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https://github.com/DaedalusX64/daedalus.git
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103 lines
3.1 KiB
C
103 lines
3.1 KiB
C
/*
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Copyright (C) 2009 StrmnNrmn
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef HLEGRAPHICS_UCODES_UCODE_GE_H_
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#define HLEGRAPHICS_UCODES_UCODE_GE_H_
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//*****************************************************************************
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// Trix implementation borrowed from GlideN64
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//*****************************************************************************
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void DLParser_Trix_GE( MicroCodeCommand command )
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{
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// While the next command pair is TriX, add vertices
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u32 pc = gDlistStack.address[gDlistStackPointer];
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u32 * pCmdBase = (u32 *)(g_pu8RamBase + pc);
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bool tris_added = false;
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do
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{
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//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");
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u32 cmd0 = command.inst.cmd0;
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u32 cmd1 = command.inst.cmd1;
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while(cmd1 != 0)
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{
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u32 v0 = cmd1 & 0xf;
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cmd1 >>= 4;
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u32 v1 = cmd1 & 0xf;
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cmd1 >>= 4;
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u32 v2 = cmd0 & 0xf;
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cmd0 >>= 4;
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tris_added |= gRenderer->AddTri(v0, v1, v2);
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}
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command.inst.cmd0 = *pCmdBase++;
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command.inst.cmd1 = *pCmdBase++;
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pc += 8;
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} while ( command.inst.cmd == G_GE_TriX );
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gDlistStack.address[gDlistStackPointer] = pc-8;
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if (tris_added)
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{
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gRenderer->FlushTris();
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}
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}
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//*****************************************************************************
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//
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//*****************************************************************************
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void DLParser_RDPHalf1_GE( MicroCodeCommand command )
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{
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// Check for invalid address
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if ( (command.inst.cmd1 >> 24) != G_RDP_TRI_SHADE_TXTR )
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return;
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u32 pc = gDlistStack.address[gDlistStackPointer]; // This points to the next instruction
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u32 * Cmd = (u32 *)(g_pu8RamBase + pc);
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// Indices
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u32 a1 = *Cmd+8*0+4;
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u32 a3 = *Cmd+8*2+4;
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// Note : Color itself is handled elsewhere N.B Blendmode.cpp
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//
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// Coordinates, textures
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s32 x0 = s32(a3>>16)>>24;
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//s32 s0 = s32(a1&0xFFFF)/4;
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s32 y0 = 320*100;
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s32 t0 = s32(a1>>16)/4;
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// TIP : f32 x1 can be modified to render the sky differently.
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// Need to check on real hardware to tweak our sky correctly if needed.
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v2 xy0( (f32)x0, (f32)x0 );
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v2 xy1( (f32)y0, (f32)y0 );
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TexCoord uv0( 0.f, 0.f );
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TexCoord uv1( t0 / 40.0f, t0 / 40.0f );
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//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);
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//DL_PF(" Tile:%d Screen(%f,%f) -> (%f,%f)", tile, xy0, xy1, uv0, uv1);
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gRenderer->TexRect( 0, xy0, xy1, uv0, uv1 );
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gDlistStack.address[gDlistStackPointer] += 312;
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}
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#endif // HLEGRAPHICS_UCODES_UCODE_GE_H_
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