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Copyright (C) 2003 Rice1964
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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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#ifndef _RICE_RENDER_BASE_H
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#define _RICE_RENDER_BASE_H
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#include "osal_preproc.h"
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#include "RSP_Parser.h"
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* Global variables defined in this file were moved out of Render class
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* to make them be accessed faster
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#define RICE_MATRIX_STACK 60
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#define MAX_TEXTURES 8
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RICE_FILLMODE_WINFRAME,
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enum { MAX_VERTS = 80 }; // F3DLP.Rej supports up to 80 verts!
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void myVec3Transform(float *vecout, float *vecin, float* m);
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// All these arrays are moved out of the class CRender
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// to be accessed in faster speed
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extern ALIGN(16, XVECTOR4 g_vtxTransformed[MAX_VERTS])
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extern ALIGN(16, XVECTOR4 g_vecProjected[MAX_VERTS])
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extern float g_vtxProjected5[1000][5];
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extern float g_vtxProjected5Clipped[2000][5];
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extern VECTOR2 g_fVtxTxtCoords[MAX_VERTS];
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extern uint32 g_dwVtxDifColor[MAX_VERTS];
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//extern uint32 g_dwVtxFlags[MAX_VERTS]; // Z_POS Z_NEG etc
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extern RenderTexture g_textures[MAX_TEXTURES];
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extern TLITVERTEX g_vtxBuffer[1000];
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extern unsigned int g_vtxIndex[1000];
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extern TLITVERTEX g_clippedVtxBuffer[2000];
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extern int g_clippedVtxCount;
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extern uint8 g_oglVtxColors[1000][4];
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extern uint32 g_clipFlag[MAX_VERTS];
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extern uint32 g_clipFlag2[MAX_VERTS];
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extern float g_fFogCoord[MAX_VERTS];
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extern TLITVERTEX g_texRectTVtx[4];
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extern EXTERNAL_VERTEX g_vtxForExternal[MAX_VERTS];
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//#define INIT_VERTEX_METHOD_2
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/************************************************************************/
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/************************************************************************/
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extern uint32 gRSPnumLights;
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extern Light gRSPlights[16];
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extern ALIGN(16, Matrix gRSPworldProjectTransported)
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extern ALIGN(16, Matrix gRSPworldProject)
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extern N64Light gRSPn64lights[16];
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extern ALIGN(16, Matrix gRSPmodelViewTop)
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extern ALIGN(16, Matrix gRSPmodelViewTopTranspose)
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extern float gRSPfFogMin;
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extern float gRSPfFogMax;
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extern float gRSPfFogDivider;
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/************************************************************************/
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/************************************************************************/
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/************************************************************************/
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/************************************************************************/
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float fAmbientLightR;
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float fAmbientLightG;
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float fAmbientLightB;
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float fAmbientLightA;
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float fAmbientColors[4];
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/************************************************************************/
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/* Don't move above */
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/************************************************************************/
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bool bTextureEnabled;
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RenderShadeMode shadeMode;
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bool bLightingEnable;
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BOOL bZBufferEnabled;
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uint32 ambientLightColor;
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uint32 ambientLightIndex;
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uint32 projectionMtxTop;
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uint32 modelViewMtxTop;
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int nVPLeftN, nVPTopN, nVPRightN, nVPBottomN, nVPWidthN, nVPHeightN, maxZ;
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int clip_ratio_negx, clip_ratio_negy, clip_ratio_posx, clip_ratio_posy;
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int clip_ratio_left, clip_ratio_top, clip_ratio_right, clip_ratio_bottom;
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int real_clip_scissor_left, real_clip_scissor_top, real_clip_scissor_right, real_clip_scissor_bottom;
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float real_clip_ratio_negx, real_clip_ratio_negy, real_clip_ratio_posx, real_clip_ratio_posy;
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Matrix projectionMtxs[RICE_MATRIX_STACK];
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Matrix modelviewMtxs[RICE_MATRIX_STACK];
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bool bWorldMatrixIsUpdated;
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bool bMatrixIsUpdated;
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bool bCombinedMatrixIsUpdated;
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bool bLightIsUpdated;
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uint32 dwDKRMatrixAddr;
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Matrix DKRMatrixes[4];
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bool bProcessDiffuseColor;
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bool bProcessSpecularColor;
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// Texture coordinates computation constants
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extern ALIGN(16, RSP_Options gRSP)
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bool bFogEnableInBlender;
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uint32 primitiveColor;
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uint32 primitiveDepth;
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float fPrimitiveDepth;
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float fvPrimitiveColor[4];
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uint32 originalFillColor;
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RDP_OtherMode otherMode;
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bool textureIsChanged;
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bool texturesAreReloaded;
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bool colorsAreReloaded;
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extern ALIGN(16, RDP_Options gRDP)
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void InitRenderBase();
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void SetFogMinMax(float fMin, float fMax, float fMul, float fOffset);
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void InitVertex(uint32 dwV, uint32 vtxIndex, bool bTexture, bool openGL = true );
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void InitVertexTextureConstants();
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bool PrepareTriangle(uint32 dwV0, uint32 dwV1, uint32 dwV2);
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bool IsTriangleVisible(uint32 dwV0, uint32 dwV1, uint32 dwV2);
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extern void (*ProcessVertexData)(uint32 dwAddr, uint32 dwV0, uint32 dwNum);
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void ProcessVertexDataSSE(uint32 dwAddr, uint32 dwV0, uint32 dwNum);
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void ProcessVertexDataNoSSE(uint32 dwAddr, uint32 dwV0, uint32 dwNum);
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void ProcessVertexDataExternal(uint32 dwAddr, uint32 dwV0, uint32 dwNum);
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void SetPrimitiveColor(uint32 dwCol, uint32 LODMin, uint32 LODFrac);
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void SetPrimitiveDepth(uint32 z, uint32 dwDZ);
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void SetVertexXYZ(uint32 vertex, float x, float y, float z);
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void ModifyVertexInfo(uint32 where, uint32 vertex, uint32 val);
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void ProcessVertexDataDKR(uint32 dwAddr, uint32 dwV0, uint32 dwNum);
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void SetLightCol(uint32 dwLight, uint32 dwCol);
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void SetLightDirection(uint32 dwLight, float x, float y, float z, float range);
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void ForceMainTextureIndex(int dwTile);
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void UpdateCombinedMatrix();
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void ClipVertexesOpenGL();
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void ClipVertexesForRect();
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void LogTextureCoords(float fTex0S, float fTex0T, float fTex1S, float fTex1T);
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bool CheckTextureCoords(int tex);
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void ResetTextureCoordsLog(float maxs0, float maxt0, float maxs1, float maxt1);
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inline float ViewPortTranslatef_x(float x) { return ( (x+1) * windowSetting.vpWidthW/2) + windowSetting.vpLeftW; }
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inline float ViewPortTranslatef_y(float y) { return ( (1-y) * windowSetting.vpHeightW/2) + windowSetting.vpTopW; }
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inline float ViewPortTranslatei_x(int x) { return x*windowSetting.fMultX; }
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inline float ViewPortTranslatei_y(int y) { return y*windowSetting.fMultY; }
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inline float ViewPortTranslatei_x(float x) { return x*windowSetting.fMultX; }
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inline float ViewPortTranslatei_y(float y) { return y*windowSetting.fMultY; }
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inline float GetPrimitiveDepth() { return gRDP.fPrimitiveDepth; }
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inline uint32 GetPrimitiveColor() { return gRDP.primitiveColor; }
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inline float* GetPrimitiveColorfv() { return gRDP.fvPrimitiveColor; }
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inline uint32 GetLODFrac() { return gRDP.LODFrac; }
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inline void SetEnvColor(uint32 dwCol)
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gRDP.colorsAreReloaded = true;
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gRDP.envColor = dwCol;
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gRDP.fvEnvColor[0] = ((dwCol>>16)&0xFF)/255.0f; //r
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gRDP.fvEnvColor[1] = ((dwCol>>8)&0xFF)/255.0f; //g
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gRDP.fvEnvColor[2] = ((dwCol)&0xFF)/255.0f; //b
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gRDP.fvEnvColor[3] = ((dwCol>>24)&0xFF)/255.0f; //a
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inline uint32 GetEnvColor() { return gRDP.envColor; }
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inline float* GetEnvColorfv() { return gRDP.fvEnvColor; }
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inline void SetAmbientLight(uint32 color)
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gRSP.ambientLightColor = color;
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gRSP.fAmbientLightR = (float)RGBA_GETRED(gRSP.ambientLightColor);
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gRSP.fAmbientLightG = (float)RGBA_GETGREEN(gRSP.ambientLightColor);
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gRSP.fAmbientLightB = (float)RGBA_GETBLUE(gRSP.ambientLightColor);
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LIGHT_DUMP(TRACE1("Set Ambient Light: %08X", color));
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inline void SetLighting(bool bLighting) { gRSP.bLightingEnable = bLighting; }
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// Generate texture coords?
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inline void SetTextureGen(bool bTextureGen) { gRSP.bTextureGen = bTextureGen; }
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inline void SetNumLights(uint32 dwNumLights)
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gRSPnumLights = dwNumLights;
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DEBUGGER_PAUSE_AND_DUMP(NEXT_SET_LIGHT,TRACE1("Set Num Of Light: %d", dwNumLights));
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inline uint32 GetNumLights() { return gRSPnumLights; }
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inline COLOR GetVertexDiffuseColor(uint32 ver) { return g_dwVtxDifColor[ver]; }
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inline void SetScreenMult(float fMultX, float fMultY) { windowSetting.fMultX = fMultX; windowSetting.fMultY = fMultY; }
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inline COLOR GetLightCol(uint32 dwLight) { return gRSPlights[dwLight].col; }