project64/Source/Glide64/rdp.h

925 lines
26 KiB
C++

/*
* 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.
//
//****************************************************************
#ifndef RDP_H
#define RDP_H
extern char out_buf[2048];
extern wxUint32 frame_count; // frame counter
//GlideHQ support
#define TEXTURE_FILTER
#ifdef TEXTURE_FILTER
#include "Ext_TxFilter.h"
#endif
#define MAX_CACHE 1024*4
#define MAX_TRI_CACHE 768 // this is actually # of vertices, not triangles
#define MAX_VTX 256
#define MAX_TMU 2
#define TEXMEM_2MB_EDGE 2097152
// Supported flags
#define SUP_TEXMIRROR 0x00000001
// Clipping flags
#define CLIP_XMAX 0x00000001
#define CLIP_XMIN 0x00000002
#define CLIP_YMAX 0x00000004
#define CLIP_YMIN 0x00000008
#define CLIP_WMIN 0x00000010
#define CLIP_ZMAX 0x00000020
#define CLIP_ZMIN 0x00000040
// Flags
#define ZBUF_ENABLED 0x00000001
#define ZBUF_DECAL 0x00000002
#define ZBUF_COMPARE 0x00000004
#define ZBUF_UPDATE 0x00000008
#define ALPHA_COMPARE 0x00000010
#define FORCE_BL 0x00000020
#define CULL_FRONT 0x00001000 // * must be here
#define CULL_BACK 0x00002000 // * must be here
#define FOG_ENABLED 0x00010000
#define CULLMASK 0x00003000
#define CULLSHIFT 12
// Update flags
#define UPDATE_ZBUF_ENABLED 0x00000001
#define UPDATE_TEXTURE 0x00000002 // \ Same thing!
#define UPDATE_COMBINE 0x00000002 // /
#define UPDATE_CULL_MODE 0x00000004
#define UPDATE_LIGHTS 0x00000010
#define UPDATE_BIASLEVEL 0x00000020
#define UPDATE_ALPHA_COMPARE 0x00000040
#define UPDATE_VIEWPORT 0x00000080
#define UPDATE_MULT_MAT 0x00000100
#define UPDATE_SCISSOR 0x00000200
#define UPDATE_FOG_ENABLED 0x00010000
#define CMB_MULT 0x00000001
#define CMB_SET 0x00000002
#define CMB_SUB 0x00000004
#define CMB_ADD 0x00000008
#define CMB_A_MULT 0x00000010
#define CMB_A_SET 0x00000020
#define CMB_A_SUB 0x00000040
#define CMB_A_ADD 0x00000080
#define CMB_SETSHADE_SHADEALPHA 0x00000100
#define CMB_INTER 0x00000200
#define CMB_MULT_OWN_ALPHA 0x00000400
#define CMB_COL_SUB_OWN 0x00000800
#define uc(x) coord[x<<1]
#define vc(x) coord[(x<<1)+1]
#if defined(_MSC_VER)
#define DECLAREALIGN16VAR(var) __declspec(align(16)) float var
#elif defined(__GNUG__)
#define DECLAREALIGN16VAR(var) float (var) __attribute__ ((aligned(16)))
#endif
// Vertex structure
typedef struct
{
float x, y, z, q;
float u0, v0, u1, v1;
float coord[4];
float w;
wxUint16 flags;
wxUint8 b; // These values are arranged like this so that *(wxUint32*)(VERTEX+?) is
wxUint8 g; // ARGB format that glide can use.
wxUint8 r;
wxUint8 a;
float f; //fog
float vec[3]; // normal vector
float sx, sy, sz;
float x_w, y_w, z_w, u0_w, v0_w, u1_w, v1_w, oow;
wxUint8 not_zclipped;
wxUint8 screen_translated;
wxUint8 uv_scaled;
wxUint32 uv_calculated; // like crc
wxUint32 shade_mod;
wxUint32 color_backup;
float ou, ov;
int number; // way to identify it
int scr_off, z_off; // off the screen?
} VERTEX;
// Clipping (scissors)
typedef struct {
wxUint32 ul_x;
wxUint32 ul_y;
wxUint32 lr_x;
wxUint32 lr_y;
} SCISSOR;
#ifdef TEXTURE_FILTER
extern wxUint32 texfltr[];
extern wxUint32 texenht[];
extern wxUint32 texcmpr[];
extern wxUint32 texhirs[];
typedef struct {
wxUint16 tile_ul_s;
wxUint16 tile_ul_t;
wxUint16 tile_width;
wxUint16 tile_height;
wxUint16 tex_width;
wxUint16 tex_size;
wxUint32 dxt;
} LOAD_TILE_INFO;
#endif
typedef struct {
const wxChar * format;
const wxChar * extension;
wxBitmapType type;
} SCREEN_SHOT_FORMAT;
extern const int NumOfFormats;
extern SCREEN_SHOT_FORMAT ScreenShotFormats[];
typedef struct {
int card_id;
wxUint32 res_x, scr_res_x;
wxUint32 res_y, scr_res_y;
wxUint32 res_data, res_data_org;
int advanced_options;
int texenh_options;
int ssformat;
int vsync;
int show_fps;
int clock;
int clock_24_hr;
int filtering;
int fog;
int buff_clear;
int swapmode;
int lodmode;
int aspectmode;
int use_hotkeys;
//Frame buffer emulation options
#define fb_emulation (1<<0) //frame buffer emulation
#define fb_hwfbe (1<<1) //hardware frame buffer emualtion
#define fb_motionblur (1<<2) //emulate motion blur
#define fb_ref (1<<3) //read every frame
#define fb_read_alpha (1<<4) //read alpha
#define fb_hwfbe_buf_clear (1<<5) //clear auxiliary texture frame buffers
#define fb_depth_render (1<<6) //enable software depth render
#define fb_optimize_texrect (1<<7) //fast texrect rendering with hwfbe
#define fb_ignore_aux_copy (1<<8) //do not copy auxiliary frame buffers
#define fb_useless_is_useless (1<<10) //
#define fb_get_info (1<<11) //get frame buffer info
#define fb_read_back_to_screen (1<<12) //render N64 frame buffer to screen
#define fb_read_back_to_screen2 (1<<13) //render N64 frame buffer to screen
#define fb_cpu_write_hack (1<<14) //show images writed directly by CPU
#define fb_emulation_enabled ((settings.frame_buffer&fb_emulation)>0)
#define fb_hwfbe_enabled ((settings.frame_buffer&(fb_emulation|fb_hwfbe))==(fb_emulation|fb_hwfbe))
#define fb_depth_render_enabled ((settings.frame_buffer&fb_depth_render)>0)
wxUint32 frame_buffer;
enum FBCRCMODE {
fbcrcNone = 0,
fbcrcFast = 1,
fbcrcSafe = 2} fb_crc_mode;
#ifdef TEXTURE_FILTER
//Texture filtering options
std::string texture_dir;
int ghq_fltr;
int ghq_enht;
int ghq_cmpr;
int ghq_hirs;
int ghq_use;
int ghq_enht_cmpr;
int ghq_enht_tile;
int ghq_enht_f16bpp;
int ghq_enht_gz;
int ghq_enht_nobg;
int ghq_hirs_cmpr;
int ghq_hirs_tile;
int ghq_hirs_f16bpp;
int ghq_hirs_gz;
int ghq_hirs_altcrc;
int ghq_cache_save;
int ghq_cache_size;
int ghq_hirs_let_texartists_fly;
int ghq_hirs_dump;
#endif
//Debug
int autodetect_ucode;
int ucode;
int logging;
int elogging;
int log_clear;
int run_in_window;
int filter_cache;
int unk_as_red;
int log_unk;
int unk_clear;
int wireframe;
int wfmode;
// Special fixes
int offset_x, offset_y;
int scale_x, scale_y;
int fast_crc;
int alt_tex_size;
int use_sts1_only;
int flame_corona; //hack for zeldas flame's corona
int increase_texrect_edge; // add 1 to lower right corner coordinates of texrect
int decrease_fillrect_edge; // sub 1 from lower right corner coordinates of fillrect
int texture_correction; // enable perspective texture correction emulation. is on by default
int stipple_mode; //used for dithered alpha emulation
wxUint32 stipple_pattern; //used for dithered alpha emulation
int force_microcheck; //check microcode each frame, for mixed F3DEX-S2DEX games
int force_quad3d; //force 0xb5 command to be quad, not line 3d
int clip_zmin; //enable near z clipping
int clip_zmax; //enable far plane clipping;
int adjust_aspect; //adjust screen aspect for wide screen mode
int force_calc_sphere; //use spheric mapping only, Ridge Racer 64
int pal230; //set special scale for PAL games
int correct_viewport; //correct viewport values
int zmode_compare_less; //force GR_CMP_LESS for zmode=0 (opaque)and zmode=1 (interpenetrating)
int old_style_adither; //apply alpha dither regardless of alpha_dither_mode
int n64_z_scale; //scale vertex z value before writing to depth buffer, as N64 does.
//Special game hacks
#define hack_ASB (1<<0) //All-Star Baseball games
#define hack_Banjo2 (1<<1) //Banjo Tooie
#define hack_BAR (1<<2) //Beetle Adventure Racing
#define hack_Chopper (1<<3) //Chopper Attack
#define hack_Diddy (1<<4) //diddy kong racing
#define hack_Fifa98 (1<<5) //FIFA - Road to World Cup 98
#define hack_Fzero (1<<6) //F-Zero
#define hack_GoldenEye (1<<7) //Golden Eye
#define hack_Hyperbike (1<<8) //Top Gear Hyper Bike
#define hack_ISS64 (1<<9) //International Superstar Soccer 64
#define hack_KI (1<<10) //Killer Instinct
#define hack_Knockout (1<<11) //Knockout Kings 2000
#define hack_Lego (1<<12) //LEGO Racers
#define hack_MK64 (1<<13) //Mario Kart
#define hack_Megaman (1<<14) //Megaman64
#define hack_Makers (1<<15) //Mischief-makers
#define hack_WCWnitro (1<<16) //WCW Nitro
#define hack_Ogre64 (1<<17) //Ogre Battle 64
#define hack_Pilotwings (1<<18) //Pilotwings
#define hack_PMario (1<<19) //Paper Mario
#define hack_PPL (1<<20) //pokemon puzzle league requires many special fixes
#define hack_RE2 (1<<21) //Resident Evil 2
#define hack_Starcraft (1<<22) //StarCraft64
#define hack_Supercross (1<<23) //Supercross 2000
#define hack_TGR (1<<24) //Top Gear Rally
#define hack_TGR2 (1<<25) //Top Gear Rally 2
#define hack_Tonic (1<<26) //tonic trouble
#define hack_Yoshi (1<<27) //Yoshi Story
#define hack_Zelda (1<<28) //zeldas hacks
#define hack_OoT (1<<29) //zelda OoT hacks
wxUint32 hacks;
//wrapper settings
int wrpResolution;
int wrpVRAM;
int wrpFBO;
int wrpAnisotropic;
} SETTINGS;
typedef struct
{
wxUint8 hk_ref;
wxUint8 hk_motionblur;
wxUint8 hk_filtering;
} HOTKEY_INFO;
typedef struct
{
int num_tmu;
int max_tex_size;
int sup_large_tex;
int sup_mirroring;
int sup_32bit_tex;
int has_2mb_tex_boundary;
int tex_UMA;
int gamma_correction;
FxI32 gamma_table_size;
FxU32 *gamma_table_r;
FxU32 *gamma_table_g;
FxU32 *gamma_table_b;
wxUint32 tmem_ptr[MAX_TMU];
wxUint32 tex_min_addr[MAX_TMU];
wxUint32 tex_max_addr[MAX_TMU];
} VOODOO;
// This structure is what is passed in by rdp:settextureimage
typedef struct {
wxUint8 format; // format: ARGB, IA, ...
wxUint8 size; // size: 4,8,16, or 32 bit
wxUint16 width; // used in settextureimage
wxUint32 addr; // address in RDRAM to load the texture from
int set_by; // 0-loadblock 1-loadtile
} TEXTURE_IMAGE;
// This structure is a tile descriptor (as used by rdp:settile and rdp:settilesize)
typedef struct
{
// rdp:settile
wxUint8 format; // format: ARGB, IA, ...
wxUint8 size; // size: 4,8,16, or 32 bit
wxUint16 line; // size of one row (x axis) in 64 bit words
wxUint16 t_mem; // location in texture memory (in 64 bit words, max 512 (4MB))
wxUint8 palette; // palette # to use
wxUint8 clamp_t; // clamp or wrap (y axis)?
wxUint8 mirror_t; // mirroring on (y axis)?
wxUint8 mask_t; // mask to wrap around (ex: 5 would wrap around 32) (y axis)
wxUint8 shift_t; // ??? (scaling)
wxUint8 clamp_s; // clamp or wrap (x axis)?
wxUint8 mirror_s; // mirroring on (x axis)?
wxUint8 mask_s; // mask to wrap around (x axis)
wxUint8 shift_s; // ??? (scaling)
// rdp:settilesize
wxUint16 ul_s; // upper left s coordinate
wxUint16 ul_t; // upper left t coordinate
wxUint16 lr_s; // lower right s coordinate
wxUint16 lr_t; // lower right t coordinate
float f_ul_s;
float f_ul_t;
// these are set by loadtile
wxUint16 t_ul_s; // upper left s coordinate
wxUint16 t_ul_t; // upper left t coordinate
wxUint16 t_lr_s; // lower right s coordinate
wxUint16 t_lr_t; // lower right t coordinate
wxUint32 width;
wxUint32 height;
// uc0:texture
wxUint8 on;
float s_scale;
float t_scale;
wxUint16 org_s_scale;
wxUint16 org_t_scale;
} TILE;
// This structure forms the lookup table for cached textures
typedef struct {
wxUint32 addr; // address in RDRAM
wxUint32 crc; // CRC check
wxUint32 palette; // Palette #
wxUint32 width; // width
wxUint32 height; // height
wxUint32 format; // format
wxUint32 size; // size
wxUint32 last_used; // what frame # was this texture last used (used for replacing)
wxUint32 line;
wxUint32 flags; // clamp/wrap/mirror flags
wxUint32 realwidth; // width of actual texture
wxUint32 realheight; // height of actual texture
wxUint32 lod;
wxUint32 aspect;
wxUint8 set_by;
wxUint8 texrecting;
int f_mirror_s;
int f_mirror_t;
int f_wrap_s;
int f_wrap_t;
float scale_x; // texture scaling
float scale_y;
float scale; // general scale to 256
GrTexInfo t_info; // texture info (glide)
wxUint32 tmem_addr; // addres in texture memory (glide)
int uses; // 1 triangle that uses this texture
int splits; // number of splits
int splitheight;
float c_off; // ul center texel offset (both x and y)
float c_scl_x; // scale to lower-right center-texel x
float c_scl_y; // scale to lower-right center-texel y
wxUint32 mod, mod_color, mod_color1, mod_color2, mod_factor;
#ifdef TEXTURE_FILTER
uint64 ricecrc;
int is_hires_tex;
#endif
} CACHE_LUT;
// Lights
typedef struct {
float r, g, b, a; // color
float dir_x, dir_y, dir_z; // direction towards the light source
float x, y, z, w; // light position
float ca, la, qa;
wxUint32 nonblack;
wxUint32 nonzero;
} LIGHT;
typedef enum {
ci_main, //0, main color image
ci_zimg, //1, depth image
ci_unknown, //2, status is unknown
ci_useless, //3, status is unclear
ci_old_copy, //4, auxiliary color image, copy of last color image from previous frame
ci_copy, //5, auxiliary color image, copy of previous color image
ci_copy_self, //6, main color image, it's content will be used to draw into itself
ci_zcopy, //7, auxiliary color image, copy of depth image
ci_aux, //8, auxiliary color image
ci_aux_copy //9, auxiliary color image, partial copy of previous color image
} CI_STATUS;
// Frame buffers
typedef struct
{
wxUint32 addr; //color image address
wxUint8 format;
wxUint8 size;
wxUint16 width;
wxUint16 height;
CI_STATUS status;
int changed;
} COLOR_IMAGE;
typedef struct
{
GrChipID_t tmu;
wxUint32 addr; //address of color image
wxUint32 end_addr;
wxUint32 tex_addr; //address in video memory
wxUint32 width; //width of color image
wxUint32 height; //height of color image
wxUint8 format; //format of color image
wxUint8 size; //format of color image
wxUint8 clear; //flag. texture buffer must be cleared
wxUint8 drawn; //flag. if equal to 1, this image was already drawn in current frame
wxUint32 crc; //checksum of the color image
float scr_width; //width of rendered image
float scr_height; //height of rendered image
wxUint32 tex_width; //width of texture buffer
wxUint32 tex_height; //height of texture buffer
int tile; //
wxUint16 tile_uls; //shift from left bound of the texture
wxUint16 tile_ult; //shift from top of the texture
wxUint32 v_shift; //shift from top of the texture
wxUint32 u_shift; //shift from left of the texture
float lr_u;
float lr_v;
float u_scale; //used to map vertex u,v coordinates into hires texture
float v_scale; //used to map vertex u,v coordinates into hires texture
CACHE_LUT * cache; //pointer to texture cache item
GrTexInfo info;
wxUint16 t_mem;
} TBUFF_COLOR_IMAGE;
typedef struct
{
GrChipID_t tmu;
wxUint32 begin; //start of the block in video memory
wxUint32 end; //end of the block in video memory
wxUint8 count; //number of allocated texture buffers
int clear_allowed; //stack of buffers can be cleared
TBUFF_COLOR_IMAGE images[256];
} TEXTURE_BUFFER;
#define NUMTEXBUF 92
struct RDP_Base{
float vi_width;
float vi_height;
int window_changed;
float offset_x, offset_y, offset_x_bak, offset_y_bak;
float scale_x, scale_1024, scale_x_bak;
float scale_y, scale_768, scale_y_bak;
float view_scale[3];
float view_trans[3];
float clip_min_x, clip_max_x, clip_min_y, clip_max_y;
float clip_ratio;
int updatescreen;
wxUint32 tri_n; // triangle counter
wxUint32 debug_n;
// Program counter
wxUint32 pc[10]; // DList PC stack
wxUint32 pc_i; // current PC index in the stack
int dl_count; // number of instructions before returning
int LLE;
// Segments
wxUint32 segment[16]; // Segment pointer
// Marks the end of DList execution (done in uc?:enddl)
int halt;
// Next command
wxUint32 cmd0;
wxUint32 cmd1;
wxUint32 cmd2;
wxUint32 cmd3;
// Clipping
SCISSOR scissor_o;
SCISSOR scissor;
int scissor_set;
// Colors
wxUint32 fog_color;
wxUint32 fill_color;
wxUint32 prim_color;
wxUint32 blend_color;
wxUint32 env_color;
wxUint32 SCALE;
wxUint32 CENTER;
wxUint32 prim_lodmin, prim_lodfrac;
wxUint16 prim_depth;
wxUint16 prim_dz;
wxUint8 K4;
wxUint8 K5;
enum {
noise_none,
noise_combine,
noise_texture
} noise;
float col[4]; // color multiplier
float coladd[4]; // color add/subtract
float shade_factor;
float col_2[4];
wxUint32 cmb_flags, cmb_flags_2;
// othermode_l flags
int acmp; // 0 = none, 1 = threshold, 2 = dither
int zsrc; // 0 = pixel, 1 = prim
wxUint8 alpha_dither_mode;
// Matrices
#pragma warning(push)
#pragma warning(disable:4324) //structure was padded due to __declspec(align())
DECLAREALIGN16VAR(model[4][4]);
#pragma warning(pop)
DECLAREALIGN16VAR(proj[4][4]);
DECLAREALIGN16VAR(combined[4][4]);
DECLAREALIGN16VAR(dkrproj[3][4][4]);
DECLAREALIGN16VAR(model_stack[32][4][4]); // 32 deep, will warn if overflow
int model_i; // index in the model matrix stack
int model_stack_size;
// Textures
TEXTURE_IMAGE timg; // 1 for each tmem address
TILE tiles[8]; // 8 tile descriptors
wxUint8 tmem[4096]; // 4k tmem
wxUint32 addr[512]; // 512 addresses (used to determine address loaded from)
#ifdef TEXTURE_FILTER
LOAD_TILE_INFO load_info[512]; // 512 addresses. inforamation about tile loading.
#endif
int cur_tile; // current tile
int mipmap_level;
int last_tile; // last tile set
int last_tile_size; // last tile size set
int t0, t1;
int best_tex; // if no 2-tmus, which texture? (0 or 1)
int tex;
int filter_mode;
// Texture palette
wxUint16 pal_8[256];
wxUint32 pal_8_crc[16];
wxUint32 pal_256_crc;
wxUint8 tlut_mode;
int LOD_en;
int Persp_en;
int persp_supported;
int force_wrap;
#ifdef TEXTURE_FILTER
wxUint16 pal_8_rice[512];
#endif
// Lighting
wxUint32 num_lights;
LIGHT light[12];
float light_vector[12][3];
float lookat[2][3];
int use_lookat;
// Combine modes
wxUint32 cycle1, cycle2, cycle_mode;
wxUint8 c_a0, c_b0, c_c0, c_d0, c_Aa0, c_Ab0, c_Ac0, c_Ad0;
wxUint8 c_a1, c_b1, c_c1, c_d1, c_Aa1, c_Ab1, c_Ac1, c_Ad1;
wxUint8 fbl_a0, fbl_b0, fbl_c0, fbl_d0;
wxUint8 fbl_a1, fbl_b1, fbl_c1, fbl_d1;
wxUint8 uncombined; // which is uncombined: 0x01=color 0x02=alpha 0x03=both
// float YUV_C0, YUV_C1, YUV_C2, YUV_C3, YUV_C4; //YUV textures conversion coefficients
// What needs updating
wxUint32 update;
wxUint32 flags;
int first;
wxUint32 tex_ctr; // incremented every time textures are updated
int allow_combine; // allow combine updating?
int s2dex_tex_loaded;
wxUint16 bg_image_height;
// Debug stuff
wxUint32 rm; // use othermode_l instead, this just as a check for changes
wxUint32 render_mode_changed;
wxUint32 geom_mode;
wxUint32 othermode_h;
wxUint32 othermode_l;
// used to check if in texrect while loading texture
wxUint8 texrecting;
//frame buffer related slots. Added by Gonetz
wxUint32 cimg, ocimg, zimg, tmpzimg, vi_org_reg;
COLOR_IMAGE maincimg[2];
wxUint32 last_drawn_ci_addr;
wxUint32 main_ci, main_ci_end, main_ci_bg, main_ci_last_tex_addr, zimg_end, last_bg;
wxUint32 ci_width, ci_height, ci_size, ci_end;
wxUint32 zi_width;
int zi_lrx, zi_lry;
wxUint8 ci_count, num_of_ci, main_ci_index, copy_ci_index, copy_zi_index;
int swap_ci_index, black_ci_index;
wxUint32 ci_upper_bound, ci_lower_bound;
int motionblur, fb_drawn, fb_drawn_front, read_previous_ci, read_whole_frame;
CI_STATUS ci_status;
TBUFF_COLOR_IMAGE * cur_image; //image currently being drawn
TBUFF_COLOR_IMAGE * tbuff_tex; //image, which corresponds to currently selected texture
TBUFF_COLOR_IMAGE * aTBuffTex[2];
wxUint8 cur_tex_buf;
wxUint8 acc_tex_buf;
int skip_drawing; //rendering is not required. used for frame buffer emulation
//fog related slots. Added by Gonetz
float fog_multiplier, fog_offset;
enum {
fog_disabled,
fog_enabled,
fog_blend,
fog_blend_inverse
}
fog_mode;
};
struct RDP : public RDP_Base
{
// Clipping
int clip; // clipping flags
VERTEX *vtx1; //[256] copy vertex buffer #1 (used for clipping)
VERTEX *vtx2; //[256] copy vertex buffer #2
VERTEX *vtxbuf; // current vertex buffer (reset to vtx, used to determine current vertex buffer)
VERTEX *vtxbuf2;
int n_global; // Used to pass the number of vertices from clip_z to clip_tri
int vtx_buffer;
CACHE_LUT *cache[MAX_TMU]; //[MAX_CACHE]
CACHE_LUT *cur_cache[MAX_TMU];
wxUint32 cur_cache_n[MAX_TMU];
int n_cached[MAX_TMU];
// Vertices
VERTEX *vtx; //[MAX_VTX]
int v0, vn;
COLOR_IMAGE *frame_buffers; //[NUMTEXBUF+2]
TEXTURE_BUFFER texbufs[2];
wxString RomName;
RDP();
~RDP();
void Reset();
};
void SetWireframeCol ();
void ChangeSize ();
void GoToFullScreen();
extern RDP rdp;
extern SETTINGS settings;
extern HOTKEY_INFO hotkey_info;
extern VOODOO voodoo;
extern GrTexInfo fontTex;
extern GrTexInfo cursorTex;
extern wxUint32 offset_font;
extern wxUint32 offset_cursor;
extern wxUint32 offset_textures;
extern wxUint32 offset_texbuf1;
extern int ucode_error_report;
extern wxString pluginPath;
extern wxString iniPath;
// RDP functions
void rdp_reset ();
extern const char *ACmp[];
extern const char *Mode0[];
extern const char *Mode1[];
extern const char *Mode2[];
extern const char *Mode3[];
extern const char *Alpha0[];
#define Alpha1 Alpha0
extern const char *Alpha2[];
#define Alpha3 Alpha0
extern const char *FBLa[];
extern const char *FBLb[];
extern const char *FBLc[];
extern const char *FBLd[];
extern const char *str_zs[];
extern const char *str_yn[];
extern const char *str_offon[];
extern const char *str_cull[];
// I=intensity probably
extern const char *str_format[];
extern const char *str_size[];
extern const char *str_cm[];
extern const char *str_lod[];
extern const char *str_aspect[];
extern const char *str_filter[];
extern const char *str_tlut[];
extern const char *CIStatus[];
#define FBL_D_1 2
#define FBL_D_0 3
/*
* taken straight from MSVC <windef.h> in case of other compilers
*
* Careful! These macros can sabotage std::max and std::min from <vector>.
* The only solution is to include <vector> first, before <windef.h> or
* before defining the below macros (or just don't use <windows.h>).
*/
#ifndef max
#define max(a, b) (((a) > (b)) ? (a) : (b))
#endif
#ifndef min
#define min(a, b) (((a) < (b)) ? (a) : (b))
#endif
#ifndef TRUE
#define TRUE 1
#endif
#ifndef FALSE
#define FALSE 0
#endif
#ifndef HIWORD
#define HIWORD(a) ((unsigned int)(a) >> 16)
#endif
#ifndef LOWORD
#define LOWORD(a) ((a) & 0xFFFF)
#endif
// 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)
{
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_mod = 0;
}
}
__inline void AddOffset (VERTEX *v, int n)
{
for (int i=0; i<n; i++)
{
v[i].x += rdp.offset_x;
v[i].y += rdp.offset_y;
}
}
__inline void CalculateFog (VERTEX *v)
{
if (rdp.flags & FOG_ENABLED)
{
if (v->w < 0.0f)
v->f = 0.0f;
else
v->f = min(255.0f, max(0.0f, v->z_w * rdp.fog_multiplier + rdp.fog_offset));
v->a = (wxUint8)v->f;
}
else
{
v->f = 1.0f;
}
}
void newSwapBuffers();
extern int SwapOK;
// ** utility functions
void load_palette (wxUint32 addr, wxUint16 start, wxUint16 count);
void setTBufTex(wxUint16 t_mem, wxUint32 cnt);
#endif // ifndef RDP_H