769 lines
20 KiB
C
769 lines
20 KiB
C
/*
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* Glide64 - Glide video plugin for Nintendo 64 emulators.
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* Copyright (c) 2002 Dave2001
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* Copyright (c) 2008 Günther <guenther.emu@freenet.de>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* any later version.
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*
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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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*
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* You should have received a copy of the GNU General Public
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* Licence along with this program; if not, write to the Free
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* Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA
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*/
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//****************************************************************
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//
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// Glide64 - Glide Plugin for Nintendo 64 emulators (tested mostly with Project64)
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// Project started on December 29th, 2001
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//
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// To modify Glide64:
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// * Write your name and (optional)email, commented by your work, so I know who did it, and so that you can find which parts you modified when it comes time to send it to me.
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// * Do NOT send me the whole project or file that you modified. Take out your modified code sections, and tell me where to put them. If people sent the whole thing, I would have many different versions, but no idea how to combine them all.
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//
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// Official Glide64 development channel: #Glide64 on EFnet
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//
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// Original author: Dave2001 (Dave2999@hotmail.com)
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// Other authors: Gonetz, Gugaman
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//
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//****************************************************************
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// Call this macro to automatically switch out of fullscreen, then break. :)
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// useful for debugging fullscreen areas that can't otherwise be accessed
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#ifndef RDP_H
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#define RDP_H
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#ifdef _WIN32
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#include <windows.h>
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#else // _WIN32
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#include "winlnxdefs.h"
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#endif // _WIN32
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#include "glide.h"
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//#ifdef GCC
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#define max(a,b) ((a) > (b) ? (a) : (b))
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#define min(a,b) ((a) < (b) ? (a) : (b))
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//#endif
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extern char out_buf[2048];
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extern BOOL capture_screen;
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extern char capture_path[256];
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extern DWORD frame_count; // frame counter
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#define MAX_CACHE 1024
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#define MAX_TRI_CACHE 768 // this is actually # of vertices, not triangles
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#define MAX_VTX 256
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#define MAX_TMU 2
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#define TEXMEM_2MB_EDGE 2097152
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// Supported flags
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#define SUP_TEXMIRROR 0x00000001
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// Clipping flags
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#define CLIP_XMAX 0x00000001
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#define CLIP_XMIN 0x00000002
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#define CLIP_YMAX 0x00000004
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#define CLIP_YMIN 0x00000008
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#define CLIP_ZMIN 0x00000010
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// Flags
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#define ZBUF_ENABLED 0x00000001
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#define ZBUF_DECAL 0x00000002
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#define ZBUF_COMPARE 0x00000004
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#define ZBUF_UPDATE 0x00000008
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#define ALPHA_COMPARE 0x00000010
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#define FORCE_BL 0x00000020
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#define CULL_FRONT 0x00001000 // * must be here
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#define CULL_BACK 0x00002000 // * must be here
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#define FOG_ENABLED 0x00010000
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#define CULLMASK 0x00003000
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#define CULLSHIFT 12
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// Update flags
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#define UPDATE_ZBUF_ENABLED 0x00000001
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#define UPDATE_TEXTURE 0x00000002 // \ Same thing!
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#define UPDATE_COMBINE 0x00000002 // /
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#define UPDATE_CULL_MODE 0x00000004
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#define UPDATE_LIGHTS 0x00000010
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#define UPDATE_BIASLEVEL 0x00000020
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#define UPDATE_ALPHA_COMPARE 0x00000040
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#define UPDATE_VIEWPORT 0x00000080
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#define UPDATE_MULT_MAT 0x00000100
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#define UPDATE_SCISSOR 0x00000200
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#define UPDATE_FOG_ENABLED 0x00010000
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#define CMB_MULT 0x00000001
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#define CMB_SET 0x00000002
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#define CMB_SUB 0x00000004
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#define CMB_ADD 0x00000008
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#define CMB_A_MULT 0x00000010
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#define CMB_A_SET 0x00000020
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#define CMB_A_SUB 0x00000040
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#define CMB_A_ADD 0x00000080
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#define CMB_SETSHADE_SHADEALPHA 0x00000100
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#define CMB_INTER 0x00000200
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#define CMB_MULT_OWN_ALPHA 0x00000400
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#define CMB_COL_SUB_OWN 0x00000800
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#define uc(x) coord[x<<1]
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#define vc(x) coord[(x<<1)+1]
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// Vertex structure
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typedef struct
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{
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float x, y, z, q;
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float u0, v0, u1, v1;
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float coord[4];
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float w;
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WORD flags;
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BYTE b; // These values are arranged like this so that *(DWORD*)(VERTEX+?) is
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BYTE g; // ARGB format that glide can use.
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BYTE r;
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BYTE a;
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float f; //fog
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float vec[3]; // normal vector
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float sx, sy, sz;
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float x_w, y_w, z_w, u0_w, v0_w, u1_w, v1_w, oow;
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BYTE not_zclipped;
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BYTE screen_translated;
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BYTE shade_mods_allowed;
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BYTE uv_fixed;
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DWORD uv_calculated; // like crc
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float ou, ov;
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int number; // way to identify it
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int scr_off, z_off; // off the screen?
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} VERTEX;
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// Clipping (scissors)
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typedef struct {
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DWORD ul_x;
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DWORD ul_y;
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DWORD lr_x;
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DWORD lr_y;
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} SCISSOR;
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typedef struct {
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BYTE card_id;
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DWORD res_x, scr_res_x;
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DWORD res_y, scr_res_y;
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DWORD res_data, res_data_org;
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BOOL autodetect_ucode;
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DWORD ucode;
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BOOL wireframe;
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int wfmode;
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int lodmode;
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BYTE filtering;
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BOOL fog;
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BOOL buff_clear;
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// BOOL clear_8;
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BOOL vsync;
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BOOL fast_crc;
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BYTE swapmode;
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BOOL logging;
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BOOL elogging;
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BOOL log_clear;
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BOOL filter_cache;
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BOOL unk_as_red;
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BOOL log_unk;
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BOOL unk_clear;
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BYTE show_fps;
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BOOL clock;
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BOOL clock_24_hr;
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DWORD full_res;
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DWORD tex_filter;
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BOOL noditheredalpha;
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BOOL noglsl;
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BOOL FBO;
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BOOL disable_auxbuf;
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//Frame buffer emulation options
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BOOL fb_read_always;
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BOOL fb_read_alpha;
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BOOL fb_smart;
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BOOL fb_motionblur;
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BOOL fb_hires;
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BOOL fb_hires_buf_clear;
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BOOL fb_depth_clear;
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BOOL fb_depth_render;
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BOOL fb_optimize_texrect;
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BOOL fb_optimize_write;
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BOOL fb_ignore_aux_copy;
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BOOL fb_ignore_previous;
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BOOL fb_get_info;
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// Special fixes
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int offset_x, offset_y;
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int scale_x, scale_y;
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BOOL alt_tex_size;
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BOOL use_sts1_only;
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BOOL wrap_big_tex;
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BOOL flame_corona; //hack for zeldas flame's corona
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int fix_tex_coord;
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int depth_bias;
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BOOL soft_depth_compare; // use GR_CMP_LEQUAL instead of GR_CMP_LESS
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BOOL increase_texrect_edge; // add 1 to lower right corner coordinates of texrect
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BOOL decrease_fillrect_edge; // sub 1 from lower right corner coordinates of fillrect
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int stipple_mode; //used for dithered alpha emulation
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DWORD stipple_pattern; //used for dithered alpha emulation
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BOOL force_microcheck; //check microcode each frame, for mixed F3DEX-S2DEX games
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BOOL custom_ini;
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BOOL hotkeys;
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//Special game hacks
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BOOL force_depth_compare; //NFL Quarterback Club 99 and All-Star Baseball 2000
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BOOL fillcolor_fix; //use first part of fillcolor in fillrects
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BOOL cpu_write_hack; //show images writed directly by CPU
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BOOL increase_primdepth; //increase prim_depth value for texrects
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BOOL zelda; //zeldas hacks
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BOOL bomberman64; //bomberman64 hacks
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BOOL diddy; //diddy kong racing
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BOOL tonic; //tonic trouble
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BOOL PPL; //pokemon puzzle league requires many special fixes
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BOOL ASB; //All-Star Baseball games
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BOOL doraemon2;//Doraemon 2
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BOOL invaders; //Space Invaders
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BOOL BAR; //Beetle Adventure Racing
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BOOL ISS64; //International Superstar Soccer 64
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BOOL RE2; //Resident Evil 2
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BOOL nitro; //WCW Nitro
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BOOL chopper; //Chopper Attack
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BOOL yoshi; // Yoshi Story
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BOOL fzero; // F-Zero
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BOOL PM; //Paper Mario
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BOOL TGR; //Top Gear Rally
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BOOL TGR2; //Top Gear Rally 2
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BOOL KI; //Killer Instinct
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BOOL lego; //LEGO Racers
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} SETTINGS;
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typedef struct
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{
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BYTE fb_always;
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BYTE fb_motionblur;
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BYTE filtering;
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BYTE corona;
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} HOTKEY_INFO;
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// This structure is what is passed in by rdp:settextureimage
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typedef struct {
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BYTE format; // format: ARGB, IA, ...
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BYTE size; // size: 4,8,16, or 32 bit
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WORD width; // used in settextureimage
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DWORD addr; // address in RDRAM to load the texture from
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BOOL set_by; // 0-loadblock 1-loadtile
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} TEXTURE_IMAGE;
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// This structure is a tile descriptor (as used by rdp:settile and rdp:settilesize)
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typedef struct
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{
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// rdp:settile
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BYTE format; // format: ARGB, IA, ...
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BYTE size; // size: 4,8,16, or 32 bit
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WORD line; // size of one row (x axis) in 64 bit words
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WORD t_mem; // location in texture memory (in 64 bit words, max 512 (4MB))
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BYTE palette; // palette # to use
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BYTE clamp_t; // clamp or wrap (y axis)?
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BYTE mirror_t; // mirroring on (y axis)?
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BYTE mask_t; // mask to wrap around (ex: 5 would wrap around 32) (y axis)
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BYTE shift_t; // ??? (scaling)
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BYTE clamp_s; // clamp or wrap (x axis)?
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BYTE mirror_s; // mirroring on (x axis)?
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BYTE mask_s; // mask to wrap around (x axis)
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BYTE shift_s; // ??? (scaling)
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DWORD hack; // any hacks needed
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// rdp:settilesize
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WORD ul_s; // upper left s coordinate
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WORD ul_t; // upper left t coordinate
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WORD lr_s; // lower right s coordinate
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WORD lr_t; // lower right t coordinate
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float f_ul_s;
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float f_ul_t;
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// these are set by loadtile
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WORD t_ul_s; // upper left s coordinate
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WORD t_ul_t; // upper left t coordinate
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WORD t_lr_s; // lower right s coordinate
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WORD t_lr_t; // lower right t coordinate
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DWORD width;
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DWORD height;
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// uc0:texture
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BYTE on;
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float s_scale;
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float t_scale;
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WORD org_s_scale;
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WORD org_t_scale;
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} TILE;
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// This structure forms the lookup table for cached textures
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typedef struct {
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DWORD addr; // address in RDRAM
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DWORD crc; // CRC check
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DWORD palette; // Palette #
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DWORD width; // width
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DWORD height; // height
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DWORD format; // format
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DWORD size; // size
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DWORD last_used; // what frame # was this texture last used (used for replacing)
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DWORD line;
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DWORD flags; // clamp/wrap/mirror flags
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DWORD realwidth; // width of actual texture
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DWORD realheight; // height of actual texture
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DWORD lod;
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DWORD aspect;
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BOOL set_by;
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DWORD texrecting;
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float scale_x; // texture scaling
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float scale_y;
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float scale; // general scale to 256
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GrTexInfo t_info; // texture info (glide)
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DWORD tmem_addr; // addres in texture memory (glide)
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int uses; // 1 triangle that uses this texture
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int splits; // number of splits
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int splitheight;
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float c_off; // ul center texel offset (both x and y)
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float c_scl_x; // scale to lower-right center-texel x
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float c_scl_y; // scale to lower-right center-texel y
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DWORD mod, mod_color, mod_color1, mod_color2, mod_factor;
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} CACHE_LUT;
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// Lights
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typedef struct {
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float r, g, b, a; // color
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float dir_x, dir_y, dir_z; // direction towards the light source
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float x, y, z, w; // light position
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float ca, la, qa;
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DWORD nonblack;
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DWORD nonzero;
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} LIGHT;
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typedef enum {
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noise_none,
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noise_combine,
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noise_texture
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} NOISE_MODE;
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typedef enum {
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ci_main, //0, main color image
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ci_zimg, //1, depth image
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ci_unknown, //2, status is unknown
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ci_useless, //3, status is unclear
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ci_old_copy, //4, auxilary color image, copy of last color image from previous frame
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ci_copy, //5, auxilary color image, copy of previous color image
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ci_copy_self, //6, main color image, it's content will be used to draw into itself
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ci_zcopy, //7, auxilary color image, copy of depth image
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ci_aux, //8, auxilary color image
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ci_aux_copy //9, auxilary color image, partial copy of previous color image
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} CI_STATUS;
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// Frame buffers
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typedef struct
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{
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DWORD addr; //color image address
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DWORD format;
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DWORD size;
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DWORD width;
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DWORD height;
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CI_STATUS status;
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int changed;
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} COLOR_IMAGE;
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typedef struct
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{
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GrChipID_t tmu;
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DWORD addr; //address of color image
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DWORD end_addr;
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DWORD tex_addr; //address in video memory
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DWORD width; //width of color image
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DWORD height; //height of color image
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WORD format; //format of color image
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BOOL clear; //flag. texture buffer must be cleared
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BOOL drawn; //flag. if equal to 1, this image was already drawn in current frame
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float scr_width; //width of rendered image
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float scr_height; //height of rendered image
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DWORD tex_width; //width of texture buffer
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DWORD tex_height; //height of texture buffer
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int tile; //
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WORD tile_uls; //shift from left bound of the texture
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WORD tile_ult; //shift from top of the texture
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DWORD v_shift; //shift from top of the texture
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DWORD u_shift; //shift from left of the texture
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float u_scale; //used to map vertex u,v coordinates into hires texture
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float v_scale; //used to map vertex u,v coordinates into hires texture
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GrTexInfo info;
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} HIRES_COLOR_IMAGE;
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typedef struct
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{
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GrChipID_t tmu;
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DWORD begin; //start of the block in video memory
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DWORD end; //end of the block in video memory
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BYTE count; //number of allocated texture buffers
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BOOL clear_allowed; //stack of buffers can be cleared
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HIRES_COLOR_IMAGE images[256];
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} TEXTURE_BUFFER;
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#define NUMTEXBUF 92
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typedef struct
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{
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float vi_width;
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float vi_height;
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BOOL window_changed;
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float offset_x, offset_y;
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float scale_x, scale_1024, scale_x_bak;
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float scale_y, scale_768, scale_y_bak;
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DWORD res_scale_x;
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DWORD res_scale_y;
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float view_scale[3];
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float view_trans[3];
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BOOL updatescreen;
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DWORD tri_n; // triangle counter
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DWORD debug_n;
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// Program counter
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DWORD pc[10]; // DList PC stack
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DWORD pc_i; // current PC index in the stack
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int dl_count; // number of instructions before returning
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// Segments
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DWORD segment[16]; // Segment pointer
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// Marks the end of DList execution (done in uc?:enddl)
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int halt;
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// Next command
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DWORD cmd0;
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DWORD cmd1;
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DWORD cmd2;
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DWORD cmd3;
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// Clipping
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SCISSOR scissor_o;
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SCISSOR scissor;
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// Colors
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DWORD fog_color;
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DWORD fill_color;
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DWORD prim_color;
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DWORD blend_color;
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DWORD env_color;
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DWORD prim_lodmin, prim_lodfrac;
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WORD prim_depth;
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BYTE K5;
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NOISE_MODE noise;
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float col[4]; // color multiplier
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float coladd[4]; // color add/subtract
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float shade_factor;
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float col_2[4];
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DWORD cmb_flags, cmb_flags_2;
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// othermode_l flags
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int acmp; // 0 = none, 1 = threshold, 2 = dither
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int zsrc; // 0 = pixel, 1 = prim
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// Clipping
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int clip; // clipping flags
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VERTEX vtx1[256]; // copy vertex buffer #1 (used for clipping)
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VERTEX vtx2[256]; // copy vertex buffer #2
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VERTEX *vtxbuf; // current vertex buffer (reset to vtx, used to determine current
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// vertex buffer)
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VERTEX *vtxbuf2;
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int n_global; // Used to pass the number of vertices from clip_z to clip_tri
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int vtx_buffer;
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// Matrices
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__declspec( align(16) ) float model[4][4];
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__declspec( align(16) ) float proj[4][4];
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__declspec( align(16) ) float combined[4][4];
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__declspec( align(16) ) float dkrproj[3][4][4];
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__declspec( align(16) ) float model_stack[32][4][4]; // 32 deep, will warn if overflow
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int model_i; // index in the model matrix stack
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int model_stack_size;
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// Textures
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TEXTURE_IMAGE timg; // 1 for each tmem address
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TILE tiles[8]; // 8 tile descriptors
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BYTE tmem[4096]; // 4k tmem
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DWORD addr[512]; // 512 addresses (used to determine address loaded from)
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int cur_tile; // current tile
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int mipmap_level;
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int last_tile; // last tile set
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int last_tile_size; // last tile size set
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|
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CACHE_LUT cache[MAX_TMU][MAX_CACHE];
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CACHE_LUT *cur_cache[2];
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DWORD cur_cache_n[2];
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int n_cached[MAX_TMU];
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DWORD tmem_ptr[MAX_TMU];
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|
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int t0, t1;
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int best_tex; // if no 2-tmus, which texture? (0 or 1)
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int tex;
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int filter_mode;
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|
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// Texture palette
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|
WORD pal_8[256];
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|
DWORD pal_8_crc[16];
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|
DWORD pal_256_crc;
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|
BYTE tlut_mode;
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|
BOOL LOD_en;
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|
|
|
// Lighting
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DWORD num_lights;
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|
LIGHT light[12];
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|
float light_vector[12][3];
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float lookat[2][3];
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BOOL use_lookat;
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|
|
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// Combine modes
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DWORD cycle1, cycle2, cycle_mode;
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BYTE c_a0, c_b0, c_c0, c_d0, c_Aa0, c_Ab0, c_Ac0, c_Ad0;
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BYTE c_a1, c_b1, c_c1, c_d1, c_Aa1, c_Ab1, c_Ac1, c_Ad1;
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|
|
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BYTE fbl_a0, fbl_b0, fbl_c0, fbl_d0;
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|
BYTE fbl_a1, fbl_b1, fbl_c1, fbl_d1;
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|
|
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BYTE uncombined; // which is uncombined: 0x01=color 0x02=alpha 0x03=both
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|
|
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// float YUV_C0, YUV_C1, YUV_C2, YUV_C3, YUV_C4; //YUV textures conversion coefficients
|
|
BOOL yuv_image;
|
|
float yuv_ul_x, yuv_ul_y, yuv_lr_x, yuv_lr_y;
|
|
DWORD yuv_im_begin;
|
|
|
|
// What needs updating
|
|
DWORD update;
|
|
DWORD flags;
|
|
|
|
BOOL first;
|
|
|
|
// Vertices
|
|
VERTEX vtx[MAX_VTX];
|
|
int v0, vn;
|
|
|
|
DWORD tex_ctr; // same as above, incremented every time textures are updated
|
|
|
|
BOOL allow_combine; // allow combine updating?
|
|
|
|
BOOL s2dex_tex_loaded;
|
|
|
|
// Debug stuff
|
|
DWORD rm; // use othermode_l instead, this just as a check for changes
|
|
DWORD render_mode_changed;
|
|
DWORD geom_mode;
|
|
|
|
DWORD othermode_h;
|
|
DWORD othermode_l;
|
|
|
|
// used to check if in texrect while loading texture
|
|
DWORD texrecting;
|
|
|
|
//frame buffer related slots. Added by Gonetz
|
|
COLOR_IMAGE frame_buffers[NUMTEXBUF+2];
|
|
DWORD cimg, ocimg, zimg, tmpzimg, vi_org_reg;
|
|
COLOR_IMAGE maincimg[2];
|
|
DWORD last_drawn_ci_addr;
|
|
DWORD main_ci, main_ci_end, main_ci_bg, main_ci_last_tex_addr, zimg_end, last_bg;
|
|
DWORD ci_width, ci_height, ci_size, ci_end;
|
|
DWORD zi_width;
|
|
int zi_lrx, zi_lry;
|
|
BYTE ci_count, num_of_ci, main_ci_index, copy_ci_index;
|
|
int swap_ci_index, black_ci_index;
|
|
DWORD ci_upper_bound, ci_lower_bound;
|
|
BOOL motionblur, fb_drawn, fb_drawn_front, read_previous_ci, read_whole_frame;
|
|
CI_STATUS ci_status;
|
|
TEXTURE_BUFFER texbufs[2];
|
|
HIRES_COLOR_IMAGE * cur_image; //image currently being drawn
|
|
HIRES_COLOR_IMAGE * hires_tex; //image, which corresponds to currently selected texture
|
|
BYTE cur_tex_buf;
|
|
BYTE acc_tex_buf;
|
|
BOOL skip_drawing; //rendering is not required. used for frame buffer emulation
|
|
|
|
//fog related slots. Added by Gonetz
|
|
float fog_multiplier, fog_offset;
|
|
BOOL fog_coord_enabled;
|
|
|
|
} RDP;
|
|
|
|
|
|
void SetWireframeCol ();
|
|
void ChangeSize ();
|
|
|
|
extern RDP rdp;
|
|
extern SETTINGS settings;
|
|
extern HOTKEY_INFO hotkey_info;
|
|
|
|
extern GrTexInfo fontTex;
|
|
extern GrTexInfo cursorTex;
|
|
extern DWORD offset_font;
|
|
extern DWORD offset_cursor;
|
|
extern DWORD offset_textures;
|
|
extern DWORD offset_texbuf1;
|
|
|
|
extern BOOL ucode_error_report;
|
|
|
|
// RDP functions
|
|
void rdp_reset ();
|
|
|
|
// global strings
|
|
extern const char *ACmp[4];
|
|
extern const char *Mode0[16];
|
|
extern const char *Mode1[16];
|
|
extern const char *Mode2[32];
|
|
extern const char *Mode3[8];
|
|
extern const char *Alpha0[8];
|
|
extern const char *Alpha2[8];
|
|
extern const char *str_zs[2];
|
|
extern const char *str_yn[2];
|
|
extern const char *str_offon[2];
|
|
extern const char *str_cull[4];
|
|
extern const char *str_format[8];
|
|
extern const char *str_size[4];
|
|
extern const char *str_cm[4];
|
|
extern const char *str_filter[3];
|
|
extern const char *str_tlut[4];
|
|
extern const char *CIStatus[10];
|
|
|
|
#define Alpha1 Alpha0
|
|
#define Alpha3 Alpha0
|
|
|
|
#define FBL_D_1 2
|
|
#define FBL_D_0 3
|
|
|
|
|
|
// Convert from u0/v0/u1/v1 to the real coordinates without regard to tmu
|
|
__inline void ConvertCoordsKeep (VERTEX *v, int n)
|
|
{
|
|
for (int i=0; i<n; i++)
|
|
{
|
|
v[i].uc(0) = v[i].u0;
|
|
v[i].vc(0) = v[i].v0;
|
|
v[i].uc(1) = v[i].u1;
|
|
v[i].vc(1) = v[i].v1;
|
|
}
|
|
}
|
|
|
|
// Convert from u0/v0/u1/v1 to the real coordinates based on the tmu they are on
|
|
__inline void ConvertCoordsConvert (VERTEX *v, int n)
|
|
{
|
|
|
|
if (rdp.hires_tex && rdp.tex != 3)
|
|
{
|
|
for (int i=0; i<n; i++)
|
|
{
|
|
v[i].u1 = v[i].u0;
|
|
v[i].v1 = v[i].v0;
|
|
}
|
|
}
|
|
|
|
// float z;
|
|
for (int i=0; i<n; i++)
|
|
{
|
|
v[i].uc(rdp.t0) = v[i].u0;
|
|
v[i].vc(rdp.t0) = v[i].v0;
|
|
v[i].uc(rdp.t1) = v[i].u1;
|
|
v[i].vc(rdp.t1) = v[i].v1;
|
|
}
|
|
}
|
|
|
|
__inline void AllowShadeMods (VERTEX *v, int n)
|
|
{
|
|
for (int i=0; i<n; i++)
|
|
{
|
|
v[i].shade_mods_allowed = 1;
|
|
}
|
|
}
|
|
|
|
__inline float ScaleZ(float z)
|
|
{
|
|
// z *= 2.0f;
|
|
// if (z > 65535.0f) return 65535.0f;
|
|
// return (z / 65535.0f) * z;
|
|
// if (z < 4096.0f) return z * 0.25f;
|
|
// z = (z / 16384.0f) * z;
|
|
z *= 1.9f;
|
|
if (z > 65534.0f) return 65534.0f;
|
|
return z;
|
|
}
|
|
|
|
__inline void CalculateFog (VERTEX *v)
|
|
{
|
|
if (rdp.flags & FOG_ENABLED)
|
|
{
|
|
v->f = min(255.0f, max(0.0f, v->z_w * rdp.fog_multiplier + rdp.fog_offset));
|
|
v->a = (BYTE)v->f;
|
|
}
|
|
else
|
|
{
|
|
v->f = 1.0f;
|
|
}
|
|
}
|
|
|
|
void newSwapBuffers();
|
|
extern BOOL SwapOK;
|
|
|
|
// ** utility functions
|
|
void load_palette (DWORD addr, WORD start, WORD count);
|
|
|
|
#endif // ifndef RDP_H
|
|
|