#include "as_reg_compat.h" .text .set push .set noreorder .set noat .macro TransformWithLightingM function, fog_mode, texture_mode .global \function \function: #define PARAMS_AMBIENT 0x00 #define PARAMS_FOG_TXSCAL 0x10 ############################ # a0 - world matrix - must be aligned to 16 bytes # a1 - world*projection matrix - must be aligned to 16 bytes # a2 - Fiddled vertices - stride 16 # a3 - Output vertices - must be aligned to 16 bytes, stride 64 # t0 - num vertices # t1 - params # t2 - lights # t3 - num_lights lv.q R000, 0($a0) // Load mat world lv.q R001, 16($a0) lv.q R002, 32($a0) lv.q R003, 48($a0) lv.q R100, 0($a1) // Load mat project lv.q R101, 16($a1) lv.q R102, 32($a1) lv.q R103, 48($a1) lv.q R700, PARAMS_AMBIENT($t1) // Load ambient lv.q R701, PARAMS_FOG_TXSCAL($t1) // Load params [fog_m, fog_o, tscale_x, tscale_y] # Load 1/256 (vuc2i/vi2f end up converting 0xff to 256.0) vfim.s S400, 0.00390625 # Calculate the last light index or $t6, $t2, $0 // first_light = p_lights sll $t7, $t3, 5 // num_lights*32 addu $t7, $t6, $t7 // last_light = p_lights + num_lights*32 sll $t0, $t0, 4 // count = count * 16 addu $t0, $a2, $t0 // end_ptr = start_ptr + count * 16 beq $a2, $t0, finished_\function nop next_vertex_\function: # Load and transform this vertex position lv.s S200, 0($a2) // load word [y,x,?,z] lv.s S210, 4($a2) // should align this to 16 bytes so we can do a single load? vs2i.p R200, R200 // R200 = [?,z,y,x] vi2f.q R200, R200, 16 // int -> float vmov.q R200, R200[y,x,w,1] vtfm4.q R201, M000, R200 // World transform vtfm4.q R202, M100, R200 // Projection transform sv.q R201, 0($a3) // Store world transform sv.q R202, 16($a3) // Store projection transform .if \fog_mode == 1 # Calculate the Colour alpha value from the foq. We do this while the projected point # is still loaded, and merge it in after the rgb components are calculated by the lighting calc below # float eyespace_z = projected.z / projected.w; # fog_coeff = (eyespace_z * m_fFogMult) + m_fFogOffset; # mVtxProjected[i].Colour.w = std::clamp< f32 >( fog_coeff, 0.0f, 1.0f ); vmov.s S200, S232 // get w component vmov.s S201, S222 // v = z vrcp.s S200, S200 // 1.0 / projected.w vmul.s S201, S201, S701 // v = z * fog_mult vmul.s S201, S201, S200 // v = z*fog_mult*(1/w) vadd.s S600[0:1], S201, S710 // v = z*fog_mult*(1/w) + fog_offset .endif # Compute the clip flags vcmp.q LT, R202, R202[-w,-w,-w,0] // x < -w, y < -w, z < -w vnop mfvc $t4, $131 // VFPU_CC. Corresponds to X_NEG/Y_NEG/Z_NEG (will become X_POS/Y_POS/Z_POS later) andi $t4, $t4, 0x7 // Mask out the condition codes we don't care about sll $t4, $t4, 3 // Shift up to create X_POS/Y_POS/Z_POS vcmp.q GT, R202, R202[w,w,w,0] // x > w, y > w, z > w vnop mfvc $t5, $131 // VFPU_CC. Corresponds to X_NEG/Y_NEG/Z_NEG andi $t5, $t5, 0x7 // Mask out the condition codes we don't care about or $t4, $t4, $t5 sw $t4, 56($a3) // Store ClipFlags # Convert the alpha in R200 to float and pass it along to light color lv.s S200, 12($a2) // load normal word [w,z,y,x] .word 0xd0380000 | (8<<8) | (43) // vuc2i.s R203, S200 // R200 = [?,z,y,x] vi2f.s S203, S203, 23 // int -> float vmul.s S431, S400, S203 // R431 = [a * 1/256] # Convert the normal in R200 to float and transform .word 0xd0398080 | (8<<8) | (40) // vc2i.s R200, S200 // R200 = [?,z,y,x] vi2f.q R200, R200, 0 // int -> float (obliterates world transform) vmov.q R201, R200[w,z,y,0] // Unfiddle vmov.q R203, R201 // store vertice normal temporary for env map later vtfm3.t R200, M000, R201 // Transform with world matrix (only need 3x3)//Corn vdot.t S201, R200, R200 // S201 = x*x + y*y + z*z vrsq.s S201, S201 // S201 = 1/sqrt(x*x + y*y + z*z) vscl.t R200, R200, S201 // S200 = v.normalise(). .if \texture_mode == 0 # Nothing to do .elseif \texture_mode == 1 # Textured # t.x = (float)v.tu * mTextureScale.x # t.y = (float)v.tv * mTextureScale.y lv.s S202, 8($a2) // load texture word [tv,tu] (N.B. due to swizzling these are 'backwards' from what you might expect) vs2i.s R202, S202 vi2f.q R202, R202, 16 // int -> float vmul.q R202, R202, R701[w,z,0,0] // multiply by mTextureScale sv.s S212, 0x30($a3) // Store Texture.x sv.s S202, 0x34($a3) // Store Texture.y .elseif \texture_mode == 2 # EnvMapped G_TEXTURE_GEN_LINEAR # t.x = (0.5f * ( 1.0f + ( n.x*world.m11 + n.y*world.m21 + n.z*world.m31 ) )); # t.y = (0.5f * ( 1.0f - ( n.x*world.m12 + n.y*world.m22 + n.z*world.m32 ) )); // vdot.t S202, R200, C000 // n.x*m.11 + n.y*m.21 + n.z*m.31 // vdot.t S203, R200, C010 // n.x*m.12 + n.y*m.22 + n.z*m.32 // vadd.p C202, C202[1,1], C202[x,-y] // 1+x, 1-y // vmul.p C202, C202[1/2,1/2], C202 // * 0.5 // sv.s S202, 0x30($a3) // Store Texture.x // sv.s S203, 0x34($a3) // Store Texture.y # We use worldproject matrix to calc normals it gives a nicer effect (model view result is in R200) //Corn vtfm3.t R202, M100, R203 // Transform with projworld matrix, looks nicer (only need 3x3) vdot.t S201, R202, R202 // S201 = x*x + y*y + z*z vrsq.s S201, S201 // S201 = 1/sqrt(x*x + y*y + z*z) vscl.q R202, R202, S201 // R202 = v.normalise(). # t.x = Acos(n.x) / Pi # t.y = Acos(n.y) / Pi // vasin.p R202, R202 // Asin() // vocp.p R202, R202 // 1.0-Asin() = Acos() // vmul.p R202, R202[1/2,1/2], R202 // * 0.5 // sv.s S202, 0x30($a3) // Store Texture.x // sv.s S212, 0x34($a3) // Store Texture.y # Cheap way to do acos(x)/PI -> 0.5f - 0.25f * absf(x) - 0.25f * absf(x) * absf(x) * absf(x) //Corn vmov.p R202, R202[|x|,|y|] // absf(x), absf(y) vmov.p R203, R200[1/2,1/2] // result = 0.5 vmul.p R222, R202[1/4,1/4], R202 // X * 0.25, Y * 0.25 vsub.p R203, R203, R222 // result -= X * 0.25 vmul.p R222, R202, R222 // X * X * 0.25, Y * Y * 0.25 vmul.p R222, R202, R222 // X * X * X * 0.25, Y * Y * Y * 0.25 vsub.p R203, R203, R222 // result -= X * X * X * 0.25 sv.s S203, 0x30($a3) // Store Texture.x sv.s S213, 0x34($a3) // Store Texture.y .elseif \texture_mode == 3 # EnvMapped G_TEXTURE_GEN # We use worldproject matrix to calc normals it gives a nicer effect (model view result is in R200) //Corn vtfm3.t R202, M100, R203 // Transform with projworld matrix, looks nicer (only need 3x3) vdot.t S201, R202, R202 // S201 = x*x + y*y + z*z vrsq.s S201, S201 // S201 = 1/sqrt(x*x + y*y + z*z) vscl.q R202, R202, S201 // R202 = v.normalise(). # t.x = 0.5 * (1.0 + n.x) # t.y = 0.25 * (1.0 + n.y) vadd.p R202, R202[1,1], R202[x,y] // 1+x, 1+y vmul.p R202, R202[1/2,1/2], R202 // X * 0.5, Y * 0.25 sv.s S202, 0x30($a3) // Store Texture.x sv.s S212, 0x34($a3) // Store Texture.y .endif # Lighting calculation # M000: World Matrix # M100: Projection Matrix # R200: Material normal # R201: Accumulated colour # R202: ? # R203: ? # R300: ? # R301: Light normal # R302: Light colour # R303: Scratch # R400: 1/256 # R431: current vertex Alpha value # R600: Computed fog colour # R700: Ambient # t1 = last_light # t4 = cur_light # t6 = first_light # t7 = last_light vmov.q R201, R700 // Colour = ambient beq $t6, $t7, done_lighting_\function // cur_light == last_light? or $t4, $t6, $0 // cur_light = p_lights next_light_\function: lv.q R301, 0($t4) // Load normal vdot.t S303[0:1], R200, R301 // x = clamp(dot(normal,(x,y,z,0)),0,1) lv.q R302, 16($t4) // Load colour addiu $t4, $t4, 32 // Skip to the next light vscl.t R303, R302, S303 // r,g,b,a = r*x, g*x, b*x, a*x bne $t4, $t7, next_light_\function vadd.t R201, R201, R303 // col += r,g,b,a done_lighting_\function: vmov.t R401[0:1,0:1,0:1], R201 // Clamp 0..1 and merge with vertex alpha in S431 .if \fog_mode == 1 # Merge in the computed fog colour vmov.s S431, S600 .endif addiu $a2, $a2, 16 // Next input vertex sv.q R401, 32($a3) // Store colour # Continue with the next vertex bne $a2, $t0, next_vertex_\function addiu $a3, $a3, 64 // Next output vertex finished_\function: jr $ra nop .endm TransformWithLightingM _TransformVerticesWithLighting_f0_t0, 0, 0 TransformWithLightingM _TransformVerticesWithLighting_f0_t1, 0, 1 TransformWithLightingM _TransformVerticesWithLighting_f0_t2, 0, 2 TransformWithLightingM _TransformVerticesWithLighting_f0_t3, 0, 3 TransformWithLightingM _TransformVerticesWithLighting_f1_t0, 1, 0 TransformWithLightingM _TransformVerticesWithLighting_f1_t1, 1, 1 TransformWithLightingM _TransformVerticesWithLighting_f1_t2, 1, 2 .global _CalcClipFlagsVFPU _CalcClipFlagsVFPU: lv.q R000, 0($a0) // Load vertex vcmp.q GT, R000[-x,-y,-z,0], R000[w,w,w,0] //-x>w,-y>w,-z>w vnop mfvc $v0, $131 // VFPU_CC. Corresponds to X_NEG/Y_NEG/Z_NEG andi $v0, $v0, 0x7 vcmp.q GT, R000, R000[w,w,w,0] // x>w, y>w, z>w vnop mfvc $t0, $131 // VFPU_CC. Corresponds to X_NEG/Y_NEG/Z_NEG andi $t0, $t0, 0x7 nor $t1, $v0, $v0 // If X_POS etc is set, don't set X_NEG and $t0, $t0, $t1 // mask out any values which are already set sll $v0, $v0, 3 // Shift up to create X_POS/Y_POS/Z_POS jr $ra or $v0, $v0, $t0 .set pop