/* * Glide64 - Glide video plugin for Nintendo 64 emulators. * Copyright (c) 2002 Dave2001 * Copyright (c) 2003-2009 Sergey 'Gonetz' Lipski * * 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 * 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 */ //**************************************************************** // // Glide64 - Glide Plugin for Nintendo 64 emulators // Project started on December 29th, 2001 // // Authors: // Dave2001, original author, founded the project in 2001, left it in 2002 // Gugaman, joined the project in 2002, left it in 2002 // Sergey 'Gonetz' Lipski, joined the project in 2002, main author since fall of 2002 // Hiroshi 'KoolSmoky' Morii, joined the project in 2007 // //**************************************************************** // // To modify Glide64: // * 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. // * 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. // //**************************************************************** // // Oct 2002 Created by Gonetz (Gonetz@ngs.ru) // Info about this ucode is taken from TR64 OGL plugin. Thanks, Icepir8! // Oct 2003 Modified by Gonetz (Gonetz@ngs.ru) // Bugs fixed with help from glN64 sources. Thanks, Orkin! //**************************************************************** wxUint32 pd_col_addr = 0; static void uc7_colorbase () { LRDP("uc7_colorbase\n"); pd_col_addr = segoffset(rdp.cmd1); } typedef struct { short y; short x; wxUint16 idx; short z; short t; short s; } vtx_uc7; static void uc7_vertex () { if (rdp.update & UPDATE_MULT_MAT) { rdp.update ^= UPDATE_MULT_MAT; MulMatrices(rdp.model, rdp.proj, rdp.combined); } // This is special, not handled in update() if (rdp.update & UPDATE_LIGHTS) { rdp.update ^= UPDATE_LIGHTS; // Calculate light vectors for (wxUint32 l=0; l> 16; rdp.vn = n = ((rdp.cmd0 & 0xF00000) >> 20) + 1; FRDP ("uc7:vertex n: %d, v0: %d, from: %08lx\n", n, v0, addr); vtx_uc7 *vertex = (vtx_uc7 *)&gfx.RDRAM[addr]; for(i = 0; i < n; i++) { VERTEX *v = &rdp.vtx[v0 + i]; x = (float)vertex->x; y = (float)vertex->y; z = (float)vertex->z; v->flags = 0; v->ou = (float)vertex->s; v->ov = (float)vertex->t; v->uv_scaled = 0; #ifdef EXTREME_LOGGING // FRDP ("before: v%d - x: %f, y: %f, z: %f, flags: %04lx, ou: %f, ov: %f\n", i>>4, x, y, z, v->flags, v->ou, v->ov); #endif v->x = x*rdp.combined[0][0] + y*rdp.combined[1][0] + z*rdp.combined[2][0] + rdp.combined[3][0]; v->y = x*rdp.combined[0][1] + y*rdp.combined[1][1] + z*rdp.combined[2][1] + rdp.combined[3][1]; v->z = x*rdp.combined[0][2] + y*rdp.combined[1][2] + z*rdp.combined[2][2] + rdp.combined[3][2]; v->w = x*rdp.combined[0][3] + y*rdp.combined[1][3] + z*rdp.combined[2][3] + rdp.combined[3][3]; if (fabs(v->w) < 0.001) v->w = 0.001f; v->oow = 1.0f / v->w; v->x_w = v->x * v->oow; v->y_w = v->y * v->oow; v->z_w = v->z * v->oow; v->uv_calculated = 0xFFFFFFFF; v->screen_translated = 0; v->scr_off = 0; if (v->x < -v->w) v->scr_off |= 1; if (v->x > v->w) v->scr_off |= 2; if (v->y < -v->w) v->scr_off |= 4; if (v->y > v->w) v->scr_off |= 8; if (v->w < 0.1f) v->scr_off |= 16; wxUint8 *color = &gfx.RDRAM[pd_col_addr + (vertex->idx & 0xff)]; v->a = color[0]; CalculateFog (v); if (rdp.geom_mode & 0x00020000) { v->vec[0] = (char)color[3]; v->vec[1] = (char)color[2]; v->vec[2] = (char)color[1]; if (rdp.geom_mode & 0x80000) { calc_linear (v); #ifdef EXTREME_LOGGING FRDP ("calc linear: v%d - u: %f, v: %f\n", i>>4, v->ou, v->ov); #endif } else if (rdp.geom_mode & 0x40000) { calc_sphere (v); #ifdef EXTREME_LOGGING FRDP ("calc sphere: v%d - u: %f, v: %f\n", i>>4, v->ou, v->ov); #endif } NormalizeVector (v->vec); calc_light (v); } else { v->r = color[3]; v->g = color[2]; v->b = color[1]; } #ifdef EXTREME_LOGGING FRDP ("v%d - x: %f, y: %f, z: %f, w: %f, u: %f, v: %f\n", i>>4, v->x, v->y, v->z, v->w, v->ou, v->ov); #endif vertex++; } }