"
1321 " cvtss2si %%xmm0, %%ecx \n"
1322 " shll $8, %%ecx \n"
1323 " orl %%ecx, %%eax \n"
1324 " shufps $0xe6, %%xmm0, %%xmm0 \n"
1325 " cvtss2si %%xmm0, %%ecx \n"
1326 " orl %%ecx, %%eax \n"
1327 : "=&a"(rval)
1328 : "m"(gRSP), "m"(g_normal), "m"(gRSPnumLights), "r"(gRSPlights), "m"(f255), "m"(fZero)
1329 : "%rcx", "memory", "cc", "%xmm0", "%xmm1", "%xmm3", "%xmm4", "%xmm5"
1330 );
1331 return rval;
1332}
1333#endif
1334
1335inline void ReplaceAlphaWithFogFactor(int i)
1336{
1337 if( gRDP.geometryMode & G_FOG )
1338 {
1339 // Use fog factor to replace vertex alpha
1340 if( g_vecProjected[i].z > 1 )
1341 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = 0xFF;
1342 if( g_vecProjected[i].z < 0 )
1343 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = 0;
1344 else
1345 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = (uint8)(g_vecProjected[i].z*255);
1346 }
1347}
1348
1349
1350// Bits
1351// +-+-+-
1352// xxyyzz
1353#define Z_NEG 0x01
1354#define Z_POS 0x02
1355#define Y_NEG 0x04
1356#define Y_POS 0x08
1357#define X_NEG 0x10
1358#define X_POS 0x20
1359
1360// Assumes dwAddr has already been checked!
1361// Don't inline - it's too big with the transform macros
1362
1363#if !defined(NO_ASM)
1364void ProcessVertexDataSSE(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
1365{
1366 UpdateCombinedMatrix();
1367
1368 // This function is called upon SPvertex
1369 // - do vertex matrix transform
1370 // - do vertex lighting
1371 // - do texture cooridinate transform if needed
1372 // - calculate normal vector
1373
1374 // Output: - g_vecProjected[i] -> transformed vertex x,y,z
1375 // - g_vecProjected[i].w -> saved vertex 1/w
1376 // - g_dwVtxFlags[i] -> flags
1377 // - g_dwVtxDifColor[i] -> vertex color
1378 // - g_fVtxTxtCoords[i] -> vertex texture cooridinates
1379
1380 FiddledVtx * pVtxBase = (FiddledVtx*)(g_pRDRAMu8 + dwAddr);
1381 g_pVtxBase = pVtxBase;
1382
1383 for (uint32 i = dwV0; i < dwV0 + dwNum; i++)
1384 {
1385 SP_Timing(RSP_GBI0_Vtx);
1386
1387 FiddledVtx & vert = pVtxBase[i - dwV0];
1388
1389 g_vtxNonTransformed[i].x = (float)vert.x;
1390 g_vtxNonTransformed[i].y = (float)vert.y;
1391 g_vtxNonTransformed[i].z = (float)vert.z;
1392
1393 SSEVec3Transform(i);
1394
1395 if( gRSP.bFogEnabled )
1396 {
1397 g_fFogCoord[i] = g_vecProjected[i].z;
1398 if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
1399 g_fFogCoord[i] = gRSPfFogMin;
1400 }
1401
1402 ReplaceAlphaWithFogFactor(i);
1403
1404
1405 VTX_DUMP(
1406 {
1407 uint32 *dat = (uint32*)(&vert);
1408 DebuggerAppendMsg("vtx %d: %08X %08X %08X %08X", i, dat[0],dat[1],dat[2],dat[3]);
1409 DebuggerAppendMsg(" : %f, %f, %f, %f",
1410 g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
1411 DebuggerAppendMsg(" : %f, %f, %f, %f",
1412 g_vecProjected[i].x,g_vecProjected[i].y,g_vecProjected[i].z,g_vecProjected[i].w);
1413 });
1414
1415 RSP_Vtx_Clipping(i);
1416
1417 if( gRSP.bLightingEnable )
1418 {
1419 g_normal.x = (float)vert.norma.nx;
1420 g_normal.y = (float)vert.norma.ny;
1421 g_normal.z = (float)vert.norma.nz;
1422
1423 SSEVec3TransformNormal();
1424 if( options.enableHackForGames != HACK_FOR_ZELDA_MM )
1425 g_dwVtxDifColor[i] = SSELightVert();
1426 else
1427 g_dwVtxDifColor[i] = LightVert(g_normal, i);
1428 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = vert.rgba.a; // still use alpha from the vertex
1429 }
1430 else
1431 {
1432 if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
1433 {
1434 //FLAT shade
1435 g_dwVtxDifColor[i] = gRDP.primitiveColor;
1436 }
1437 else
1438 {
1439 register IColor &color = *(IColor*)&g_dwVtxDifColor[i];
1440 color.b = vert.rgba.r;
1441 color.g = vert.rgba.g;
1442 color.r = vert.rgba.b;
1443 color.a = vert.rgba.a;
1444 }
1445 }
1446
1447 if( options.bWinFrameMode )
1448 {
1449 g_dwVtxDifColor[i] = COLOR_RGBA(vert.rgba.r, vert.rgba.g, vert.rgba.b, vert.rgba.a);
1450 }
1451
1452 // Update texture coords n.b. need to divide tu/tv by bogus scale on addition to buffer
1453
1454 // If the vert is already lit, then there is no normal (and hence we
1455 // can't generate tex coord)
1456 if (gRSP.bTextureGen && gRSP.bLightingEnable )
1457 {
1458 TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
1459 }
1460 else
1461 {
1462 g_fVtxTxtCoords[i].x = (float)vert.tu;
1463 g_fVtxTxtCoords[i].y = (float)vert.tv;
1464 }
1465 }
1466
1467 VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
1468 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at Vertex Cmd");});
1469}
1470#endif
1471
1472void ProcessVertexDataNoSSE(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
1473{
1474
1475 UpdateCombinedMatrix();
1476
1477 // This function is called upon SPvertex
1478 // - do vertex matrix transform
1479 // - do vertex lighting
1480 // - do texture cooridinate transform if needed
1481 // - calculate normal vector
1482
1483 // Output: - g_vecProjected[i] -> transformed vertex x,y,z
1484 // - g_vecProjected[i].w -> saved vertex 1/w
1485 // - g_dwVtxFlags[i] -> flags
1486 // - g_dwVtxDifColor[i] -> vertex color
1487 // - g_fVtxTxtCoords[i] -> vertex texture cooridinates
1488
1489 FiddledVtx * pVtxBase = (FiddledVtx*)(g_pRDRAMu8 + dwAddr);
1490 g_pVtxBase = pVtxBase;
1491
1492 for (uint32 i = dwV0; i < dwV0 + dwNum; i++)
1493 {
1494 SP_Timing(RSP_GBI0_Vtx);
1495
1496 FiddledVtx & vert = pVtxBase[i - dwV0];
1497
1498 g_vtxNonTransformed[i].x = (float)vert.x;
1499 g_vtxNonTransformed[i].y = (float)vert.y;
1500 g_vtxNonTransformed[i].z = (float)vert.z;
1501
1502 Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &gRSPworldProject); // Convert to w=1
1503
1504 g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
1505 g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
1506 g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
1507 if ((g_curRomInfo.bPrimaryDepthHack || options.enableHackForGames == HACK_FOR_NASCAR ) && gRDP.otherMode.depth_source )
1508 {
1509 g_vecProjected[i].z = gRDP.fPrimitiveDepth;
1510 g_vtxTransformed[i].z = gRDP.fPrimitiveDepth*g_vtxTransformed[i].w;
1511 }
1512 else
1513 {
1514 g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
1515 }
1516
1517 if( gRSP.bFogEnabled )
1518 {
1519 g_fFogCoord[i] = g_vecProjected[i].z;
1520 if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
1521 g_fFogCoord[i] = gRSPfFogMin;
1522 }
1523
1524 VTX_DUMP(
1525 {
1526 uint32 *dat = (uint32*)(&vert);
1527 DebuggerAppendMsg("vtx %d: %08X %08X %08X %08X", i, dat[0],dat[1],dat[2],dat[3]);
1528 DebuggerAppendMsg(" : %f, %f, %f, %f",
1529 g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
1530 DebuggerAppendMsg(" : %f, %f, %f, %f",
1531 g_vecProjected[i].x,g_vecProjected[i].y,g_vecProjected[i].z,g_vecProjected[i].w);
1532 });
1533
1534 RSP_Vtx_Clipping(i);
1535
1536 if( gRSP.bLightingEnable )
1537 {
1538 g_normal.x = (float)vert.norma.nx;
1539 g_normal.y = (float)vert.norma.ny;
1540 g_normal.z = (float)vert.norma.nz;
1541
1542 Vec3TransformNormal(g_normal, gRSPmodelViewTop);
1543 g_dwVtxDifColor[i] = LightVert(g_normal, i);
1544 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = vert.rgba.a; // still use alpha from the vertex
1545 }
1546 else
1547 {
1548 if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
1549 {
1550 //FLAT shade
1551 g_dwVtxDifColor[i] = gRDP.primitiveColor;
1552 }
1553 else
1554 {
1555 register IColor &color = *(IColor*)&g_dwVtxDifColor[i];
1556 color.b = vert.rgba.r;
1557 color.g = vert.rgba.g;
1558 color.r = vert.rgba.b;
1559 color.a = vert.rgba.a;
1560 }
1561 }
1562
1563 if( options.bWinFrameMode )
1564 {
1565 g_dwVtxDifColor[i] = COLOR_RGBA(vert.rgba.r, vert.rgba.g, vert.rgba.b, vert.rgba.a);
1566 }
1567
1568 ReplaceAlphaWithFogFactor(i);
1569
1570 // Update texture coords n.b. need to divide tu/tv by bogus scale on addition to buffer
1571
1572 // If the vert is already lit, then there is no normal (and hence we
1573 // can't generate tex coord)
1574 if (gRSP.bTextureGen && gRSP.bLightingEnable )
1575 {
1576 TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
1577 }
1578 else
1579 {
1580 g_fVtxTxtCoords[i].x = (float)vert.tu;
1581 g_fVtxTxtCoords[i].y = (float)vert.tv;
1582 }
1583 }
1584
1585 VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
1586 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at Vertex Cmd");});
1587}
1588
1589bool PrepareTriangle(uint32 dwV0, uint32 dwV1, uint32 dwV2)
1590{
1591 if( status.isVertexShaderEnabled || status.bUseHW_T_L )
1592 {
1593 g_vtxIndex[gRSP.numVertices++] = dwV0;
1594 g_vtxIndex[gRSP.numVertices++] = dwV1;
1595 g_vtxIndex[gRSP.numVertices++] = dwV2;
1596 status.dwNumTrisRendered++;
1597 gRSP.maxVertexID = max(gRSP.maxVertexID,max(dwV0,max(dwV1,dwV2)));
1598 }
1599 else
1600 {
1601 SP_Timing(SP_Each_Triangle);
1602
1603 bool textureFlag = (CRender::g_pRender->IsTextureEnabled() || gRSP.ucode == 6 );
1604 bool openGL = CDeviceBuilder::m_deviceGeneralType == OGL_DEVICE;
1605
1606 InitVertex(dwV0, gRSP.numVertices, textureFlag, openGL);
1607 InitVertex(dwV1, gRSP.numVertices+1, textureFlag, openGL);
1608 InitVertex(dwV2, gRSP.numVertices+2, textureFlag, openGL);
1609
1610 gRSP.numVertices += 3;
1611 status.dwNumTrisRendered++;
1612 }
1613
1614 return true;
1615}
1616
1617
1618
1619// Returns TRUE if it thinks the triangle is visible
1620// Returns FALSE if it is clipped
1621bool IsTriangleVisible(uint32 dwV0, uint32 dwV1, uint32 dwV2)
1622{
1623 //return true; //fix me
1624
1625 if( status.isVertexShaderEnabled || status.bUseHW_T_L ) return true; // We won't have access to transformed vertex data
1626
1627 DEBUGGER_ONLY_IF( (!debuggerEnableTestTris || !debuggerEnableCullFace), {return TRUE;});
1628
1629#ifdef DEBUGGER
1630 // Check vertices are valid!
1631 if (dwV0 >= MAX_VERTS || dwV1 >= MAX_VERTS || dwV2 >= MAX_VERTS)
1632 return false;
1633#endif
1634
1635 // Here we AND all the flags. If any of the bits is set for all
1636 // 3 vertices, it means that all three x, y or z lie outside of
1637 // the current viewing volume.
1638 // Currently disabled - still seems a bit dodgy
1639 if ((gRSP.bCullFront || gRSP.bCullBack) && gRDP.otherMode.zmode != 3)
1640 {
1641 XVECTOR4 & v0 = g_vecProjected[dwV0];
1642 XVECTOR4 & v1 = g_vecProjected[dwV1];
1643 XVECTOR4 & v2 = g_vecProjected[dwV2];
1644
1645 // Only try to clip if the tri is onscreen. For some reason, this
1646 // method doesnt' work well when the z value is outside of screenspace
1647 //if (v0.z < 1 && v1.z < 1 && v2.z < 1)
1648 {
1649 float V1 = v2.x - v0.x;
1650 float V2 = v2.y - v0.y;
1651
1652 float W1 = v2.x - v1.x;
1653 float W2 = v2.y - v1.y;
1654
1655 float fDirection = (V1 * W2) - (V2 * W1);
1656 fDirection = fDirection * v1.w * v2.w * v0.w;
1657 //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;
1658
1659 if (fDirection < 0 && gRSP.bCullBack)
1660 {
1661 status.dwNumTrisClipped++;
1662 return false;
1663 }
1664 else if (fDirection > 0 && gRSP.bCullFront)
1665 {
1666 status.dwNumTrisClipped++;
1667 return false;
1668 }
1669 }
1670 }
1671
1672#ifdef ENABLE_CLIP_TRI
1673 //if( gRSP.bRejectVtx && (g_clipFlag[dwV0]|g_clipFlag[dwV1]|g_clipFlag[dwV2]) )
1674 // return;
1675 if( g_clipFlag2[dwV0]&g_clipFlag2[dwV1]&g_clipFlag2[dwV2] )
1676 {
1677 //DebuggerAppendMsg("Clipped");
1678 return false;
1679 }
1680#endif
1681
1682 return true;
1683}
1684
1685
1686void SetPrimitiveColor(uint32 dwCol, uint32 LODMin, uint32 LODFrac)
1687{
1688 gRDP.colorsAreReloaded = true;
1689 gRDP.primitiveColor = dwCol;
1690 gRDP.primLODMin = LODMin;
1691 gRDP.primLODFrac = LODFrac;
1692 if( gRDP.primLODFrac < gRDP.primLODMin )
1693 {
1694 gRDP.primLODFrac = gRDP.primLODMin;
1695 }
1696
1697 gRDP.fvPrimitiveColor[0] = ((dwCol>>16)&0xFF)/255.0f; //r
1698 gRDP.fvPrimitiveColor[1] = ((dwCol>>8)&0xFF)/255.0f; //g
1699 gRDP.fvPrimitiveColor[2] = ((dwCol)&0xFF)/255.0f; //b
1700 gRDP.fvPrimitiveColor[3] = ((dwCol>>24)&0xFF)/255.0f; //a
1701}
1702
1703void SetPrimitiveDepth(uint32 z, uint32 dwDZ)
1704{
1705 gRDP.primitiveDepth = z & 0x7FFF;
1706 gRDP.fPrimitiveDepth = (float)(gRDP.primitiveDepth)/(float)0x8000;
1707
1708 //gRDP.fPrimitiveDepth = gRDP.fPrimitiveDepth*2-1;
1709 /*
1710 z=0xFFFF -> 1 the farest
1711 z=0 -> -1 the nearest
1712 */
1713
1714 //how to use dwDZ?
1715
1716#ifdef DEBUGGER
1717 if( (pauseAtNext && (eventToPause == NEXT_VERTEX_CMD || eventToPause == NEXT_FLUSH_TRI )) )//&& logTriangles )
1718 {
1719 DebuggerAppendMsg("Set prim Depth: %f, (%08X, %08X)", gRDP.fPrimitiveDepth, z, dwDZ);
1720 }
1721#endif
1722}
1723
1724void SetVertexXYZ(uint32 vertex, float x, float y, float z)
1725{
1726 g_vecProjected[vertex].x = x;
1727 g_vecProjected[vertex].y = y;
1728 g_vecProjected[vertex].z = z;
1729
1730 g_vtxTransformed[vertex].x = x*g_vtxTransformed[vertex].w;
1731 g_vtxTransformed[vertex].y = y*g_vtxTransformed[vertex].w;
1732 g_vtxTransformed[vertex].z = z*g_vtxTransformed[vertex].w;
1733}
1734
1735void ModifyVertexInfo(uint32 where, uint32 vertex, uint32 val)
1736{
1737 switch (where)
1738 {
1739 case RSP_MV_WORD_OFFSET_POINT_RGBA: // Modify RGBA
1740 {
1741 uint32 r = (val>>24)&0xFF;
1742 uint32 g = (val>>16)&0xFF;
1743 uint32 b = (val>>8)&0xFF;
1744 uint32 a = val&0xFF;
1745 g_dwVtxDifColor[vertex] = COLOR_RGBA(r, g, b, a);
1746 LOG_UCODE("Modify vert %d color, 0x%08x", vertex, g_dwVtxDifColor[vertex]);
1747 }
1748 break;
1749 case RSP_MV_WORD_OFFSET_POINT_XYSCREEN: // Modify X,Y
1750 {
1751 uint16 nX = (uint16)(val>>16);
1752 short x = *((short*)&nX);
1753 x /= 4;
1754
1755 uint16 nY = (uint16)(val&0xFFFF);
1756 short y = *((short*)&nY);
1757 y /= 4;
1758
1759 // Should do viewport transform.
1760
1761
1762 x -= windowSetting.uViWidth/2;
1763 y = windowSetting.uViHeight/2-y;
1764
1765 if( options.bEnableHacks && ((*g_GraphicsInfo.VI_X_SCALE_REG)&0xF) != 0 )
1766 {
1767 // Tarzan
1768 // I don't know why Tarzan is different
1769 SetVertexXYZ(vertex, x/windowSetting.fViWidth, y/windowSetting.fViHeight, g_vecProjected[vertex].z);
1770 }
1771 else
1772 {
1773 // Toy Story 2 and other games
1774 SetVertexXYZ(vertex, x*2/windowSetting.fViWidth, y*2/windowSetting.fViHeight, g_vecProjected[vertex].z);
1775 }
1776
1777 LOG_UCODE("Modify vert %d: x=%d, y=%d", vertex, x, y);
1778 VTX_DUMP(TRACE3("Modify vert %d: (%d,%d)", vertex, x, y));
1779 }
1780 break;
1781 case RSP_MV_WORD_OFFSET_POINT_ZSCREEN: // Modify C
1782 {
1783 int z = val>>16;
1784
1785 SetVertexXYZ(vertex, g_vecProjected[vertex].x, g_vecProjected[vertex].y, (((float)z/0x03FF)+0.5f)/2.0f );
1786 LOG_UCODE("Modify vert %d: z=%d", vertex, z);
1787 VTX_DUMP(TRACE2("Modify vert %d: z=%d", vertex, z));
1788 }
1789 break;
1790 case RSP_MV_WORD_OFFSET_POINT_ST: // Texture
1791 {
1792 short tu = short(val>>16);
1793 short tv = short(val & 0xFFFF);
1794 float ftu = tu / 32.0f;
1795 float ftv = tv / 32.0f;
1796 LOG_UCODE(" Setting vertex %d tu/tv to %f, %f", vertex, (float)tu, (float)tv);
1797 CRender::g_pRender->SetVtxTextureCoord(vertex, ftu/gRSP.fTexScaleX, ftv/gRSP.fTexScaleY);
1798 }
1799 break;
1800 }
1801 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at ModVertex Cmd");});
1802}
1803
1804void ProcessVertexDataDKR(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
1805{
1806 UpdateCombinedMatrix();
1807
1808 long long pVtxBase = (long long) (g_pRDRAMu8 + dwAddr);
1809 g_pVtxBase = (FiddledVtx*)pVtxBase;
1810
1811 Matrix &matWorldProject = gRSP.DKRMatrixes[gRSP.DKRCMatrixIndex];
1812
1813 int nOff;
1814
1815 bool addbase=false;
1816 if ((!gRSP.DKRBillBoard) || (gRSP.DKRCMatrixIndex != 2) )
1817 addbase = false;
1818 else
1819 addbase = true;
1820
1821 if( addbase && gRSP.DKRVtxCount == 0 && dwNum > 1 )
1822 {
1823 gRSP.DKRVtxCount++;
1824 }
1825
1826 LOG_UCODE(" ProcessVertexDataDKR, CMatrix = %d, Add base=%s", gRSP.DKRCMatrixIndex, gRSP.DKRBillBoard?"true":"false");
1827 VTX_DUMP(TRACE2("DKR Setting Vertexes\nCMatrix = %d, Add base=%s", gRSP.DKRCMatrixIndex, gRSP.DKRBillBoard?"true":"false"));
1828
1829 nOff = 0;
1830 uint32 end = dwV0 + dwNum;
1831 for (uint32 i = dwV0; i < end; i++)
1832 {
1833 XVECTOR3 w;
1834
1835 g_vtxNonTransformed[i].x = (float)*(short*)((pVtxBase+nOff + 0) ^ 2);
1836 g_vtxNonTransformed[i].y = (float)*(short*)((pVtxBase+nOff + 2) ^ 2);
1837 g_vtxNonTransformed[i].z = (float)*(short*)((pVtxBase+nOff + 4) ^ 2);
1838
1839 //if( status.isSSEEnabled )
1840 // SSEVec3TransformDKR(g_vtxTransformed[i], g_vtxNonTransformed[i]);
1841 //else
1842 Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &matWorldProject); // Convert to w=1
1843
1844 if( gRSP.DKRVtxCount == 0 && dwNum==1 )
1845 {
1846 gRSP.DKRBaseVec.x = g_vtxTransformed[i].x;
1847 gRSP.DKRBaseVec.y = g_vtxTransformed[i].y;
1848 gRSP.DKRBaseVec.z = g_vtxTransformed[i].z;
1849 gRSP.DKRBaseVec.w = g_vtxTransformed[i].w;
1850 }
1851 else if( addbase )
1852 {
1853 g_vtxTransformed[i].x += gRSP.DKRBaseVec.x;
1854 g_vtxTransformed[i].y += gRSP.DKRBaseVec.y;
1855 g_vtxTransformed[i].z += gRSP.DKRBaseVec.z;
1856 g_vtxTransformed[i].w = gRSP.DKRBaseVec.w;
1857 }
1858
1859 g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
1860 g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
1861 g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
1862 g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
1863
1864 gRSP.DKRVtxCount++;
1865
1866 VTX_DUMP(TRACE5("vtx %d: %f, %f, %f, %f", i,
1867 g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w));
1868
1869 if( gRSP.bFogEnabled )
1870 {
1871 g_fFogCoord[i] = g_vecProjected[i].z;
1872 if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
1873 g_fFogCoord[i] = gRSPfFogMin;
1874 }
1875
1876 RSP_Vtx_Clipping(i);
1877
1878 short wA = *(short*)((pVtxBase+nOff + 6) ^ 2);
1879 short wB = *(short*)((pVtxBase+nOff + 8) ^ 2);
1880
1881 s8 r = (s8)(wA >> 8);
1882 s8 g = (s8)(wA);
1883 s8 b = (s8)(wB >> 8);
1884 s8 a = (s8)(wB);
1885
1886 if (gRSP.bLightingEnable)
1887 {
1888 g_normal.x = (char)r; //norma.nx;
1889 g_normal.y = (char)g; //norma.ny;
1890 g_normal.z = (char)b; //norma.nz;
1891
1892 Vec3TransformNormal(g_normal, matWorldProject)
1893#if !defined(NO_ASM)
1894 if( status.isSSEEnabled )
1895 g_dwVtxDifColor[i] = SSELightVert();
1896 else
1897#endif
1898 g_dwVtxDifColor[i] = LightVert(g_normal, i);
1899 }
1900 else
1901 {
1902 int nR, nG, nB, nA;
1903
1904 nR = r;
1905 nG = g;
1906 nB = b;
1907 nA = a;
1908 // Assign true vert colour after lighting/fogging
1909 g_dwVtxDifColor[i] = COLOR_RGBA(nR, nG, nB, nA);
1910 }
1911
1912 ReplaceAlphaWithFogFactor(i);
1913
1914 g_fVtxTxtCoords[i].x = g_fVtxTxtCoords[i].y = 1;
1915
1916 nOff += 10;
1917 }
1918
1919
1920 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{DebuggerAppendMsg("Paused at DKR Vertex Cmd, v0=%d, vn=%d, addr=%08X", dwV0, dwNum, dwAddr);});
1921}
1922
1923
1924extern uint32 dwPDCIAddr;
1925void ProcessVertexDataPD(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
1926{
1927 UpdateCombinedMatrix();
1928
1929 N64VtxPD * pVtxBase = (N64VtxPD*)(g_pRDRAMu8 + dwAddr);
1930 g_pVtxBase = (FiddledVtx*)pVtxBase; // Fix me
1931
1932 for (uint32 i = dwV0; i < dwV0 + dwNum; i++)
1933 {
1934 N64VtxPD &vert = pVtxBase[i - dwV0];
1935
1936 g_vtxNonTransformed[i].x = (float)vert.x;
1937 g_vtxNonTransformed[i].y = (float)vert.y;
1938 g_vtxNonTransformed[i].z = (float)vert.z;
1939
1940#if !defined(NO_ASM)
1941 if( status.isSSEEnabled )
1942 SSEVec3Transform(i);
1943 else
1944#endif
1945 {
1946 Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &gRSPworldProject); // Convert to w=1
1947 g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
1948 g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
1949 g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
1950 g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
1951 }
1952
1953 g_fFogCoord[i] = g_vecProjected[i].z;
1954 if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
1955 g_fFogCoord[i] = gRSPfFogMin;
1956
1957 RSP_Vtx_Clipping(i);
1958
1959 uint8 *addr = g_pRDRAMu8+dwPDCIAddr+ (vert.cidx&0xFF);
1960 uint32 a = addr[0];
1961 uint32 r = addr[3];
1962 uint32 g = addr[2];
1963 uint32 b = addr[1];
1964
1965 if( gRSP.bLightingEnable )
1966 {
1967 g_normal.x = (char)r;
1968 g_normal.y = (char)g;
1969 g_normal.z = (char)b;
1970#if !defined(NO_ASM)
1971 if( status.isSSEEnabled )
1972 {
1973 SSEVec3TransformNormal();
1974 g_dwVtxDifColor[i] = SSELightVert();
1975 }
1976 else
1977#endif
1978 {
1979 Vec3TransformNormal(g_normal, gRSPmodelViewTop);
1980 g_dwVtxDifColor[i] = LightVert(g_normal, i);
1981 }
1982 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = (uint8)a; // still use alpha from the vertex
1983 }
1984 else
1985 {
1986 if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
1987 {
1988 g_dwVtxDifColor[i] = gRDP.primitiveColor;
1989 }
1990 else //FLAT shade
1991 {
1992 g_dwVtxDifColor[i] = COLOR_RGBA(r, g, b, a);
1993 }
1994 }
1995
1996 if( options.bWinFrameMode )
1997 {
1998 g_dwVtxDifColor[i] = COLOR_RGBA(r, g, b, a);
1999 }
2000
2001 ReplaceAlphaWithFogFactor(i);
2002
2003 VECTOR2 & t = g_fVtxTxtCoords[i];
2004 if (gRSP.bTextureGen && gRSP.bLightingEnable )
2005 {
2006 // Not sure if we should transform the normal here
2007 //Matrix & matWV = gRSP.projectionMtxs[gRSP.projectionMtxTop];
2008 //Vec3TransformNormal(g_normal, matWV);
2009
2010 TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
2011 }
2012 else
2013 {
2014 t.x = vert.s;
2015 t.y = vert.t;
2016 }
2017
2018
2019 VTX_DUMP(
2020 {
2021 DebuggerAppendMsg("vtx %d: %d %d %d", i, vert.x,vert.y,vert.z);
2022 DebuggerAppendMsg(" : %f, %f, %f, %f",
2023 g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
2024 DebuggerAppendMsg(" : %X, %X, %X, %X", r,g,b,a);
2025 DebuggerAppendMsg(" : u=%f, v=%f", t.x, t.y);
2026 });
2027 }
2028
2029 VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
2030 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at Vertex Cmd");});
2031}
2032
2033extern uint32 dwConkerVtxZAddr;
2034void ProcessVertexDataConker(uint32 dwAddr, uint32 dwV0, uint32 dwNum)
2035{
2036 UpdateCombinedMatrix();
2037
2038 FiddledVtx * pVtxBase = (FiddledVtx*)(g_pRDRAMu8 + dwAddr);
2039 g_pVtxBase = pVtxBase;
2040 //short *vertexColoraddr = (short*)(g_pRDRAMu8+dwConkerVtxZAddr);
2041
2042 for (uint32 i = dwV0; i < dwV0 + dwNum; i++)
2043 {
2044 SP_Timing(RSP_GBI0_Vtx);
2045
2046 FiddledVtx & vert = pVtxBase[i - dwV0];
2047
2048 g_vtxNonTransformed[i].x = (float)vert.x;
2049 g_vtxNonTransformed[i].y = (float)vert.y;
2050 g_vtxNonTransformed[i].z = (float)vert.z;
2051
2052#if !defined(NO_ASM)
2053 if( status.isSSEEnabled )
2054 SSEVec3Transform(i);
2055 else
2056#endif
2057 {
2058 Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &gRSPworldProject); // Convert to w=1
2059 g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
2060 g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
2061 g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
2062 g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
2063 }
2064
2065 g_fFogCoord[i] = g_vecProjected[i].z;
2066 if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
2067 g_fFogCoord[i] = gRSPfFogMin;
2068
2069 VTX_DUMP(
2070 {
2071 uint32 *dat = (uint32*)(&vert);
2072 DebuggerAppendMsg("vtx %d: %08X %08X %08X %08X", i, dat[0],dat[1],dat[2],dat[3]);
2073 DebuggerAppendMsg(" : %f, %f, %f, %f",
2074 g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
2075 DebuggerAppendMsg(" : %f, %f, %f, %f",
2076 g_vecProjected[i].x,g_vecProjected[i].y,g_vecProjected[i].z,g_vecProjected[i].w);
2077 });
2078
2079 RSP_Vtx_Clipping(i);
2080
2081 if( gRSP.bLightingEnable )
2082 {
2083 {
2084 uint32 r= ((gRSP.ambientLightColor>>16)&0xFF);
2085 uint32 g= ((gRSP.ambientLightColor>> 8)&0xFF);
2086 uint32 b= ((gRSP.ambientLightColor )&0xFF);
2087 for( uint32 k=1; k<=gRSPnumLights; k++)
2088 {
2089 r += gRSPlights[k].r;
2090 g += gRSPlights[k].g;
2091 b += gRSPlights[k].b;
2092 }
2093 if( r>255 ) r=255;
2094 if( g>255 ) g=255;
2095 if( b>255 ) b=255;
2096 r *= vert.rgba.r ;
2097 g *= vert.rgba.g ;
2098 b *= vert.rgba.b ;
2099 r >>= 8;
2100 g >>= 8;
2101 b >>= 8;
2102 g_dwVtxDifColor[i] = 0xFF000000;
2103 g_dwVtxDifColor[i] |= (r<<16);
2104 g_dwVtxDifColor[i] |= (g<< 8);
2105 g_dwVtxDifColor[i] |= (b );
2106 }
2107
2108 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = vert.rgba.a; // still use alpha from the vertex
2109 }
2110 else
2111 {
2112 if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
2113 {
2114 g_dwVtxDifColor[i] = gRDP.primitiveColor;
2115 }
2116 else //FLAT shade
2117 {
2118 g_dwVtxDifColor[i] = COLOR_RGBA(vert.rgba.r, vert.rgba.g, vert.rgba.b, vert.rgba.a);
2119 }
2120 }
2121
2122 if( options.bWinFrameMode )
2123 {
2124 //g_vecProjected[i].z = 0;
2125 g_dwVtxDifColor[i] = COLOR_RGBA(vert.rgba.r, vert.rgba.g, vert.rgba.b, vert.rgba.a);
2126 }
2127
2128 ReplaceAlphaWithFogFactor(i);
2129
2130 // Update texture coords n.b. need to divide tu/tv by bogus scale on addition to buffer
2131 //VECTOR2 & t = g_fVtxTxtCoords[i];
2132
2133 // If the vert is already lit, then there is no normal (and hence we
2134 // can't generate tex coord)
2135 if (gRSP.bTextureGen && gRSP.bLightingEnable )
2136 {
2137 g_normal.x = (float)*(char*)(g_pRDRAMu8+ (((i<<1)+0)^3)+dwConkerVtxZAddr);
2138 g_normal.y = (float)*(char*)(g_pRDRAMu8+ (((i<<1)+1)^3)+dwConkerVtxZAddr);
2139 g_normal.z = (float)*(char*)(g_pRDRAMu8+ (((i<<1)+2)^3)+dwConkerVtxZAddr);
2140 Vec3TransformNormal(g_normal, gRSPmodelViewTop);
2141 TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
2142 }
2143 else
2144 {
2145 g_fVtxTxtCoords[i].x = (float)vert.tu;
2146 g_fVtxTxtCoords[i].y = (float)vert.tv;
2147 }
2148 }
2149
2150 VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
2151 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{DebuggerAppendMsg("Paused at Vertex Cmd");});
2152}
2153
2154
2155typedef struct{
2156 short y;
2157 short x;
2158 short flag;
2159 short z;
2160} RS_Vtx_XYZ;
2161
2162typedef union {
2163 struct {
2164 uint8 a;
2165 uint8 b;
2166 uint8 g;
2167 uint8 r;
2168 };
2169 struct {
2170 char na; //a
2171 char nz; //b
2172 char ny; //g
2173 char nx; //r
2174 };
2175} RS_Vtx_Color;
2176
2177
2178void ProcessVertexData_Rogue_Squadron(uint32 dwXYZAddr, uint32 dwColorAddr, uint32 dwXYZCmd, uint32 dwColorCmd)
2179{
2180 UpdateCombinedMatrix();
2181
2182 uint32 dwV0 = 0;
2183 uint32 dwNum = (dwXYZCmd&0xFF00)>>10;
2184
2185 RS_Vtx_XYZ * pVtxXYZBase = (RS_Vtx_XYZ*)(g_pRDRAMu8 + dwXYZAddr);
2186 RS_Vtx_Color * pVtxColorBase = (RS_Vtx_Color*)(g_pRDRAMu8 + dwColorAddr);
2187
2188 uint32 i;
2189 for (i = dwV0; i < dwV0 + dwNum; i++)
2190 {
2191 RS_Vtx_XYZ & vertxyz = pVtxXYZBase[i - dwV0];
2192 RS_Vtx_Color & vertcolors = pVtxColorBase[i - dwV0];
2193
2194 g_vtxNonTransformed[i].x = (float)vertxyz.x;
2195 g_vtxNonTransformed[i].y = (float)vertxyz.y;
2196 g_vtxNonTransformed[i].z = (float)vertxyz.z;
2197
2198#if !defined(NO_ASM)
2199 if( status.isSSEEnabled )
2200 SSEVec3Transform(i);
2201 else
2202#endif
2203 {
2204 Vec3Transform(&g_vtxTransformed[i], (XVECTOR3*)&g_vtxNonTransformed[i], &gRSPworldProject); // Convert to w=1
2205 g_vecProjected[i].w = 1.0f / g_vtxTransformed[i].w;
2206 g_vecProjected[i].x = g_vtxTransformed[i].x * g_vecProjected[i].w;
2207 g_vecProjected[i].y = g_vtxTransformed[i].y * g_vecProjected[i].w;
2208 g_vecProjected[i].z = g_vtxTransformed[i].z * g_vecProjected[i].w;
2209 }
2210
2211 VTX_DUMP(
2212 {
2213 DebuggerAppendMsg(" : %f, %f, %f, %f",
2214 g_vtxTransformed[i].x,g_vtxTransformed[i].y,g_vtxTransformed[i].z,g_vtxTransformed[i].w);
2215 DebuggerAppendMsg(" : %f, %f, %f, %f",
2216 g_vecProjected[i].x,g_vecProjected[i].y,g_vecProjected[i].z,g_vecProjected[i].w);
2217 });
2218
2219 g_fFogCoord[i] = g_vecProjected[i].z;
2220 if( g_vecProjected[i].w < 0 || g_vecProjected[i].z < 0 || g_fFogCoord[i] < gRSPfFogMin )
2221 g_fFogCoord[i] = gRSPfFogMin;
2222
2223 RSP_Vtx_Clipping(i);
2224
2225 if( gRSP.bLightingEnable )
2226 {
2227 g_normal.x = (float)vertcolors.nx;
2228 g_normal.y = (float)vertcolors.ny;
2229 g_normal.z = (float)vertcolors.nz;
2230
2231#if !defined(NO_ASM)
2232 if( status.isSSEEnabled )
2233 {
2234 SSEVec3TransformNormal();
2235 g_dwVtxDifColor[i] = SSELightVert();
2236 }
2237 else
2238#endif
2239 {
2240 Vec3TransformNormal(g_normal, gRSPmodelViewTop);
2241 g_dwVtxDifColor[i] = LightVert(g_normal, i);
2242 }
2243 *(((uint8*)&(g_dwVtxDifColor[i]))+3) = vertcolors.a; // still use alpha from the vertex
2244 }
2245 else
2246 {
2247 if( (gRDP.geometryMode & G_SHADE) == 0 && gRSP.ucode < 5 ) //Shade is disabled
2248 {
2249 g_dwVtxDifColor[i] = gRDP.primitiveColor;
2250 }
2251 else //FLAT shade
2252 {
2253 g_dwVtxDifColor[i] = COLOR_RGBA(vertcolors.r, vertcolors.g, vertcolors.b, vertcolors.a);
2254 }
2255 }
2256
2257 if( options.bWinFrameMode )
2258 {
2259 g_dwVtxDifColor[i] = COLOR_RGBA(vertcolors.r, vertcolors.g, vertcolors.b, vertcolors.a);
2260 }
2261
2262 ReplaceAlphaWithFogFactor(i);
2263
2264 /*
2265 // Update texture coords n.b. need to divide tu/tv by bogus scale on addition to buffer
2266 VECTOR2 & t = g_fVtxTxtCoords[i];
2267
2268 // If the vert is already lit, then there is no normal (and hence we
2269 // can't generate tex coord)
2270 if (gRSP.bTextureGen && gRSP.bLightingEnable && g_textures[gRSP.curTile].m_bTextureEnable )
2271 {
2272 TexGen(g_fVtxTxtCoords[i].x, g_fVtxTxtCoords[i].y);
2273 }
2274 else
2275 {
2276 t.x = (float)vert.tu;
2277 t.y = (float)vert.tv;
2278 }
2279 */
2280 }
2281
2282 VTX_DUMP(TRACE2("Setting Vertexes: %d - %d\n", dwV0, dwV0+dwNum-1));
2283 DEBUGGER_PAUSE_AND_DUMP(NEXT_VERTEX_CMD,{TRACE0("Paused at Vertex Cmd");});
2284}
2285
2286void SetLightCol(uint32 dwLight, uint32 dwCol)
2287{
2288 gRSPlights[dwLight].r = (uint8)((dwCol >> 24)&0xFF);
2289 gRSPlights[dwLight].g = (uint8)((dwCol >> 16)&0xFF);
2290 gRSPlights[dwLight].b = (uint8)((dwCol >> 8)&0xFF);
2291 gRSPlights[dwLight].a = 255; // Ignore light alpha
2292 gRSPlights[dwLight].fr = (float)gRSPlights[dwLight].r;
2293 gRSPlights[dwLight].fg = (float)gRSPlights[dwLight].g;
2294 gRSPlights[dwLight].fb = (float)gRSPlights[dwLight].b;
2295 gRSPlights[dwLight].fa = 255; // Ignore light alpha
2296
2297 //TRACE1("Set light %d color", dwLight);
2298 LIGHT_DUMP(TRACE2("Set Light %d color: %08X", dwLight, dwCol));
2299}
2300
2301void SetLightDirection(uint32 dwLight, float x, float y, float z, float range)
2302{
2303 //gRSP.bLightIsUpdated = true;
2304
2305 //gRSPlights[dwLight].ox = x;
2306 //gRSPlights[dwLight].oy = y;
2307 //gRSPlights[dwLight].oz = z;
2308
2309 register float w = range == 0 ? (float)sqrt(x*x+y*y+z*z) : 1;
2310
2311 gRSPlights[dwLight].x = x/w;
2312 gRSPlights[dwLight].y = y/w;
2313 gRSPlights[dwLight].z = z/w;
2314 gRSPlights[dwLight].range = range;
2315 DEBUGGER_PAUSE_AND_DUMP(NEXT_SET_LIGHT,TRACE5("Set Light %d dir: %.4f, %.4f, %.4f, %.4f", dwLight, x, y, z, range));
2316}
2317
2318static float maxS0, maxT0;
2319static float maxS1, maxT1;
2320static bool validS0, validT0;
2321static bool validS1, validT1;
2322
2323void LogTextureCoords(float fTex0S, float fTex0T, float fTex1S, float fTex1T)
2324{
2325 if( validS0 )
2326 {
2327 if( fTex0S<0 || fTex0S>maxS0 ) validS0 = false;
2328 }
2329 if( validT0 )
2330 {
2331 if( fTex0T<0 || fTex0T>maxT0 ) validT0 = false;
2332 }
2333 if( validS1 )
2334 {
2335 if( fTex1S<0 || fTex1S>maxS1 ) validS1 = false;
2336 }
2337 if( validT1 )
2338 {
2339 if( fTex1T<0 || fTex1T>maxT1 ) validT1 = false;
2340 }
2341}
2342
2343bool CheckTextureCoords(int tex)
2344{
2345 if( tex==0 )
2346 {
2347 return validS0&&validT0;
2348 }
2349 else
2350 {
2351 return validS1&&validT1;
2352 }
2353}
2354
2355void ResetTextureCoordsLog(float maxs0, float maxt0, float maxs1, float maxt1)
2356{
2357 maxS0 = maxs0;
2358 maxT0 = maxt0;
2359 maxS1 = maxs1;
2360 maxT1 = maxt1;
2361 validS0 = validT0 = true;
2362 validS1 = validT1 = true;
2363}
2364
2365void ForceMainTextureIndex(int dwTile)
2366{
2367 if( dwTile == 1 && !(CRender::g_pRender->IsTexel0Enable()) && CRender::g_pRender->IsTexel1Enable() )
2368 {
2369 // Hack
2370 gRSP.curTile = 0;
2371 }
2372 else
2373 {
2374 gRSP.curTile = dwTile;
2375 }
2376}
2377
2378float HackZ2(float z)
2379{
2380 z = (z+9)/10;
2381 return z;
2382}
2383
2384float HackZ(float z)
2385{
2386 return HackZ2(z);
2387
2388 if( z < 0.1 && z >= 0 )
2389 z = (.1f+z)/2;
2390 else if( z < 0 )
2391 //return (10+z)/100;
2392 z = (expf(z)/20);
2393 return z;
2394}
2395
2396void HackZ(std::vector<XVECTOR3>& points)
2397{
2398 int size = points.size();
2399 for( int i=0; i<size; i++)
2400 {
2401 XVECTOR3 &v = points[i];
2402 v.z = (float)HackZ(v.z);
2403 }
2404}
2405
2406void HackZAll()
2407{
2408 if( CDeviceBuilder::m_deviceGeneralType == DIRECTX_DEVICE )
2409 {
2410 for( uint32 i=0; i<gRSP.numVertices; i++)
2411 {
2412 g_vtxBuffer[i].z = HackZ(g_vtxBuffer[i].z);
2413 }
2414 }
2415 else
2416 {
2417 for( uint32 i=0; i<gRSP.numVertices; i++)
2418 {
2419 float w = g_vtxProjected5[i][3];
2420 g_vtxProjected5[i][2] = HackZ(g_vtxProjected5[i][2]/w)*w;
2421 }
2422 }
2423}
2424
2425
2426extern XMATRIX reverseXY;
2427extern XMATRIX reverseY;
2428
2429void UpdateCombinedMatrix()
2430{
2431 if( gRSP.bMatrixIsUpdated )
2432 {
2433 gRSPworldProject = gRSP.modelviewMtxs[gRSP.modelViewMtxTop] * gRSP.projectionMtxs[gRSP.projectionMtxTop];
2434 gRSP.bMatrixIsUpdated = false;
2435 gRSP.bCombinedMatrixIsUpdated = true;
2436 }
2437
2438 if( gRSP.bCombinedMatrixIsUpdated )
2439 {
2440 if( options.enableHackForGames == HACK_REVERSE_XY_COOR )
2441 {
2442 gRSPworldProject = gRSPworldProject * reverseXY;
2443 }
2444 if( options.enableHackForGames == HACK_REVERSE_Y_COOR )
2445 {
2446 gRSPworldProject = gRSPworldProject * reverseY;
2447 }
2448#if !defined(NO_ASM)
2449 if( status.isSSEEnabled )
2450 {
2451 MatrixTranspose(&gRSPworldProjectTransported, &gRSPworldProject);
2452 }
2453#endif
2454 gRSP.bCombinedMatrixIsUpdated = false;
2455 }
2456
2457 //if( gRSP.bWorldMatrixIsUpdated || gRSP.bLightIsUpdated )
2458 //{
2459 // // Update lights with transported world matrix
2460 // for( unsigned int l=0; l<gRSPnumLights; l++)
2461 // {
2462 // Vec3TransformCoord(&gRSPlights[l].td, &gRSPlights[l].od, &gRSPmodelViewTopTranspose);
2463 // Vec3Normalize(&gRSPlights[l].td,&gRSPlights[l].td);
2464 // }
2465
2466 // gRSP.bWorldMatrixIsUpdated = false;
2467 // gRSP.bLightIsUpdated = false;
2468 //}
2469}
2470