/* Copyright (C) 2009 StrmnNrmn 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. */ #ifndef HLEGRAPHICS_UCODES_UCODE_GE_H_ #define HLEGRAPHICS_UCODES_UCODE_GE_H_ //***************************************************************************** // Trix implementation borrowed from GlideN64 //***************************************************************************** void DLParser_Trix_GE( MicroCodeCommand command ) { // While the next command pair is TriX, add vertices u32 pc = gDlistStack.address[gDlistStackPointer]; u32 * pCmdBase = (u32 *)(g_pu8RamBase + pc); bool tris_added = false; do { //DL_PF(" 0x%08x: %08x %08x Flag: 0x%02x %-10s", pc-8, command.inst.cmd0, command.inst.cmd1, (command.inst.cmd0 >> 16) & 0xFF, "G_GBI1_TRI4"); u32 cmd0 = command.inst.cmd0; u32 cmd1 = command.inst.cmd1; while(cmd1 != 0) { u32 v0 = cmd1 & 0xf; cmd1 >>= 4; u32 v1 = cmd1 & 0xf; cmd1 >>= 4; u32 v2 = cmd0 & 0xf; cmd0 >>= 4; tris_added |= gRenderer->AddTri(v0, v1, v2); } command.inst.cmd0 = *pCmdBase++; command.inst.cmd1 = *pCmdBase++; pc += 8; } while ( command.inst.cmd == G_GE_TriX ); gDlistStack.address[gDlistStackPointer] = pc-8; if (tris_added) { gRenderer->FlushTris(); } } //***************************************************************************** // //***************************************************************************** void DLParser_RDPHalf1_GE( MicroCodeCommand command ) { // Check for invalid address if ( (command.inst.cmd1 >> 24) != G_RDP_TRI_SHADE_TXTR ) return; u32 pc = gDlistStack.address[gDlistStackPointer]; // This points to the next instruction u32 * Cmd = (u32 *)(g_pu8RamBase + pc); // Indices u32 a1 = *Cmd+8*0+4; u32 a3 = *Cmd+8*2+4; // Note : Color itself is handled elsewhere N.B Blendmode.cpp // // Coordinates, textures s32 x0 = s32(a3>>16)>>24; //s32 s0 = s32(a1&0xFFFF)/4; s32 y0 = 320*100; s32 t0 = s32(a1>>16)/4; // TIP : f32 x1 can be modified to render the sky differently. // Need to check on real hardware to tweak our sky correctly if needed. v2 xy0( (f32)x0, (f32)x0 ); v2 xy1( (f32)y0, (f32)y0 ); TexCoord uv0( 0.f, 0.f ); TexCoord uv1( t0 / 40.0f, t0 / 40.0f ); //DL_PF(" Word 1: %u, Word 2: %u, Word 3: %u, Word 4: %u, Word 5: %u, Word 6: %u, Word 7: %u, Word 8: %u, Word 9: %u", a1, a2, a3, a4, a5, a6, a7, a8, a9); //DL_PF(" Tile:%d Screen(%f,%f) -> (%f,%f)", tile, xy0, xy1, uv0, uv1); gRenderer->TexRect( 0, xy0, xy1, uv0, uv1 ); gDlistStack.address[gDlistStackPointer] += 312; } #endif // HLEGRAPHICS_UCODES_UCODE_GE_H_